TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ©2003 ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.  
  COR3-17 
   
   
   
  WHEN ORCS ATTACK 
   
  A One-Round D&D® LIVING GREYHAWK™ 
  Core Scenario 
  Version 1 
   
  By Chris Chesher 
  Circle Reviewer: Creighton Broadhurst 
   
                                                           
   
   
  Welcome to the city of Eastfair, capital of the North Kingdom. Within its great granite walls, the people are safe from all 
  that might harm them from amongst the countryside. But what of the threats from within? There are children in 
  trouble and the forces of good are greatly in the minority. You are needed to go into the countryside and rescue an 
  orphanage. Sounds simple, right? It would have been. But, with one too many drinks and a fistfight with a human 
  officer, one of the local orc regiments has gone on yet another drunken rampage. Now the population gets another first 
  hand view of… when orcs attack. An adventure for APL 2-6. Part One of the “Running with the Baatezu” series. 
   
   
   
  
  When Orcs Attack 
   
  Page 2 
  INTRODUCTION 
  This is an RPGA® scenario for the DUNGEONS & DRAGONS® 
  game. A five-hour time block has been allocated for each 
  round of this scenario, but the actual playing time will be 
  closer to three and a half 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 communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  PREPARATION 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the DUNGEON MASTER’S 
  Guide when confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  SCORING 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  • 
  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. 
  • 
  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. 
  • 
  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 experience awards for the scenario. 
   This adventure is worth 2 D&D PLAYER REWARD™ Points 
   
  After voting, give the Scoring Packet to your Senior 
  DM.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  
  When Orcs Attack 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  LIVIN
  G 
  GREYH
  AWK 
  LEVEL
  S OF 
  PLAY 
   
   
  Because 
  players 
  bring 
  their own 
  character
  s 
  to 
  LIVING 
  GREYHA
  WK 
  games, 
  this 
  adventure’s challenges are proportioned to the average 
  character level of the PCs participating in the adventure. 
  To determine the Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  • 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  • 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  • 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  2. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  • 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  TIME UNITS AND UPKEEP  
   
   
  This is a standard one-round Core adventure, set in The 
  Great Kingdom of Northern Aerdy. All characters pay 
  two Time Unit per round. Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit. Rich Upkeep costs 50gp per 
  Time Unit. Luxury Upkeep costs 100gp per Time Unit. 
   
  SOURCE 
  ACKNOWLEDGEMENT   
  In the text of this adventure, sentences, paragraphs and 
  ideas have been borrowed (and expanded on) from the 
  sourcebook ‘Ivid the Undying’ by Carl Sargent.  
   
  The author of this adventure would like to express 
  his thanks and praise to Mr. Sargent and acknowledge 
  the original source material created by him. 
   
   
  ADVENTURE BACKGROUND 
  The North Kingdom 
  The Great Kingdom of Northern Aerdy is ruled by His 
  Righteous and Transcendent Majesty, the Overking of 
  Northern Aerdy, Herzog Grenell the First, Prince of of 
  House Naelax (LE male human [Flan-Oeridian] Clr19 - 
  Hextor). 
   
  This is a nation of tyranny and oppression. Outside 
  of the large cities, feudal lords hold god-like power over 
  their small fiefdoms, only paying heed to the more 
  powerful liege above them in the social order. 
   
  Inside the city, nobles and the others who are lucky 
  enough to be above the salt practice a lifestyle of 
  hedonistic indulgences and cruelty at the cost of those 
  poor souls who fall below the salt. 
   
  The vast majority of the warlike noble families 
  pledge their spiritual faith into the many hands of the 
  Scourge of Battle, Hextor. Cavaliers of the darkest hearts, 
  
  When Orcs Attack 
   
  Page 4 
  shiniest armor and most bloodthirsty mounts are a 
  somewhat common sight in these lands. Be they the 
  clerics of Hextor or the knightly lord of the local manor 
  and village. 
   
  Though there are a number of small and rather 
  ineffectual ‘cults’ of good (usually in a chaotic form) that 
  preach and practice rebellion against the oppression of 
  the government and society in whole, finding them is 
  rarely easy, but when they are, a iron fist is used to crush 
  them. 
   
  That is not to say there are no forces of good within 
  the North Kingdom. Once, not too long ago, this nation 
  was a part of the truly Great Kingdom and the bastion of 
  Oeridian culture.  
   
  Thus as Hextor is apart of that culture, so are gods of 
  good and neutrality. Those who would rebel against the 
  tyranny of the lawful evil society (such as Trithereon) 
  have long since been purged to all but the remotest 
  pockets. Followers of gods who would infer its 
  worshipers to a more direct opposition (such as the Arch-
  Paladin, Heironeous) have been equally purged.  
   
  This leaves the followers of good (and neutral) gods 
  who have found a way to work their dogma within the 
  oppressive bounds of state religion of Hextor. An 
  example of this is followers of the Gentle Hand, Zodal, 
  running orphanages or churches of the Shining One, 
  Pelor, taking care of the poor and sick within the ever-
  swelling slums of the cities.    
   
   
  The lawful evil nature of the society allows these 
  small good churches who do not practice rebellion as 
  dogma, to operate and take care of those (poor and sick) 
  that the government do not want to waste time on. The 
  thinking is, “if they want to waste their resources on 
  those types, and as long as they obey our laws, then 
  power to them. Besides, it’s fun to bully them too, from 
  time to time.” 
   
  There are some religions that are accepted because 
  they play important niche rolls. Examples of this are the 
  churches of the Money Counter, Zilchus and the Dweller 
  on the Horizon, Fharlanghn, but the political influence 
  of these sects are kept to a minimum. The only power 
  they can express is that bought by coin and even that is 
  limited. 
   
  Amongst the common people (with their heavily 
  mixed Flan heritage) the Oerth Mother, Beory is 
  worshiped for nature related issues and to a lesser extent, 
  so are the Oeridian agricultural gods. Even the different 
  evil gods such as the Reaper, Nerull, and the Black Rider, 
  Incabulos are given small prayers and appeasement to 
  ward off their callings and hopefully push them on to the 
  their neighbor, but not them. 
   
  Language 
  The peasants and serfs of the land all speak the common 
  tongue, with a heavy Oeridian accent and usually mixing 
  of many words and expressions in Old Oeridian, though 
  this by no means guarantees that the serf speaker can 
  actually communicate fluently in Old Oeridian. 
   
  The nobility, clerics, sages, elite servants and anyone 
  with education speak Old Oeridian as their primary 
  language, but the common tongue is known to all. 
  Religious and legal issues are dealt with in Old Oeridian, 
  as well as anything that is the domain of those above the 
  salt.  
   
  Keeping a Low Profile 
  When the characters visit Eastfair in the adventure, they 
  should not have too much of a problem with the 
  authorities or the general population (most of which are 
  LE, NE and N) as long as they keep their heads down and 
  don’t make a scene.  
   
  Those who worship chaotic (of any morality) or 
  lawful good gods and do not pass a DC12 Disguise check 
  (made once for the whole adventure) or whom reveal 
  themselves, suffer a –2 circumstance penalty to all 
  Charisma based skill checks. This is negated if they are 
  dealing with someone of their same ethos (a good 
  worshiper meeting a good worshiper has no problems, 
  etc). 
   
  A special case is in store for worshipers of 
  Heironeous, the archrival of Hextor. Since it is assumed 
  that a proud worshiper of such a god would adorn 
  himself with the marks and symbols of his divine patron, 
  the Disguise check is DC 15. This includes not slipping 
  up and using sayings or dogma in speech. The price for 
  being recognized is a –6 circumstance penalty to all 
  Charisma based skill checks. Even if the character fails 
  his skill check, this does not mean that ever city guard 
  and cleric of Hextor automatically spot him in the streets. 
  It’s only for when he is up close and interacting with 
  these Heironeous-haters and those who play along out of 
  fear. 
   
  Even then though, he only becomes the target of 
  harsh ridicule. As long as the character keeps his cool and 
  dignity, he can get out safe and alive.  
   
  If he ever forces the hand of the Hextorians, 
  however “justice” will be swift. 
   
  The Hexotrians feel no need to grant a foreigner any 
  sort of honor duel, not in their own capital. 
   
  Pets 
  Large and/or wild animals are not allowed to be brought 
  into the city unrestrained and without a permit. Wolves, 
  bears, any dire animal and other dangerous creatures 
  must be leashed and muzzled or caged. Dire animals must 
  be caged. A one-week permit costs 10 gp per size category 
  of each animal. 
   
  Horses, trained dogs, birds and other common 
  domesticated animals cost a copper each to enter the city, 
  but do not require any special restraints, but the master is 
  responsible for any damage the animals cause.  
   
  Crime and Punishment 
  The laws of the land are typically the same as one would 
  find in another lawful kingdom, only much, much 
  harsher. The people are copper’ed and silvered to death 
  with special taxes and tariffs. Most commoners are 
  considered property, either to their liege or to the 
  government as a whole should they be a freeman (an 
  ironic term here).  
  
  When Orcs Attack 
   
  Page 5 
   
  Minor crimes and public disturbances bring about 
  rough treatment from the town guards or from ones 
  social superiors (with little chance for recourse). 
  Thankfully, gold is an expectable solution to get the 
  characters out of all but the most unforgivable crimes 
  (usually those perpetrated against someone with rank 
  and power). The laws have been somewhat softened (or 
  just corrupted) from ten years ago. An influential man 
  about town succeeded in plying the right people to lower 
  the execution range on items from its original 500 gp to 
  the new 1000 gp limit. Rumors have it he is the main 
  backer of a new fledgling thieves guild. Thus these 
  people can pay the bribes required for getting caught. 
   
  To give an example: 
  If the characters cause the 
  death of a commoner, they can discreetly pay their way 
  out of punishment (the authorities make this clear with a 
  wink and nudge) for the sum of 1,000 gp per dead 
  commoner (or 100 gp for an orc, [but not the rioting 
  ones]).  
   
  Failure to pay this fee sentences the characters 
  involved to 2d6 TU’s worth of imprisonment (the 
  sentence would normally be much longer, life even, but 
  its assumed the crafty adventurers can eventually get 
  themselves out of the situation one way or another, along 
  with all their gear but not gold. All coin is removed from 
  the Adventure Record). 
   
  Killing a tradesmen or other such ‘middle’ class 
  member of society is 2,000 gp per offence. It doesn’t 
  matter how the death was caused. Accidentally or 
  premeditated, death is death. Failure to pay costs the 
  characters 2d8 TUs. Otherwise, this is treated the same as 
  the above entry. 
   
  Killing a Noblemen or other authority figure 
  requires a DC 15+APL Diplomacy check, just to be 
  allowed to make reparations or else be executed 
  permanently. If the characters succeed in the apology, 
  then they at minimum must pay the full cost to bring the 
  person back from the dead (raise dead or resurrection) and 
  then another 2,000-4,000 gp (DM’s discretion on severity) 
  on top of that (this secondary amount can be reduced as 
  stated below).  
   
  Theft Over 1000 gp is a death sentence. Those 
  caught for this crime are almost always publicly executed 
  as an example to the rest of the population. To even 
  attempt to get out of this requires a DC 25+APL 
  Diplomacy check, then confiscation of the item, then a 
  5,000 gp bribe. Sadly to say, few people have those sorts 
  of resources, so permanent death becomes quite the 
  deterrent. Philosophers have pointed out that the crime 
  of theft is more harshly dealt with than the crime of 
  murder and that speaks volumes on the mentality of the 
  government and its people. 
   
  For lesser crimes, like;  
   
  Insulting a Noble or a Hextor Cleric (Diplomacy 
  check DC10+APL to be allowed to pay 200 gp, otherwise 
  1d6 TUs of imprisonment).  
   
  Interfering with a Guardsmen (50 gp or 1d4 Tus of 
  imprisonment). 
   
  Public 
  Disorder 
  (50-200 
  gp, 
  or 
  1 
  TU 
  of 
  imprisonment). 
   
  Theft, Minor (Half the value of the items and 
  confiscation of the items or 1d3 TUs of imprisonment 
  and confiscation of the items).  
   
  Breaking and Entering (50-200 gp or 2TU of 
  imprisonment). 
   
  Vagrancy (a sound beating, then, 50 gp or 1TU of 
  imprisonment and another sound beating).  
   
   
  Use these as a guideline should you find that the PCs are 
  getting into trouble not listed here. When in doubt, 
  though, err on the side of caution and leniency.  
   
  These minor crimes can usually be paid on the spot 
  to guards or other authority figures. The more severe 
  charges (like murder) usually take some time to process 
  in the courts. Typically, paying 100 gp can speed it up to 
  2d6 hours, from 2d8 days (all included in the initial TU’s 
  paid for the adventure). This is nothing compared to the 
  poor wretches who spend years in tiny cells awaiting a 
  trail that may never come. 
   
  If the characters profess their innocence (whether 
  they are innocent or not, it doesn’t matter much) a 
  representative for them all may make a single opposed 
  DC 1d20+3+APL Diplomacy check (per charge). The 
  character may use Knowledge (local) instead for this 
  check. 
   
  If this is successful, then the cost in gold or TUs is 
  reduced by 50% (round down). But if the check fails, the 
  penalties are increased by 50% (round up).  
   
  Some exceptions to this are when the authorities 
  hate the victims more than the characters. For example, 
  killing a cleric of Tharizdun or Vecna doesn’t bring about 
  much reprisal (unless the characters committed a lot of 
  other crimes in the process). 
   
  Also, the adventure text may list specific instructions 
  on how to handle a crime or a trial. Always use the 
  specific instructions in the adventure text over those 
  listed above.  
   
  An example of this is when the characters are out in 
  the countryside and the local lord finds that they have 
  killed off his blacksmith. He is willing to negotiate with 
  the characters for compensation on his loss of skilled 
  labor (not that he cared too much, for Old Jed was an 
  angry drunk, but he was a good craftsmen). 
   
  As stated previously, a typical commoners would 
  expect a life sentence for very minor crimes, but the 
  adventurers (with a few exceptions) are only penalized 
  TU’s, for it is assumed that they are able to get themselves 
  out of the imprisonment much before the end of the 
  expected sentence.  
   
  Guard patrols’ interest depends on what part of the 
  city or (in the case of in rural area) whose land one is on.  
   
  In Eastfair, the New City is closely watched by both 
  mundane and even magical means. Those committing 
  crimes have a much higher chance of getting caught. In 
  the Old City, guard patrols are fewer and petty crime is 
  rampant, but the patrol sizes tend to be much larger with 
  a higher chance of special support units (such as mages or 
  brute squads), ready to tear a neighborhood apart till they 
  get the people their after.  
  
  When Orcs Attack 
   
  Page 6 
   
  Rural lands are under the jurisdiction of whichever 
  noble owns that patch of land, which can have several 
  layers of authority. These rural nobles have less firepower 
  to back up an arrest then do the city guards against 
  powerful adventurers, so they tend to be more lenient 
  and willing to deal when they feel they lack the upper 
  hand. 
   
  Eastfair, The Granite City 
  Within the high and heavily fortified outer granite walls 
  of the city, are streets so clean and tidy that they put 
  some high altars of Heironeous to shame. 
   
  Heavily worked maintenance crews keep the hard, 
  stark and stern streets sanitary, as much as the elite units 
  of Rakersmen (elite troops of North Province) keep the 
  streets orderly as the town guard.  
   
  While it has a reputation for urbanity, ordinary folk 
  in the city work hard and need to in order to compensate 
  for the heavy taxation and cruel red tape. One must pass 
  through the second ring of city walls and into the Old 
  City, in order to get to the interior of the city and to see 
  its true seedy underbelly. Here, the poor and the 
  wretched eek out an existence shut away from the 
  outside, only allowed to leave with special permits or by 
  wearing badges sewn to their vests. 
   
   In the last decade or so, this poor interior has turned 
  from poor-man’s quarters, though kept almost as orderly 
  as the New City, into a true slum (much to the chagrin of 
  the authorities). This has been caused by the ever-
  increasing migration of refugees into the city. If you can 
  pay the entrance fee, you can enter Eastfair, but if your 
  not a skilled tradesmen or rich, your shunted to the Old 
  City.  
   
  Once there, you can’t legally leave without a permit 
  of some sort. This has been causing quite a bit of 
  increased 
  hardship 
  and 
  chaos. 
  The 
  uncaring 
  governments answer is to send in brute squads of orcs 
  and ogres to thin out the population of troublemakers, 
  but never so much that they’ll cause a general revolt. 
  Cycles of famine and diseases keep the population levels 
  of the Old City down as well.    
   
  Behind its orderly mask, the population of the city is 
  as prone to hedonistic pleasures. Eastfair has always 
  attracted the most debauched and degenerate nobility 
  and merchants of North Province. If you have the money 
  to pay for it, the Nine Hells itself can be yours to 
  experience. 
   
  Eastfair attracts wealth. Those riches are either 
  inherited, or else obtained by the best merchants, that is, 
  the most unscrupulous, swindling, money grabbing ones. 
  Given this, it is not surprising that Eastfair's rich like to 
  spend their money on depraved and immoral activities. 
   
  Eastfair has a considerable number of truly 
  exceptional craftsmen and artisans within its city walls. 
  These numbers have swollen by the people seeking 
  refuge in the Granite City from more troubled lands and 
  cities. Now, truly, Eastfair is a city where one can buy 
  almost anything –if one has almost limitless supplies of 
  gold. 
   
  When the sun sets, and the streets fill with 
  flickering shadows, it’s the poor and common men that 
  pay for the vileness of the riches’ entertainment, not to 
  mention all the other hidden evils in the city. 
   
  In a nutshell, the common people have very few 
  rights and the government enforces itself on the lower 
  class brutally, but usually overlook the vileness that 
  befalls the common man, as long as its done quietly and 
  doesn’t disturb the order of the city. 
   
  Something one does not see walking the streets of 
  the city are fiends. Baatezu and especially tanar’ri are not 
  generally accepted by the church of Hextor. Part of this 
  has to do with their god residing on Archeron, and not 
  the Nine Hells. Though fiends are used for specific 
  purposes, as a policy, the authorities don’t want them to 
  wander around within the general populace. 
   
  The same goes for undead, for they tend to cause a 
  lot of disorder and public disturbance. Of course, there 
  are always exceptions to those with power and the fact 
  that there are several Animus Nobles in the city makes it 
  a complicated issue. Having undead wandering the 
  streets is an extravagance reserved for the most powerful 
  and connected. Anyone else will find their minions 
  destroyed and themselves held accountable. 
   
  It should be noted that, though mostly just rumors, 
  good outsiders have made temporary homes in this large 
  city. They have been called to do good and help the 
  crusading good minority fight the power of evil. When 
  these beings are discovered they are routed out with 
  extreme prejudice and any mortals found to be 
  supporting them (and even those not) are punished 
  brutally, usually by having an ogre pay them a social visit 
  to discuss the transgression. 
   
  Locations in Eastfair 
  In this adventure, the characters are not expected to 
  venture into many locales within the city, though that is 
  not to be the case in further outings in this adventure 
  series. The following are quick descriptions of places 
  within the city that either are discussed with the 
  characters (but not expect to be visited) or are locations 
  that the characters need to visit as listed in the 
  encounters. A more detailed description can be found 
  within the encounter dealing with that location. 
   
  Eastfair is divided into Old City and New City. The 
  Old City was built circa 80 CY, and the city greatly 
  expanded in size during the third century when New 
  City began to grow outside the original walls.  
   
  The Old City is now mostly the province of the 
  poorer people, save for the complex of buildings known 
  as "The Cyst," while New City contains the homes and 
  workplaces of the well off.  
   
  For characters approaching Eastfair, their first sight 
  of the city should give them an impression of grandeur. 
  Huge granite walls confer an air of invulnerability, and 
  the stone spires and slate roofs of the buildings inside 
  crowd together like a phalanx of powerful defenders. 
  Great Gate, bearing its mighty shields of Hextor and 
  North Province, is a forbidding entrance to this majestic 
  city. 
  
  When Orcs Attack 
   
  Page 7 
   
  The Great Gate is powerfully defended, with ballista 
  platforms flanking the 30-foot. high granite walls and a 
  pair of huge (22-foot high) stone statues of Aerdi warriors 
  standing one each side of them. These statues can be 
  animated as massive stone golems (271 hp each) by a 
  cleric of Hextor who stands special watch as part of the 
  gate detail, to fight in defense of the city. 
   
  �Greater Stone Golem: 271 hp; see Monster Manual. 
   
  An entrance toll is charged of 1 sp a person (1 gp a 
  merchant or freesword, with extra charges of 1 sp to 1 gp 
  for each horse, wagon). The main gates are opened for 
  wagons and horse, with men on foot using smaller side 
  doors at the base of the ballista towers.  
   
  Within Great Gate, the broad boulevard known as 
  the Full Path stretches into the heart of the city and on to 
  Newgate and Spider's Gate. Just beyond Great Gate, the 
  extraordinary sight simply named "Waterfall" greets the 
  visitor; 20-foot high and 10-foot long standing waves of 
  water lie either side of The Full Path, a permanent 
  magical reminder that Eastfair lies just north of the 
  headwaters of the Flanmi.  
   
   
  The Fisherman's Gate: The north gate of the city is much 
  smaller than the Great Gate, and receives only visitors on 
  foot or on horse in small numbers.  
   
  Originally, this was the gate used by humbler 
  tradesmen, hence its name, but in a reversal of history 
  this gate now opens into the richer areas of the city and 
  merchants are sent to Great Gate if they seek entry. 
   
  Though this gate has not the powerful defenses of 
  Great Gate, the gatehouse here contains a minor magical 
  artifact which, if the right command word is activated, 
  can shield the gate in a wall of stone which is 90% resistant 
  to any attempts to dispel it, save by use of the same 
  artifact used to create it. 
   
  Once the trouble starts in the countryside, this gate 
  is magically sealed (as above) and only opened for use by 
  the most powerful of the city. The characters have no 
  chance in getting it open. 
   
  The Cyst comprises three sets of buildings located 
  behind iron railings protected by priests of Hextor and 
  squads of Rakersmen all in the Old City. None can enter 
  without an invitation or the summons or granted pass of 
  the Herzog himself.  
   
  The central building here, the Herzog's Palace, 
  houses Grace Grenell and the hierarchy of the priesthood 
  of Hextor, together with the most senior city officials 
  (Chancellor, city architect, Commander-General of the 
  Watch). To the right of the Palace are the barracks of the 
  Rakersmen, with some 600 troops and a dozen of their 
  most senior commanding officers. 
   
  Unless the characters really act up, they should 
  never need to go here. If the situation warrants them 
  going here and getting inside, they are not coming back. 
   
  The Whirling Dervish: Nested in the Streets of Delight, 
  the 
  Whirling 
  Dervish 
  is 
  a 
  hostelry 
  offering 
  entertainments marginally less depraved, and more 
  varied, than most establishments around it.  
   
  The proprietor, Clinorus Kradner, dresses in 
  Baklunish robes and a turban, even though he's never 
  been west of Edge Field in his life. To someone who is 
  from the Baklunish West or has visited them, it is 
  obvious that Clinorus has dressed to the descriptions of 
  embellished stories, not to mention the man is not 
  Baklunish, more of a dark Flan-Oeridian mix.  
   
  Clinorus is, in fact, a cleric of Olidammara as well 
  (Clr4), with a strong tendency to good alignment. 
   
  This location is visited in the Introduction 
  Encounter. 
   
   
  The Merchant Quarter contains the better markets of 
  Eastfair and the homes of many ordinary merchants. At 
  the center of the entire quarter is the main Temple of 
  Zilchus for the city.  
   
  This quarter is also home to an enclave (subsection) 
  of merchants who specialize in exotic goods: silks, spices, 
  peppers, rare herbs, alchemical goods, tropical hardwood 
  furnishings, Ketite rugs and carpets, and all manner of 
  unusual items. This square is sometimes referred to as 
  ‘Little Bakluni Town’. 
   
   Nearby to these shops of Exotic section is the walled 
  compound of the Zilchus Western Company. This is the 
  major supplier to these particular shops of western goods, 
  though they by no means hold any monopolies on 
  Baklunish trade. This just happens to be the sister 
  headquarters (the other in Kalstrand) of an order of 
  Zilchus clerics that operate this company. 
   
  A small part of this quarter is visited in Encounter 1. 
   
    
  Old City: The houses here are those of laborers, serfs 
  (including church serfs), and unskilled workers. This is 
  the new slum district for Eastfair, though it has only 
  formed in the last ten years.  
   
  The houses here are dilapidated, and people live in 
  very overcrowded homes, with a fair amount of violence 
  and drunkenness. However, this is the best place for 
  anyone wishing to lie low in Eastfair.  
   
  Racketeer landlords rent a bare room for a copper or 
  two a day per person, and the town guard (Rakersmen) 
  patrol the streets rarely unless there has been a recent 
  bout of worse than usual street fighting. 
   
  To keep the newly forming slum-like conditions in 
  check, orc and ogre brute squads smash any shanty towns 
  or tent districts that occasionally form out of desperation. 
  The more vocal troublemakers also get the occasional 
  courtesy call from the brute squads. There’s nothing like 
  an ogre to change your opinion during a philosophical 
  debate.  
   
  Good churches and clerics tend to the unwashed 
  masses as best as they can with the limited resources they 
  are allowed, though they are often victims of the brute 
  squads themselves. Some of the more charismatic clerics 
  have made contacts within the guardsmen and/or 
  authorities (gold is usually involved) and get some special 
  consideration from that. 
   
  
  When Orcs Attack 
   
  Page 8 
  Orc Quarter: Part of the reason for the overcrowding in 
  the rest of Old City is this district, which is walled off 
  from the rest of the Old City (but still inside the Old 
  City). The 3,000 troops of the Euroz Angry Army have 
  settled into barracks here and have made it their own.  
   
  At the present, the town guard tries only to patrol 
  the outskirts of this zone, but the orcs have taken to 
  kidnapping ordinary people in Old City (the orcs have 
  secret ways out of the district) and taking them back to 
  their barracks for supper (as it were) or just to torture and 
  kill them out of boredom. 
   
   The orcs also act as jailers in the city prison directly 
  opposite Spider's Gate, which allows them some 
  opportunity for indulging their sadism and brutishness. 
   
  The orc warlord, Snaggrip Grekk, swaggers about 
  Eastfair as if he owned the place, and there are many 
  humans in Eastfair who would like to have the general 
  population rise up and slaughter him and his men—no 
  matter how many casualties might be suffered.  
   
  The situation is very tense, and Grenell knows that 
  while the orc leaders want to be in Eastfair to have a very 
  definite presence in Grenell's capital city, their soldiers 
  often grow rebellious and irritable, needing the fresh 
  stimulus of battle. Brawls and drunken rebellions when 
  out in the countryside are happening with more and 
  more frequency. Usually once the rampaging orcs run 
  out of beer and/or troops are sent out to rein them in, 
  everything settles down again.  
   
  A few orc ringleaders (and often their human 
  officers) are severely punished, but the orc regiment is 
  put right back to what ever it was doing before, as if 
  nothing happened. 
   
  Thought the city has a standard garrison of 3,000 
  orcs, usually about 1,000 of those orcs are farmed out to 
  nearby garrisons or for special projects (usually as hard 
  laborers).  
   
  In this adventure, such a regiment of 600 orcs have 
  gotten drunk and rebelled. While the orc troops are 
  mostly concerned with looting and debauchery, some of 
  the orc “officers” are trying to spur the troops on to sack 
  the capital (Eastfair), though this is a rather unwise (and 
  hopeless) mission. The orc regiment will be reined in 
  long before they get that close to the city (not that they 
  had a chance in the first place).  
   
  ADVENTURE BACKGROUND 
  Welcome to Eastfair, capital of the North Kingdom. 
  Within its great granite walls, exists a small conspiracy. A 
  flan man smelling of fish who by night is only known (to 
  very few) as “The Opaquer” and is completely unknown 
  by day, is on his own private quest of evil and has moved 
  into the city. He’s a real heart breaker. Leading into a 
  comedy of errors, this mystery Flan man hires two down 
  on their luck thugs to do a hatchet job for him. Their 
  orders are to retrieve the heart of a young cleric of 
  Zilchus (and member of the Zilchus Western Company) 
  who may know too much.  
   
  Without the knowing (or permission) of the 
  tenuously fledgling thieves guild of the city, these two 
  thugs do the act, but a witness gets away. One little boy 
  has seen too much, and a newly resurrected young 
  Zilchus cleric is hopping mad.  
   
  The thugs just need to track down the boy and use 
  magic to interrogate him to find out if he has told anyone 
  else. Problem, the thugs can’t let anyone know about 
  what they are up to. The fledgling thieves guild is 
  terrified of getting the heat put on them by the cruel 
  authorities of the city.  
   
  These thugs did the deed without the permission of 
  the guild, nor would they have ever gotten it. Now they 
  need magic from a source that lives out side of the 
  underworld circles, as well as outside the city. They need 
  old Jed, a washed up cleric of Pyremius.  
   
  Now the thugs just need to pick up the boy in 
  question at the orphanage in the countryside that he is 
  hiding out at, and then carry him off to a nearby thorp 
  where the Old Jed lives.  
   
  Sounds simple right? It would have been. But, with 
  one too many drinks, and a fistfight with a human officer, 
  one of the local orc regiments have gone on yet another 
  drunken rampage in the countryside. This is what 
  happens…when orcs attack! 
   
  Now the father of the once murdered young Zilchus 
  cleric is offering a reward for someone to look into the 
  case. The adventurers could be such people. They want 
  those thugs collected up and the Money Counter knows, 
  the authorities are not bending backwards to take care of 
  it. 
   
  Cast of Characters 
  Clinorus Kradner: This is the proprietor of the Whirling 
  Dervish and is described under that inn’s description 
  above. He spent the night of the murder entertaining his 
  young friend Dantoni with tales of the Baklunish West 
  and other far off places. As a good cleric of the Laughing 
  Rogue and as the boy’s friend, he shall do his crafty best 
  to steer the adventurers into taking on Afronidious’s 
  mission. Clinorus is also willing to give helpful and 
  friendly advice about the city, but he won’t expose 
  himself or his operation, not now. Not when theirs so 
  much more on the line. 
   
  �Clinorus Kradner: Human Male (Flan-Oeridian) 
  Brd4/Clr4 of Olidammara; CG; 46 hp; undetectable 
  alignment always cast; speaks Ancient Baklunish (but very 
  poorly). 
   
  Dantoni of the ZWC: This is the young cleric that was 
  murdered by the two thugs five days before the start of 
  this adventure. He was attacked while coming home 
  from a late night at The Whirling Dervish spent talking 
  with his friend Clinorus Kradner (the proprietor).  
   
  Dantoni was not a random victim and was 
  specifically targeted for a reason that remains undisclosed 
  in this adventure (though there are clues). He normally 
  works alongside his father in the Zilchus Western 
  Company (where his father is the holy clerk) where he is 
  training for a lucrative and prestigious position with the 
  
  When Orcs Attack 
   
  Page 9 
  senior controllers, once he has gained more knowledge 
  and experience. 
   
  Currently though, he (and other junior order 
  members) have been farmed out to both the main 
  Zilchus temple in the Eastfair and as independent trade 
  negotiators (a typical position for acolytes), being paid to 
  oversee the fair and honest deals between two parties. 
  Once western trade picks up, they’ll be brought back in 
  for their main duties. 
   
  After his murder and resurrection (which took the 
  vast majority of the family’s [and friend’s] available 
  wealth) he was sent away from the city to both protect 
  him and so he could recuperate. The Zilchus Western 
  Company is baffled at why he was murdered and have 
  chalked it up to a random murder, but his father, 
  Afronidious has a gut feeling otherwise. 
   
  �Dantoni of the Zilchus Western Country: Male 
  human (Oeridian) Clr3 of Zilchus; LN; hp 18. 
   
  Afronidious the Holy Clerk: The father of young 
  Dantoni. When his son was found murdered, the Church 
  of Zilchus, the members of the Zilchus Western 
  Company and the authorities were baffled as to why the 
  Dantoni was murdered in such a way. After questioning 
  everyone they could think of nothing and even casting 
  divinations, they could not pinpoint the specifics of the 
  motives. It was chalked up to evil cult activity (rather 
  common as of late) and little more was done.  
   
  Even with the discount that Afronindius was 
  entitled to, it was still a very costly procedure to have his 
  beloved son resurrected. It has tapped him and his friends 
  (whom he borrowed a fair bit of money from) of their 
  liquid assets and most of Afronindius non-liquid assets.  
   
  Now Afronidious has put out the word among his 
  friends that he’s looking for some inexpensive yet 
  reliable adventurers to try and look into the matter 
  deeper and off the record, for his own church (and the 
  city authorities) have closed the book on the incident. He 
  doesn’t have much in the way of coin anymore, but he 
  promises he’ll own a favor and his word can carry a lot of 
  weight across the Flanaess. 
   
  Alfronindius is the holy clerk of the temple of 
  Zlichus in the Zilchus Western Company compound. He 
  is the man who sits at the desk at the entrance to temple 
  and makes sure that visitors are following the proper 
  procedures. He also controls access to the temple and 
  coordinates who sees who and when. 
   
  �Afronidious, Holy Clerk: Human Male (Oeridian) 
  Exp4/Clr4 of Zilchus; LN; hp 46.  
   
  Snip the orphan: This rather young lad arrived with his 
  parents in Eastfair at the ripe age of four. Within a year, 
  both his parents and siblings were dead. A combination 
  of sickness, starvation, cold winter and crime took all of 
  family except little Snip. Four years have passed since 
  that first day, and Snip has learned a lot, including how to 
  survive on the mean streets of the Old City. Not only 
  that, but like many others of his size and quasi-criminal 
  attitude, he has found himself secret access to the streets 
  of the New City. Gangs of tiny street youths foray 
  through the secret access tunnels under and through the 
  inner city walls and into the alleyways of the New City. 
  These petty thieves spend their time harassing the much 
  wealthier folk both day and night with their small time 
  antics. When the authorities get too close, the kids run 
  back to their escape tunnels and the safety of the 
  crowded slums. The kids open up new routes faster than 
  the authorities can shut down the old ones. 
   
  It was on such a nightly thieving run that Snip saw 
  something he would have been better off not seeing. 
  Recognizing the two thugs and they recognizing him, he 
  managed to elude them till the next morning, when 
  Peacemaker Galrent, servant of the Gentle Hand (Zodal) 
  and master of a local countryside orphanage came into 
  the Old City.  
   
  While the street orphans usually avoid Galrent like 
  the plague, Snip decided the clerics wagon was the best 
  way out of the city and away from the thugs. When the 
  heat wore off, he could always just run away from the 
  cruel slave-trading orphanage (or so the rumors describe 
  it as).  
   
  Snip was just getting to like his new home when the 
  two thugs tracked him down and kidnapped him. 
   
  Snip was so young when he was orphaned that he 
  does not remember his own name. He was bestowed with 
  the nickname “Snip” due to his ability to swipe pursues 
  from unsuspecting marks. 
   
  �Snip the orphan: Human Male (Oeridian) Rog1; N; hp 
  3. 
   
  Tillie: This strong willed cleric of Pelor is directly 
  responsible for well over 200 men, women and children 
  still being alive and relatively healthy within the slums of 
  the Old City.  
   
  She is neutral good and darn proud of it. What ever 
  it takes to heal, nurture or just save in general the 
  wretched souls of the slums, she does. She has gained 
  herself a reputation for being the person to talk to when 
  they need helping.  
   
  She has used this (along with as much gold as she 
  can get her hands on) to grease the wheels with the 
  authorities. Among other things, she has gained a pass 
  that allows her to pass in and out of the Old City (but its 
  not the kind of pass that’s approved by the higher level 
  authorities, so she tends to cover-up to obscure her 
  identify should an officer be nearby). 
   
  Tillie’s full name is Tilliann but she is often called 
  Tillie. 
   
  �Sister Tillie: Female human (Flan-Oeridian) Clr3 of 
  Pelor; hp 24; see Appendix 1. 
   
  Peacemaker Galrent: He is a servant of Zodal and the 
  master of a local orphanage located in the countryside 
  east of Eastfair. He is a kind and good man who does all 
  that he can to save the few orphans he can collect form 
  the infernal work houses of the nobles or the cruel gangs 
  
  When Orcs Attack 
   
  Page 10 
  of the streets. He educates them the best he can and sets 
  up trade apprenticeships with fair-minded masters for 
  the more gifted children  
   
  When he has room for more children he brings his 
  wagon into the Old City of Eastfair and sees what 
  unfortunate youths he can save. The authorities allow 
  him to do this for their own reasons (and kindness is not 
  one of them) but Galrent has a terrible time just finding 
  children to help. They all seem to run in terror of him as 
  someone has been spreading wild tales on the streets that 
  he is there to bring the children to their doom, or at least 
  that’s what he’s been told by the orphanages who came 
  eventually came to stay with him. 
   
  Galrent was almost knocked over when young Snip 
  ran into him begging to get into the wagon and be taken 
  away. Galrent recognized the hidden look of terror in the 
  boy’s eye and accepted him, no questions asked. 
   
  �Peacemaker Galrent: Human Male (Flan-Oeridian); 
  Clr3 of Zodal; hp 21; NG; See appendix 
   
  Syad and Nye the Thugs: These two bunglers have been 
  working as a team for quite a while, but never getting 
  very far. They were only young street thugs when the 
  thieves’ guild was being formed under the sway of a 
  charismatic new comer to the city, a gentlemen rogue. 
  Syad and Nye figured that was the life for them and 
  started to hone their skills past their typical clubbings. 
  They became skillful enough to eventually join the 
  lowest ranks of the guild and never made it any farther 
  up. Trying to find some shortcut, they’ve foolishly started 
  doing things that could get them dead in a matter of time. 
  Thinking themselves more than what they are, their 
  boastings soon had them cross paths and into the employ 
  of The Opaquer. For a decent wage, the two thugs 
  murdered people (usually drunk minor clerics) and cut 
  out the heart, all to the specific directions given to them 
  by their new master. 
   
  Their meeting places always differed and the thugs 
  are clueless to the true identity of cowled villain. They 
  only know that he’s Flan and smells of fish.  
   
  Now Syad and Nye are desperately trying to find 
  Snip, a local street urchin who witnessed them murder 
  the Zilchus cleric. After a few days of discrete inquiries, 
  they found someone who mentioned seeing Snip leave 
  on the orphanage wagon. 
   
  See Appendix I for stats. 
   
  Old Jed: Old Jed, is really Jedlin Fireblood, cleric of 
  Pyremius and a failed assassin. He at one time was a 
  young up and comer among the then very fledgling 
  thieves guild, but on one mission, another up and coming 
  Pyremius cleric stabbed him in the back and left him for 
  dead (literally). Jedlin took to the drink to ease his pains, 
  until at last he became the laughing stock of the Guild. 
  For his disgrace, he was banished from the city by the 
  Guild. The people of Eastfair’s underworld generally 
  know his name and whereabouts, but few care. His name 
  and story is used more as a warning, to those who might 
  fail, then an actual useful resource. In the city, there are 
  far more useful and available agents of evil then to ever 
  need Old Jed. 
   
  In his new life as Old Jed the blacksmith, he has 
  kept his temper and his addiction to the drink. When 
  he’s sober, he makes a decent sword and an expectable 
  horseshoe, but when he’s drunk, he rips his workshop 
  apart and takes swings at the first available person. He 
  doesn’t talk about the old days, even when drunk, and the 
  thorp he’s in now has no knowledge of his past, though 
  they might not even care if they did know.  
   
  The two thugs Syad and Nye come to him wanting 
  him to help in a magical interrogation. The price is right 
  so he’ll do it, but he needs to wait a day for his spells to 
  refresh to those needed. 
   
  Old Jed’s full name is Jedlin Fireblood. He is known 
  as simple Jed. 
   
  See Apppendix I for his statistics.  
   
  The Opaquer: Very little is known about this man and he 
  does not make an appearance in this adventure, but his 
  actions have relevance.  
   
  Based on what Syad and Nye can say, the man is 
  average height, with skin typical of Flan decent. He wears 
  a leather cowl to obscure his features and always stinks of 
  fish. He pays well, but it is threatening fear that keeps his 
  two thug minions in line and loyal. His hideout, or even 
  if he has one, is unknown, but he must store somewhere 
  the many hearts he’s had the two thugs bring him. From 
  his accent, he’s not from the city but he’s certainly from 
  somewhere within the old Great Kingdom. 
   
  Time Line 
  • 
  Five days ago: Dantoni was murdered. 
  • 
  Four days ago: Snip fled to the orphanage. 
  • 
  Two days ago: Syad and Nye discovered Snip’s 
  hiding place 
  • 
  Last midnight (approximately): Syad and Nye 
  set about kidnapping Snip and Galrent gave 
  chase. 
  • 
  Today, approximately 2 a.m.: the orc regiment 
  rebelled and started rampaging to the east of the 
  city. 
  • 
  Today, 
  approximately 
  3 
  a.m.: 
  The 
  first 
  expanding wave of orcs met up with the two 
  thugs, the boy and the Peacemaker chasing 
  them. The Peacemaker was turned back and the 
  thugs were wounded and hid. 
  • 
  Today, approximately 5 a.m.:  The expanding 
  orc wave starts to focus more on heading 
  towards Eastfair. The selfish and scarred 
  peasants in the countryside are slow to warn 
  those ahead of them about the threat, more keen 
  on saving their own hides and wealth. 
  • 
  Today, approximately 6 a.m.: The adventurers 
  arrive at the Main Gates of Eastfair and spend 
  two hours looking for a good place to become 
  non-vagrants. 
  
  When Orcs Attack 
   
  Page 11 
  • 
  Today, approximately 8 a.m.:  The first trickle of 
  refugees fleeing their countryside homes start 
  to trickle in to the main gate along the main 
  road. Reports to the authorities are confusing 
  and contradictory. The two wounded thugs 
  begin to limp towards Kalimthorp while 
  hauling Snip with them. 
  • 
  Today, approximately 10 a.m.: The trickle of 
  refuges has turned into a traffic-stopping flood. 
  The main gate is plugged with people and carts 
  (holding all the possessions that managed to 
  pile on) coming into the city. Outbound traffic 
  for vehicles and animals is completely cut off 
  and only important persons can use the smaller 
  exits that are surrounded with mobs of pushing 
  and panicked people. 
  • 
  Today, approximately 10:30 a.m.: Word has 
  spread about the city like wildfire and a large 
  amount of the middle class have been allowed to 
  mount the city walls and use the view of the 
  poor wretches screaming to get into the city as a 
  pageant to keep the population entertained and 
  calm. The military forces of the city are 
  preparing to sally forth and deal with the orc 
  ‘Angry Regiment’, but the different factions are 
  having a disagreement on who is going to do it. 
  • 
  Today, approximately 4 p.m.: The sneaking, 
  limping and hauling thugs reach Kalimthorp 
  and receive minor wound healing from Old Jed, 
  but must wait for his spells to reset at midnight.  
  • 
  Today, 
  approximately 
  midnight: 
  If 
  the 
  characters have not arrived in Kalimthorp by 
  this time, Snip is magically interrogated and 
  then murdered and his body disposed of. The 
  two thugs escape before the characters arrive, 
  but Old Jed is still around to be fought or 
  bought. 
   
   
   
  ADVENTURE SUMMARY 
  Introduction 
  The characters enter Eastfair early in the morning and are 
  informed they need to find residence in order not to be 
  vagrants. 
  After 
  looking 
  around, 
  the 
  least 
  vile 
  establishment is the Whirling Dervish. From here, the 
  proprietor tells the character of a possible adventure. 
   
  Encounter 1 
  Checking up on the lead, the characters go to a sub 
  section of the Merchant District, Little Bakluni Town. 
  Here they meet up with the Holy Clerk of a small 
  merchant order of Zilchus clerics. His son has been 
  murdered and he needs the characters to help him. 
   
  Encounter 2 
  The bells start to ring and the people of the city flock to 
  the walls. The gate into the city is packed. This is what 
  happens when orcs attack. The characters meet up with 
  Tillie who first offers to hire the ‘mercenary’ characters 
  into saving an orphanage trapped out in the riot of orcs. 
   
  Encounter 3  
  With the gate completely packed, getting out of the city 
  might be difficult. Luckily, Tillie knows a guard and get 
  the group sneaked out a small bolt door. But if the 
  characters want a horse or other Large creature (or 
  vehicle) they there going to have to schmooze the 
  Walker of Fharlanghn who’s on traffic duty.  
   
  Encounter 4 
  Tillie has a particular route in mind to avoid the most 
  orcs, yet make it to the orphanage quickly. On this route, 
  the cries of an infant draw the characters to an otherwise 
  empty farmstead, just like all the others they’ve past. Too 
  bad the cries have brought orcs as well. 
   
  Encounter 5  
  Arriving at the orphanage, the characters find evidence of 
  recent orc occupation. They also find orcs, though they 
  might be hiding. The children and Peacemaker Galrent 
  are hidden below. Once saved, they tell the characters 
  that two thugs stole away their newest arrival just last 
  night. Chase was given, but it was interrupted by orcs. 
  The boy’s name is Snip and he was from Eastfair. 
   
  Encounter 6  
  The thugs were last seen in a clearing in Kalim Wood. 
  Going there, the characters have a chance to pick up on a 
  blood trail made by the thugs that leads to an old bear 
  cave. Inside, Snip left a note for rescuers, explaining 
  where he is being taken. It’s not a difficult trail to find, 
  but each failure costs the characters an hour, and if it gets 
  dark, their movement slows. At midnight, Snip is killed. 
   
  Encounter 7 
  Snip has been taken to Kalimthorp, the hub for the lands 
  southeast of Kalim Wood. Here, the thugs are making 
  arrangements with an ex-assassin and cleric of Pyremius. 
  The intent is to have him cast a zone of truth to help the 
  thugs interrogate the boy. They need to know whom he 
  has told of what he saw. Add a drunken rage and there 
  may be combat. 
   
  Conclusion 
  Heading back to Eastfair with either Snip or the Thugs 
  (dead or alive) in tow, the Holy Clerk and the Church of 
  Zilchus rewards the characters.  
   
   
  INTRODUCTION 
  Welcome to Eastfair, The Granite City. You have passed 
  through the main gate early in the morning, paying your gold 
  piece and wandered into the New City quarter. The streets are 
  clean and well kept with not a single beggar to be seen. 
  Towards the center of the city is the second set of giant granite 
  walls that ring the Old City quarter. A guard near the main 
  gates warns you to stay away from the Old City, that unless 
  
  When Orcs Attack 
   
  Page 12 
  you have a pass, access is restricted, then he tells you to move 
  along or he’ll run you in.  
   
  It seems everyone in this city needs to have a place to call 
  home or else they are declared vagrants. Checking out the 
  different establishments, you finally come upon one that lacks 
  the cruel and debauched feel of all the other Inns. This one is 
  still debauched but it’s surprisingly friendly. The sign reads, 
  ‘The Whirling Dervish’ and it has a Baklunish motif, but the 
  costumed host looks much more local than far west.  
   
  “Well come Infidels, come join my tribe for a feast and a 
  dance!” says your host in a horrible imitation of a Baklunish 
  accent. 
   
  Of all the inns to stay at in the city, this one is the most 
  friendly and least evil. Nested in the Streets of Delight, 
  this inn has the least number of evil auras per capita. 
  Characters asking around would eventually be directed 
  here as being ‘more suited’ to them. 
   
  Location Information: The Whirling Dervish  
  Nested in the Streets of Delight, the Whirling Dervish is 
  a hostelry offering entertainments marginally less 
  depraved, and more varied, than most establishments 
  around it.  
   
  The proprietor, Clinorus Kradner, dresses in 
  Baklunish robes and a turban, even though he's never 
  been west of Edge Field in his life. To someone who is 
  from the Baklunish West or has visited there, it is 
  obvious that Clinorus has dressed to the descriptions of 
  embellished stories, not to mention the man is not 
  Baklunish, more of a dark Flan-Oeridian mix.   
   
  But he plays the foolish part well, and has a range of 
  "mystical conjuring tricks of the exotic west" aided by the 
  small time magic his talent as a Bard (level 4) gives him 
  (animate 
  rope, 
  mage 
  hand, 
  prestidigitation, 
  summon 
  instrument, hypnotism, monster summoning, etc.).  
   
  His dancing girls are the best trained in Eastfair- 
  though most are working their way into much loftier 
  careers, and his other attractions include "Kumbli, the 
  strongest man living outside Ekbir" (a shaven headed 
  tanned Pontylver exile with Strength 20). As well, he has 
  boas from Hepmonaland trained to curl lazily out of their 
  wicker baskets when Clinorus plays his purposely out of 
  tune conch pipe. To round this all off, vividly colored 
  liqueurs of brain numbing potency, dice game tables, and 
  far more besides are all there to entertain. 
   
  Clinorus is, in fact, a cleric of Olidammara (Clr4), 
  with a strong tendency to good alignment. He is always 
  interested in new visitors among his clientele, and if he 
  spots good aligned people he often goes out of his way to 
  give them some tips on who, what, and where to avoid 
  within Eastfair. 
   
   He overhears indiscretions mumbled by drunken 
  nobles and others at his gaming tables, and might pass on 
  something of what he has heard—for the right price—if 
  he trusts the individual he is dealing with.  
   
  In this adventure, Clinorus has dealings with the 
  Zilchus Western Company who supplies him with 
  perishables from the Baklunish West. He is also good 
  friends with Dantoni and often regales him with wild 
  stories of the west (though these are often rehashed 
  stories Clinorus hears from more senior Zilchus Western 
  Company members). If is through this that he has the 
  knowledge of the bounty offered by Dantoni’s father and 
  passes it on to the characters.  
   
  Other than that, he doesn’t reveal his true self or go 
  out of his way to aid the characters (but won’t hinder 
  them) besides friendly hints on the city. 
   
  Perhaps if they meet again, he may help them more. 
   
  �Clinorus Kradner: Human Male (Flan-Oeridian) 
  Brd4/Clr4 of Olidammara; hp 46; CG; Will +11; 
  Undetectable alignment always cast; Speaks Ancient 
  Baklunish (but very poorly). 
   
  Time 
  It is approximately 8 a.m. when the characters arrive. 
   
  ENTERING THE DERVISH 
  The Whirling Dervish is known for its friendly manner 
  and exotic entertainment. The host, Clinorus Kradner 
  and all of his staff (and the entire inn) are dressed up like 
  a storybook version of the Baklunish west. The selection 
  of food and entertainment is likewise.  
   
  Clinorus is dressed in Baklunish robes and a turban, 
  though his style of wearing them is hardly authentic. He 
  plays the fool to better guile those who would threaten 
  his true nature. He is also willing to use his array of 
  bardic spells to amuse the clients (animate rope, mage hand, 
  prestidigitation, summon instrument, hypnotism, monster 
  summoning, etc.). 
   
  The characters are free to enjoy any of the 
  entertainments listed: 
  • 
  Baklunish styled dancing girls. 
  • 
  Kumbli the strongest man living outside of Ekbir. 
  • 
  Trained boas from Hemopland. 
  • 
  Dice games. 
  • 
  Food and drink from the far west. 
   
  Clinorus is eager to chat up the characters. Ever since 
  Afronidious’s asked him to be on the lookout for 
  inexpensive, yet trustworthy adventurers, he has been 
  keeping a close eye out for foreigners. There are few 
  locals who can be trusted and this group of adventurers 
  look like just the right match. 
   
  “Greetings my infidel friends! Please have a round of our most 
  exotic drink on me. Perhaps some breakfast as well? For it is 
  early, and adventure seekers such as yourselves should eat 
  heartily before seeking out fame and fortune.  My name is 
  Clinorus the owner of this Inn. Allow me to join you for 
  breakfast?” says the man, sitting down, before his request is 
  even answered. He grins.  
   
  “ So what brings you to Eastfair?” 
   
  Clinorus answers questions about the city and culture as 
  best as he can. Consult the section adventure pre-text on 
  the city for the answers. If the characters ask Clinorus if 
  
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  Page 13 
  he knows of any jobs or opportunities for adventure, he 
  smiles knowingly and says, “yes, yes I do”. 
   
  He says the following: 
  • 
  He does indeed have a lead on a legitimate adventure 
  for which the characters would be perfect. He says 
  legitimate, because there are many dangerous and 
  treacherous 
  arrangements 
  that 
  can 
  befall 
  adventurers looking for excitement. Deathtraps 
  abound.  
  • 
  Five days ago, his young friend Dantoni, a cleric of 
  Zilchus and acolyte of the Zilchus Western 
  Company, was murdered. 
  • 
  The murder happened after Dantoni was on his way 
  back home (the Zilchus Western Company 
  compound) in the streets of the Merchant Quarter. 
  He was somewhat drunk. His heart was cut out in a 
  ritualistic fashion and the heart is still missing. 
  • 
  Dantoni often visits to be regaled of stories of the far 
  west.  
  • 
  The Zilchus Western Company is a trading 
  organization run by an order of Zilchus Clerics. 
  • 
  Thankfully, Dantoni was resurrected, but it took all 
  the sums of money that his father and his friends 
  (including a gift from Clinorus himself) could put 
  together. It’s a misconception that all clerics of the 
  Money Counter are filthy rich, and 5,000 gp is a lot 
  of money on short notice. 
  • 
  The authorities and the Church of Zilchus are at a 
  loss to figure out the culprits or even a motive. 
  Dantoni only remembers being hit on the head and 
  being carried into an alleyway by two men before he 
  completely blacked out. The authorities have 
  declared it a random murder and the Church of 
  Zilchus is complaining through formal channels to 
  little results.  
  • 
  Dantoni’s father, Afronidious the Holy Clerk for the 
  Zilchus Western Company compound here in the 
  city, suspects it maybe more than just a random 
  murder. He suspects cult activity (which there is a 
  fair amount of) and fears that they may strike again.  
  • 
  Dantoni has been sent off west to recuperate and to 
  stay protected if who ever killed him wants to take a 
  second shot. 
  • 
  If the characters are interested, they should leave 
  immediately and go speak with Afronidious at the 
  Zilchus Western Compound in the exotic section of 
  the Merchant Quarter. 
   
  If the characters agree to take the mission, then Clinorus 
  agrees to give them free room and board and to look after 
  their mounts (should they have any). 
   
  At no time does Clinorus tip his hand about being a 
  cleric of Olidammara. 
   
  Development: At about this time, the first of those 
  fleeing the countryside are arriving at the city gates. Most 
  are panicked and all have little accurate information, nor 
  are they going out of their way to be overly helpful (the 
  downside of evil). The authorities are using an iron glove 
  to straighten the situation out and to stop citywide panic 
  while they try and assess the situation.  
   
  The Whirling Dervish is farther away from the main 
  gate, so it takes longer for word to spread to here, but the 
  closer the characters get to the main gates and the 
  merchant quarter, the more people start to whisper and 
  spread unfounded rumors.  
   
  If the characters decide not to head to the Merchant 
  quarter to meet about the bounty, or dally here or even 
  head somewhere else, by approximately 10:30 a.m., there 
  should be enough crowds and talk to draw the characters 
  to the city walls. 
   
  Otherwise, assume the characters are heading to the 
  Zilchus Western Company compound to speak with 
  Afronidious the Holy Clerk. With good directions from 
  Clinorus, the walk to the Merchant Quarter only takes 20 
  minutes.  
   
  ENCOUNTER 1: LITTLE 
  BAKLUNI TOWN  
  After twenty minutes of strolling through the streets of Eastfair 
  and experiencing the different scents in the morning air, you 
  arrive in the part of the Merchant district known as the Exotic 
  Merchant Quarter, or sometimes Little Bakluni town.  
   
  This small section of shops and services all have a distinct 
  western motif that is much more authentic than that of the 
  Whirling Dervish. On the opposite side of the square is your 
  destination, the walls of the Zilchus Western Company 
  compound. 
   
  There are two important locations here in the square. The 
  Zilchus Western Company compound and the other is 
  the Spice of Life tavern.  
   
  Location Information: Zilchus Western Company; The 
  Spice of Life 
  The Merchant Quarter contains the better markets of 
  Eastfair and the homes of many ordinary merchants. This 
  is also home to an enclave (subsection) of merchants who 
  specialize in exotic goods: silks, spices, peppers, yarpick 
  nuts, galda fruit, rare herbs, alchemical goods, tropical 
  hardwood furnishings, Ketite rugs and carpets, and all 
  manner of unusual items.  
   
  Their shops have become poorly stocked due to the 
  looming war and trade interference in the Baklunish 
  West, and they often gather at The Spice of Life, a noisy 
  tavern run by a Ketite expatriate (formerly of the Falwur 
  District) named Sumdaa Al’Firs, who fled during the Ket-
  Bissel war. Back home, his small trade business relied on 
  his personal good relations with his Bisselite neighbors 
  and relatives. But after the war and the crack down by the 
  zealot church, there was nothing left for him in Ket.  
   
  �Sumdaa Al’Firs: Human Male (Baklunish-Oeridian) 
  Com8; hp 20; N.  
   
  Nearby to these shops is the walled compound of the 
  Zilchus Western Company. This is the major supplier to 
  
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  Page 14 
  these particular shops of western goods, though the 
  Zilchus Western Company by no means hold any 
  monopolies on Baklunish trade.  The company also 
  maintains a small mission in Kalstrand. 
   
   In addition to the obvious financial factors, this 
  Clerical Order uses their trade network for other 
  purposes and have done so for many generations.  
   
  The father of the young cleric in question (and the 
  one organizing the reward) is Holy Clerk Afronidious, 
  cleric of the Money Counter, Zilchus, and a middle status 
  (but very prestigious position) member in the Clerical 
  Order that operates the Zilchus Western Company. 
   
  �Afronidious, Holy Clerk: Human Male (Oeridian) 
  Exp4/Clr4 of Zilchus; hp 46; N.  
   
  ZILCHUS WESTERN COMPANY  
  This small compound sits on the far side of the square in little 
  Bakluni town.  
   
  Though its main gates are open, the walls are patrolled by 
  the feather plumed and richly dressed pikeman common to the 
  orthodox Zilchus customs originating in the old Great 
  Kingdom.  
   
  A sign in both old Oeridian and Common proclaims, “The 
  Zilchus Western Company.” 
   
  As long as the characters are polite, civil and can come up 
  with any sort of reasonable cause for entering the 
  compound (such as to talk to the Afronidious the Holy 
  Clerk), then they may do so and though the elite guards 
  do not search the characters, they do eye them very 
  carefully. 
   
  Inside the walls, a courtyard is filled with wagons 
  and horses. Along the sides of the walls are small 
  warehouses, offices and living quarters. At the far end of 
  the compound is the temple itself. 
   
  Guards wearing decorated half-plate and sporting halberds line 
  the entrance to the Temple. They wear a rather lavish livery of 
  expensive materials and construction. Their helmets fly a loan 
  feather, with color seemingly to denote rank.  
   
  If the PCs approach the temple entrance gate read the 
  following: 
   
  Standing open, are two very thick and sturdy looking double 
  doors. Above them written in both old Oeridian and common 
  are the words, “Pray within my halls those who desire 
  exchange.” 
   
   
  The double doors lead to the main chamber for public 
  worship. This is where those dealing with the Zilchus 
  Western Company go to give praise and thanks to 
  Zilchus, or meet with one of the clerics of the Order to 
  arrange business matters. All the offices and vaults are 
  secure within the temple. 
   
  Depending on the law of the land, Temples of 
  Zilchus can make arrangements or broker deals on many, 
  many items or services. Their confidentiality is 
  guaranteed, with the exception of some of the most dire 
  circumstance, or if the deal betrays the Temple. Here in 
  the North Kingdom, the church of Hextor does its best to 
  suppress the amount of influence and control of the 
  Zilchus clergy. It’s only because of the need for coffer 
  filling effects of trade that the servants of the Money 
  Counter are allowed even this much latitude. 
   
  It’s rumored that at the main temple of Zilchus in 
  the city (not this small one) that what ever needs you 
  have can be efficiently and discreetly brokered for the 
  right price. From information to hiring independent of 
  assassins to having your much sought after artifact stored 
  for safekeeping. The Church of Zilchus prides itself on 
  discretion and getting the job done or most of your 
  money back. 
   
  This particular small temple is part of the Zilchus 
  Western Company, an Order formed for the organization 
  of trade investors and Under-Writers dealing in the 
  Baklunish west. In addition to looking after their own 
  interests, they also (for a fee) keep an eye on the interests 
  of others in the western lands, for those as far away as the 
  old Great Kingdom. A much less advertised function of 
  this order is to act as bases of operation for agents of 
  finance to help keep trade flowing, including the trade of 
  information.    
   
  Two more fancy dressed soldiers flank the large ornate double 
  doors leading into the Prayer Hall. About a foot past the doors 
  into the hall, standing waist high in the center of the doorway, 
  is an ornate clay vase. The vase is nearly filled with coins of 
  different denominations. A heavy oak desk is off to one side 
  with many papers and ledgers on it. A gold scale and several 
  electrum weights and measures sit upon a tray on the desk. 
  Behind the desk is a middle-aged man in plate mail. He sits in 
  a throne-like chair. His gauntlets are off, exposing his wrinkled 
  ink stained hands.  
   
  About his neck is the holy symbol of Zilchus. “Greetings 
  patrons, what business do you have with the servants of the 
  Money Counter?” says the man as he dips his quill into his ink 
  and straightens his ledger book. 
   
  To enter the hall, it is sacrilegious to not place a coin in 
  the pot that stands just with within side the hall. It can be 
  any type of coin.  
   
  The holy clerk has a desk near the entrance as well. 
  He is an armored cleric of Zilchus who performs certain 
  duties within the temple. One of those duties is to direct 
  the business of worshippers and patrons and record 
  names and dates, and collect fees. He becomes quite 
  upset if people enter the hall without dropping a coin in 
  (he can see the pot, and watching it is part of his job).  
   
  Have all characters succeeding at a DC 15 
  Knowledge (religion) know that they must drop a coin to 
  enter. Any character that has Zilchus as their main patron 
  god automatically knows this and should be informed of 
  it. 
   
  This is Afronidious, the man the characters have 
  been sent to talk with. It is not the Church of Zilchus or 
  even the Zilchus Western Company that is offering the 
  reward in this matter. It is Afronidious personally.  
  
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  Page 15 
   
  Though he has not been forbidden to, it has been 
  made clear the church wishes to handle the matter 
  through official channels first to avoid the risk of giving 
  the Church of Hextor and the authorities an excuse to 
  censure them for interfering in official matters. That is 
  something the authorities would love for the Zilchus 
  church to do and some suspect that is the reason for the 
  delay in the official investigation. 
   
  Because of this, Afronidious wants to keep the 
  mission low profile and is using his own (now limited) 
  funds and resources for the initial transactions. 
   
  Once the characters make mention that they are 
  here to for the mission read the following: 
   
  The armored man rises from his throne-like chair and comes 
  around the desk to speak with you.  
   
  “Greetings and well met, I am Afronidious, the Holy 
  Clerk of this small temple. We have much to discuss, but here is 
  not a good place for that. Please be my guest for an early lunch 
  across the street at the Spice of Life tavern. I need to close up 
  shop so to speak and I shall meet you there in only a few 
  minutes” says the man in a courteous tone. 
   
  Afronidious has no ulterior motives towards the 
  characters. He just needs time to get someone to cover 
  for him while he leaves for a lunch break. He meets up 
  with the characters five minutes after they have entered 
  the Spice of Life tavern on the other side of the square. 
   
  THE SPICE OF LIFE 
  Crossing the not so busy market square, you enter the Spice of 
  Life tavern. The smell of exotic dishes and rich flavorful spices 
  waft over you as you open the door. The sounds of non-angry 
  arguments and intense discussions in both common and 
  Baklunish tongues prevail the air. A man with a Ketite accent 
  asks you if you are here for a meal, and then seats you.  
   
  This is Sumdaa Al’Firs, owner of the tavern.  
   
  The characters do not have much time to interactive 
  with the other patrons or Sumdaa before Afronidious 
  arrives, but they may pick up some scraps of information: 
  • 
  The supply of trade from the West via the Zilchus 
  Western Company and other smaller merchant 
  sources is starting to slow down due to the political 
  strife back in the home country. 
  • 
  Profits are going to be hit hard, only after just 
  starting to turn up again after the whole ether 
  creature incident threatened to destabilize things. 
  • 
  It was a horrible thing, what happened to 
  Afronidious’s boy. He was a good lad, and talented 
  too, just started working for the small time 
  merchants in the quarter doing Honest Deal 
  mediator work. That boy had a future.  
  • 
  The western section of the New City has become 
  plague with shadow spirits that roam the darkest 
  alleys at night. Some powerful force has driven them 
  out of the Old City and right through the walls into 
  the New City. 
  • 
  The murder and missing person rate in the New City 
  hasn’t been so bad the last few years, not ever since 
  that last big influx of refugees into the Old City. 
  They must be good luck.  
   
  An ‘Honest Deal’ mediator is referring to when a cleric of 
  Zilchus is contracted by both parties to ensure neither 
  one is attempting to cheat the other one (other than 
  normal hard bargaining). This usually involves the use of 
  a detect thoughts spell (with the information gained 
  remaining in confidence unless it violates proves that 
  one side is going to cheat the other). A successful DC 15 
  Knowledge (religion) or DC 20 Knowledge (local) checks 
  indicates the PCs know this.  
   
  At about that time, Afronidious arrives. 
   
  “My apologies keeping you waiting, I needed to get an acolyte to 
  cover my position and make sure he got everything straight. 
  Please enjoy your meal on me and allow me to tell you what I 
  want of you.” Says the armored Holy Clerk as he sits down 
  with you. 
   
  In a nutshell, this is what he wants: 
  • 
  In a discreet manner, investigate the murder on my 
  son. Find out who ordered it and why. 
  • 
  The authorities are being less than helpful and my 
  own church is playing it cautious. They fear that if 
  the Church of Zilchus uses its own resources within 
  the city to look into the case, it may be a trap by the 
  authorities to have an excuse to censure the church. 
  Meanwhile, the Church of Zilchus is protesting 
  through official channels. 
  • 
  Though I have not been forbidden to, my superiors 
  in my order and the church would not be approving 
  if they knew I was hiring others to look into the 
  matter. 
  • 
  I have sent my newly resurrected son into the west, 
  where I am certain he will be safe for now. What I 
  need to know is, was it just a random killing or was it 
  something targeted specifically for him? Will who 
  ever did this try to harm him again? Was this aimed 
  to hurt me personally (via my son) or to harm the 
  Zilchus Western Company? 
  • 
  Other than his money pouch, the jeweled ring I gave 
  him for his Ordaining, and his heart, nothing of 
  great value was taken. He carried no secrets of the 
  Order or keys to the vaults. The closest thing to a 
  lead was a town guardsmen spotting a running and 
  frantic gutter child close to the area at the same time, 
  probably escaping back to the Old City.  
  • 
  I realize that this sort of low-key investigation can 
  take a long time in a city as cruel as Eastfair, so I put 
  no time constraints on you. If it takes 100 years to 
  solve this, I shall be happy, as long as it is solved.  
  • 
  My funds are severely depleted due to the cost of the 
  resurrection of my son, but I promise you this, on my 
  word as a Holy Clerk, you shall always be able to 
  count on others who hold that office to help you 
  
  When Orcs Attack 
   
  Page 16 
  when it comes time to truly need it. That and I’ll give 
  you 100 gp each. 
  • 
  You know where I am should you need to ask me 
  anything, just be discreet. 
   
  By now, it should be a little after 10 a.m.. Give the 
  characters time to ask one or two questions (and answer 
  them as best as possible from the info provided in the 
  NPC and Plot section) then read the following: 
   
  From somewhere out in the square, a loud bell starts to ring. 
  Then several more bells from farther off begin to ring as well. 
  Afronidious quickly rises from his seat. “That’s the temple’s 
  warning bell, and the warning bells from half a dozen other 
  places. What in Limbo is going on? I’m sorry my friends, I 
  must return to the compound and seal it shut” declares 
  Afronidious as he heads to the door only to be run into by a 
  young lad no older than ten.  
   
  “Quick everyone, you got to come see this! They’re letting 
  people up onto the walls to watch! Follow me, no time to 
  explain!” says the boy as he motions for everyone in the tavern 
  to follow.  
   
  Afronidious shakes his head. 
   
  “You go, I have to report to the compound. This better not 
  be another damn drill.” Says the cleric as he hustles across the 
  square to the waiting guards of the compound. None of the 
  other patrons seem all that interested in the young boy’s frantic 
  excitement.   
   
  Assuming the characters follow the boy (who stops to 
  allow the characters to catch up should they fall behind, 
  but refuses to expand on his statement, sticking to his 
  original assessment of the situation), he leads them to a 
  staircase that ascends to top of the great granite wall, not 
  too far from the main gates.   
   
  Development: The boy leads the characters to the 
  great wall that many people have gathered on top of.  
   
  If the characters decide that following the boy is not 
  for them, then keep track of the time they spend 
  wandering (aimlessly) elsewhere. It may matter should 
  the characters decide to investigate the wall later. 
   
  If the characters start asking people what’s going on, 
  the general population shall have heard rumors by now 
  that a massive orc army, led by a powerful undead beast 
  has risen up and is slaughtering the countryside and 
  heading towards Eastfair. As well, the people of the 
  countryside are streaming into city, clogging the gate.  
   
  Although there are clues and such that could be 
  investigated concerning the murder case, that shall be 
  covered in the next adventure. For now, the population 
  of the city is focused on something else. 
   
  ENCOUNTER 2: THE CITY 
  WALLS   
  With the ringing of the warning city bells dying off, the boy 
  leading you stops for a drink from his waterskin. You stand 
  before one of the great granite staircases that lead all the way 
  up to the top of the wall’s ramparts. The heavily armed soldiers 
  poke at stragglers on the steps as common folk rush up the stairs 
  to join the already large crowd some 30 ft. up. The main gates 
  are not far away. 
   
  Once the boy has finished his drink of water and caught 
  his breath, he begins to explain. 
  • 
  The main gates are clogged with people from the 
  countryside trying to get into the city. 
  • 
  The line up of wagons, carts, animals and people 
  with baggage is lined up almost a mile (an 
  exaggeration).  
  • 
  The town guard is encouraging towns’ people to go 
  up on the wall (normally, citizens are never allowed 
  on the walls) and help motivated those lining up 
  with heckling and thrown rotten produce (being 
  supplied by the town guard).  
  • 
  It seems there’s a massive army of orcs being led by a 
  dragon heading towards the city. They’re plundering 
  all the farmsteads, thorps and estates between them 
  and Eastfair. 
  • 
  Of course, this isn’t the first time that the orcs have 
  rioted.  
   
  With that, the lad runs up the massive stairs himself and 
  eventually disappears into the crowd. 
   
  Streaming in on the main road are hundreds of 
  people from the sounding countryside, all with loads of 
  baggage and many animals. These greedy people need to 
  take it all with them, regardless of the danger the clutter 
  may cause to them all. The gate guards are calmly 
  assessing them as per orders, taxing each on accordingly. 
   
  The City Authorities are using it as free 
  entertainment for the masses. The somewhat evil natured 
  people of Eastfair are eating it up. The guards are even 
  providing barrels of rotting produce for the people to 
  hurl down. The mass cruelty is keeping the peoples’ 
  minds off of the wild rumors of the orc uprising. 
   
  The best place for the characters to go right now is 
  up on the walls with the rest of the crowd, to survey the 
  eastern approach to the city. They can point out new 
  smoke columns to judge the advance of the orcs as does 
  the crowd. 
   
  Once atop the walls, the common people make way for you 
  after noticing your equipment. The near noon sun beats down 
  on the grassy plains, growing crops and humble farmsteads that 
  cover the eastward countryside. 
   
  The noise of animals and panicked people yelling hostility 
  at one another in unproductive aggression attracts your 
  attention directly downwards. 
   
  Below you is a crowd of country folk with all their worldly 
  goods strapped to their backs and in carts. They form an unruly 
  line towards the great gate of the city not too far south from 
  you. Every farmer, laborer and dependent is trying to get into 
  the city to stay for the next few nights. Only the occasional 
  gentle caress of a club or lance from the mounted troops 
  amongst the crowd keeps it moving, though slowly. 
   
  
  When Orcs Attack 
   
  Page 17 
  No one on this side of the wall seems to have any real 
  fear. Many snicker and make off-color jokes and jabs 
  directed loudly at their countrymen who are currently 
  stuck outside the walls. Perhaps, not the most kind 
  hearted of crowds. It’s only made worse by the city 
  authorities encouraging this and having the town guard 
  bring up barrels of rotting produce. The crowd is making 
  short work of the barrels contents, but are very careful 
  not to hit any of the mounted soldiers amongst the 
  frantic crowd. 
   
  Archer troops line the city wall in extra numbers. 
  They are looking for anyone attempting to scale the wall 
  either up or down. They don’t want this to turn into a 
  chance for someone to flee the city that should not be, or 
  for anyone to get in that doesn’t go through the gate. The 
  archers also take pot shots at anyone flying or using other 
  types of magic to go over (or above) the walls. While they 
  deep down realize magic using types are not the types 
  there meant to stop, they know they can get away with a 
  little sport and not get in any trouble for it. The same 
  goes for those who scale the walls in either direction. 
  Anyone goes down the wall become more of a sport shoot 
  than a full alert (no patrol or effort is sent to stop the 
  climber once they’re off the wall). 
   
  Taking a steadier look into the distance of the 
  countryside reveals: 
   
  Looking back to the countryside, several miles out, thick black 
  smoke can be seen rising in many places.  
   
  Occasionally, some commoner yells out, "there, I see 
  another one!" only to be corrected by another, "no, that’s a 
  duck!" 
   
  With your keen eyes, you can see no orcs in sight and from 
  the nearest billowing smoke, they’re still a few miles out.   
   
  On a DC 15 Intelligence check (the character can add 
  ranks of Knowledge [geography] OR [survival]) 
  characters can ascertain by the smoke patterns the 
  following information: 
  • 
  From dissipating smoke columns to fresher ones, the 
  pillaging originally started out in an expanding 
  circular pattern, but at some point stopped its 
  momentum is other directions and is condensing 
  into a wave or arrow shape heading towards the city.  
  • 
  Not all buildings are being torched, though close by 
  settlements have been. There is no discernable 
  pattern. (Because there is none, the orcs loot as they 
  go, burning on a whim or if they have time before 
  being pushed on by a leader type).  
  • 
  In the far distance, some thorps and fortified manors 
  can be seen and they don’t look to have any 
  uncontrolled burning. (With only a few minor 
  exceptions, no villages, thorps or fortified structures 
  have had any but the most halfhearted attacks. The 
  only large fires coming from them are defensive and 
  infrastructure sources).  
  • 
  Estimating from where the advancement appears to 
  be now, the orcs are 6 miles away and could be at the 
  city walls within anywhere from 6 hours to 3 hours.   
   
  PEEPING GRUUMSH 
  During all the pushing, shoving and jeering on top of the 
  wall, the characters notice from their vantage point 
  something interesting inside the city. 
   
  From your vantage point the inside of the city is just as 
  interesting to observe. You can see several companies of infantry 
  along with some squadrons of cavalry mustering in a walled 
  barracks not far from the main gate. On a stone balcony off of 
  the barracks a group of officers draw in your attention even 
  further.  
   
  There seems to be a fair amount of arguing between the 
  senior military figures. A statuesque man, obviously a senior 
  cleric 
  of 
  Hextor, 
  seems 
  to 
  be 
  winning 
  one 
  of 
  these...discussions…on military protocol and tactics. Despite 
  the affirmation in leadership, it looks like it could be several 
  hours before the main body of the army gets to a position where 
  fighting will happeb—with the enemy anyways. 
   
  As if on cue, some of the largest orcs you’ve ever seen enter 
  the balcony. At the forefront swaggers an old and gluttonous 
  orc, with an ogre bodyguard only a step behind. With a 
  renewing of gesturing hands, the swaggering orc joins the 
  discussion. 
   
  These are representatives from the different military 
  forces in the city. Rakers, Regular Army and Euroz 
  "Angry Army" of orcs, all arguing about who is going to 
  have the fun of going out their and putting down this 
  riot.  
   
  It may take some time before they get it figured out. 
  The military structure of the North Kingdom has the 
  basic flaw that its different military branches are 
  designed to compete and impede each other, instead of 
  cooperate. This makes it more difficult for one 
  organization to gain supreme power (and makes less 
  threat to the Herzog) but makes for lousy joint 
  campaigns.  
   
  What’s more, the humans are concerned with both 
  having the orcs go out and deal with their fellows (for 
  fear of them joining up) and the other prospect of leaving 
  the orcs in the city while the human troops leave. Who 
  watches the watchers? 
  Once the military might of 
  the City gets its act together (within 3 or 4 hours), the 
  rioting orcs won’t last long, they never do. Usually 
  everything quiets down when they run out of ale and 
  find themselves surrounded by far superior numbers and 
  troop quality. 
   
  With all the arm-waving, yelling and the good line of 
  sight from the battlements, the characters should not 
  have too much of a problem gleaming some information 
  from this exchange, despite it being 140 ft. away.  
   
  If any familiars are sent over, a perceptive mage 
  guarding the meeting notices such a rank amateur spy 
  method right away. A magic missile or two into the 
  familiar should be enough to chase off whatever 
  apprentice tried to pull one over on him. 
   
  With a DC 10 Listen or Spot check and a DC 10 
  Sense Motive the characters learn the followings: 
  • 
  There are three factions arguing 
  
  When Orcs Attack 
   
  Page 18 
  • 
  None seems to trust the other too much 
  • 
  Each faction wants to be the one to sally forth 
  • 
  The humans openly dislike the orc 
  • 
  The orc flaunts the humans dislike of him 
   
  With a DC 15 Listen or Spot check and a DC 13 Sense 
  Motive the characters learn the followings. 
  • 
  The orc is named Snaggrip Grekk and appears to be 
  some sort of warlord among the orcs. 
  • 
  The cleric of Hextor seems to represent the Herzog 
  and a squadron of cavalry. 
  • 
  The lowest man in the pole clearly represents the 
  Rakers, as he’s dressed in a similar uniform. 
  • 
  The humans were speaking mostly Old Oeridian 
  until the orcs arrived. Then they switched to 
  common 
   
  With a DC 24 Listen or Spot check and a DC 20 Sense 
  Motive the characters learn the followings. 
  • 
  The army will probably leave the city in 3 or 4 hours 
  • 
  The garrison is expected to round up the main body 
  of the orcs within 4 hours of first engagement, just 
  like last time. 
  • 
  Scouts report the main orc front is 6 miles from the 
  city but have no fear of the orcs harming the city, 
  only the settlements in the countryside 
  • 
  Scouts report no thorps and few manors have been 
  attacked as they all rallied their troops in time. But 
  farmsteads and other smaller settlements are being 
  attacked and looted badly. 
  • 
  Small stragglers behind the wave front will add to 
  deadly bandits for weeks to come. 
   
  With a DC 27 Listen or Spot check and a DC 23 Sense 
  Motive the characters learn the followings. 
  • 
  The orc regiment that revolted was called ‘The Boyz 
  of Richfest’ and is about 600 strong 
  • 
  The regiment was being used as labor and guards for 
  excavating the ruined estate some 10 or so miles 
  north of Kalimthorp, near Kalim Woods.  
  • 
  The orc stragglers will be heaviest near the ruined 
  estate. 
   
  The above DC’s take into account the distance. This is 
  compensated by the loudness and openness of the group 
  being spied on. Allow the characters to roll both a Listen 
  and Spot roll and if either succeeds, accept that as 
  success. A successful Sense Motive is still required. 
   
  GOODNESS IS NOT MEASURED BY 
  HEIGHT 
  After the characters have had a chance to look both 
  outwards and inwards in regards to the city wall, they 
  now have a chance to look downwards, or into the crowd 
  anyways. 
   
  The crowd continues its cheers and jeers as another not-so-fresh 
  barrel of produce is brought to replace the empty ones.   
   
  A small framed women, wearing a nondescript but full 
  cloak (in this summer weather) has a concerned look on her 
  face, which switches to disgust as the crowd reaches for more 
  fruit. 
   
  She has no rotting fruit in her hands and yells no jeers at 
  the poor souls below. Because of this, she sticks out like a soar 
  thumb in this crowd.  
   
  She pushes her way through the crowd, passing by and 
  you hear “This is horrible. They’re all making jokes about those 
  poor people. Won’t some please think of the children?” she says 
  to no one in particular. 
   
  Another in the crowd rudely bumps into her and her 
  wrapped cloak comes open revealing the holy symbol of Pelor 
  around her neck. She notices you looking and tightens her 
  cloak back up. 
   
  This is Sister Tillie, acolyte of the small Church of Pelor 
  located deep in the Old City. She works out of a small 
  shrine in the poorest district of the Old City. She has a 
  pass that allows here to enter and exit the Old City as 
  needed and she happened to be on such an excursion 
  when the warning bells rang. 
   
  Tillie is not the only one to stick out in the crowd. 
  With their gear and foreign accents (assuming that they 
  are talking to one another) Tillie recognizes them for that 
  they are, for hire mercenaries. With the money in her 
  pouch that she was carrying to buy blankets, she’ll offer it 
  to the characters in exchange for helping her with a 
  much more pressing need. 
   
  After giving you a hard look over, the women comes close to you 
  and whispers to you, “Foreign Mercenaries, please accept the 
  sum of 50 Crowns to aid me in a rescue, out there” offers the 
  women while pointing towards the east. 
   
  Once the characters are agreeable, she insists that they 
  leave the wall and the crowd, for a more secure alley 
  down below. Once there, she tells them the following: 
  • 
  Her name is Sister Tillie (or just Tillie to her friends) 
  and she is a humble cleric of The Shining One, who 
  tends to the sick and poor of the Old City.  
  • 
  She was in the New City (via her pass) to use the 50 
  Crowns (that she’s now paying the characters) to 
  purchase blankets for the needy in her district. Then 
  she heard the bells and learned of the rampaging 
  orcs. 
  • 
  She wants the characters to accompany her (and 
  quickly) to a place that is on the edge of the 
  rampaging orc wave.  
  • 
  She feels if they hurry, they can make it southeast 
  before the orc wave comes west. Then the party can 
  veer east again and head straight for the target. 
  • 
  The party will need to stay clear of the various manor 
  houses and estates that dot the countryside, between 
  tracts of farmland. The reaction from these nobles is 
  unpredictable under the circumstances. 
  
  When Orcs Attack 
   
  Page 19 
  • 
  The target is an orphanage run by a servant of The 
  Gentle Hand, named Peacemaker Galrent. He is a 
  good friend and ally of both Tillie and the other 
  servants of kindness and mercy within Eastfair.  
  • 
  Galrent rescues children from the streets (when they 
  can be convinced to come along) and brings them to 
  his small orphanage where they are educated and 
  (when possible) apprenticed out to the kinder 
  tradesmen.  
  • 
  Though a perfectly legal establishment, the 
  authorities will not rush to save the orphanage 
  during the round up of the orcs, it will be left to its 
  own devices.  
  • 
  The orphanage is very close to the path of carnage of 
  the orcs. Since she has yet to see Galrent or any of 
  the children in the refugee line, she fears they are 
  stuck at the orphanage. 
  • 
  The orphanage has a hide away room in the 
  basement, but if the orcs loot or burn the place, they 
  are doomed.  
   
  Once the characters accept, Tillie insists that there is very 
  little time. If the orcs change pace or direction, the party 
  may have to fight its way through the thickest of battles 
  and that would be suicide.  
   
  Now the only problem left is getting out of the city. 
  If the characters have mounts that they wish to bring 
  (though Tillie feels this may hamper the stealth factor, 
  she’ll bow to the superior experience of the ‘mercenaries’) 
  now would be the best time to go get them. 
   
  Above all, Tillie keeps reminding them that every 
  second counts.  
   
  ALL APLS 
  �Sister Tillie: Female human (Flan-Oeridian); Clr3 of 
  Pelor; hp 24; See Appendix 1. 
   
  Development: The characters need to hustle and get 
  through the orc skirmishers on the flank and into the 
  spare middle of the attack wave, to reach the orphanage 
  in time. Keep track of the time in hours. Hustling 
  characters should not have any problem covering the 
  needed ground, but large delays could hamper events, as 
  well, the characters need to rescue Snip by midnight. 
   
  If while on the wall, the characters try to go farther 
  then their particular wall section, both guards and a 
  rampart door stop them. The only (safe) way down is by 
  the stairs they took up. The characters have to use the city 
  streets to get to the main gates. 
   
   
  ENCOUNTER 3: GETTING 
  OUT OF THE CITY 
  Getting out of the city is easier said than done. The main 
  gate is flooded with incoming peasants all fearing for 
  their lives and carrying all their worldly goods. Climbing 
  over the walls is not accepted either, only thieves escape 
  cities via walls, and a patrol would catch them quickly. 
   
  There are only two gates out of the city, the main 
  gate and the fisherman’s gate. The latter is for the rich 
  and influential only, and has already been magically 
  sealed. 
   
  There are other more, secret, exits, but it would take 
  hours or days for the characters to locate one. This leaves 
  the main gate, which at the moment is a one-way passage. 
   
  Before you, is the Great Gate of Eastfair. The amount of traffic 
  has certainly increased since you yourself walked through it 
  this morning.  
   
  The gates stand wide open and a full company of Rakers 
  process the incoming refugees, but its just not enough. A cat 
  would have a difficult time going against the flow of the crowd, 
  let alone a party of adventurers. What’s worse, is no matter 
  where you go, the eyes of the massive stone statues on either side 
  of the gate seem to follow you. It must be all the pressure of late. 
  Thankfully, the ballista high above continue to only point 
  outwards.  
   
  Standing on a crate amidst the flowing crowd is a Walker 
  of Fharlanghn preaching the blessings of the Dweller directing 
  people out of jams. The guards seem to give him a modicum of 
  respect. 
    
  The Great Gate is powerfully defended, with ballista 
  platforms flanking the 30-foot high granite walls and a 
  pair of huge (22-foot high) stone statues of Aerdi warriors 
  standing one each side of them. These statues can be 
  animated as massive stone golems (271 hp each) by a 
  cleric of Hextor who stands special watch as part of the 
  gate detail, to fight in defense of the city or take care of 
  gate crashers. 
   
  �Greater Stone Golem: 271 hp; see Monster Manual. 
   
  A large group of town guard are making sure that ever 
  person to come in through the gate pays the toll on each 
  head and wheel (including large animals). They are also 
  doing halfhearted searches of the baggage and pockets, 
  but quickly stop and move on to the next refugee after an 
  additional bribe has been paid. 
   
  The cleric of Fharlanghn is helping out (free of 
  charge) to make the travel through the gate and into the 
  city more efficient and safe for the refugees. His name is 
  Walker Calyont and with enough convincing, he maybe 
  able to help the characters getting out of the main gate, 
  should they need it. 
   
  The main gates are opened for wagons and horse, 
  with men on foot using smaller side doors at the base of 
  the ballista towers. This small door is the best bet for the 
  characters to use. The bolt door is rather short and the 
  fortified passage to get to it is cramped as well. This is not 
  something for Large creatures (such as a horse) can use 
  easily, nor do the guards allow such a creature into base 
  of the tower to use the door. 
   
  For those characters on foot, thankfully Tillie has 
  some minor influence with guards at the bolt door. If the 
  
  When Orcs Attack 
   
  Page 20 
  characters have no large sized animals with them, Tillie 
  takes care of the situation: 
   
  “Have no fear, that guard over their at the bolt door owes me a 
  favor or two” says Tillie as she wanders over to speak with one 
  of the guard. After a few words and a nod of her head, the 
  guard looks towards you lot and shakes his head in a gesture of 
  defeat. Tillie waves you all over she enters the tower the leads to 
  the small bolt door. 
   
  From here, the characters merely have to walk into the 
  tower, squeeze past the people in the small corridor and 
  out the door. They need to hurry though, other people 
  need to use the door (and bribe the guards) and the 
  characters can’t monopolize it with back and forth entry. 
   
  BUT I HAVE A HORSE AND A DIRE 
  TIGER!? 
  If the characters have a Large animal (or anything Large, 
  including a wagon) the only they are getting it out is 
  through the gate. The same gate that is now completely 
  clogged with people, animals and vehicles all going the 
  opposite direction to that of the characters. 
   
  Tillie’s minor influence with the guard is not going 
  to help and if the guards see the characters trying to 
  bring animals through the crowd they’ll first be warned 
  to stop, then shot at, then crunched by the golems. The 
  guards are not interested in the character’s bribes, for 
  their grafting plenty from the refugees and it could start a 
  riot as well. The characters can either forget about 
  bringing their animal or they can appeal to a higher 
  power. 
   
  That higher power is the walker directing traffic on 
  top of the crate. Its up to the characters to figure out that 
  they need to go speak with him. 
   
  Once they push their way to him (he’s not too deep 
  into the crowd and the crowd gets thinner after 
  following his directions) they can try and get him to help. 
   
  The man in green bends down to you from atop the crate, his 
  round holy symbol swaying with his movements. “Greetings. 
  As you can see I’m quite busy with the will of the Dweller, is 
  there something I can help you with?” says the Walker. 
   
  The characters need to appeal to Calyont and convince 
  him it’s a worthwhile act to part the crowd long enough 
  for the characters to get their large sized object through. 
  This is accomplished in two steps.  
   
  First, by succeeding in a DC 14+APL Diplomacy 
  check in the form of anything from a bleeding heart story 
  about orphans, to just to appealing to his dogmatic beliefs 
  that the roads must roll. Only one attempt per party is 
  allowed (he needs to get back to directing traffic). 
   
  Second, (and most important) once he’s starting to 
  give in to the diplomacy of the characters, he’ll ask them 
  a simple question. 
   
  “Who Rules the Roads?” 
  This is a dogmatic necessity for this particular walker. 
  Before doing anything extraneous in the name of his god, 
  he needs to pass along some divine praise from those 
  who receive the help. The correct answer is either 
  “Fharlanghn” or “The Dweller (on the Horizon).” Any 
  other answer insults the walker and he goes back to 
  what’s really important. 
   
  Giving any other answer insults him and he refuses 
  to do any favors for the characters and concentrates on 
  his previous traffic duties. If the characters persist, he’ll 
  call a guard who removes the characters from him. 
   
  Should the characters succeed in both of the above 
  requirements, Walker Calyont agrees to put in the extra 
  effort to allow the characters out with their large sized 
  things. The task takes about fifteen minutes to complete. 
   
  Only Calyont can accomplish this due to his firm 
  understanding of the crowd and the grudging support of 
  the guards. Otherwise, he has no real authority.  
   
  Walker Calyont agrees to help you in your time of need and 
  like a dervish of coordination and command, begins to direct 
  the flow of people and cargo to either side. It takes a good fifteen 
  minutes, but the green clothed Walker prods you along the path 
  he has opened up. As you leave the city, you can hear him yell 
  to you, “Who Rules the Roads?” Then the reforming crowd 
  swallows him. 
   
  �Walker Calyont: Male human (Oeridian); Clr5 of 
  Fharlanghn; N.  
   
  Development: If the characters can manage their own 
  ways over the walls, that’s acceptable also. For instance, 
  theirs a catapult in a nearby square that is having its 
  undercarriage repaired. Flying out by magic works as 
  well, but the town guard is always ready to take pot shots 
  with their crossbows at anyone not leaving through a 
  gate.  
   
  WHAT IF TILLIE DIES? 
  Tillie realizes that its quite possible she won’t make it 
  through this trip, but it’s a risk she’s willing to take. 
  While quickly explaining the plan to the characters, she 
  draws out a very crude map. This should be enough for 
  the characters to follow should something happen to her 
  during the trip. The map allows the characters to (with 
  some trial and error) to find skirt the main orc group and 
  find the orphanage. This map is provided as a player 
  handout.  
   
   
  ENCOUNTER 4: SKIRTING 
  THE WAVE FRONT 
  According to Tillie’s plan, hustling across the countryside to the 
  southeast will avoid the majority of the orcs until it becomes 
  time to turn east and head into the land they’ve already looted. 
  With some stealth and common sense, everything should work 
  out just fine. 
   
  Traveling through the countryside, the characters 
  encounter many abandoned structures but they have yet 
  
  When Orcs Attack 
   
  Page 21 
  to be damaged or looted. These belong to those who have 
  fled ahead of the coming orcs. There is little left for the 
  characters to steal, for what has not been packed up by 
  the refugees, have been buried for safe keeping. 
   
  Smoke in the distance gives clues to where the orc 
  horde has reached. After some more travel it becomes 
  time to head due east and into skirt the territory the orcs 
  have passed by on the northern flank. For the most part, 
  only small groups of orc stragglers and scouting parties 
  roam this territory.  
   
  The countryside is filled with many different types 
  of farms. Most are very small, with only a mud and thatch 
  hut for the people. There serfs and freemen all rent (or 
  other arrangement) land from the liegemen of some 
  Prince of the North Kingdom. Though the characters do 
  not pass any on their trek, there are manors and thorps 
  where these landowning minor noble liegemen live. If 
  need be, shelter can be sought by the characters there, in 
  exchange for their sword in the defense of the noble 
  should the orcs attack. 
   
  After only a few miles of due eastern travel the 
  characters find themselves coming upon a farmstead like 
  many others they passed. What makes this one different 
  are the high pitched and distressing cries of a baby. If the 
  characters don’t volunteer to check it out, Tillie insists, 
  going alone if she has to. 
   
  The characters are not the only ones to be attracted 
  by the cries of the baby. A group of marauding orcs and 
  ogres are investigating from the opposite direction. 
   
  Carefully making your way into the gathering of small 
  buildings that make up the farmstead, you sight the source of 
  the noise. Hanging from a fence post is a baby bundle. There 
  doesn’t seem to be anyone else around, accept for the party of 
  orcs entering the farmstead from the opposite direction. 
   
  Assume the characters entered the farmstead from the 
  west. If the characters came up with a different plan, set 
  them up accordingly.  
   
  Place the approaching orcs at the edge of the 
  farmstead on the opposite side of the most number of 
  characters. 
   
  WHAT DOES TILLIE DO? 
  Having only her light mace and the equivalent of padded 
  armor, Tillie stays out of front line combat. She is 
  perfectly willing to use her spells to aid the party and 
  does so in a manner of your discretion. Her main focus is 
  the healing of the injured and she is willing to risk her 
  self to heal a dying character and/or drag that character 
  to safety.  
   
  If no other party member volunteers or makes an 
  effort to, Tillie makes a mad dash to the middle of the 
  farmstead where the baby bundle is hanging, unhooks it 
  (move equivalent action) then runs back to safety. 
   
  Creatures: 
  The 
  following 
  creatures 
  will 
  be 
  encountered here: 
   
  ALL APLS 
  �Baby: Human male (Flan-Oeridian) Com1; hp 1; CN;  
   
  APL 2 (EL 5) 
  �Ogre: hp 28; see Monster Manual 
  �Orcs (6):  hp 8 each; see Monster Manual 
   
  APL 4 (EL 7) 
  �Ogre (2): hp 29 each; see Monster Manual 
  �Orcs (8): hp 8 each; see Monster Manual 
   
  APL6 (EL 9) 
  �Ogre (3): hp 29 each; see Monster Manual 
  �Orc Scouts (6):  Male orc Ftr1/Rgr2; hp 29 each; See 
  Appendix 1. 
   
  Tactics: At APL 2 and 4, the orcs use the cover of the 
  buildings the best they can and stay spread out to avoid 
  traps and area effect spells. Once the presence of the 
  characters has been confirmed, the orcs keep to cover and 
  make their way over till melee is possible. If need be, 
  each orc and ogre carries six javelins to use on any 
  character they cannot reach (such as those flying). 
   
  At APL 6, the orcs and ogres still stay spread out, but 
  the orc scouts look for good vantage points for their 
  missile fire, using fences and corners to their advantage. 
  The ogres hold back and provide defense for the orc 
  archers.  
   
  The orc scouts have human as their favored enemy 
  (+2 to damage) and use their Rapid Shot and Point Blank 
  feats to good use. Note, the +1 to attack rolls and +1 to 
  damage of the Point Blank feat or the +2 of favored 
  enemy is not listed in the Atk section of the stat block. 
   
  Very little wood is used in the construction of any of 
  these buildings. They are mostly mud and thatched roofs. 
  Climbing on top of the roofs collapses it and brings the 
  character falling inside. 
   
  Treasure: Defeat and loot the orcs. The orcs have 
  several sacks of loot that they dropped when entering the 
  farmstead. In the sacks are items plundered from homes 
  as well as a cleric of Hextor caught unaware. This amount 
  is listed in the Coins section. 
  APL 2: L: 52; C: 82; M: 0 
  APL 4: L: 70; C: 19; M: 0 
  APL 8: L: 63; C: 26; M: 0 
   
  Development: The characters are not too far away from 
  the orphanage if they have taken the proper route. 
   
  Tillie volunteers to carry the baby (assuming she 
  and the baby are still alive). The baby likes to make a lot 
  of noise and fuss. Once every hour, or whenever there is a 
  large commotion, such as combat or an argument, the 
  holder of the baby must win in an opposed Charisma or 
  Handle Animal check with the baby. The baby has +5 to 
  its check.  
   
  Failing this check means that the baby cries loudly 
  for an hour, thus ruining and stealth the characters may 
  be trying for.  
  
  When Orcs Attack 
   
  Page 22 
   
  Success means the baby is kept silent for an hour or 
  until something provokes it. 
   
  The state of the baby needs to be determined before 
  the start of Encounter 5, for it may hamper the PCs’ 
  chance at surprise. 
   
  INVESTIGATING THE BABY’S 
  BACKGROUND. 
  • 
  The baby was bundled for travel.  
  • 
  The bundle and straps are that of a serf or poorer 
  freeman. 
  • 
  A DC 10 Track or Search check shows a small bit of 
  blood on the bundle and on the ground near it. 
  There are also many footprints in the dirt all over the 
  farmstead.  
  • 
  A DC 16 Track check discovers the tracks of a 
  barefoot human (probably female) coming at a 
  staggered run from the northeast. Traces of blood 
  can be found with the tracks. The stop at near the 
  baby’s fence post, then carries on in more staggered 
  running south. The tracks stop suddenly just south 
  of the farmstead. 
  • 
  A DC 20 Track check discovers that something 
  probably lifted her right off her feet and sprayed 
  more of her blood at the same time. There are no 
  other tracks near where hers stopped, nor any along 
  the path she made. 
  • 
  This farmstead shows no evidence in any of its 
  buildings of being the home to a baby.  
  • 
  If the characters follow the tracks northeast, which 
  requires a successful DC 16 Track check they end 
  approximately 2 miles in that direction. The tracks 
  begin at a humble farmstead that has been burnt and 
  ringed with many orc and ogre tracks. 
  • 
  If the characters choose to follow the tracks instead 
  of carrying on straight to the orphanage, they meet 
  up with an Interlude patrol (see that encounter). 
   
  WE WENT OUR OWN WAY! 
  If the characters decided for whatever reason, to try a 
  different route than suggested by Tillie, then instead of 
  the baby and the farmstead, they are ambushed in the 
  fields by a group of orcs (as per this encounter by APL).  
   
   
  ENCOUNTER 5:  THE 
  ORPHANAGE 
  Using the rules from Encounter 4, determine the status 
  of the baby. 
   
  You’ve entered a patch rough terrain. Eroding ravines and rock 
  sown low hills stretch for a several miles ending in a wood 
  farther to the west. Judging by the decreasing number of 
  farmsteads and fields, this is very poor land for anything but 
  the most meager of herds. The orphanage is not far now.   
   
  The party arrives on a hill, some 200 feet from the 
  orphanage, if the baby is quiet and the party has taken 
  reasonable precautions up to this point to be stealthy, and 
  then they have yet to alert the orcs around the 
  orphanage. 
   
  Otherwise, the orcs have been alerted to the 
  approach of the party (after sending a scout to observe 
  their approach from the same hill) and have hidden 
  themselves among the orphanage buildings. 
   
  The orphanage is on the eastern slope of a low hill. It 
  is a gentle slope with many small copses of trees. From 
  the top of the hill, the characters can get the layout of the 
  buildings and see that there are orcs about (assuming 
  they have not hidden for ambush), though there is still 
  much foliage to give concealment to line of sight.  
   
  Tillie  (if still present) informs the party that there is 
  a shallow ravine that runs around the hill and very close 
  to the orphanage. It would make for a good place to sneak 
  in and get close.  
   
  If the party has retained its stealth, it has a good 
  chance to sneak up on the looting orcs.  
   
  Those moving slowly through the ravine need to 
  make a single opposed Hide check against the orcs’ Spot 
  checks. The characters in the ravine receive a +2 
  circumstance bonus for being in the ravine. 
   
  Those approaching from down the hill need to make 
  a single opposed Move Silently check against the orcs’ 
  Listen checks.  
   
  Success gains the characters a surprise round. 
  Otherwise, the orcs retreat inside the main orphanage 
  building and occupy the windows gaining good line-of-
  sight on the targets appearing. If it seems plausible to the 
  orcs, they hide and try to ambush. 
   
  Once in the orphanage grounds, it is obvious that 
  orcs have been here (even if they are now hiding). 
   
  If the characters still have surprise, there are two of 
  orcs milling about in the courtyard, eating the stolen 
  foodstuffs. The sound of at least two more, chopping and 
  banging away, can be heard from inside the main 
  building. 
   
  An orc sergeant is on the second floor of the main 
  building, looting. The orcs inside are chopping away at 
  containers and walls, looking for hidden loot. 
   
  Peacemaker Galrent and the orphans are hidden 
  away in a bolthole of their own in the basement, behind a 
  wooden wall. It is only a matter of time before the 
  smashing orcs find them or set fire to the building and 
  leave.  
   
  During the combat, Galrent stays hidden, always 
  protecting the children. He does not come out of hiding 
  till he’s sure that it’s safe (such as hearing the friendly 
  shouts of the characters or Tillie and that combat is over). 
  Tillie also knows where the bolthole is and after the 
  combat, heads there (if still alive). 
   
  Creatures: 
  The 
  following 
  creatures 
  will 
  be 
  encountered here: 
   
  APL 2 (EL 3) 
  �Orc Sergeant: Male orc Ftr1; hp 12; see Appendix 1. 
  
  When Orcs Attack 
   
  Page 23 
  �Orcs (4): hp 8 each; See Monster Manual 
   
  APL4 (EL5) 
  �Orc Sergeant: Male orc Ftr3; hp 28; see Appendix 1. 
  �Orcs (6): hp 8 each; See Monster Manual 
   
  APL6 (EL7) 
  �Orc Sergeant: Male orc Ftr6; hp 52; see Appendix 1. 
  �Orc Shock Troops (4): Male orc Bar1; hp 14; see 
  Appendix 1.  
   
  Tactics: All of these orcs have six javelins to use at range 
  should the situation demand it, but they much prefer 
  getting into melee. The sun is bright and the open-air 
  risks missile combat. The orcs prefer to draw the 
  attacking characters into the buildings, away from the 
  sun and missile fire. 
   
  When possible, this group of orcs likes to grapple a 
  weak and outnumbered foe, while their leader pummels 
  the foe with his double axe. 
   
  As long as the leader is alive, these orcs fight to the 
  death.  
   
  Treasure: Defeat the orcs and loot them 
  APL 2: L: 53; C: 82; M: Masterwork silvered (right head) 
  cold iron (left head) orc double axe (60 gp). 
  APL 4: L: 70; C: 19; M: Masterwork silvered (right head) 
  cold iron (left head) orc double axe (60 gp). 
  APL 6: L: 35; C: 35; M: Masterwork silvered (right head) 
  cold iron (left head) orc double axe (60 gp). 
   
  Development: Once the fighting is over and Galrant is 
  coaxed out of his hole, he has a sad story to tell the 
  characters. 
   
  One person is not with the children that should be. 
  Snip is already missing, but he was missing before the 
  orcs showed up.  
   
  The previous night, two thugs (Syad and Nye but 
  know one knows them here) broke into the children’s 
  sleeping area and abducted Snip. Peacemaker Galrent 
  gave a heartfelt chase through the night and into Kalim 
  Wood, but then he and his quarry encountered orcs - lots 
  and lots of orcs. 
   
  Everyone involved in the chase scattered. Galrent 
  knew he had little chance of rescuing Snip under these 
  conditions and he also knew he needed to get back to the 
  orphanage to save the others from all these orcs. With 
  heart breaking results, he turned around and headed back 
  to the orphanage to put everyone into hiding. The last 
  thing he saw was an orc arrow hitting one of the thugs in 
  the leg.  
   
  Galrent does not know their fate, but he can direct 
  the characters to the spot he last saw Snip, for it is easy to 
  find as its along a path in the wood and near a man made 
  landmark. The two thugs fled down a path south of the 
  landmark. 
   
  Unbeknownst to Galrent, it is Nye who is wounded 
  by orcs, and the two thugs have to hideout themselves for 
  the night in a small cave within the woods. 
   
  ALL APLS 
  �Peacemaker Galrent: Male human (Flan-Oeridian) Clr3 
  of Zodal; hp 21; See Appendix 1. 
   
  Galrent is thankful for his rescue and if asked he uses his 
  limited healing ability on the characters. He does though, 
  politely requests that unless the need is dire (though he’ll 
  cast even if it’s not), that he be allowed to save his magic 
  for emergencies while they hide and wait for the 
  authorities to clean the orc mess up. 
   
  At this point, Tillie and Galrent discuss whether to 
  go or stay. Tillie wants the lot to come back with her to 
  the city, but Galrent is quite firm that they need to stay 
  here and hide. In the end, Tillie gives in to Galrent, but 
  insists on staying to help protect the children, an offer 
  Galrent whole heatedly accepts.  
   
  The characters are asked to continue after the Thugs 
  who have the Snip. Before leaving, the characters have a 
  chance to ask some question in Encounter 6. 
   
   
  ENCOUNTER 6: TRACKING 
  THE THUGS  
  Peacemaker Galrent is very thankful of his rescue, 
  though he is very much worried about Snip. He himself 
  cannot leave, not with these young ones (about 14 kids, 
  ages 2 to 10). Cross-country is impossible. One orc 
  ambush, and they would all be wiped out. He firmly 
  believes his best chances for the survival of the children 
  is to wait it out, hidden away.  
   
  TELL ME MORE ABOUT SNIP 
  If the characters inquire more about Snip; 
  • 
  Snip is the newest member to the orphanage 
  • 
  Normally, it takes quite a bit of effort to get one of 
  the gutter snipes to trust him (Galrent) enough to 
  come with him, but Snip was the opposite 
  • 
  Snip came running right to him four days back, 
  almost knocked him over. Just jumped into the 
  wagon and said, “I want to go to the orphanage.”  
  • 
  He seemed pretty upset, probably because he had 
  just stolen some food or something and the 
  authorities or worse were keeping an eye out for 
  him. All the more reason to take him in. 
  • 
  Here at the orphanage, the most talented orphans 
  are educated and apprenticed out as tradesmen such 
  as bakers, carpenters, millwrights, blacksmiths and 
  tanners. Snip was already being eyed for metal craft; 
  he’s quite smart. 
  • 
  Snip was just starting to settle in and open up, which 
  is quite startling for only three days, when last night, 
  Galrent awoke to the screams of the children and 
  saw the two men fleeing with a terrified Snip over a 
  shoulder. 
  • 
  Galrent can give easy directions to the Kalim Wood 
  and the path to take in to reach a very old fountain in 
  
  When Orcs Attack 
   
  Page 24 
  a small clearing. The path on the right (south) is 
  where the thugs fled. 
  • 
  The woods are relatively safe; there hasn’t been a 
  ‘monster’ in them for hundreds of years. The closest 
  thing to danger used to be bears, but the liege of this 
  land hunted them ruthlessly and the last known bear 
  was killed last fall in its den. If there are any 
  creatures in the Kalim Wood, they’re new. 
   
  FOLLOW THAT THUG! 
  The directions given by Galrent are easy enough to 
  follow. There is a landmark near the entrance path of the 
  Wood that leads to the ancient fountain. On this side of 
  the Kalim Wood, the orcs are rather few. But just on the 
  northern side of the woods is the excavation sight that 
  the orc revolt started at. To go north is to walk into a nest 
  of trouble. 
   
  SO WE’RE AT THE FOUNTAIN 
  This assumes that characters have been keeping on track 
  time-wise, and not delayed or traveled at a very slow pace. 
   
  With the late afternoon sun filtering through the treetops, you 
  arrive at the clearing the surrounds the crude ancient stone 
  fountain. No water runs from it and only stagnant murk fills 
  its pool. A top portion of the fountain appears to have been 
  broken off and removed generations ago. 
   
  To the right is the path that fits Galrent’s description. 
  Thankfully, you’ve come across no fresh traces of orcs in the 
  wood. 
   
  The fountain is not magical or special in any way. Its 
  construction is of Flan origin, but its original function, 
  besides a source of water, is a mystery. 
   
  A DC 10 Search or Survival check picks up the 
  occasional splattering of blood and boot prints different 
  enough from hobnailed orc boots to notice in good light. 
  If it is no longer daylight, increase the DC by +3, and thus 
  Search checks cannot be used to follow the tracks.  
   
  A DC 20 Track (Survival) check, confirms Galrent’s 
  description of events. The orcs took after Galrent instead 
  of coming after the injured ones. The orcs were spoiling 
  for a good chase and their boot strides show they kept 
  pace instead of catching Galrent. The orcs originally 
  appear from a path that leads to the north. 
    
  Following the southern path (and the blood and boot 
  prints if tracking is successful) it eventual turns more 
  southeastern. For those who did not successfully follow 
  the tracks, the path leads out of the woods on the 
  southeast side.  
   
  For those who successfully followed the tracks, 
  about half way down the path, a much smaller and less 
  used trail begins and leads a short distance to a rocky 
  outcrop. With in the outcrop is a cave. This is the last den 
  of the last bear in Kalim Wood. 
   
  It’s a small cave, about 4 feet high. The cave mouth is 
  moss covered and found in a small rocky outcropping. 
  The caves stretch back, another 70 feet, in two different 
  directions, but never getting taller than 5 ft., or lower 
  than 3 feet..  
   
  A DC 12 Knowledge (nature) check reveals this to be 
  a long time den of a black bear, but doesn’t seem to have 
  been used at all during this year.  
   
  A DC 15 Track (Survival) check picks up a trail made 
  by the two thugs, heading from the caves and south 
  through the woods (but not on a path). Succeeding at a 
  DC 20 Track (Survival) check reveals that the tracks were 
  made fresh today.  
   
  WHAT’S INSIDE THE CAVE? 
  The thugs rested the night here, and bandaged Nye’s 
  wound, for travel the next day. During this time, they 
  discussed their plans and harassed young Snip. Learning 
  of what they planned to do, Snip managed to escape into 
  the back of the cave long enough to drop a badly written 
  note (Snip is still learning to read and write Common, 
  which is better than most of his peers). In very poor 
  spelling and grammar, the note reads; [Provided as a 
  Players Handout) 
   
  “Bean tooken. Help Mi! Heading to pierehmeeus man. Name 
  Old Jef, blacksmyth of Kalinthop, going to enter..inter..Quiz 
  Mi. Hurry.           SNIP” 
   
  The note can be found on a casual DC 18 Spot check or 
  by a DC 10 Search check. 
   
  The cave used to be the den of a black bear, but was 
  killed last autumn by noble hunters.  
   
  Kalimthorp is only about 5 miles way to the 
  southeast.  
   
  Development: Now the characters have enough 
  information to head towards Kalimthorp. The thorp is 
  listed as a landmark on the map given to the characters 
  by Tillie. Of course, the characters just might wander 
  there of their own accord.  
   
   
  ENCOUNTER 7: VISITING 
  KALIMTHORP 
  Passing through yet more farmland, though all recently 
  abandoned, this sprawl seems to be less marred by orc intrusion 
  then those to the north and west. Up ahead, makeshift wooden 
  barricades and nervous peasants with bows and longspears 
  mark the entrance to Kalimthorp. Past the thorp, on the far 
  hilltop is the small, fortified manor, presumable with its own 
  local tyrant inside.   
   
  The characters have arrived at the Kalimthorp, one of the 
  many thorps that dot the countryside between the big 
  cities and established villages and towns.  
   
  It doesn’t have much in the way of defenses, just 
  some rough earthen works and makeshift moveable 
  wooden barricades. There is a small contingent of the 
  local Lords soldiers here though to bolster the peasant 
  levy skimmed from all the refuges that fled to their liege 
  lord’s protection. 
  
  When Orcs Attack 
   
  Page 25 
   
  Five men-at-arms (War1) and one sergeant (War3) 
  along with about 20 peasant archers and another 15 with 
  longspears, dot the various entrances into the thorp. They 
  nervously scan the horizon for signs of approaching orcs. 
   
  The men defending the village warily grant the 
  characters entrance. As much as having additional well-
  armed troops to defend the village please them, there is 
  also a large concern about such a well-armed force (the 
  characters) being a threat once inside. Since the last few 
  people they let in have turned out all right, the Sergeant 
  is willing to risk it. 
   
  A gruff looking man in banded mail seems to be in charge and 
  he motions for the troops to allow you to enter.  
   
  “Here’s the rules: You fight and hold your grounds if the 
  orcs come and you do as your told. Otherwise, it’s back out into 
  the countryside with you. I’m Sergeant Harmon, second in 
  command of Sir Havenatiouls’ troops. Now go have a rest, your 
  watch is in four hours,” bellows the professional soldier. 
   
  Creatures: The following defenders are here: 
   
  ALL APLS 
  �Sergeant Harmon: Male human War3; LE. 
  �Men At Arms (5): Male human War1; LN-LE. 
  �Peasant Levy (45): Male human Com1; N-NE. 
   
  The characters have four hours to play with. They can 
  wander the small settlement, but the guards block them 
  from heading further on towards the hilltop estate.  
   
  What is plenty available, are people willing to talk 
  and gossip with the characters. The following are some 
  answers that the locals have for questions from the 
  characters (if they ask). 
  • 
  Anything about Old Jed or the blacksmith: 
  Kalimthorps blacksmith is a man named Old Jed. 
  He’s middle-aged, but thoroughly washed up. He’s 
  known as a drunk (and a mean one), but he does 
  seem to know his way around a forge, when his 
  vision is clear enough. He arrived from the city a few 
  years back. Despite Old Jed’s destructive streak, the 
  local lord keeps him on, partly because there’s no 
  one good enough to replace him. Old Jed is either in 
  his shop or on barricade duty on the far side of the 
  thorp. 
  • 
  Who runs this Thorp? The thorp and the nearby 
  lands belong to Sir Havenatiouls. His family has 
  owned the lands for sometime. As cruel overlords 
  go, he’s tolerable. The family venerates The Herald of 
  Hell, but Sir Havenatiouls is not particularly pious 
  toward the faith.  
  • 
  Where is the lord now? Sir Havenatiouls, his two 
  sons and Captain Tyoris (Harmon’s boss) are out on a 
  mounted patrol, scouting to see how far the orcs 
  have come and what kind of damage they have been 
  doing. Sergeant Harmon is in charge of the thorp till 
  then, and no one is allowed to approach the estate 
  unless ordered to. He’s expected back in an hour or 
  so.  
  • 
  Have their been other non-locals? Two city folk 
  with a unconscious boy (fitting Snip’s description) 
  arrived this morning. They said they were caught by 
  the orc revolt on their way back to the city. They said 
  that their nephew was knocked on the head during a 
  chase. The two men and their nephew are hanging 
  out at the blacksmith’s shop, seems they might know 
  Old Jed or something.  
   
  THE LAW IS THE LAW 
  Sneaking around the village may not be agreeable to 
  many Lawful characters. It’s risky in this evil land, but 
  the direct and ‘lawful’ approach has a chance of working.  
  • 
  Sergeant Harmon, there are bad men afoot! For 
  characters who do not wish to run afoul of the ‘law’, 
  they may approach Sergeant Harmon and inform 
  him of the kidnapping. Galrent’s orphanage is not on 
  Sir Havenatiouls’ land, so Sergeant Harmon has little 
  contact (nor care) about it. If the characters insist on 
  the matter, a successful (one chance) 15+APL 
  Diplomacy check DC gains them a small concession; 
  Harmon demands a 20 gp bounty for the right to 
  deal with the thugs on these lands (it’s in his power 
  to do so). In which case, the characters can go do 
  what they need to against the two thugs and the 
  troops of the village do not interfere. But, attacking 
  Old Jed incurs the normal listed risk of troop 
  involvement. 
  • 
  If the characters fail the Diplomacy check by less 
  than 5, Harmon agrees to arrest the two thugs (and 
  confiscate all their possessions) but hand over Snip 
  to the characters and allow the characters to go about 
  their business. Nothing bad happens to Old Jed. The 
  characters can interrogate the thugs but receive 
  none of their treasure (Harmon has it). The 
  characters receive only half XP for the Encounter 8 
  combat.  
  • 
  If the characters fail the Diplomacy check by more 
  than 5, Sergeant Harmon arrests both the characters 
  and the thugs (but not Old Jed). They are all to be 
  held over for the return of Sir Havenatiouls who 
  shall deal with the whole situation. He’s expected 
  back in an hour or two. The characters receive none 
  of the treasure (but still might gain the specials 
  offered) and only ¼ the XP for the Encounter 8 
  combat. 
   
  Development: The characters pretty much have the run 
  of the thorp (blink and you’ll miss it), with the usual 
  exceptions of no breaking into private homes, etc. There 
  is a very small tavern, but it’s crammed with scared 
  commoners waiting for their turn on the barricades. The 
  ‘streets’ are filled with women and children, sorting 
  through the belongings they managed to bring with 
  them. The blacksmith shop is easy to find and somewhat 
  removed from the rest of the buildings (it keeps burning 
  down). 
  
  When Orcs Attack 
   
  Page 26 
   
  Should the characters seek him out, they can find 
  Old Jed on a remote section of the barricade, drinking, 
  with no others nearby.  
   
  Should the characters have never approached the 
  thorp openly, and instead used stealth or deception to 
  enter, they could be in for some trouble. If the characters 
  wait until after dark, keep a track of the time, for Snip 
  dies not too long after midnight. As well, characters 
  wandering the streets have a chance of being spotted by 
  Sergeant Harmon or his men and arrested (or fought). 
  Disguise checks are a possibility to fool the authorities; 
  the guards won’t be looking too closely. 
   
  A DC 20+APL Diplomacy or Bluff check can get the 
  characters out of the jam, assuming they agree to take 
  watches as listed above. 
   
   
  ENCOUNTER 8:  FINAL FIGHT 
  FOR FIRE 
  SO WHAT HAPPENED HERE? 
  The thugs arrived around noon today. The listed events 
  assume that the characters are only a few hours behind. 
  Before approaching the thorp Snip was knocked out by 
  the thugs, to keep him silent. The guards were a little 
  weary at first, but when it was clear that the two men and 
  a boy were not in league with the orcs and could possibly 
  be of use if the orcs decided to attack, they were let in. 
  Otherwise, they would have been told to go on their way.  
   
  Once inside the thorp, the thugs went about finding 
  Old Jed, then had to wake him up from his pre-battle 
  stupor. They have been persuading and negotiating with 
  him since then to cast zone of truth. They were only just 
  finalizing the deal when Sargent Harmon came by and 
  demanded that Old Jed take his place at the defenses for a 
  four-hour shift. Not wanting to risk a disturbance, the 
  thugs wait quietly for Old Jed to come back. 
   
  Come midnight, Old Jed regains his spells, including 
  two zone of truth spells, and the interrogation begins. Snip 
  dies by 12:30 a.m. and the thugs flee with the body. 
   
   
   
   
  TALKING TO OLD JED 
  If the characters seek out Old Jed on the barricade his 
  fellow defenders have given him a wide berth as no one 
  wants to be standing beside him when he’s drinking. If 
  the characters start questioning or accusing Old Jed, he 
  plays ignorant. 
  • 
  If asked about the two men (and boy) inside his 
  shop, if claims they’re friends of a friend (and their 
  nephew). He won’t go into details. 
  • 
  Old Jed has no fear of threats from the characters. 
  Having his identity as a follower of the Hideous 
  Assassin revealed is just a minor inconvenience. Jed 
  figures his liege won’t bat an eye at it.  
  • 
  If the characters attack Old Jed and if is able to get 
  out a warning cry (free action) or if the combat is 
  obviously visible, then the sergeant, all his men at 
  arms, and the 10 peasant archers come running 
  within 1d4+1 rounds. They fight on the side of Old 
  Jed. 
  • 
  While still keeping his mouth shut about knowing 
  anything, if the characters can offer him a discreet 
  deal, he may agree to stay a little longer on the 
  barricades and away from his shop. He may even 
  agree to break off any arrangements he had with the 
  two thugs. The price is 60 gp, a number that Old Jed 
  offers discreetly. Closing the deal requires a 
  successfully (one try only) DC 18+APL Diplomacy 
  check. Succeed or fail, Old Jed accepts the 60 gp and 
  truthfully agrees to stay where he is and not get 
  involved. The players should not be told if they 
  passed or failed the check. 
  • 
  In addition to agreeing to stay out of things, if the 
  characters succeeding in the Diplomacy check; Old 
  Jed tells the characters that if they come back after 
  this whole orc thing is cleared up, he’ll make and sell 
  them some of the same special horse shoes he crafts 
  for his liege.  
  • 
  If the characters failed the Diplomacy check, after 
  they leave him, Old Jed has a few more swigs of his 
  potent ale, gets a little drunker and a lot meaner, and 
  changes his mind as he wanders back to his shop, 
  weapon in hand. 
   
  KICKING IN THE DOOR 
  In order to rescue Snip, the characters need to figure out 
  that the blacksmiths shop is where they need to go. Like 
  many of the buildings in the thorp, the door is closed and 
  the windows are shuttered. Peeking in through the 
  cracks reveal Syad and Nye waiting nervously for Old Jed 
  to return from barricade duty and an unconscious Snip 
  laying in some hay in the corner. 
   
  The Thugs have 60 gp with which they plan to pay 
  Old Jed to cast a zone of truth spell on the Snip, to find out 
  if in fact, he has told no one. 
   
  The smithy is rickety building of wood and mud. It’s 
  30 feet long and 15 feet wide. It has a shuttered window 
  on each side of the building. The side facing into the 
  thorp has a simple wooden door on the far left, and a 
  (now closed) wooden awning opens up the shop and 
  allows Old Jed to work out in the fresh air. All the 
  entrances to the smithy are closed with simple wood bars 
  on the inside. There are no locks. The corner farthest 
  from the door has a (now cool) furnace and anvil. The rest 
  of the shop is filled with tools and smithing equipment. 
   
  �Simple wooden door/shutters: 1 in. thick; hardness 5; 
  hp 10; Lock DC 20 (to remove bar from outside), Break 
  DC 20. 
    
  The thugs have no desire to be taken alive and attempt to 
  flee only if badly wounded and an open chance presents 
  itself.  
   
  If Old Jed is going to join the fray, he comes along 
  1d3 rounds after the combat has started. 
  
  When Orcs Attack 
   
  Page 27 
   
  Passers by for the most part, ignore the noises. This 
  wouldn’t be the first time Old Jed has smashed up his 
  workshop in a drunken rage. 
   
  Open fighting outside the smithy draws Sergeant 
  Harmon and his men within 1d6 minutes.  
   
  Creatures: 
  The 
  following 
  creatures 
  will 
  be 
  encountered here: 
   
  ALL APLS 
  �Snip the orphan: Human Male (Oeridian) Rog1; hp 3 
  (currently has 20 hp of nonlethal damage); N. 
   
  APL2 (EL4) 
  �Jed: Male human (Suel-Oeridian) Clr3; hp 24; see 
  Appendix 1. 
  �Syad: Male human (Flan-Oeridian) War1; hp 10; see 
  Appendix 1. 
  �Nye: Male human (Flan-Oeridian) War1; hp 10; see 
  Appendix 1. 
   
  APL4 (EL6) 
  �Jed: Male human (Suel-Oeridian) Ftr1/Clr4; hp 40; see 
  Appendix 1. 
  �Syad: Male human (Flan-Oeridian) Rog1/Ftr1; hp 18; 
  see Appendix 1. 
  �Nye: Male human (Flan-Oeridian) Ftr1; hp 12; see 
  Appendix 1. 
   
  APL6 (EL8) 
  �Jed: Male human (Suel-Oeridian) Ftr1/Clr6; hp 54; see 
  Appendix 1. 
  �Syad: Male human (Flan-Oeridian) Rog2/Ftr2; hp 32; 
  see Appendix 1. 
  �Nye: Male human (Flan-Oeridian) Ftr1/Rog1; hp 18; 
  see Appendix 1. 
   
  Tactics: Presumably, the characters are going to have to 
  come in after Syad and Nye, because they’re not coming 
  out to fight the characters. The thugs use equipment and 
  benches as cover until back up arrives (if it arrives). 
   
  If Old Jed is coming into the combat, he arrives 1d3 
  rounds after the combat starts. He comes in at the top of 
  the initiative order and attacks characters outside the 
  smithy first, then those inside. It’s obvious that he’s in a 
  drunken rage. Lucky for Old Jed, he’s so use to poison in 
  his body, that the alcohol doesn’t affect any of his stats or 
  skills, only his better judgment. He fights to the death (or 
  till subdued or pinned for 1d6 rounds).  
   
  Old Jed likes to smash things. When he’s not casting 
  spells, his using his Improved Sunder feat (and 
  shatterspike at APL6) to break weapons, starting from 
  largest to smallest. With the shatterspike and Improved 
  Sunder, he has a +8 bonus to the opposed roll on top of 
  his normal bonuses, and is doing 1d8+6 to the item being 
  sundered. When drunk, he just hates the craftsmanship 
  of others.  
   
  Old Jed starts the combat with 4 x APL points of 
  non-lethal damage from the alcohol. 
   
  The calm emotion spell or similar effect can bring Old 
  Jed out of his alcohol rage (note, this is not a barbarian 
  rage, so no stat bonuses). Once the spell effect ends, he 
  fights defensively until attacked again, in which case he 
  starts attacking the characters again.  
   
  Pinning Old Jed for 1d6 rounds has the same effect 
  of bringing him out of his rage and he stops struggling. If 
  let up, he fights defensively until attacked.  
   
  If calm when the thugs are taken care of, Old Jed is 
  willing to talk peacefully.  
   
  Treasure: Defeat the thugs and/or Old Jed 
  APL 2: L: 41; C: 0; M: Masterwork cold iron heavy mace (41 
  gp), silversheen (31 gp), unguent of timeessness (19 gp). 
  APL 4: L: 41; C: 0; M: Masterwork silver dagger (40 gp), 
  silversheen (31 gp), unguent of timelessness (19 gp),  +1 
  longsword (291 gp). 
  APL 6: L: 41; C: 0; M: silversheen (31 gp), unguent of 
  timelessness (19 gp),  +1 shatterspike (542 gp). 
   
   
  Development: By this point, the characters might be 
  running from the thorp with Snip and all the loot, or 
  they may be in custody. 
   
  ON THE RUN 
  If the characters took on the thugs and/or Old Jed 
  without permission from Harmon, and have avoided 
  arrest (by escaping or by killing the troops), then they are 
  free to flee back to Eastfair with Snip. Within the 
  confines of this adventure, the characters have escaped 
  persecution for the events in Kalimthorp. This also 
  means that the characters do not gain any of the special 
  offers for items from Old Jed or Sir Havenatiouls. 
  Remember, they still gain the favors of Zilchus, Snip 
  must be returned alive to testify. The word of the 
  characters is not enough. 
   
  ARRESTED IN A BAD WAY 
  The characters have been arrested for either killing the 
  thugs without permission, killing Old Jed, or because 
  they pushed Harmon too and failed the Diplomacy check 
  by 5 or more.  
   
  The characters are held on to until either Sir 
  Havenatiouls returns (an hour or so) or until the 
  characters decide to escape. The treasure found on the 
  two thugs and Old Jed is turned over to the liege.  
   
  Sir Havenatiouls is upset that his blacksmith is dead, 
  but he’s not enraged. He was going to have him replaced 
  as soon as a suitable substitute could be found, but he still 
  demands remuneration from the characters. There are 
  three methods. 
  • 
  The characters can try and appeal to the liege’s 
  greedy side. If the characters can succeed at a DC 
  15+APL Bluff check, they convince the knight that 
  the characters are connected deeply with the Church 
  of Zilchus, and that there is a monetary reward 
  coming his way. OR  
  
  When Orcs Attack 
   
  Page 28 
  • 
  The characters need to pay him 500 gp for emotional 
  distress. OR 
  • 
  With a DC 10+APL Diplomacy check, the characters 
  can convince Sir Havenatiouls to take on Snip as his 
  new 
  blacksmith. 
  The 
  lad is very talented. 
  Peacemaker Galrent can use his influence to have 
  one of the older ex-orphanage apprentices come here 
  and train Snip. It’s not a perfect solution, but it gives 
  the knight a lifetime of labor from a gifted lad. 
  Besides, Sir Havenatiouls (who is neutral) has a soft 
  spot hidden deep under his callused heart. 
   
  If the characters can do any of the above three, the 
  characters can leave on non-hostile terms. If Snip is part 
  of the arrangement, they can bring him back to testify, as 
  long as the characters promise to bring him back for the 
  apprenticing.  
   
  In addition, all though the characters do not receive 
  a treasure reward for them, the Knight is willing to sell 
  Old Jed’s possessions to the characters (do not cross these 
  items off of the AR). 
   
  With Old Jed dead, he cannot make the special 
  horseshoes (cross this off the AR). 
   
  If the characters do not do any of the above three, 
  they are imprisoned for 3 TUs.  
   
  Sir Havenatiouls won’t care very much that Old Jed 
  is a cleric of Pyremius. Especially since he’s all washed 
  up, but still not a half bad blacksmith. 
   
  ARRESTED IN A GOOD WAY 
  If the characters failed the Diplomacy check by 5 or less 
  and Harmon arrested the thugs, or if the characters 
  attacked Old Jed but did not kill him, or if they characters 
  dealt with the thugs (and did not attack Old Jed) and 
  stuck around for the arrival of the knight.  
   
  Sir Havenatiouls has no love for child kidnappers. 
  He’s willing to execute them or hand them over (alive or 
  dead) to the characters.  
   
  As long as the characters did not kill Old Jed, Sir 
  Havenatiouls is content. He may even suppress a chuckle 
  at seeing a bumped and bruised Old Jed.  
   
  With Old Jed alive, Sir Havenatiouls offers the 
  characters a special reward for hunting down the two 
  disgraceful thugs. He commands Old Jed to craft for any 
  character that wants them (and can pay for them), the 
  special horseshoes called Tanar’ri Stompers he makes for 
  Sir Havenatiuols (AR reward granted).  
   
  At APL2; Old Jed has a masterwork cold iron heavy 
  mace. Since the characters did not take it from him as 
  treasure, they do not get the gp value for it. But, at Sir 
  Havenatiouls order, Old Jed will craft (at market value) 
  an exact replica of his own (do not cross the masterwork 
  cold iron heavy mace. from the AR). 
   
  At APL4; Old Jed has a +1 longsword. Since the 
  characters did not take it from him as treasure, they do 
  not get the gp value for it. But, at Sir Havenatiouls order, 
  Old Jed will craft (at market value) an exact replica of his 
  own (do not cross the +1 longsword from the AR). 
   
  At APL6; Old Jed has a +1 shatterspike. Since the 
  characters did not take it from him as treasure, they do 
  not get the gp value for it. But, at Sir Havenatiouls order, 
  Old Jed will craft (at market value) an exact replica of his 
  own (do not cross the +1 shatterspike from the AR). 
   
  �Sir Havenatiouls: Male human (Oeridian) Ftr6/Ars2; 
  N. 
   
  Sir Havenatiouls won’t care very much that Old Jed is a 
  cleric of Pyremius. Especially since he’s all washed up, 
  but still not a half-bad blacksmith. 
   
  CONCLUSION 
  Once the characters have smoothed things over with the 
  lord of Kalimthorp or fled into the night, they should be 
  heading back to Eastfair. If Kalimthorp is still non-hostile 
  towards the characters, they can spend the night there.  
   
  By morning all but a handful of the rioting orcs have 
  been rounded up and put right back to work. A small 
  garrison of regular troops stands watch over them for a 
  few days, keeping the orcs in (and working) and any 
  humans wanting revenge, out.  
   
  If the characters have the two thugs alive, they can 
  interrogate them pretty much anywhere that is non-
  hostile (including the woods, or an empty farmstead). 
  Once ruffed up or intimidated, they thugs have this to 
  say; 
  • 
  Pleas for mercy and to be allowed to escape 
  • 
  Six months back, the duo was approached by a 
  cowled man to do some dirty work. 
  • 
  They were given targets, usually inexperienced 
  clerics (of various ethos) who could be taken out 
  easily. Over the months, they’ve killed nine clerics 
  and two tradesmen. Each time, they removed the 
  heart according to the specific instructions of their 
  cowled paymaster. 
  • 
  They would always meet in different alleys to hand 
  over the heart and to receive a new target. Usually 
  either in the Merchant District or throughout the 
  Old City.  
  • 
  They’ve never seen the man’s complete face. He 
  always wears a leather cowl. From his skin, he’s Flan 
  and from his accent, his not from Eastfair. He also 
  always smells strongly of fish. He goes by the name, 
  The Opaquer, and the thugs comment on what a 
  stupid name it is. 
  • 
  The thugs retell their story of the last five days, 
  killing the young cleric, chasing Snip, finding he 
  skipped town, kidnapping him from the orphanage, 
  there escape from the orcs, and having Old Jed (and 
  who he really is) magically interrogate him come 
  midnight. 
   
  Hopefully, the characters have rescued Snip alive and 
  well. He is thankful for the rescue. If the characters have 
  offered him as an apprentice blacksmith, Snip is thrilled 
  at the idea, for he seems to vaguely recall his fathering 
  
  When Orcs Attack 
   
  Page 29 
  being some sort of metal worker. Snip is also willing to 
  go back to the city and testify for Afronidious. He tells 
  the story of how he witnessed the murder and how the 
  two thugs came after him, and his escape from the city. 
  Snips best guess at why he needed to be silenced was, 
  that the new fledgling thieves’ guild is trying to keep a 
  real low profile and stay away from enraging powerful 
  people in the city. Unauthorized murder by members is a 
  big no no. 
   
  Returning to see Afronidious, he is quite pleased if 
  the characters bring him alive, either Snip or the two 
  thugs (or all three of them). Not only that, but the 
  Church of Zilchus in Eastfair uses the testimony to push 
  the investigation into the murder further along. It is still 
  going to take a long time for official channels to make 
  headway. That’s why Afronidious asks the characters to 
  keep looking into the matter. That leaves it up for the 
  characters to learn in the beginning of the next 
  adventure when the final info has been cracked and a 
  good lead produced. 
   
  In the meantime, on behalf of the Church of 
  Zilchus, they would like to award the characters with a 
  Money Counter Note, good at any Temple of Zilchus 
  (awarded on AR). 
   
  From Afronidious himself, he lets the characters 
  know that he’ll put out word to all his fellow Holy Clerks, 
  that when the characters need a little help in death, that 
  some of the paper work for payment can get lost. (As 
  awarded on AR). 
   
   
  The End 
   
   
   
  
  When Orcs Attack 
   
  Page 30 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award. Award the total value (objectives plus roleplaying) 
  to each character.  
   
  Encounter 4: Skirting the Wave Front 
  Defeat the rampaging orcs  
  APL 2 
   
   
  150 XP 
  APL 4 
   
   
  210 XP 
  APL 6 
   
   
  270 XP 
   
   
   
   
     OR 
   
  Defeat the orc patrol 
  APL 2 
   
   
  150 XP 
  APL 4 
   
   
  210 XP 
  APL 6 
   
   
  270 XP 
   
  Encounter 5: The Orphanage 
  Defeat the orcs and safe the hidden orphans 
  APL 2 
   
   
  90 XP 
  APL 4 
   
   
  150 XP 
  APL 6 
   
   
  210 XP 
   
  Encounter 8: Final Fight for Fire 
  Defeat the thugs, Defeat or Handle Old Jed. Check for xp 
  penalties from dealing with Harmon. 
  APL 2 
   
   
  120 XP 
  APL 4 
   
   
  180 XP 
  APL 6 
   
   
  240 XP 
   
  Story Award 
  Rescue the baby from harm 
  APL 2 
   
   
    20 XP 
  APL 4 
   
   
    30 XP 
  APL 6 
   
   
  45 XP 
   
  Rescue Snip safely 
  APL 2 
   
   
    25 XP 
  APL 4 
   
   
    35 XP 
  APL 6 
   
   
    45 XP 
   
  Good roleplaying: 
  APL 2 
   
   
    45 XP 
  APL 4 
   
   
    65 XP 
  APL 6 
   
   
    90 XP 
   
  Total Possible Experience 
  APL 2 
   
   
  450 XP 
  APL 4 
   
   
  675 XP 
  APL 6 
   
               
   900 XP 
   
   
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, analyze 
  dweomer or similar spells to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. 
   
  L = Looted gear from enemy 
  C = Coin, Gems, Jewelry, and other valuables 
  M = Magic Items (sell value) 
   
  Encounter 4: Skirting the Wave Front 
  Defeat and loot the orcs. The orcs have several sacks of 
  loot that they dropped when entering the farmstead. In 
  the sacks are items plundered from homes as well as a 
  cleric of Hextor caught unaware. This amount is listed 
  Coins section. 
  APL 2: L: 52; C: 82; M: 0 
  APL 4: L: 70; C: 19; M: 0 
         APL 6: L: 63; C: 26; M: 0 
   
    
  Encounter 5: The Orphanage 
  Defeat the Orcs and loot them 
  APL 2: L: 53; C: 82; M: Masterwork silvered (right head) 
  cold iron (left head) orc double axe (60 gp). 
  
  When Orcs Attack 
   
  Page 31 
  APL 4: L: 70; C: 19; M: Masterwork silvered (right head) 
  cold iron (left head) orc double axe (60 gp). 
  APL 6: L: 35; C: 35; M: Masterwork silvered (right head) 
  cold iron (left head) orc double axe (60 gp). 
   
  Encounter 8: Final Fight for Fire 
  Defeat the thugs and/or Old Jed and loot them, and 
  escape with the loot (otherwise confiscated) 
   
  APL 2: L: 41; C: 0; M: Masterwork cold iron heavy mace 
  (41 gp), silversheen (31 gp), unguent of timelessness (19 gp). 
  APL 4: L: 41; C: 0; M: Masterwork silver dagger (40 gp), 
  silversheen (31 gp), unguent of timelessness (19 gp),  +1 
  longsword (291 gp). 
  APL 6: L: 41; C: 0; M: silversheen (31 gp), unguent of 
  timelessness (19 gp),  +1 shatterspike (542 gp). 
   
  Conclusion 
  If Old Jed lives, option to purchase opens. 
   
  All APLs: L: 0; C: 0; M: Tanar’ri Stompers (0 gp, not 
  lootable) 
   
  Maximum Possible Treasure 
   
  APL 2: 400 gp 
   
  APL 4: 600 gp 
   
  APL 6: 800 gp 
   
   
  Adventure Record Text 
  Cross out the following if it does not apply: 
   
  ALL APLs (if awarded) 
   
  Tanar’ri Stompers: These are +1 cold iron shod horseshoes. 
  When a horse is shoed with a complete set, the hoof 
  attacks of that horse are considered magical and cold iron 
  for the purpose of damage reduction;  
   
  Access: Adventure; Caster Level 3rd; Prerequisites: 
  Craft Magic Arms and Armor; Weight- 4 lbs; Cost: 3,320 
  gp (per set) 
   
  A Money Counter Note: Most favors with the servants of 
  the Money Counter are bought, but sometimes, they are 
  earned. This type of favor can be exchanged with any 
  Temple of Zilchus for a one time casting of any 5th level 
  cleric spell or less (assuming there is a cleric of minimum 
  level to cast the spell, DUNGEON MASTER’S discretion). 
  This does not include any material component cost. Or 
  the note can be held on to, for possibly enacting a greater 
  favor. Remove when used. 
   
  Gratitude of a Holy Clerk: Afronidious the Holy Clerk 
  may not be an overly rich man himself, but all of the 
  Holy Clerks of Zilchus stick together and are willing to 
  grease the wheels of bookkeeping for a good friend. 
  Proper financing can be an issue of life or death. In effect, 
  when using a Church of Zilchus for raise dead or 
  resurrection, the material component cost is discounted by 
  50%. This discount is only applicable to the material 
  component cost; all other spell casting costs must be met 
  in full. 
   
  This favor is usable only once. Remove when used.  
   
  Items Found During the Adventure 
  Cross off all items not found 
   
  APL 2 
  Masterwork silvered (right head) cold iron (left head) orc double 
  axe (Adventure, DUNGEON MASTER’S Guide) 
  Tanar’ri Stompers (adventure, see above) 
  Masterwork cold iron heavy mace (Adventure, DUNGEON 
  MASTER’S Guide) 
  Silversheen (Adventure, DUNGEON MASTER’S Guide) 
  Unguent of timelessness (Adventure, DUNGEON MASTER’S 
  Guide) 
   
  APL 4 (all of APL 2 plus the following) 
  Masterwork silver dagger (Adventure, DUNGEON MASTER’S 
  Guide) 
   
  APL 6 (all of APL 2-4 plus the following) 
  Shatterspike (Adventure, DUNGEON MASTER’S Guide) 
   
   
   
   
  
  When Orcs Attack 
   
  Page 32 
  MONSTER APPENDIX 
  �Sister Tillie: Female Human Clr3 (Pelor): CR 3; 
  Medium humanoid (human); HD 3d8+6; hp 24; Init +1; 
  Spd 30 ft.; AC 12, touch 11, flat-footed 11; Base Atk +2; 
  Grp +3; Atk +3 melee (1d6+1, light mace); Full Atk +3 
  melee (1d6+1, light mace); SA Turn undead 4/day; SQ—; 
  AL NG; SV Fort +5, Ref +2, Will +6; Str 12, Dex 12, Con 
  14, Int 10, Wis 16, Cha 12. 
   
  Skills and Feats: Concentration +6, Diplomacy +5, 
  Healing +7 Knowledge (religion) +4, Knowledge (arcana) 
  +1, Spellcraft +1; Diehard, Endurance, Negotiator. 
   
  Cleric Spells Prepared (4/ 3+1/ 2+1; save DC 13 + spell 
  level): 0- detect poison, mending (2), purify food and drink; 1st- 
  protection from evil*, bless, command, remove fear; 2nd- cure 
  moderate wound*, restoration-lesser (2), hold person.  
   
  *Domain spell. Domains: Healing and Good. 
   
  Possessions: Layers of clothing and cloaks, light mace, 
  wooden holy symbol of the Pelor 
   
  �Peacemaker Galrent: Male human Clr3 - Zodal; CR 3; 
  Medium humanoid (human); HD 3d8+3; hp 21; Init +2; 
  Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; 
  Grp +3; Atk +3 melee (1d4, unarmed strike); Full Atk +3 
  melee (1d4+1, unarmed strike); SA Turn undead 4/day; 
  SQ—; AL NG; SV Fort +4, Ref +3, Will +5; Str 12, Dex 14, 
  Con 12, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Concentration +8, Craft (blacksmith) 
  +2, Craft (carpentry)+2, Diplomacy +5, Healing +9 
  Knowledge (religion) +2, Knowledge (arcana) +2, 
  Profession (farming) +3 Spellcraft +2; Dodge, Unarmed 
  Strike, Improved Grapple. 
   
  Cleric Spells Prepared (4/ 3+1/ 2+1; save DC 13 + spell 
  level) : 0- mending (3), purify food and drink; 1st- cure light 
  wound*, bless, remove fear (2 ; 2nd- cure moderate wound*, 
  calm emotions, restoration-lesser, make whole.  
   
   
  *Domain spell. Domains: Healing and Protection. 
   
  Possessions: Wooden holy symbol of the Zodal. 
   
  ENCOUNTER 4: SKIRTING THE ORC 
  WAVE FRONT 
  APL6 
  �Orc Scouts (6): Male Orc Ftr1/Rgr2; CR 3; Medium 
  humanoid (orc); HD 1d10+1 plus 2d8+2; hp 23; Init +2; 
  Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +3; 
  Grp +5; Atk +6 ranged (1d8, longbow) or +5 melee (1d8+2 
  longsword); Full Atk +4/+4 ranged (1d8, longbow) or +5 
  melee (1d8+2 longsword); SA 1st favored enemy (human); 
  SQ Wild empathy, darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +6, Ref +5, Will +1; Str 14, Dex 15, Con 13, 
  Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +6, Hide +7 Knowledge 
  (geography) +2, Move Silently +7, Survival +5; Point 
  blank shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Track. 
   
  Possessions: 
  studded 
  leather, 
  dagger, 
  longbow, 
  longsword.  
   
  ENCOUNTER 5: THE ORPHANAGE 
  APL2  
  �Orc Sergeant: Male Orc Ftr1; CR 1; Medium 
  humanoid (orc); HD 1d10+2; hp 12; Init +2; Spd 20 ft.; AC 
  17, touch 12, flat-footed 15; Base Atk +1; Grp +3; Atk +4 
  melee (1d8+2 masterwork cold iron doubleaxe) ; Full Atk +2 
  melee (1d8+2 masterwork cold iron doubleaxe), +2 melee 
  (1d8+2 masterwork silver doubleaxe); SA--; SQ   Darkvision 
  60 ft., light sensitivity; AL CE; SV Fort +4, Ref +2, Will +1; 
  Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +7, Intimidate +1; 
  Combat reflexes, Two weapon fighting. 
   
  Possessions: Chainmail, dagger, masterwork silvered 
  (right) cold iron (left) orc double axe. 
   
  APL4  
  �Orc Sergeant: Male Orc Ftr3; CR 3; Medium 
  humanoid (orc); HD 3d10+6; hp 28; Init +2; Spd 20 ft.; AC 
  18, touch 12, flat-footed 16; Base Atk +3; Grp +5; Atk +7 
  melee (1d8+2 masterwork cold iron doubleaxe); Full Atk +5 
  melee (1d8+2 masterwork cold iron doubleaxe), +5 melee 
  (1d8+2 masterwork silver doubleaxe); SA-- ; SQ   Darkvision 
  60 ft., light sensitivity; AL CE; SV Fort +5, Ref +3, Will +2; 
  Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +5, Jump +6, Intimidate +3; 
  Combat Reflexes, Two Weapon Defense, Two Weapon 
  Fighting, Weapon Focus (double axe). 
   
  Possessions: Chainmail, dagger, masterwork silvered 
  (right) cold iron (left) orc double axe. 
   
  APL6 
  �Orc Sergeant: Male Orc Ftr6; CR 6; Medium 
  humanoid (orc); HD 6d10+12; hp 52; Init +2; Spd 20 ft.; 
  AC 18, touch 12, flat-footed 16; Base Atk +6; Grp +8; Atk 
  +11 melee (1d8+5 masterwork cold iron doubleaxe); Full Atk 
  +9/+4 melee (1d8+5 masterwork cold iron doubleaxe), +9 
  melee 
  (1d8+3 
  masterwork 
  silver 
  doubleaxe); 
  SA-; 
  SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +7, 
  Ref +4, Will +3; Str 16, Dex 14, Con 14, Int 10, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Climb +5, Jump +6, Intimidate +3; 
  Combat Reflexes, Dodge, Power Attack, Two Weapon 
  Defense, Two weapon Fighting, Weapon Focus (double 
  axe), Weapon Specialization (double axe).  
   
  Possessions: Chainmail, dagger, masterwork silvered 
  (right) cold iron (left) orc double axe. 
   
  �Orc Shock Trooper (4): Male Orc Bar1; CR 1; Medium 
  humanoid (orc); HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 
  15, touch 12, flat-footed 13;  +3 studded leather, +2 Dex] 
  Base Atk +1; Grp +3; Atk +5 melee (1d12+6 greataxe); Full 
  Atk +5 melee (1d12+6 greataxe); SA Rage x1; SQ Fast 
  movement, uncanny dodge, darkvision 60 ft., light 
  sensitivity; AL CE ; SV Fort +4, Ref +2, Will +1; Str 19, 
  Dex 14, Con 14, Int 6, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +7, Jump +7, Intimidate +1, 
  Listen +4, Survival +3; Power Attack.  
  
  When Orcs Attack 
   
  Page 33 
   
  Possessions: Leather armor, greataxe, javelin(x6). 
   
  ENCOUNTER 8: FINAL FIGHT FOR FIRE 
  APL2 
  �Old Jed: Male Human Clr3; CR 3 ; Medium humanoid 
  (human) ; HD 3d8+6 ; hp 24 ; Init +1 ; Spd 20 ft ; AC 17, 
  touch 11, flat-footed 16; Base Atk +2; Grp +4; Atk +5 
  melee (1d8+2, masterwork cold iron heavy mace) ; Full Atk 
  +5 melee (1d8+2, masterwork cold iron heavy mace); SA 
  Rebuke undead 0/day; SQ—; AL NE; SV Fort +5, Ref +2, 
  Will +6; Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +6, Craft(blacksmith) 
  +6 Knowledge (religion) +4, Knowledge (arcana) +4, 
  Spellcraft +4; Blind Fighting, Improved Sunder, Power 
  Attack.   
   
  Cleric Spells Prepared (4/ 3+1/ 2+1; save DC 13 + spell 
  level): 0- cure minor wounds, mending (2), guidance; 1st- 
  burning hands*, endure elements, doom, magic weapon; 2nd- 
  produce flames*, hold person, bull’s strength. 
   
  *Domain spell. Domains: Fire and Destruction. 
   
  Possessions: Banded mail, masterwork cold iron heavy 
  mace, wooden unholy symbol of the Pyremius (x2), 
  silversheen, unguent of timelessness. 
   
  �Syad and Nye: Male Human War1; CR 1/2; Medium 
  humanoid (human); HD 1d8+2; hp 10; Init +3; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14; Base Atk +1; Grp +3; Atk 
  +3 melee (1d6+2, short sword) or +4 ranged (1d4+2 
  dagger); Full Atk +3 melee (1d6+2, short sword) or +4 
  ranged (1d4+2 dagger); SA--; SQ—; AL NE; SV Fort +4, 
  Ref +3, Will -2; Str 14, Dex 16, Con 14, Int 10, Wis 6, Cha 
  10. 
   
  Skills and Feats: Climb +4, Jump +4, Intimidate +4; 
  Point Blank Shot, Quick Draw.  
   
  Possessions: Chain shirt, dagger (x6), sap, short sword. 
   
  APL4 
  �Old Jed: Male Human Ftr1/Clr4; CR 5; Medium 
  humanoid (human); HD 1d10+2 + 4d8+8; hp 40; Init +1; 
  Spd 20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +4; 
  Grp +6; Atk +6 melee (1d8+3, +1 longsword); Full Atk +6 
  melee (1d8+3, +1 longsword); SA Rebuke undead 0/day; 
  SQ—; AL NE; SV Fort +8, Ref +2, Will +7; Str 14, Dex 12, 
  Con 15, Int 12, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +8, Craft (blacksmith) 
  +8, Intimidate +4, Knowledge (religion) +4, Knowledge 
  (arcana) +4, Spellcraft +4; Blind Fighting, Craft Magic 
  Arms and Armor, Improved Sunder, Power Attack.  
   
  Cleric Spells Prepared (5/ 4+1/ 3+1; save DC 13 + spell 
  level): 0- cure minor wounds (2), mending (2), guidance ; 1st- 
  burning hands*, cure light wounds, endure elements, doom, 
  magic weapon; 2nd- produce flames*, hold person, bull’s strength, 
  make whole.  
   
  *Domain spell. Domains: Fire and Destruction. 
   
  Possessions: Banded mail, masterwork silver dagger, 
  wooden unholy symbol of the Pyremius (x2), silversheen, 
  unguent of timelessness, +1 longsword. 
   
  �Syad: Male Human Ftr1/Rog1; CR 2; Medium 
  humanoid (human); HD 1d10+2 + 1d6+2; hp 18; Init +3; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +1; 
  Grp +3; Atk +3 melee (1d6+2, short sword) or +4 ranged 
  (1d4+2 dagger); Full Atk +3 melee (1d6+2, short sword) or 
  +4 ranged (1d4+2 dagger); SA Sneak attack 1d6; SQ 
  trapfinding; AL NE; SV Fort +4, Ref +5, Will -2; Str 14, 
  Dex 16, Con 14, Int 10, Wis 6, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Intimidate +4; Far 
  Shot, Point Blank Shot, Quick Draw.  
   
  Possessions: Chain shirt, dagger (x6), sap, short sword. 
   
  �Nye: Male Human Ftr1; CR 1; Medium humanoid 
  (human); HD 1d10+2; hp 12; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14; Base Atk +1; Grp +3; Atk +3 
  melee (1d6+2, short sword) or +4 ranged (1d4+2 dagger); 
  Full Atk +3 melee (1d6+2, short sword) or +4 ranged 
  (1d4+2 dagger); SA--; SQ—; AL NE; SV Fort +4, Ref +3, 
  Will -2; Str 14, Dex 16, Con 14, Int 10, Wis 6, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Intimidate +4; Far 
  Shot, Point Blank Shot, Quick Draw.  
   
  Possessions: Chain shirt, dagger (x6), sap, short sword. 
   
  APL6 
  �Old Jed: Male Human Ftr1/Clr6; CR 7; Medium 
  humanoid (human); HD 1d10+2 + 6d8+12; hp 54; Init +1; 
  Spd 20 ft.; AC 17, touch 11, flat-footed 16; Base Atk +5; 
  Grp +7; Atk +8 melee (1d8+3, +1 shatterspike); Full Atk +8 
  melee (1d8+3, +1 shatterspike); SA Rebuke undead 0/day; 
  SQ—; AL NE; SV Fort +9, Ref +3, Will +8; Str 14, Dex 12, 
  Con 15, Int 12, Wis 16, Cha 6. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Craft 
  (blacksmith) +10 Intimidate +4, Knowledge (religion) +4, 
  Knowledge (arcana) +6, Spellcraft +6; Blind Fighting, 
  Craft Magic Arms and Armor, Improved Sunder, Power 
  Attack, Weapon Focus (longsword). 
   
  Cleric Spells Prepared (5/ 4+1/ 4+1/3+1; save DC 13 + 
  spell level): 0- cure minor wounds(2), mending(2), guidance ; 
  1st- burning hands*, cure light wounds, endure elements, 
  doom, magic weapon; 2nd- produce flames*, hold person (2), 
  bull’s strength, make whole; 3rd- contagion*, bestow curse (2), 
  invisibility purge.   
   
  *Domain spell. Domains: Fire and Destruction. 
   
  Possessions: Banded mail, wooden unholy symbol of 
  the Pyremius (x2), silversheen, unguent of timelessness, +1 
  shatterspike. 
   
  �Syad: Male Human Ftr2/Rog2; CR 4; Medium 
  humanoid (human); HD 2d10+4 + 2d6+4; hp 32; Init +3; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +3; 
  Grp +5; Atk +5 melee (1d6+2, short sword) or +7 ranged 
  (1d4+2 dagger); Full Atk +5 melee (1d6+2, short sword) or 
  +5/+5 ranged (1d4+2 dagger); SA Sneak attack 1d6; SQ 
  Trapfinding, evasion; AL NE; SV Fort +4, Ref +5, Will -2; 
  Str 14, Dex 17, Con 14, Int 10, Wis 6, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Intimidate +4; Far 
  Shot, Point Blank Shot, Rapid Shot, Weapon Focus 
  (dagger), Quick Draw.  
   
  Possessions: Chain shirt, dagger (x12), sap, short 
  sword. 
  
  When Orcs Attack 
   
  Page 34 
   
  �Nye: Male Human Ftr1/Rog1; CR 2; Medium 
  humanoid (human); HD 1d10+2 + 1d6+2; hp 18; Init +3; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +1; 
  Grp +3; Atk +3 melee (1d6+2, short sword) or +4 ranged 
  (1d4+2 dagger); Full Atk +3 melee (1d6+2, short sword) or 
  +4 ranged (1d4+2 dagger); SA Sneak attack 1d6; SQ 
  Trapfinding; AL NE; SV Fort +4, Ref +5, Will -2; Str 14, 
  Dex 16, Con 14, Int 10, Wis 6, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Intimidate +4; Far 
  Shot, Point Blank Shot, Quick Draw.  
   
  Possessions: Chain shirt, dagger (x6), sap, short sword. 
  
  When Orcs Attack 
   
  Page 35 
   
  APPENDIX 2:  PLAYER HANDOUTS 
   
  NOTE IN THE CAVE 
  On a crumpled piece of parchment, in the tiny scrawl of a child the note reads; 
   
  “ Bean tooken. Help Mi! Heading to pierehmeeus man. Name Old Jef, blacksmyth of Kalinthop, going to 
  enter..inter..Quiz Mi. Hurry.           SNIP” 
   
   
  
  When Orcs Attack 
   
  Page 36 
  THE MAP FROM TILLIE 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Orcs Attack 
   
  Page 37 
  APPENDIX 3: DM’S MAPS  
  The eastern countryside of Eastfair.  
  (1) The farmstead where the baby is found 
  (2) The orphanage 
  (3) The cave in Kalim Wood 
  (4) Kalimthorp 
  (5) The old ruins and dig site. This is where the orc riot started. It’s a bad place to be. 
   
   
   
   
   
   
   
  
  When Orcs Attack 
   
  Page 38 
   
  THE FARMSTEAD THAT THE CHARACTERS FIND THE BABY AT 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  When Orcs Attack 
   
  Page 39 
  THE GROUNDS AROUND THE ORPHANAGE 
  The main building has an upstairs nearly identical to the main floor. Place a window above each door. There is a roof 
  access hatch and this building is sturdy enough to climb on and be on the roof.  
  The downstairs is only half the size of the main floor and is only one room. Behind a secret wooden door, is the bolthole 
  hiding place of Galrent and the children. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/593/COR3-17 When Orcs Attack (APL 2-6)/COR3-17 When Orcs Attack.pdf