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 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  GEO7-04 
   
   
   
   
  The Orb of War 
  A One-Round D&D® LIVING GREYHAWKTM  
  Geoff Regional Adventure 
  Version 1.0 
   
  by Stephen Adams, Teos Abadia and Jose Ortiz 
  Reviewers: Geoff Triad Circle Reviewer: Steven Conforti 
  Playtesters: Paul Casagrande, Andrew Curtin, Meredith Dunn, Joey Fowler, Tim Hill, Jeff Levine, Steve 
  Mumford, Joe Tom, Matt Tyler,   
   
   
   
  A business opportunity turns serious as the dwur of Geoff extend an open hand to their friends and a 
  bared axe to their foes.  A Geoff Regional adventure for APLs 4-10 
   
  Note: This adventure will be of particular interest to dwarves and members of the Army of Stone, Clan 
  Deepholm, Church of Moradin, and Ystrad Cloer Cantrev metaorganizations. 
   
  Resources: Complete Warrior (Andy Collins, David Noonan, Ed Stark), Monster Manual 4 (Gwendolyn 
  F.M. Kestral, et.al.), Player’s Handbook 2 (David Noonan). 
   
  
  GEO7-05 The Orb of War 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  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 dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. 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 step 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. 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs 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 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in Geoff.  Characters native to Geoff pay one 
  Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
  # 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 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
   
  The dwarven nation is one that balances a 
  love for family, admiration for hard work and honor 
  of the gods against a respect for the art of war and 
  that art’s place in the defense of the clan.  As a 
  component 
  of 
  that 
  balance, 
  the 
  dwarven 
  leadership has focused for generations on 
  developing ways to provide divine support for their 
  troops in the field.  The pinnacle of that focus can 
  be found in the dwarven artifact known as “The 
  Orb of War”. 
   
  This artifact was forgotten during the first days 
  of fall of Deepholm, left behind as the clan’s focus 
  whipsawed from alliance, to healing, to mourning, 
  to disruptive war.  Abandoned in a panic during 
  the first days of the defense as the dwarves fell 
  back under the duergar assault, it was finally lost 
  as irretrievable as the dwarves retreated from their 
  old stronghold, leaving the duergar as victors. 
   
  But times have changed.  The war against the 
  giants has been won; Deepholm has been 
  resettled; the Thane has awoken and the thoughts 
  of the dwarven nation now turn to what was lost.  
  GEO7-05 The Orb of War 
   
  Page 2 
  
  While life in the lowland is slowly stabilizing and 
  the thoughts of the people turn to peace; in the 
  mountains, war is brewing.  
   
  The recently awakened Thane has been 
  commissioning instruments of war to retake the 
  dwarven lands taken during the last war.  The first 
  strike, clearing the Underfoot clan hold, was 
  staged from Urtcheck. While successful, the 
  endeavor took a lot of resources and the dwarven 
  Thane is eager for outside help in starting trade 
  back up, for a reconquest cannot be funded 
  without resources and income. 
   
  Argylwyth 
  Krelor 
  (pronounced 
  Kreh-lor) 
  Deepforge is a dwarven hero of the war of 
  liberation, and a Peer of the Realm, who has 
  retired from adventuring and now lives at peace 
  among the humans he fought beside. At the end of 
  the war, the Brenin granted Krelor the title of 
  arglwyth (baron) of the cantrev (province) of 
  Ystrad Cloer (east-rad kloyer, tr. enclosed vale).  
  He now uses this position to advance the cause of 
  both his dwarven brothers and the people of his 
  land. Trade, the economic lifeblood of the region, 
  is a primary concern, and he has been working to 
  establish regular trade relations between the new 
  Deepholm clanhold and the rest of Geoff. 
   
  Shield Lord Torm Stonecrow Rockbender is a 
  dwarven hero of the war of liberation who has 
  retired from adventuring and serves the Thane as 
  a senior military and divine advisor and as the 
  captain of his bodyguard division, the Thane’s 
  Shield. With the Thane in Urtcheck for the time 
  being, Torm visits Deepholm often to coordinate 
  it’s growth with Helm, the clan leader.  
   
  Both dwarves, Krelor and Torm, have been 
  coordinating with one another regarding trade and 
  mutual defense, and are now ready to set their 
  plans into motion. 
  ADVENTURE SUMMARY 
  Encounter 1 
  The PCs must defend their caravan from the 
  remnants of the Giant army turned brigands. 
  Encounter 2 
  Once arriving at Pwyst’s Rhyd, they are introduced 
  to Arglwyth Krelor and spend a pleasant night 
  regaled by one of the heroes of Geoff. The night 
  ends with the PCs receiving a message to pass to 
  Torm Stonecrow Rockbender.  They set off the 
  next day with one of the wagons. 
  Encounter 3 
  The travel into the mountains ends with a display 
  of strength from the Army of Stone.  The PCs 
  reach the gates of Deepholm without incident and 
  are given an appointment with Torm the next day. 
    They may spend time exploring Deepholm as 
  guests. 
  Encounter 4 
  The next day the PCs meet with Torm, who takes 
  the message from Krelor and accepts Krelor’s 
  advice to use the PCs as a ‘wolf pack’.  The PCs 
  are sworn to secrecy and then briefed on a strike 
  into the Sundered City to retrieve an item of power 
  lost in the initial attack. 
  Encounter 5 
  The PCs travel to the side door, make their way 
  into the Sundered City and begin exploring, 
  immediately finding demolition ongoing on a 
  massive scale.  They must move carefully to avoid 
  natural pitfalls and possibly members of the 
  demolition crew 
  Encounter 6 
  To move to the second level, they must bluff or 
  fight their way past the guards at the Second Gate 
  Encounter 7 
  To navigate the lower city they must practice 
  deception to avoid notice and capture. If they 
  repeatedly draw attention to themselves they are 
  approached by an overwhelming force and 
  captured. 
  Encounter 8 
  Upon reaching the throne room, they must fight its 
  defenders, corrupted dwarven ancestors, while 
  working to retrieve the Orb from its hiding place.  
  Upon finding and retrieving the Orb, they use an 
  item of power to teleport back to Deepholm. 
  PREPARATION FOR PLAY 
  Ask players to each write down the following on a 
  slip of paper: 
  � 3 Spot and Listen checks 
  � 1 Fortitude save, 1 Reflex save, 1 Will 
  save 
  � Any Geoff meta-organizations of which 
  they are a member, especially secret 
  meta-orgs. 
  GEO7-05 The Orb of War 
   
  Page 3 
  
   
  The rolls can be used as you sees fit 
  throughout the adventure (like Reflex saves to 
  avoid the traps in Encounter 5). Be sure to note 
  any members of the Midnight Ravens. 
   
  PCs who choose to “Live Off the Wild” will 
  gain a +2 to all charisma-based scores with any of 
  Ystrad Cloer, as they respect those who are 
  capable in the wilds. 
   
  Per the Player’s Handbook, the Survival skill 
  allows PCs to determine the weather. PCs who 
  ask about the weather during this module and 
  succeed in their checks will find the first week (the 
  trip between Urtcheck and Pwyst’s Rhyd) to be 
  sunny and warm with a few morning showers. The 
  second week, between Pwyst’s Rhyd and the 
  Crystalmists, will see heavy fog in the morning, 
  cool temperatures save for midday, and heavy 
  rains in the evening. 
  INTRODUCTION 
  Krelor is working to establish renewed trade 
  between the dwarves and the rest of Geoff, and 
  after much legwork, is now looking for willing 
  entrepreneurs (read: adventurers) to aid in this 
  endeavor. To this end, one of his followers has 
  contacted the PCs about a business venture, 
  asking them to meet him in the great drinking hall 
  in Urtcheck, the Mithral Vein.   
   
  Once there, the PCs are offered founders 
  rights for a caravan route between Urtcheck, 
  Pwyst’s Rhyd and the new Deepholm clanhold.  
  To claim these rights, the PCs must negotiate with 
  merchants in Urtcheck to provide a steady supply 
  of goods; then transport the first delivery of those 
  goods to Pwyst’s Rhyd and on to Deepholm.   
   
  Krelor commits to providing wagons and a line 
  of credit to get this venture started, and proposes 
  an arrangement that will allow the PCs to buy into 
    the caravan line (though Krelor will always retain 
  a majority share).  Assuming the PCs accept, they 
  are given letters of introduction to the merchant 
  and artisan guilds of Urtcheck, and then spend 
  some time in the city establishing and preparing to 
  lead the caravan from Urtcheck to Pwyst’s Rhyd 
  (and onward). 
   
  If the PCs would like to Gather Information 
  about Geron or Urtcheck, you can extrapolate 
  information from the appendices. Assuming they 
  show up at the Mithral Vein drinking hall, read on: 
  The Mithral Vein 
  The following may be read to the entire party. 
   
  It has likely been some time since you have 
  been surrounded by so many dwarves! Table 
  after table in this great drinking hall is filled 
  with dwarves, all of whom are drinking and 
  nearly all of which are singing in dwarven to 
  the 
  sound 
  of 
  the 
  great 
  multi-keyboard 
  clavichord being played at the rear of the hall. 
  Pressed in close to you are other companions, 
  all clutching the same missive that brought 
  you here.  It is a simple letter, stating that your 
  skills had been noted, that great deeds awaited 
  you, and that economic gain could be had. The 
  letter bid you to Urtcheck, to meet in this 
  tavern, The Mithral Vein, with a mountain dwarf 
  by the name of Geron of Deepholm. He has yet 
  to appear. 
   
  The following may be read to any dwarven 
  members of the party, assuming they are not for 
  some reason opposed to their dwarven heritage. 
   
  Ah, the feeling of being amongst your own 
  in a great hall! dwarven battle hymns and 
  drinking songs ring out from the throats of 
  your kin and bucket-sized earthenware mugs 
  of ale are brought to you by comely dwur wait 
  staff. You revel in the smell of ale, the spray 
  from the mugs clashing in the many toasts 
  made around you, and the sound of Dwarvish 
  being spoken all around you. When you think 
  this cannot get any better, a plate of traditional 
  dwarven spiced meats is placed before you 
  and your party.  
   
  Allow the party to make introductions, and 
  encourage them to state how they are reacting to 
  the loud bar before them. They may drink and be 
  rowdy, retreat outside if they desire quiet or 
  anything in between. Do your best to foster 
  interaction and draw out PC personalities. They 
  are being observed discretely by the person they 
  seek, and he approaches them once he has had a 
  chance to assess their behavior in such a dwarven 
  place.  
  Geron of Deepholm: Cleric 4 (of Moradin). 
  Diplomacy +14, Sense Motive +4. He speaks 
  Common, Dwarven, and Elven. 
   
  A dwarf approaches you with purpose, a 
  warm smile upon his face. “Thank ye all fer 
  coming to Urtcheck. I be Geron of Deepholm, 
  son of Alsen, son of Dorimar, in the employ of 
  Arglwyth Krelor Deepforge. No doubt ye wish 
  to know more.” He leans in close, and you 
  realize it would be hard for any to hear his 
  voice over the din of the great hall.  “Will ye 
  GEO7-05 The Orb of War 
   
  Page 4 
  
  swear an oath of secrecy to all that I would 
  tell?”  
   
  If anyone does not accept, the dwur allow 
  them to be part of the caravan, but they must 
  leave the table while he shares the information 
  and Krelor’s plan. Geron first asks those 
  remaining members of the party what they know of 
  the recent history of the dwarves. A successful 
  Knowledge (history) skill check (DC 15), a 
  Knowledge (local – Sheldomar), or a Bardic 
  Knowledge (DC 20) reveals all of the history 
  Geron shares below.  
   
  If the PCs do not know the history of the 
  dwarven clans, or if they know very little, he fills 
  them in as outlined below. Modify the following 
  based on what they party already knows. Once the 
  history lesson is over, Geron gets to the hearts of 
  why he has asked them here: 
   
  Geron adds to what you already know. His 
  deep voice is filled with emotion, as the telling 
  is clearly painful. “There are three clanholds of 
  dwur in the mountains that border Gyruff. 
  When the giants attacked, their first priority 
  was to strike blows upon each of the three 
  clanholds, 
  and 
  incapacitate 
  our 
  Thane, 
  preventing our peoples from coordinating a 
  defense with yer Brenin.” 
   
  “Clan Underhill was driven from their 
  homes by the giants’ underdark allies. Only 
  through the illusions of their gnomish friends 
  were they able to escape, eventually settling 
  here in Urtcheck.” 
   
  “The Stonereavers in the Barrier Peaks 
  were the target of internal deception and 
  besieged by the giant army, preventing them 
  from aiding any of the other clans. They, like 
  all of us, are only now starting to recover.” 
   
  “Deepholm, home to our Thane, was struck 
  a lasting blow by the hated duergar, whom had 
  allied with the giants. The Three-Hold Thane 
  was thought killed in the initial attack and the 
  original clanhold of Deepholm had to be 
  abandoned. It is now known as the Sundered 
  City…the evil duergar have taken it as their 
  own. Clan Deepholm has resettled, but their 
  new hold far from the glory of their ancestral 
  city.  
   
  “Only recently our Three-Hold Thane 
  awoke from the magic that had held him in 
  state, with the aid of the yer kind. His return 
  has brought life to our people, and I have good 
  news ye may not have heard! After the battle of 
  Stormbreak, the Thane turned his attention to 
  the clanhold of clan Underhill. We have just 
  waged a battle from this very city and have 
  managed to clear the Underhill hold of the 
  occupying forces!” 
   
  “However, 
  waging 
  war 
  is 
  a 
  costly 
  enterprise, 
  especially 
  coupled 
  with 
  the 
  rebuilding efforts in all three clannholds, which 
  leads me to why you’ve been asked here.” 
   
  “My master is Arglwyth Krelor Deepforge, 
  a dwur from clan Deepholm, who became a 
  hero as an Olwythi and a Peer of the Realm for 
  the Brenin.  He is trusted by both the Brenin 
  and the Thane, and this puts him in a position 
  to act as a bridge between our two peoples. It 
  is he who has asked me to contact you, for he 
  needs capable adventurers to negotiate with 
  the local merchants of Urtchek and then bring 
  a caravan of goods from Urtcheck to the town 
  of Pwyst’s Rhyd in his cantrev of Ystrad 
  Cloer.” 
   
  “That be the easy part. From there, one of 
  the wagons must be delivered to the new 
  Deepholm clanhold, yet no trail exists as of 
  yet. This be the reason the arglwyth is 
  interested in more than mere sellswords. He 
  needs capable explorers who can plot a wise 
  course, and note anything of interest. He 
  needs trailblazers. But it is a long journey, and 
  remnants of the giant’s army, as well as fell 
  beasts, 
  beset 
  the 
  lands, 
  forests, 
  and 
  mountains between, so you must be capable of 
  arms as well.” 
   
  “Should ye succeed; a caravan route will 
  be created, allowing for trade vital to the 
  dwarven peoples and to the Western lands of 
  Geoff.   
   
  “What say ye, can we count on ye?”  
   
  The PCs undoubtedly have questions for 
  Geron, and some of the more commons questions 
  are covered below.  They may make may make 
  knowledge 
  checks 
  to 
  know 
  the 
  following 
  information, or they may ask Geron.  
  “Pwyst’s Rhyd, isn’t that town filled with 
  giants?” 
   
  “Their King fled when his kin were defeated at 
  Gorna, and the rest of the fire giants with him. The 
  town is in good shape and there is great 
  expansion 
  underway.” 
  [Knowledge 
  (local 
  – 
  Sheldomar), (DC 15]. 
  GEO7-05 The Orb of War 
   
  Page 5 
  
  “Do you have any suggestions on what a good 
  route might be?” 
   
  “I’d suggest you travel north-east along the 
  road from Urtcheck, past Gorna and Oytmeet, and 
  then follow the road north-west toward Pwyst’s 
  Rhyd. From there, well, Master Krelor can advise 
  ye better than I.” [Knowledge (geography) DC 15, 
  Bardic 
  Lore 
  DC 
  20, 
  Knowledge 
  (local 
  – 
  Sheldomar) DC 25.]  
  “What is your role for the arglwyth?” 
   
  “The arglwyth has the trust of many. I am a 
  facilitator, assisting him with diplomatic and 
  financial 
  ventures.” 
  [Knowledge 
  (local 
  – 
  Sheldomar) or Knowledge (nobility and royalty) 
  DC 15.] 
  “The arglwyth is a ranger, why doesn’t he plan 
  the route?” 
   
  “With the many rebuilding efforts, as well as 
  negotiations with the elves, dwarves, and Gyri, we 
  are spread thin, and your help is vital to our 
  efforts. You should see how hard he works. Trust 
  me, he would like nothing more than to lose 
  himself in the task of forging a caravan path 
  through the woods, but he lacks the time.” 
  [Knowledge (nobility and royalty) DC 20] 
  “What are we getting paid to do this?” 
   
  “The arglwyth be a former adventurer. He will 
  of course grant ye any loot ye may find within his 
  cantrev should you need to defend the caravan. 
  But he is also one to reward for work well done. If 
  you get the caravan to Pwyst’s Reed and then 
  continue to Deepholm with the single wagon, you 
  will be paid for your efforts (50 gp x APL for the 
  party). It may not seem like much for such a 
  journey, however, he has another offer you may 
  find more appealing…though you will have to 
  discuss this with him. Me own advice be that he is 
  good and just, and deserves yer aid. 
   
  The party may eventually ask about the 
  supplies they are to obtain. 
  “You said something about negotiating with 
  merchants?” 
   
  “Indeed. There be here a list of the supplies 
  needed,” Geron says, drawing a scroll bearing a 
  diverse list of supplies, “Ye will find the market 
  stalls to be full at this time of the day. Negotiating 
  with them all would be a challenge. However, I 
  have been told that man there,” he says discretely 
  nodding towards a boisterous hill dwarf in rich 
  clothing, “may be of help. He is well-connected 
  monger and is said to be influential in the 
  mercantile community. I must warn ye though, it’s 
  also said he also trades in information so it would 
  be best to keep knowledge of where these goods 
  be going from him before our deals are written in 
  stone.” 
   
  He pulls out another scroll, “This be a scrip 
  from a local moneylender. It’s as good as gold 
  here, but only amongst the merchants of Urtcheck. 
  This be yer spending limit for the goods we need. 
  If you do well at convincing the monger, perhaps 
  we’ll have some money left over.” He smiles.   
  “What do we do once we’ve aquired the 
  goods?” 
  “You’ll need to meet with Bofric, the caravan 
  master, at the caravansary just inside the gates. I 
  will inform him to be expecting you.” 
  Once the PCs are done asking questions of Geron 
  of Deepholm, he takes his leave: 
  “And now, I must take my leave to attend to 
  other matters. May both Moradin and the 
  Shalm guide you.” 
   
  It is up to the PCs to take it from here. 
  The Dwarven Monger 
   
   
  The richly dressed dwarf, Gallath Brightstone, 
  is a master monger, a dealer, with knowledge of 
  the demand for goods, the supply of each 
  merchant, and the best prices offered throughout 
  the city. He is also a Midnight Raven, and all too 
  eager for any information regarding new trade 
  routes. Krelor’s follower does not know that 
  Gallath is a Midnight Raven. 
   
  If any of the PCs are members of the Midnight 
  Ravens, they may recognize Gallath. They may 
  choose whether to share the information regarding 
  the trade route with Gallath, or keep it a secret. 
  Other players may make a Sense Motive check. 
  DC 15 lets them know that Gallath seems to be 
  particularly cunning, and is also clearly listening in 
  to conversations at nearby tables.  
   
  If a PC makes a DC 15 + APL Sense Motive 
  check, take that player aside and let them know he 
  seems very well connected, and that giving him 
  information may result in connections for the 
  player, at the expense of breaking their recent 
  oath. If they choose to do so, at the end of the 
  module you should inform the PC they qualify for 
  the ‘Watched’ tier for secret meta-organizations, 
  opening the path to future membership.  
   
  Gallath 
  welcomes 
  you 
  warmly. 
  “Adventurers, ey? I bet yer such by your looks. 
  GEO7-05 The Orb of War 
   
  Page 6 
  
  And surely ye seek ah me knowledge!  If’n ye 
  are looking for my help, I would gladly offer it. 
  IF… ye can’a best me at drinking, something I 
  dearly love to do, while we talk business.” The 
  many empty glasses near him suggest he is 
  either an easy target, or has a very strong 
  tolerance. 
   
  Gallath 
  is 
  not 
  interested 
  in 
  monetary 
  compensation for his help (and indeed, the PCs 
  cannot afford his help on their budget). Instead, he 
  challenges them to a drinking contest in exchange 
  for his aid, hoping that ale will loosen their tongues 
  regarding their benefactor and their specific 
  business. Gallath seems to have an excellent 
  tolerance, as he is being supplied watered ale by 
  a paid member of the wait staff.  
  Spot and Sense Motive 
   
  If any PC suspects foul play, they may make a 
  Sense Motive (DC20) to determine that he seems 
  overly confident that he will win. The PC suspects 
  the contest is rigged in some way. They may also 
  make a Spot check (DC 25) to note that the ale 
  being poured for Gallrath is lighter in color and 
  likely watered down.  
  “Negotiating” with Gallath 
   
  Players must make four Fortitude saves for 
  each of four rounds of drinks, each against an 
  increasing DC. The DC starts at the APL and 
  increases by 5 each time (i.e. at APL 4: DC 4, DC 
  9, DC 14, and DC 19). It’s assumed that Gallath  
  succeeds every time, but you may roll in secret to 
  keep up the ruse.  More than one PC may accept 
  the challenge. 
   
  If a player fails a roll, he loses the contest, 
  feeling too drunk to continue. The player must 
  make a Wisdom check (with a DC matching that of 
  the failed Fortitude save) for each failure, and if 
  they fail, they have the sense that Gallath picked 
  up some information about their trade intentions. If 
  no PC should best Gallath, they are forced to fend 
  for their own in the Urtcheck market. Simply 
  explain how it takes them a long time and all of the 
  funds provided by the Arglwyth to negotiate and 
  barter. 
   
  If a player should make all four rolls, or if they 
  detect the deception and accuse him, Gallath is 
  quick to offer the aid they need, giving them a 
  letter of introduction to the merchant guilds of 
  Urtcheck and helping them identify the best 
  merchants for each item they need. The PCs are 
  able to retain some of the funds, and may return 
  them 
  to 
  the 
  Arglwyth. 
  This 
  mechanic 
  is 
  purposefully vague. If the PCs do well, they are 
  able to save Krelor some gold. If not, they must 
  use the entire allotted funds. 
  The Caravan 
   
   As Geron promised, the caravan master 
  Bofric is waiting for the PCs at the caravansary 
  just inside the gates of Urtcheck. The caravan 
  consists of three covered wagons, each pulled by 
  two mountain ponies and driven by one dwarven 
  teamster, with Bofric driving the lead wagon. The 
  PCs are to bring the goods, and guard the 
  caravan all the way to Pwyst’s Reed. One of the 
  wagons is already filled with goods.  
   
  Bofric is amiable enough, but mostly keeps to 
  himself throughout the trip, as do the other 
  dwarves. 
  ENCOUNTER 1:JOURNEY 
  INTO THE HEARTLANDS 
  The PCs have been traveling now for a little over a 
  week, as they have made their way northeast 
  along the along the road from Urtcheck, past 
  Gorna and Oytmeet, and then continuing to follow 
  the road northwest towards Pwyst’s Rhyd (see DM 
  Aid: Map #1 for details).  As the PCs enter the 
  Hornwood, they encounter a squad varags, led by 
  a hobgoblin archer, that roam the edge of the 
  Hornwood (cantrev of Ystrad Cloer) as bandits, a 
  remnant of the giant army’s hold over this region.  
  The fight happens just as the PCs and their 
  wagons are about to enter the Hornwood forest on 
  the only trade road to Pwyst’s Rhyd. The 
  goblinoids have been lying in wait for travelers, 
  and have already seen the large wagons coming 
  along the open heath. 
  Ambush on the Road 
   
  On the battle map, arrange three large sized 
  wagons and their medium-sized mounts in a line 
  along a road. The PCs may take up any marching 
  order they wish, and may even ride on the 
  wagons. The varags start at an outcropping of 
  boulders approximately 50-60 feet off to either 
  side of the road. Mogrash is hiding behind a tree 
  just inside the treeline of the Hornwood forest, 90 
  feet in front of the lead wagon. The light 
  undergrowth there provides him with concealment 
  (20% miss chance to hit him), and he fires his 
  longbow from that vantage point. 
   
  Note: Please make a Hide check for each 
  monster and compare it against the PC’s Spot 
  checks (-1 to Spot for every 10 ft. of distance 
  GEO7-05 The Orb of War 
   
  Page 7 
  
  between them and the goblinoids). If none of the 
  monsters are spotted then combat begins with a 
  surprise round against the PCs. 
   
  You make your way towards Pwyst’s Rhyd, 
  and so far your travel along the rolling heath of 
  Gyruff has been relatively uneventful. Both 
  Gorna and Oytmeet are still in the process of 
  rebuilding, but luckily for your caravan, the 
  stonemasons of Oytmeet completed one of the 
  bridges over the Oyt River late last year. As 
  you travel west and north into Gyruff, you 
  observe the handful of small villages along the 
  wide dirt road are slowly recovering from years 
  of giant occupation. The process is slow, both 
  economically and emotionally, but the Gyri are 
  a determined if not stubborn people.  
   
  Having turned west earlier in the day, the 
  caravan master informs you that you’ve 
  entered 
  Ystrad 
  Cloer. 
  The 
  expansive 
  Hornwood forest now spans the horizon ahead 
  of you as far as the eye can see, and slowly 
  climbs the foothills of the towering Crystalmist 
  mountains that loom in the background. Your 
  party 
  is 
  approaching 
  the 
  treeline 
  when 
  suddenly a group of tall, muscular goblinoids 
  leap from hiding and move to attack with 
  incredible speed! 
   
  Creatures: The brigands consist of varags 
  led by their hobgoblin master, who were formerly a 
  giant army hunting/scouting pack. If it becomes 
  obvious that they are losing, the hobgoblin (if 
  alive) orders a retreat. If he is dead, the varags 
  mercilessly attack whoever killed their leader until 
  they are all dead. If captured they have little 
  information of interest to share; they are a group of 
  former giant army thralls that has stuck together 
  out of mutual self-preservation, nothing more. 
  APL 4(EL 4) 
  Mogrash, Male Hobgoblin Rgr 2: hp 14; see 
  Appendix 1. 
  Varag (2): hp 22 each; see Appendix 1. 
  APL 6(EL 6) 
  Mogrash, Male Hobgoblin Rgr 3: hp 21; see 
  Appendix 2. 
  Drak, Meshag & Digo, Male Varag Sct 1 (3): 
  hp 30 each; see Appendix 2. 
  APL 8(EL 8) 
  Mogrash, Male Hobgoblin Rgr 5: hp 36; see 
  Appendix 3. 
  Drak, Meshag & Digo, Male Varag Sct 3 (3): 
  hp 46 each; see Appendix 3. 
  APL 10(EL 10) 
  Mogrash, 
  Male 
  Hobgoblin 
  Rgr 
  4/Ftr 
  1/OcltSlyr 2: hp 50; see Appendix 4. 
  Drak, Meshag & Digo, Male Varag Sct 5 (3): 
  hp 62 each; see Appendix 4. 
   
  Tactics: These goblinoid hunters are vicious 
  opportunists who have been well trained at the 
  hands of the giants’ (former) hobgoblin elite. 
  Mogrash is taking cover at the treeline, and his 
  varags have assumed positions behind boulders 
  flanking the road. Once Mogrash fires his first 
  arrow, or the PCs spot them, the varags burst out 
  of cover and into the open heath, where their 
  extremely speedy hit-and-run tactics can be 
  utilized to the fullest. They use their spring attack 
  to slash at the PCs at full speed, and coordinate 
  their attacks like a pack of wolves, staying out of 
  reach and flanking with one another when 
  possible. Their hobgoblin master, on the other 
  hand, remains in cover at the edge of the forest 
  and uses his longbow, typically focusing his efforts 
  to bring down spell casters first. If anyone harms 
  their hogoblin master, Mogrash, the varags focus 
  their attacks on that PC. 
   
  APL 8: At this APL, the varags have been 
  trained to attack any target Mogrash hits with an 
  arrow, as his distracting shot class ability gives 
  them a flanking bonus. 
   
  APL 10: The varags have consumed potions 
  of invisibility, and smeared their scimitars with oil 
  of keen edge minutes before the caravan gets to 
  the ambush site. They attack the PCs at a full 
  speed, using their spring attack and skirmish 
  abilities to the fullest extent.  
   
  All 
  APLs: 
  Bofric, 
  the 
  caravan 
  master, 
  instinctively tries to triangle the three wagons 
  beginning on his initiative, but listens to whatever 
  the PCs order him to do. He fires his crossbow at 
  the varags (though he is a poor shot, and misses 
  every time). 
   
  Treasure:  
  APL 4: L: 149 gp, C: X gp, M: lesser bracers of 
  archery (417 gp), 4 potions of cure moderate 
  wounds (25 each). 
  APL 6: L: 116 gp, C: X gp, M: +1 composite 
  longbow (200 gp), lesser bracers of archery 
  (417 gp), 4 potions of cure moderate wounds 
  (25 each). 
  GEO7-05 The Orb of War 
   
  Page 8 
  
  APL 8: L: 116 gp, C: X gp, M: +1 human bane 
  composite longbow (700 gp), lesser bracers of 
  archery (417 gp), 4 potions of cure moderate 
  wounds (25 each), cloak of elvenkind (208 
  gp). 
  APL 10: L: 116 gp, C: X gp, M: +1 human 
  bane composite longbow (700 gp), lesser 
  bracers of archery (417 gp), 4 potions of cure 
  moderate 
  wounds 
  (25 
  each), 
  cloak 
  of 
  elvenkind (208 gp), 3 boots of striding and 
  springing (458 gp each). 
   
  Development: Krelor knows of these bandit 
  raids but has not yet had time to ferret out the 
  culprits himself, he is grateful to the PCs for 
  removing this threat. 
  ENCOUNTER 2: ARGLWYTH 
  OF YSTRAD CLOER 
  The PCs reach the village of Pwyst’s Rhyd, capital 
  of Ystrad Cloer, without further incident. Judges 
  running this as part of a gameday or home game 
  may wish to devote additional time to the 
  exploration of the town, and can use the 
  information in the appendices to expand on the 
  description of the town. PCs can make purchases 
  in accordance with a town of a population of 
  1,000, and mundane purchases such as cheese 
  bread, herbs, and finely decorated ironwood 
  arrows are readily available.  
   
  The forest parts to make way for fields 
  glistening with a bounty of oats and wheat. Up 
  ahead lie smaller garden-fields lined with 
  vegetables. Soon you can make out a 
  prominent hill far to the north, upon which 
  rests a very large keep. The giant castle is 
  actually being downsized to a more modest 
  size, and the excess stone is being loaded on 
  carts, 
  presumably 
  for 
  new 
  construction 
  Pressing onward, the details of a village 
  emerge, ringed by a moat. The sun reflects off 
  the deep waters of the Blue Oyt River, which 
  cuts the circular town nearly in half.  
   
  The broad dirt road leads to the eastern 
  edge of the settlement, and a two-tower guard 
  post. These towers show clear signs of 
  repeated 
  modifications, 
  the 
  latest 
  an 
  expansion of the road between them and the 
  joining of the stone towers with an arch and 
  rampart. Flan guardsmen at the gate admit 
  you, clearly expecting your arrival. They show 
  you where to store the caravan wagons and let 
  you know that the arglwyth will meet with you 
  in a new inn called The Brenin’s Blessing, one 
  bell past sunset.  
   
  The town beyond is in good shape. Spared 
  from much damage by the fire giants’ need to 
  make the quotas of the Sakhut, most of the 
  original buildings remain intact. You pass a 
  mill, blacksmith, fishmonger’s, bakery, and 
  other such buildings. Of note are several 
  recent ruins, a temple to the Old Faith and 
  another 
  to 
  the 
  Mordinsamman 
  (dwarven 
  pantheon), and a new fletcher shop.  
   
  Many of the ffolk and trevdyn seem to 
  posses a certain weariness, yet upon seeing 
  you their faces brighten, they greet you in 
  Flan, Dwarven, or Elven, and are happy to help 
  you find your way.   
   
  At this point you may use the information in 
  the appendices to further describe the town if time 
  and interest allow. 
   
  At last dusk falls and an hour later your 
  party reaches the Brenin’s Blessing. The 
  wondrous tavern, like its counterparts The 
  Thane’s Cup in Aberglain and Shalm’s Balance 
  in Gorna, is one part dwarven rock, one part 
  elven living wood, and one part living tree. The 
  tree is a huge living oak, and wraps around the 
  inn. The entrance is through large roots, and 
  the warm taproom beyond greets you with the 
  aroma of the finest ale.  
   
  Guided by Cerys Ravenhair, the inn’s Flan 
  manager; 
  Norada, 
  the 
  comely 
  dwarven 
  waitress; and Ilrian Greycloak, the verbose 
  wine steward, you settle in at a table on the top 
  floor for a fine meal.   
   
  Provide the players with Player Handout #1, 
  Menu for the Brenin’s Blessing. Allow the players 
  to select a meal for each course. More information 
  on Krelor can be found in the DM aid: Ystrad 
  Cloer. The Brenin’s Blessing steward speaks 
  nearly every language, and the staff can 
  accommodate any unusual food requirements, 
  including a fine feast for any animal companions 
  or mounts in the stables. 
   
  As you finish your selections, the door 
  opens and Arglwyh Krelor Deepforge enters. 
  He stands tall for a dwarf. His blood-red hair 
  and beard are impeccably groomed, raining 
  down in braids over his powerful build. He 
  wears clothing befitting his station, and 
  symbols of Deepholm, the Shalm, and Moradin 
  offer decoration, a massive waraxe covered in 
  gems is sheathed at his hip. The Arglwyth’s 
  GEO7-05 The Orb of War 
   
  Page 9 
  
  face shows his tender age, as he is a dwarf of 
  about 70 years, but it also carries his warm 
  smile and gentle eyes. “Adventurers, and the 
  best sort… successful adventurers! Please tell 
  this former adventurer tales of what ye have 
  seen on yer journey here!” 
  Krelor Deepforge: Male dwarf Ranger 18. 
  (Diplomacy +10, Listen +6/+9 vs humans, 
  Sense Motive +8/+11, Spot +27/+30)  
   
  Allow the players to describe their trip and 
  report on what they have seen (both the combat 
  encounter and through evaluation of the route as 
  they traveled). The Arglwyth is interested in the 
  combat nearly as much as the caravan route and 
  his love of melee should be apparent. During their 
  descriptions, the introductory course arrives. The 
  plates are light, capturing the delicate flavor of 
  vegetables. Ales are crisp and refreshing. 
   
  As the introductory course winds down and 
  the tales of the voyage come to an end, the 
  Arglwyth calls for a bard to entertain the group. 
   
   The first course arrives, and the aroma 
  and sight of the wondrous dishes rekindles 
  your hunger. A stunning Flan woman with 
  green eyes and shoulder-length honey-brown 
  hair introduces herself as Eswen of the 
  Humbling Roan, an Old Lore Bard. With a half-
  bow she takes to a small stage and begins to 
  sing. Her voice is as soft as silk and her song’s 
  words are ones of promise and hope.  
   
  As she begins a second song, the arglwyth 
  resumes conversation. “There is much I miss 
  about an adventurer’s life. Will you indulge me 
  with a few questions?”  
   
  Krelor now lives a busy schedule with many 
  responsibilities. By asking questions he found to 
  be central to his development as a person he 
  hopes to vicariously relive some of those previous 
  times. He shows genuine interest, but only offers 
  his own insights if asked (these tend to reflect a 
  dedication to the Land, loyalty to Brenin and 
  Thane, faith tied to nature, bravery in battle, and 
  the importance of friendship). The questions are 
  meant to evoke IC depth from the players, 
  allowing them to learn more about who their PCs 
  are.  
   
  Fire dances in the Arglwyth eyes as he 
  recalls old times. “When I was young I was 
  dedicated to few things. A free meal was all I 
  needed to be happy.” He grins. “But as time 
  passed I found several callings. I would ask 
  which of ye have felt callings, and how ye 
  choose to prioritize between them.” 
   
  There are no right answers, and PCs may 
  choose to not share anything at all if they so 
  desire. Krelor is content as long as he receives 
  one thoughtful or introspective reply. Otherwise, 
  he seems disappointed.  
   
  The second course arrives, and the plates 
  are rich with flavor and the ales and wines 
  more robust. The arglwyth provides more 
  information about the cantrev of Ystrad Cloer, 
  then again presents a question.  
   
  “There be a dwur expression ‘My Thane is 
  my Father’, indicative of how we place near 
  undying trust in our leaders. Does this seem 
  proper to you, or overly blind? What do ye 
  make of recent leadership changes in Gyruff?” 
   
  There are no right answers, but the arglwyth is 
  quick to support the Brenin or Thane. Should any 
  PC make a disparaging remark about either, 
  Krelor calls an end to the topic.  
    
  The dessert course is presented with great 
  fanfare. The final offering provides a sweet 
  finish, and it is all you can do to not groan with 
  both the pleasure of the meal and the amount 
  you have consumed in this feast. The arglwyth 
  speaks of his love for good food, pats his large 
  belly, and then steers the conversation 
  towards the expedition.   
  “When I became a better adventurer I began to 
  look for opportunities to make a lasting 
  difference. Now that I be in a position of 
  responsibility, one of my primary concerns is 
  establishing a permanent trade route between 
  the new Deepholm clan’s home, and the rest of 
  Gyruff. To this end, I have secured the Brenin’s 
  blessing, and he has given me a charter for the 
  exclusive rights to operate a caravan route 
  through Gyruff to trade with Deepholm.” 
    
  “However, this is an extensive undertaking 
  and I would need help, which leads me to make 
  ye all this offer. If ye’d be interested, I would 
  offer ye founder’s rights to the caravan route. 
  Ye would be part owners; with great potential 
  benefit should the route grow. 
   
  If asked, Krelor briefly and roughly explains 
  the idea behind the Founder’s Rights. See the 
  Items for the Adventure Record section at the 
  end of this scenario for more information, but 
  make the exact rewards vague and do not quote 
  GEO7-05 The Orb of War 
   
  Page 10 
  
  the game mechanic yet. Merely have Krelor 
  explain that returns can be earned over time. 
   
  Regardless of whether they accept at the 
  moment, Krelor continues with their expedition 
  directives, as they have already agreed to take 
  one wagon all the way to Deepholm. 
   
  “When 
  you 
  continue 
  from 
  here 
  to 
  Deepholm, you’ll be trailblazing a new route for 
  wagons from here to the Crystalmists. Bofric is 
  my best teamster, and he will accompany you 
  to Deepholm with one wagon of supplies that 
  need be delivered. In addition, there be a 
  missive” and he raises a sealed scroll “I wish 
  delivered to someone in Deepholm; Shield 
  Lord Torm Stonercrow Rockbender, head of 
  the Thane’s security.  He’s a dear friend, and 
  as tough a dwur as they make. You may never 
  meet a finer person. He has told me that he is 
  in need of adventurers, and since you seem to 
  have done so well, it might be that ye’d be 
  interested in what he has to say.” The arglwyth 
  grins. 
   
  Krelor notes the decision of each party 
  member. He encourages all to accept his offer, 
  and is very enthusiastic about the potential. The 
  missive, while sealed with wax, is not magically 
  sealed.  If the PCs open it they find simply the 
  words: “If these fellows make it to Deepholm, then 
  I think they might be what you’re looking for the 
  new Army of Stone’s wolfpacks.”  He then makes 
  one last offer. 
   
  The arglwyth almost picks some cream off 
  his plate with a finger. He catches himself, and 
  places his napkin on the table. “I thank ye for 
  an enjoyable evening. You are doing much to 
  aid the Land. I would ask you to consider 
  doing more. My cantrev could use more 
  arddwri, ffolk, and trevdyn. Consider joining 
  my cantrev, if ye feel the calling.” With that, 
  Krelor thanks you once more before departing.  
   
  With full stomachs, and what has likely 
  been one of the finest meals you have tasted, 
  you make your way downstairs to your luxury 
  rooms. 
  Tomorrow’s 
  expedition, 
  Krelor’s 
  questions, and the upcoming meeting with 
  Torm all give way to a deep restful slumber. 
   
  When they are ready to leave, Krelor advises 
  them to travel along the southwest side of the Blue 
  Oyt River, and then following an unmarked 
  tributary of the Blue Oyt due west. That tributary 
  leads to a valley near the new clanhold.  
   
  Note on the Founder’s Rights: PCs cannot 
  use ‘overcap’ gold to buy their Founder’s Rights. 
  The gold must come from the gold earned on the 
  AR for this scenario. (Assume that the gold it takes 
  to buy into the caravan rights is 75gp x APL plus 
  the gold Krelor pays the PCs). 
   
  Treasure: As Geron promised, Krelor pays 
  the PCs for their efforts. He pays them half now, 
  and the other half when they return from 
  Deepholm. For simplicity’s sake, the entire 
  payment is included in the treasure for this 
  encounter. 
  APL 4: L: 0 gp, C: 33 gp, M: 0 
  APL 6: L: 0 gp, C: 50 gp, M: 0 
  APL 8: L: 0 gp, C: 67 gp, M: 0 
  APL 10: L: 0 gp, C: 83 gp, M: 0 
   
   
  Development: The PCs may wait up to a day 
  before heading off to Deepholm. Bofric the 
  caravan master drives the wagon, while the PCs 
  trailblaze. 
  ENCOUNTER 3: VISIT TO A 
  NEW CLANHOLD 
  The PCs have been traveling with their goods for 
  an additional week and have made the transition 
  from woodland stream, to forested foothills, to true 
  mountains.  They should at this time be evaluating 
  the path their following for a possible combined 
  ferry/caravan 
  route 
  from 
  Pwyst’s 
  Rhyd, 
  to 
  Deepholm itself.  While they’ve taken Krelor’s 
  advice to travel along an unmarked tributary of the 
  Blue Oyt due west, they’re now in uncharted 
  wilderness. 
   
  Have the PCs attempt of any of the following 
  skill checks. They need two successes in two 
  different skills in order to chart a successful route 
  and bring back useful information (fauna and flora, 
  sources of water, good resting areas, etc.). 
  - 
  Knowledge (geography) (DC 10+APL) 
  - 
  Knowledge (nature) (DC 10+APL) 
  - 
  Survival (DC 15+APL) 
  - 
  Track Check (requires the Track feat, 
  animal may be used only to assist, DC 
  15+APL) 
   
  The PCs manage to identify a sound trade 
  route if they manage at least two successful rolls. 
  GEO7-05 The Orb of War 
   
  Page 11 
  
  If they fail, they realize they are stumbling around, 
  learn little that aids future caravan routes, but do 
  eventually find a path. 
   
  For the past two days they have been 
  traveling through a long mountain valley and are 
  approaching the pass that should lead to new 
  Deepholm. 
   
  After weeks of travel, the end is near and 
  you see before you the base of a verdant valley 
  leading deeper into the Crystalmists.  The 
  waterfall at its head seems to indicate that you 
  are on the right track to the Deepholm 
  clanhold. 
   
  Give the PCs a moment to pause and reflect 
  on their travels as you describe as awe inspiring a 
  mountain vista as you are able to conjure 
  (towering 
  snowcapped 
  mountains, 
  abundant 
  evergreens, etc.).  After a moment, continue… 
   
  With a rending crack, the face of the 
  valley’s north wall falls away in a crashing 
  spray of stone and rushing water.  Quickly 
  emerging from the mound of rubble you see a 
  pair of armor plated, wedge-shaped monsters, 
  each the size of a small house.  They snap 
  their jaws at you and charge, closing the 100 
  yard gap quickly. 
   
  The Army of Stone is on a training mission in 
  this valley, an oversized squad of infantry are 
  doing close order work with a platoon of combat 
  engineers to flush out and exterminate a mated 
  pair of bulette that have been bothering the 
  clanhold.  The combat engineers just cracked 
  away the cliff to expose their current nest and the 
  rest of the squad is on the way and arrives in one 
  round, let the PCs react as they see fit. 
  All APLs (EL 9) 
  Bulette (2): hp 94 each; see Monster Manual, 
  page 30 
   
  Coming around a bend in the rocky valley, 
  you see a score of armed and armored 
  dwarves marching towards you, somehow 
  holding formation in three dimensions as they 
  flow across the rough and sloping ground. 
  With a command the front row stops and 
  kneels to launch a flight of bolts at the 
  charging beasts as the single dwarf at their 
  head gestures broadly; a single pillar of fire 
  smashes the monster in the lead.   
   
  Without missing a beat, the kneeling dwur 
  reload as the second line fires over their 
  heads.  As soon as those bolts fly free, the 
  third line steps to the front and kneels, while 
  the now reloaded kneeling row returns to their 
  feet and fires again.  Like the beats of a 
  threshing 
  machine, 
  the 
  dwarven 
  force 
  advances behind a stream of crossbow bolts.  
  Four dwarves dressed in leather armor emerge 
  from hiding only 30 yards from the monsters 
  and also open an attack, throwing battle axes 
  with both hands; the fight is fully joined.  With 
  a snarl, the beasts turn to attack the larger 
  force. 
   
  Bulette are stupid, ravenous monsters who 
  simply attack the closest edible creature first.  The 
  dwarves are only 30 yards away from the bulette 
  and so the monsters move to attack them first.  
  These creatures are terrifically overmatched by 
  the dwarven squad and are quickly, and 
  impressively, dispatched. 
   
  As the dwarves begin to butcher the 
  monster’s corpses, their leader approaches 
  you.  “Welcome to the lands of the dwur 
  travelers, what brings you to our borders?” 
   
  Allow the PCs to introduce themselves and 
  establish their bona fides, the dwarf introduces 
  himself as Raltar Sparbuilder, a lieutenant in the 
  Army of Stone.  He carefully reviews their 
  introductory letters, notes their need to talk to 
  Torm, and reviews the goods within their wagons. 
   Assuming the PCs are reasonably polite he’ll 
  quickly clear them and offer to escort them back to 
  Deepholm.  In less then a day’s travel, they reach 
  the clanhold. 
   
  You make your way to the mouth of a small 
  cave; following Raltar’s lead you duck your 
  way through the low entrance and find yourself 
  at the entrance to a vast cavern sweeping far 
  out of view.  While only dimly lit by distant 
  fires, the cave is obviously a massive, airy, 
  space.  The defenses yield to Raltar’s calm 
  voice and you are welcomed to the new home 
  of the Deepholm clan. 
   
  The dwarves have only been here for about 3 
  years and have only just begun to establish 
  themselves, focusing on the basics of food, shelter 
  defenses and a rudimentary mining and smelting 
  industry.  The majority of the dwarves here live on 
  the floor of the cavern in solidly built stone 
  shelters.  There is a defensive wall just inside the 
  main entrance and the Army of Stone stages out 
  of the main cavern, providing the majority of the 
  clan’s defenses.  The PCs are graciously greeted 
  by the dwur and they are free to explore the 
  cavern as they wish, they are only directed away 
  GEO7-05 The Orb of War 
   
  Page 12 
  
  from the Army of Stone’s area.  All of the dwarves 
  in the clan are working 16 hour days either in the 
  mining and smelting effort, or breaking ground on 
  a second layer of defensive structures, and so 
  have little time to talk with the PCs.  At the end of 
  the day they are offered their own stone shelter to 
  share, there is not yet a common inn for them to 
  rent their own rooms.  The PCs desire to meet 
  with Torm is noted, and they are promised an 
  audience in the morning, he is not currently in the 
  clanhold but is expected to arrive shortly after 
  dawn. 
  ENCOUNTER 4: A MEETING 
  WITH TORM 
  The PCs are awakened the next morning by a 
  knock on the door. 
   
  Opening the door you’re faced by a short, 
  solidly built dwarf. His pate is bald but his dark 
  beard is full and braided into a dozen lengths. 
  The flowing blue robe embroidered with the 
  hammer and anvil identify him as a priest of 
  Moradin.  “Well met adventurers, I am Shield 
  Lord Torm Stonecrow Rockbender. I thank you 
  for escorting Krelor’s shipment here. Did he by 
  chance also send a message?” 
  Torm Stonecrow Rockbender: Male dwarf 
  Cleric16/Contemplative1 
   
  Torm has a confident and centered personality 
  due to the great deal of time he’s spent amongst 
  the people of the Sheldomar.  While his patience 
  is not endless, he is not easily flustered.  He 
  willingly discusses almost anything with the PCs 
  until he’s passed Krelor’s note, which he 
  immediately opens and reads.  Upon completing 
  the note, he stares thoughtfully into space for a 
  few moments and then begins to closely question 
  the PCs about their background and skills.   
   
  This is effectively an interview process where 
  Torm is evaluating the PCs ability to enter and 
  survive the Sundered City.  The players may feel 
  the pressure of describing or proving their 
  character’s abilities, but Torm relents assuming 
  any reasonable demonstration of adventuring 
  ability.  
   
  If the PCs failed to trail-blaze a new caravan 
  route, Torm is disappointed, but he is willing to 
  give the PCs another chance to succeed at 
  another mission. Trade route or not, he needs the 
  Orb recovered, and they did successfully brave 
  the wilds to bring the one wagon here in the first 
  place. 
   
  “Very well,” begins Torm “I trust Krelor’s 
  judgment in this. I’m sure he mentioned that I 
  may have more work for you and indeed your 
  coming here was your first test for a much 
  more important mission. Yes, I think your 
  group is exactly what I’ve been looking for.  A 
  small, cohesive force can often succeed where 
  a larger force cannot.” 
   
  “The push against the old Underfoot 
  clanhold was a success, but the old Deepholm 
  clan hold will be a much harder nut to crack.  It 
  is a nut that must, however, be cracked…  And 
  soon.  I need wofpacks, like the Brenin used 
  against the giants, adventurers such as 
  yourselves, to aid the dwarven nation in our 
  continued war against those who still hold our 
  ancestral homes. Is this something you would 
  be willing to do?” 
   
  If the PCs agree, continue.  If they don’t, they 
  are not treated poorly, Torm certainly understands 
  why a person would not be willing to join a new 
  war so shortly after the last one, but that PC 
  cannot continue the module and forfeits the option 
  of buying into the Urtcheck-Deepholm trade route 
  (as Torm reports this to Krelor).  Assuming they 
  agree, please continue. 
   
  “Very good, your commitment will not be 
  forgotten.  The dwarves are as fierce friends as 
  they are bitter enemies.  Now, to the task at 
  hand.”  Torm gestures to you all to sit and be 
  comfortable. 
   
  “The Deepholm clan was forced out of 
  their ancient clanhold only after over a 
  decade’s grinding combat, but the duergar’s 
  first thrust was lightening fast, taking us all 
  unawares. In the rush of that first attack we 
  were forced to abandon that which we would 
  have given much to keep.  The Army of Stone 
  had not yet been gathered, so several of their 
  most powerful artifacts were still under the 
  protection of the Three-Hold Thane in the 
  throne room of Deepholm.  We know that the 
  duergar have found most of those artifacts, for 
  we felt their bite over the ensuing decade, but 
  they never found the heartstone.  The 
  protections around that item held, and Moradin 
  has shown me that it is still there in that throne 
  room, waiting for us to return…  The Orb of 
  War, a weapon of ancient power, is within 
  reach.  Are you willing to journey into the 
  Sundered City and bring it back?” 
  GEO7-05 The Orb of War 
   
  Page 13 
  
   
  Assuming the PCs agree, Torm provides all of 
  the following: 
  o 
  A 1,000 gp diamond, this item triggers a 
  word of recall spell upon its bearer when 
  crushed.  This spell is targeted to return its 
  bearer, and up to 6 others, back to 
  Deepholm. 
  o 
  A 2,500 gp ruby, this item triggers a veil 
  spell upon the bearer and all allies within 
  30 ft.  The spell has a 17-hour duration 
  and a Will save DC of 27. 
  o 
  A map showing a secret entrance to the 
  middle layer of the Sundered City, with a 
  path marked leading directly to the throne 
  room. 
  o 
  A package containing such notes and 
  material as are required to unlock the 
  vault containing the Orb.  Torm describes 
  the steps detailed in the Getting to the 
  Orb of War subsection in Encounter 8.  
  Please note that unlocking this vault 
  requires at least 1 minute’s devoted 
  attention (from a single person, though 
  this time can be reduced if multiple PCs 
  participate).  
  o 
  One divine scroll of the tongues spell so 
  that the PCs can say the unlocking 
  phrases needed to unlock the vault. The 
  PCs may purchase up to 2 additional 
  divine scrolls of tongues if they so desire. 
   
  Torm recommends traveling to the city, 
  entering under the effects of the veil spell, making 
  their way to the throne room and retrieving the Orb 
  and then using the word of recall to get home, but 
  leaves it up to the PCs to plan their course.   
   
  He is unwilling to discuss the power of the 
  Orb, simply stating that its use is a clan secret.  He 
  can confirm that the item cannot be casually used 
  and will not be helpful in fighting their way free of 
  the Sundered City. 
   
  A Bardic Lore check of DC 25 reveals that the 
  artifact has been a part of dwarven warfare since 
  the founding of the Deepholm clan, held and used 
  primarily by the divine leadership of the Army of 
  Stone. 
   
  The PCs may rest up for a day or two before 
  leaving for the Sundered City. The trip to the 
  conquered hold of the Deepholm clan takes 
  approximately 
  2 
  days 
  through 
  mountainous 
  terrain. The altitude is not enough to affect PCs 
  adversely. PCs with land-based mounts find the 
  going much more difficult and Torm recommends 
  against them as they may draw unnecessary 
  attention. Mounts can travel to though the paths 
  leading to the front gates more readily, but Torm 
  recommends against going that direction, as it is 
  heavily guarded. 
  ENCOUNTER 5: INTO THE 
  SUNDERED CITY 
  If the PCs listen to Torm’s instructions, they go 
  through the ‘back way’ located in the abandoned 
  mountainside temple. The ‘front gate’ entrance is 
  also included below for parties who seek an 
  alternate way in, though it is not recommended.  
   
  Note: If the PCs enter the Sundered City as 
  instructed, it takes them 4 hours to reach the 
  throne room traveling at a normal pace.  It takes 
  them twice as long if they enter through the front 
  gate. It is important at this point to keep track of 
  any spell durations. 
  FRONT GATE 
  Torm warned the PCs that going through the 
  Sundered City’s front gate exposes them to the 
  primary duergar’s primary defenses, and require 
  them to travel through 2 additional, heavily 
  defended, levels.   
   
  If the PCs insist on following that course, they 
  find a hostile and alert pair of Deathbringer Battle 
  squads, on watch at the city’s front gate.  The 
  clerics scan all incoming shipments with true 
  seeing, detect good and detect magic. 
   
  If the PCs have a way around these searches, 
  they still must convince the watch staff that they 
  are who they say they are, that requires  a 
  Diplomacy skill check (DC 35), or an opposed 
  Bluff vs. Sense Motive check, with the duergar 
  receiving a +20 circumstance modifier, to get 
  through the gate. 
  All APLs (EL 20) 
  Deathbringer Fighter 13 (2): hp 143; see 
  Appendix 5 
  Deathbringer Cleric 13 (2): hp 117; see 
  Appendix 5. 
  Deathbringer Barbarian 13 (4): hp 195; see 
  Appendix 5 
   
  In addition, the PCs face a truly horrid umber 
  hulk standing guard in each main tunnel between 
  levels one and two, and then again between levels 
  two and three.  These creatures have been tasked 
  GEO7-05 The Orb of War 
   
  Page 14 
  
  to kill all that attempt to pass between levels 
  without knowing the password of the day.  In that 
  the password is a military secret that is only 
  passed from commander to subordinate on a need 
  to know basis, there are few effective ways for the 
  PCs to get this information. 
  All APLs (EL 14) 
  Truly Horrid Umber Hulk: hp 270; see 
  Monster Manual, page 249.  
   
  If the PCs make it past these threats, please 
  simply extemporaneously describe the first two 
  levels of the stronghold based on the detail 
  provided in Encounter 7. Keep in mind that 
  traveling this way will take an additional 4 hours.  If 
  they are turned back, please return them to the 
  hidden side door entrance below. 
  BACK WAY 
   
  The postern entrance to the abandoned 
  clanhold is through a mountainside temple nearly 
  destroyed in the fighting during the giant’s initial 
  advance.  After 2 days travel, the PCs approach 
  that mountain temple. 
   
  At the far end of the valley you have just 
  entered you see the broken walls of a small 
  fortification of dwarven construction.  Moving 
  deeper into the valley, the signs of battle 
  become obvious.  The valley floor is covered 
  with hundreds of small mounds of earth.  
  Closer investigation reveals skeletal bodies.  It 
  looks as if the earth attempted to swallow 
  these creatures alive. 
   
  You carefully follow Torm’s instructions 
  and soon find yourself moving through an 
  underground natural cavern. After several 
  hours travel, and a long stairway climb you, 
  reach a massive doorway. 
  Allow the PCs to prepare however they wish; from 
  this point on they are in the Sundered City and at 
  major risk every step of the way.  Once they’re 
  done with their preparation, continue. 
   
  Carefully pushing open the door, you look 
  out upon a scene of utter desolation.  Torm 
  told you to expect a scene from a desecrated 
  temple, but what you see instead is a 
  demolition site of massive proportions.  The 
  doorway you just opened, as the rest of the 
  walls nearby, have all been scraped and 
  burned clean and there are mounds of 
  demolition debris, open smoking pits and vast 
  yawning chasms, as far as the eye can see.  
  The entire level is illuminated by a hard red 
  light and the unnatural creaking of settling 
  debris fills the air. 
   
  The duergar are remaking the Sundered City 
  to fit their vision, starting with this level due to the 
  damage done during the Battle of Deepholm.  
  There was no repairing the massive damage 
  inflicted by 10 years of warfare, so the Duergar 
  have brought in a stable of trained delvers and are 
  using them to burn this level flat. 
   
  As the PCs make their way through this large 
  open construction zone (each level of the 
  Sundered City is approximately 3 square miles in 
  size) they are exposed to many different risks.  
  Open pits, poorly covered tunnels, acidic pools of 
  delver drool, naturally occurring underground 
  monsters who have not been driven out yet, etc.  
  etc. etc.  This level is a death trap to the 
  unprepared. 
   
  Trap: As the PCs make their way through the 
  level they are exposed to these risks, eventually 
  encountering the ‘traps’ below.  Please note that it 
  takes a full round action to search a 5-foot area 
  (Player’s Handbook pg. 81) so it is *extremely* 
  unlikely that the PCs will be able to make 
  meaningful headway through the level while 
  searching every 5-foot square. Please see full 
  description of the trap in the appropriate appendix. 
  APL 4 (EL 4) 
  Breakaway Floor: Search DC 24; mechanical 
  trap; location trigger; see Appendix 1. 
  APL 6 (EL 6) 
  Shifting Debris: Search DC 14; mechanical 
  trap; proximity trigger; see Appendix 2. 
  APL 8 (EL 8)  
  Breakaway 
  Bridge: 
  Search 
  DC 
  27; 
  mechanical 
  trap; 
  location 
  trigger; 
  see 
  Appendix 3. 
  APL 10 (EL 10)  
  Breakaway Floor: Search DC 25; mechanical 
  trap; location trigger; see Appendix 4. 
   
  Delver: hp 168; see Monster Manual, page 
  39. 
   
  Note: The delver is awakened by the PCs 
  falling and immediately attacks.  The tunnel 
  stretches away hundreds of feet both directions. 
   
  GEO7-05 The Orb of War 
   
  Page 15 
  
  ENCOUNTER 6: A DECENT 
  INTO THE DEPTHS 
  The PCs have made their way through the 
  demolition zone and now approach their first 
  defensive hurdle: the main postern gate, or “trade 
  gate”, of the clanhold. 
   
  After over 2 hours of travel through this 
  demolition zone, you come to a series of 
  tunnels leading away from this level.  One 
  major tunnel appears to rise; the other appears 
  to fall. Your instructions from Torm clearly 
  indicate you should follow the broad tunnel 
  down to the main postern gate. 
  Wrong Way 
   
  If the PCs instead follow the path upwards 
  they run into a truly horrid umber hulk that has 
  been instructed to kill all who attempt to pass 
  without a password.  There is no way for the PCs 
  to get the password. 
  All APLs (EL 14) 
  Truly Horrid Umber Hulk: hp 270; see 
  Monster Manual, page 249. 
   
  If the PCs get past the umber hulk, simply use 
  the following descriptions to extemporaneously 
  describe the upper 2 layers. There is nothing of 
  strategic value to be gained in the upper levels. 
  THE TRADE GATE 
   
  If the PCs go down, as Torm directed, please 
  continue. 
   
  Selecting the lower passage, the stark red 
  light quickly turns to a cool clear blue, leading 
  you onwards.  In the clear light, you can see 
  what the entire stronghold once must have 
  looked like.  Perfectly square, leveled and 
  polished walls border a clear, well-laid road, 
  which sharply curves as it works its way 
  downwards into the mountain.  The dwarves of 
  Deepholm obviously took great pride in their 
  home.  After an hour’s travel you step around a 
  final corner and the passageway begins to 
  widen.  200 feet before you is a wall which 
  blocks the entire passage, easily 300 feet 
  across and 80 feet high. 
   
  Duergar guards stand clustered around the 
  open trade gate, a 40-foot broad opening in the 
  wall. 
   
  The PCs are deep enough in the stronghold 
  that the duergar do not feel the need to keep the 
  trade gates closed, but they are still watched.  The 
  PCs need to spin a convincing tale to bypass 
  these guards, or defeat them quickly to avoid the 
  alarm being raised.   
  The Gate Guards 
   
  Creature: Please note that the veil spell only 
  impacts look, smell and touch, not sound.  While 
  the duergar do not get a save against the spell 
  unless they touch the PCs, the Bluff checks below 
  are critical to the PC’s attempts to get past the 
  gate: 
  o 
  If the PCs are all disguised as duergar 
  they only need to succeed at a Diplomacy 
  skill check (DC 15) or an opposed Bluff vs. 
  Sense Motive check with no circumstance 
  modifiers to get through the gate. 
  o 
  If the PCs have even one PC not 
  disguised as duergar they need to 
  succeed at a Diplomacy skill check (DC 
  25) or an opposed Bluff vs. Sense Motive 
  check, with the duergar receiving a +10 
  circumstance modifier, to get through the 
  gate. 
  o 
  If the PCs have no PCs disguised as 
  duergar they need to succeed at a 
  Diplomacy skill check (DC 35), or an 
  opposed Bluff vs. Sense Motive check, 
  with 
  the 
  duergar 
  receiving 
  a 
  +20 
  circumstance modifier, to get through the 
  gate. 
   
  Failing that, combat is the only option.  
  However, please note that the duergar quickly 
  realize they are overmatched, turn invisible and 
  move to retreat and gather reinforcements. 
  APL4 (EL 3) 
   
  Deathbringer Ftr 2: hp 24; see Appendix 1. 
  Duergar War 1: hp 9; see Monster Manual, 
  page 91. 
   
  APL6 (EL 5) 
   
  Deathbringer Clr 2: hp 19; see Appendix 2. 
   
  Deathbringer Ftr 2: hp 24; see Appendix 2. 
   
  APL8 (EL 7) 
   
  Deathbringer Clr 2: hp 19; see Appendix 3. 
   
  Deathbringer Ftr 2: hp 24; see Appendix 3. 
  GEO7-05 The Orb of War 
   
  Page 16 
  
  Deathbringer Bbn 2 (2): hp 26 each; see 
  Appendix 3. 
   
  APL10 (EL 9) 
   
  Deathbringer Clr 4: hp 38; see Appendix 4. 
   
  Deathbringer Ftr 4: hp 48; see Appendix 4. 
  Deathbringer Bbn 4 (2): hp 52; see Appendix 
  4. 
   
   
  Tactics: The duergar warrior at APL 4 does 
  not fight at all, and immediately attempts to run to 
  gather reinforcements. At all other APLs, the gate 
  guards realize they are overmatched once combat 
  begins and turn invisible before fleeing to summon 
  reinforcements. If by some strange chance the 
  PCs loose this fight, the module is over for them 
  and they earn the ‘Captured’ notation on their AR. 
   
  Treasure: 
  The 
  gate 
  guards 
  have 
  the 
  equipment on their person, as listed in the 
  appendices. 
  APL 4: L: 10 gp, C: X gp, M: 2 potions of cure 
  light wounds (4 gp each). 
  APL 6: L: 23 gp, C: X gp, M: 4 potions of cure 
  light wounds (4 gp each). 
  APL 8: L: 34 gp, C: X gp, M: 3 potions of cure 
  moderate wounds (25 gp each). 
  APL 10: L: 34 gp, C: X gp, M: 6 potions of cure 
  moderate wounds (25 gp each). 
   
  Development: If the PCs fail to stop the gate 
  guards they summon a Deathbringer Battle Squad 
  that arrives at the gate in 100 rounds (10 minutes), 
  and begins hunting the PCs.  At this point the 
  module becomes a cat and mouse game, with the 
  DM adjudicating the PCs attempt to flee.  The PCs 
  only hope is to run and lose the duergar in the 
  blasted warrens.  It should be extremely difficult to 
  escape this group, but if the PCs make it to the 
  demolition zone they have a chance. 
   
  If the PCs are already gone when the PCs 
  arrive, the squad takes over guard duties for the 
  day, effectively blocking the PCs exit from the 
  level. 
  All APLs (EL 18) 
  Deathbringer Ftr 13: hp 143; see Appendix 5 
   
  Deathbringer Clr 13: hp 117; see Appendix 5. 
  Deathbringer Brb 13 (2): hp 195 each; see 
  Appendix 5 
   
   
  ENCOUNTER 7: 
  SURROUNDED BY THE 
  ENEMY 
  The PCs must somehow wend their way through 
  the heart of a city full of duergar.  Every hand is 
  against them and a full Deathbringer Battle Squad 
  is only one alarm bell away.  The PCs should be 
  very aware of the danger they face, and walking 
  on eggshells as they make their way to the throne 
  room marked on their map. Have fun with this. 
   
  If all goes well, the PCs slip through this 
  encounter and move on to the final step, actually 
  acquiring the Orb…  While only the most 
  egregious error should bring the Deathbringer 
  Battle Squad down on them, the PCs should feel 
  they are only one small misstep away from certain 
  death or enslavement. 
   
  After another 2 hours travel the path levels 
  out and you find yourself at the entrance to the 
  lower level of the Sundered City.  Looking out 
  over a vast cavern the familiar blue glow 
  reveals a huge natural cavern, the open floor 
  covered by a massive industrial complex.  The 
  red glow of a row of ore smelters is visible in 
  the distance, illuminating a complex network 
  of railways and tunnels that can only be the 
  storied adamantine mine of the Deepholm clan. 
   The level visibly crawls with activity, the 
  duergar are here…  And they’re busy.  
   
  Please note that the veil spell only impacts 
  look, smell and touch, not sound.  While the 
  duergar do not get a save against the spell unless 
  they touch the PCs, the Bluff checks below are 
  critical to the PC’s interaction with the duergar. 
  o 
  If the PCs are all disguised as duergar 
  they merit hardly a glance from 
  passing duergar.  If they do happen to 
  garner a by-passer’s attention they 
  only need to succeed at a Diplomacy 
  skill check (DC 15) or an opposed 
  Bluff vs. Sense Motive check with no 
  circumstance modifiers to fashion a 
  believable cover story.  Failing that 
  check, the affected duergar avoid the 
  PCs, but not sound an alarm. 
  o 
  If the PCs have even one PC not 
  disguised as duergar they attract 
  some interest, with the populace 
  treating them as unfriendly. The PCs 
  need to succeed at a Diplomacy skill 
  check (DC 25), or an opposed Bluff 
  GEO7-05 The Orb of War 
   
  Page 17 
  
  vs. Sense Motive check, with the 
  duergar receiving a +10 circumstance 
  modifier to fashion a believable cover 
  story. Failing that check, all duergar in 
  sight turn invisible and immediately 
  flee and sound the alarm. 
  o 
  If the party have no PCs disguised as 
  duergar they become an object of 
  major interest, with the populace 
  treating them as hostile, and need to 
  succeed at a multiple Diplomacy skill 
  checks of DC 35 or opposed Bluff vs. 
  Sense 
  Motive, 
  checks 
  with 
  the 
  duergar receiving a +20 circumstance 
  modifiers to fashion a believable cover 
  story.  Failing those checks, all 
  duergar in sight turn invisible and 
  immediately flee and sound the alarm. 
   
  Any alarm, if sounded, draws a Deathbringer 
  Battle Squad to that site in 25 rounds. 
  Downtown 
   
   
  Torm’s direction takes the PCs away from the 
  industrial heart of the Sundered City, into the 
  residential tunnels.  As they make their way 
  through the tunnels, the duergar’s reaction to them 
  depends upon their disguise choice. 
   
  Making your way through the residential 
  tunnel network, you soon find yourself in a 
  major branch.  Stretching before you is a 
  tunnel 40 feet wide, lined on both sides with 
  signs 
  written 
  in 
  dwarven, 
  common 
  and 
  undercommon script.  You have reached what 
  appears to be the center of town.   
   
  The streets here are busy and cheerless; 
  armed and armored duergar, the breastplate of 
  each bearing a stylized outline of a shattered 
  skull, 
  patrol 
  the 
  crowded 
  passageway 
  constantly, 
  mounted 
  on 
  huge 
  dog-like 
  creatures.   
   
  In the distance, you hear a squeal of fear 
  that is quickly choked out and after a few 
  moments traffic clears in the busy tunnel to 
  allow a large group of duergar to pass.  They 
  are leading 4 huge frost salamanders, each 
  only barely controlled by the web of chains 
  around their neck and legs.  As these 
  creatures pass, one lunges out of its handler’s 
  control for a moment and charges the crowd.  
  As the duergar get the beasts back under 
  control the crowd disperses under the firm 
  direction of the mounted patrols.  
   
  Please modify or paraphrase the below based 
  on how the PCs are disguised and moving about 
  the tunnels.  Please note that if the duergar are 
  treating them as hostile, or if the PCs attack any 
  residents, the duergar turn invisible and flee as 
  soon as the PCs come in sight, to raise an alarm 
  that brings a Deatherbringer Battle Squad to the 
  site in 15 rounds.   
   
  Making your way through this region you 
  pass several key branches in the tunnel, each 
  clearly marked with its own sign.  The 
  warehouse district soon gives way to the 
  armory and staging ground, then to the main 
  army barracks and hospital.  Each tunnel is 
  marked by a series of large glyphs inlaid in 
  black tile, and squads of dour duergar soldiers 
  watch 
  the 
  tunnel 
  traffic 
  go 
  past 
  the 
  intersections. The traffic in the tunnel swirls 
  around these branch points, with clusters of 
  duergar stopping to pass the time in brief 
  conversation. 
   
  The PCs pass several important buildings, 
  including an armory, a treasury, barracks, a 
  stable, a warehouse district and a hospital.  A 
  successful Spellcraft check (DC 28) reveals the 
  black-tile glyphs to be active glyphs of greater 
  anticipate teleport. A successful Spellcraft check 
  (DC 29) reveals they are tied to a series of alarm, 
  forcecage and summon monster IX spells. There 
  is no way for the PCs to tamper with these glyphs 
  without being seen. 
  Street Talk 
   
  As the PCs travel, they may overhear some 
  street 
  conversations 
  and 
  pick 
  up 
  some 
  information, assuming they understand Dwarven 
  or Undercommon (roll randomly or pick out a 
  piece of information). If the PCs actively attempt to 
  listen into, or join, these conversations please 
  have them make Bluff or Diplomacy checks as 
  described above.  If successful, they have the 
  opportunity to learn the following, if not the PCs 
  must deal with the results of those failed checks: 
  o 
  Gather Information, DC [APL+5] – A 
  Deathbringer Battle Squad just finished 
  clearing the main southwest entrance on 
  the first level.  They found and killed a 
  Nightmare Beast (Knowledge Arcane DC 
  20, this is a huge magical beast with 
  substantial melee and magical ability [CR 
  15]).  Based on the trophy head they 
  carried back, they must be able to handle 
  almost anything…  Thank the gods we 
  have such a strong internal security force.  
  GEO7-05 The Orb of War 
   
  Page 18 
  
  o 
  Gather Information, DC [APL+5] – The 
  main ore vein is playing out, adamantine 
  smelting may soon have to give over to 
  the less profitable processing of iron and 
  copper.  Survey activity for another vein is 
  taking more and more of the mine 
  worker’s time. 
  o 
  Gather Information DC [APL+10] – The 
  Hextorite ambassadors just left after a 
  fairly tense negotiation; they are trying to 
  regroup from their smashing defeat earlier 
  this year and are looking to join forces. 
  o 
  Gather Information DC [APL+10] – The 
  Hill and Frost giant clans of the central 
  Crystalmists 
  are 
  responding 
  well 
  to 
  duergar offers of alliance. 
  o 
  Gather Information DC [APL+10] – The 
  slave force in the mines are beginning to 
  weaken.  Without fresh slaves, some of 
  the miners are having to do the work 
  themselves…  Hard to believe some of 
  those slaves have lasted almost 15 years, 
  even with the 18-hour days and reduced 
  rations, mountain dwarves are a hearty 
  breed! 
  o 
  Gather Information, DC [APL+15] – The 
  reason 
  that 
  survey 
  activity 
  has 
  so 
  suddenly increased is the discovery of a 
  major 
  deposit 
  of 
  sapphires 
  in 
  the 
  underground riverbed.  There’s plenty of 
  ore backlogged for the smelters, but now 
  there’s a chance to mine a fortune and the 
  mine’s leadership is taking that chance. 
  o 
  Gather Information, DC [APL+20] – The 
  new sapphire deposit is yielding more 
  than expected. Sapphires by the hundreds 
  are being sorted and graded in the 
  armory. 
  Temptation 
  As they walk along the main hall that leads them 
  to the former throne-room, the PCs see something 
  that may tempt the greedy.  
   
  As you make your way through to the 
  tunnel that will lead you to the throne room, a 
  group of duergar pushing a mine cart full of 
  fist-sized sapphires makes it’s way towards a 
  large iron door. Two of the guards at the door 
  crank them open, while the other two grip their 
  weapons as you approach. 
   
  The PCs have now found a Deathbringer 
  Battle Squad all on their own.  If they stop at the 
  doors, they need to succeed on a Diplomacy skill 
  check of DC 35 or an opposed Bluff vs. Sense 
  Motive, check with the duergar receiving a +20 
  circumstance modifiers to fashion a believable 
  cover story.  Even such a believable story does 
  not allow them into the treasury; just convince the 
  defenders to politely ask them to leave. The 
  duergar have very specific instructions to allow 
  only certain duergar into the treasury.  Failing that 
  check, 
  however, 
  the 
  duergar 
  attack 
  and 
  immediately move to capture the PCs. 
  All APLs (EL 18) 
   
  Deathbringer Ftr: 143 hp; see Appendix 5 
   
  Deathbringer Clr: 117 hp; see Appendix 5. 
  Deathbringer Bbn (2): 195 hp; see Appendix 
  5 
   
  Assuming the PCs ignore these distractions, 
  and work their way passed this section of tunnels, 
  there is nothing between them and their goal, the 
  former throne room of the Thane. 
   
  ENCOUNTER 8: VAULT IN 
  THE THRONE 
  The PCs now stand approach the door to the 
  ancient, and now former, throne room of the 
  Three-Hold Thane in Deepholm. The room is now 
  being used by the duergar as a repository of battle 
  trophies. There are two duergar guards just 
  outside the doors to the trophy room, but the real 
  threat lies within. See DM Aid: Map #3. 
   
  Before you stand a great set of doors, 
  which leads to the throne room formerly used 
  by the Three-hold Thane. A pair of duergar 
  stand guard just outside the doors. Beyond, 
  you can clearly see that this room no longer 
  showcases the pride of the dwarven people.  
  The beautiful sculptures once carved into the 
  very walls have been shattered and broken.  
  The room now appears to be a primitive trophy 
  room, filled with broken weapons and rent 
  armor, 
  of 
  burned 
  banners 
  and 
  broken 
  standards; the remains of a decade of 
  successful war. 
   
    The raised dais at the south end of the 
  room holds the remains of a shattered stone 
  chair, stripped of all items of value. Flanking it 
  and along the walls are large statues of great 
  dwarven warriors.  Nearly shattered, these 
  heavily damaged forms are covered in horrible 
  graffiti. 
  GEO7-05 The Orb of War 
   
  Page 19 
  
   
  The center of the room is marked by a 
  series of large glyphs, inlaid in black tile.  
   
  The PCs can easily pass the guards, but have 
  a hard time looking for magical traps, or doing 
  much of anything inside the open-doored room, 
  while the guards look on.  
   
  If the PCs try to search for traps in view of the 
  guards, or attack the guards, the duergar DO NOT 
  fight. Instead, they turn invisible and flee to 
  summon a Deathbringer battle squad. 
  All APLs (EL 1) 
   
  Duergar War: 9 hp; see Monster Manual; 
  pg.92 
   
   
   
  A successful Spellcraft check (DC 28) reveals 
  the glyphs in the center of the room to be active 
  glyphs of greater anticipate teleport (similar to the 
  ones seen throughout the stronghold). A Spellcraft 
  check (DC 29) reveals they are tied to a series of 
  alarm, forcecage and summon monster IX spells. 
  These glyphs do not affect creatures that are 
  teleporting out of the room, nor do they harm 
  anyone who has not teleported into the room. 
  Watch that First Step 
   
  Aside from these glyphs, the room is also 
  unhallowed. The unhallow effect begins just inside 
  the threshold of the doorway, and is set to trigger 
  an area greater dispel magic spell, if anyone who 
  is NOT lawful evil, enters the room. When 
  triggered, the greater dispel magic targets Torm’s 
  veil spell (as it is the highest caster-level effect on 
  the PCs). This is not a trap, and cannot be 
  disarmed. For the purposes of this scenario, 
  assume that the greater dispel magic dispels the 
  veil spell, and only the veil spell, leaving the PCs 
  looking as they truly appear. 
   
  Once the PCs step into the room, and the veil 
  spell is dispelled, roll initiative. If the duergar 
  guards are still there, they turn invisible and flee to 
  sound the alarm. They do NOT stand and fight the 
  PCs.  
   
  Precisely three rounds after the PCs have 
  entered the room, the corrupted dwarf ancestors 
  attack if any of the following has happened: 
  • 
  The PCs entered the room and set off 
  the greater dispel magic effect, which 
  dispelled their veil spell. 
  • 
  The PCs attacked the guards at the 
  door. 
  • 
  Any of the PCs speak anything other 
  than Dwarf or Undercommon once 
  inside the room. 
   
  When the dwarf ancestor(s) steps forward, it 
  releases a dead-man’s switch that seals the room 
  (the double doors close), douses the lights 
  (throwing the PCs to their own devices for 
  illumination, this is NOT magical darkness) and 
  sets off an alarm throughout the stronghold. The 
  pressure is on to get the Orb and teleport away 
  before the duergar reinforcements arrive. 
  Getting to the Orb of War 
   
   
  The PCs were told by Torm that the Orb was 
  hidden under throne itself, and that opening the 
  vault hiding this item would require the following 
  steps:  
  o 
  Stone shape (or break) the 2-inch slab 
  facing the third step of the throne’s dais.  
  The stone slab has a hardness of 8 and it 
  has 30 hit points. Alternatively, they can 
  make a Strength check (DC 26) to break 
  it. This exposes an adamantine vault door 
  with no handle or keyhole.  (If the PCs are 
  having trouble breaking this step, they can 
  find an adamantine blade amongst the 
  ruined weapons/war trophies after only 2 
  rounds searching.) 
  o 
  The vault door is magically reinforced and 
  locked (treat as 4 individual walls of force, 
  layered one after the other over the top of 
  the surface of the adamantine vault) and 
  can only be opened with either multiple 
  disintegrate spells, or by speaking the 5 
  locking phrases in order.  The locking 
  phrases are the central tenets of the faiths 
  of the good dwarven pantheon (Moradin, 
  Berronar, 
  Clanggedin, 
  Dumathoin, 
  Vergadain) 
  and 
  require 
  5 
  full-round 
  actions to speak.  Torm provided a sheaf 
  of notes to read from and speak these 
  phrases. 
  o 
  Once opened the PCs see an additional 
  adamantine plate with three keyholes.  
  Torm has provided three keys, each of 
  which must be used in turn, and each of 
  which require a full round action to insert 
  and turn (Torm has provided the order and 
  timing of their use). 
  o 
  The PCs can now open the final door, 
  made of lead, and find an impenetrable 
  white 
  glow. 
   
  Speaking 
  the 
  phrase 
  “Moradin releases thee” in dwarven 
  GEO7-05 The Orb of War 
   
  Page 20 
  
  causes the glow to dim and reveals a fist-
  sized, perfectly clear, sphere.  
  o 
  The PCs may now take the Orb, if 
  scanned with detect magic it radiates 
  overwhelming 
  evocation 
  as 
  well 
  as 
  divination. 
   
  Note: The rubble and trophies scattered 
  amongst this room include weapons, which the 
  PCs may need to defeat the corrupted dwarf 
  ancestors (though they may not know it yet).  If 
  any PC makes a Search check in the three rounds 
  before the corrupted ancestors activate (or 
  anytime thereafter), that PC may find an 
  adamantine weapon. A successful Search check 
  (DC 5+APL) reveals one adamantine weapon 
  amongst the trophies. Finding another such 
  weapon requires an additional Search check, or a 
  Spot check (DC 15+APL).  
   
  The adamantine weapon found is one of the 
  following: greataxe, warhammer, heavy mace or a 
  quiver of 50 crossbow bolts (assign appropriately, 
  or randomly, according to the need of the party). 
   
  The number of weapons that can be found in 
  this manner varies by APL as follows: 
   
  APL 4: three adamantine weapons 
   
  APL  6: two adamantine  weapons 
   
  APL 8: two adamantine weapons 
   
  APL 10: one adamantine weapon 
  Corrupted Ancestors of Deepholm  
   
  Before they can retrieve the Orb, the PCs 
  must deal with the room’s actual guards. Keep 
  track of where the PCs are three rounds after 
  entering the room, and then read the following 
  (modify as required if the PCs are also providing 
  their own light as a backup to the stronghold’s 
  background illumination). 
   
  A piercing alarm fills the air as the 
  ironbound doors through which you entered 
  slam shut.  With a surprisingly quick step, one 
  of the damaged statues raises its weapon and 
  moves to attack.  That vision is burned into 
  your mind as the background illumination in 
  the room is suddenly extinguished, and the 
  room is plunged into darkness.    
   
  Creature: The statue(s) is a corrupted 
  dwarven ancestor, who’s empowering spirit now 
  guards the trophy room and attacks any non-
  duergar in the room.  They are outsiders inhabiting 
  statues, not constructs. When the statue(s) steps 
  forward it releases a dead-man’s switch that seals 
  the room, douses the lights (throwing the PCs to 
  their own devices for illumination, this is NOT 
  magical darkness) and sets off an alarm 
  throughout the stronghold.  
   
  Note: 
  The 
  unhallow 
  effect 
  grants 
  the 
  corrupted ancestors a +2 resistance bonus to 
  saves against good-aligned creatures (noted in 
  the stat-block). Additionally, the statues are 
  damaged, and receive a –2 to their natural AC, 
  though this is partially compensated for by the +2 
  deflection bonus vs. good-aligned creatures. This 
  AC variance is included in the statblock.  
   
  EL Note: The EL of this encounter is +1 due 
  to circumstance modifiers (no lighting, difficult 
  terrain, unhallow effect, and the difficulty of 
  simultaneously opening the vault). This has 
  already been accounted for below. 
  APL 4(EL 7) 
  Corrupted Dwarven Ancestor: hp 64; see 
  Appendix 1. 
  APL 6(EL 9) 
  Corrupted Dwarven Ancestor (2): hp 64 
  each; see Appendix 2. 
  APL 8(EL 11) 
  Corrupted Dwarven Ancestor (2): hp 102 
  each; see Appendix 3. 
  APL 10(EL 13) 
  Corrupted Dwarven Ancestor (2): hp 153; 
  see Appendix 4. 
   
   
  Tactics:  These creature(s) are cunning, 
  fearless, skilled fighters who deploy the best 
  tactics available to them and fight to the death to 
  destroy any non-duergar within sight. If two are 
  present they work together, flanking the most 
  dangerous opponents. The use their blink out 
  ability to bypass magics like wall of force, if such 
  magics are employed against them. Please note 
  that they have darkvision (60 ft.) and do their best 
  to extinguish any lights in the room to maximize 
  that advantage if it appears their opponents rely 
  on light to see.  Please see Dungeon Master’s 
  Guide page 67 and 302 for details on this.  
   
  Treasure:  The Orb, of course. Any war 
  trophies or adamantine weapon(s), if any were 
  found, are not treasure, as they belong to the 
  Deepholm clan, and are claimed upon the PC’s 
  return. 
  GEO7-05 The Orb of War 
   
  Page 21 
  
   
  Development: Precisely 10 rounds after the 
  PCs enter the room; a Deathbringer Battle Squard 
  arrives outside the door. It takes them an 
  additional 2 rounds to open the doors (feel free to 
  describe the sounds of locks being opened on the 
  other side of the doors as the PCs battle the dwarf 
  ancestor). If the PCs have barricaded the door, it 
  takes the battle squad a few more rounds to get 
  inside the throne room. Once inside, if the PCs are 
  still there, they attack the party. Please note that 
  they attack to incapacitate and capture PCs, not 
  kill them. 
  All APLs (EL 18) 
  Deathbringer Fighter: 143 hp; see Appendix 5 
  Deathbringer Cleric: 117 hp; see Appendix 5. 
  Deathbringer Barbarian (2): 195 hp; see 
  Appendix 5 
  CONCLUSION 
  Please note, you will need to describe two 
  conclusions at the end of the module, the first to 
  describe the results of their trade route work, 
  second to describe the results of their expedition 
  into the Sundered City. 
  CONCLUSION: TRADE ROUTE 
  RESOLUTION 
  The Founder’s Rights and the Favor of 
  Arglwyth Krelor Deepforge benefits on the AR 
  are dependant on the level of success the PCs 
  achieved with delivering the caravan to Deepholm, 
  as outlined below: 
  Introduction: 
  � A simple majority of the party stayed in the 
  dwarven Hall in Urtcheck and related well 
  with the dwarves therein. 
  � The PCs gain the support of Gallath, 
  without letting Gallath learn of their task 
  (PCs did not fail 3 or more Will saves 
  during the contest and no PC shared the 
  information with Gallath willingly). 
  Encounter 1: 
  � PCs defeated Mogrash and his varag 
  ‘pets’, ending the bandit threat. 
  Encounter 2: 
  � PCs did not offend the Arglwyth Krelor. 
  Encounter 3: 
  � PCs succeed in making two skill checks in 
  the forest. 
  Full Success: 
   
  Full success is earned if the party was 
  successful in all of the bulleted points above. PCs 
  receive Founder’s Rights and the Favor of 
  Arglwyth Krelor Deepforge. 
  Qualified Success: 
  The players receive a qualified success if they 
  failed no more than three of the above bulleted 
  tasks. PCs receive Founder’s Rights and the 
  Favor of Arglwyth Krelor Deepforge. 
  Limited Success: 
  The players receive a limited success if they failed 
  at four or more of the above bulleted tasks, but still 
  delivered the caravan. PCs do NOT receive 
  Founder’s Rights but DO receive the favor of 
  Arglwyth Krelor Deepforge. 
  Failure: 
  The PCs fail if they do not deliver the caravan to 
  Deepholm. PCs do NOT receive Founder’s 
  Rights or the Favor of Arglwyth Krelor 
  Deepforge. 
   
  CONCLUSION: SUCCESS UNDER THE 
  MOUNTAIN 
   
  The word of recall spell is keyed to an unlit 15 
  by 15 room buried 15 feet directly behind the head 
  of a gated Earth Monolith.  The PCs arrival 
  triggers a mental alarm that alerts Torm to their 
  presence.  After quickly checking the contents of 
  the room (Torm nicely asks the Monolith to simply 
  turn its head and look to see who’s there).  Once 
  he confirms it’s the PCs, he asks the Monolith to 
  step aside. 
   
  Moments after crushing the gem, you find 
  yourself in a close, cold, pitch black room.  
  After a few moments, you hear a sound much 
  like boulders grinding together. 
   
  If any of the PCs speak Terran, they can just 
  barely make out the deep sounds of the Monolith 
  describing to Torm the party in the room.  After a 
  couple of rounds, continue 
   
  Just as your eyes are beginning to adjust 
  to the darkness, the back wall of the room 
  moves aside and you realize it was actually the 
  head of a massive earthen creature.  It ducks 
  GEO7-05 The Orb of War 
   
  Page 22 
  
  its head through the floor, disappearing from 
  view.  Before you now, with an eager look on 
  his face, is Torm Stonecrow Rockbender.  “Did 
  you find it?” he asks, hope gleaming from 
  eyes.  As he sees the confirmation in your 
  face, he shouts in laughter and claps his 
  hands emphatically.  You feel the clap echo 
  through your bones as it seems to be repeated 
  by the very walls themselves.  As he accepts 
  the Orb from your hand, he smiles grimly.  
  “And so the defeat of the duergar begins.” 
   
  Torm knows full what the PCs have just been 
  through and suitably impressed by the PCs 
  success.  He immediately takes the Orb from the 
  PCs, and then call for aid and comfort, offering 
  any aid the PCs need and then hosting a 
  celebration in their honor.  The PCs are offered a 
  place of honor in Urtcheck (which is where they’ve 
  returned too) for as long as they’d like to stay. 
  CONCLUSION: FAILURE UNDER THE 
  MOUNTAIN 
   
  The word of recall spell is keyed to an unlit 15 
  by 15 room buried 15 feet directly behind the head 
  of a gated Earth Monolith.  The PCs arrival 
  triggers a mental alarm that alerts Torm to their 
  presence.  After quickly checking the contents of 
  the room (Torm nicely asks the Monolith to simply 
  turn its head and look to see who’s there).  Once 
  he confirms it’s the PCs, he asks the Monolith to 
  step aside. 
   
  Moments after crushing the gem, you find 
  yourself in a close, cold, pitch black room.  
  After a few moments, you hear a sound much 
  like boulders grinding together. 
   
  If any of the PCs speak terran, they can just 
  barely make out the deep sounds of the Monolith 
  describing to Torm the party in the room.  After a 
  couple of rounds, continue 
   
  Just as your eyes are beginning to adjust 
  to the darkness, the back wall of the room 
  moves aside and you realize it was actually the 
  head of a massive earthen creature.  It ducks 
  its head through the floor, disappearing from 
  view.  Before you now, with an eager look on 
  his face, is Torm Stonecrow Rockbender.  “Did 
  you find it?” he asks, hope gleaming from 
  eyes.  As he sees the refusal in your face, his 
  expression falls.  “I feared as much…  And 
  now the fight has gotten that much harder”.  
  With a grunt, he gestures and a pair of 
  dwarven clerics move to heal your wounds.  
  Torm walks from the room without another 
  word. 
   
  Torm knows full what the PCs have just been 
  through and, regardless of his disappointment, is 
  pleased the PCs were able to return alive.  The 
  PCs are offered a place of rest in Urtcheck (which 
  is where they’ve returned too) for as long as they 
  need to recover from their wounds. 
  CONCLUSION: CAPTURED UNDER 
  THE MOUNTAIN 
   
  The PCs have been captured by the duergar 
  of the Sundered City, not a race known for the 
  tender treatment of their prisoners. 
   
  You awaken slowly, pain coursing through 
  every fiber of your being.  As you gather you 
  senses, you find yourself naked and shivering, 
  chained to a rough stone wall with a short iron 
  chain.  At your feet is a pick and a bucket and 
  you see a duergar with a whip step into the 
  dim torch light…  You’ve been captured by the 
  duergar and sentenced to their favorite 
  punishment; to be worked to death. 
   
  This PC has been captured, please mark their 
  AR as appropriate and notify the Geoff Triad of 
  this PCs fate. 
  CONCLUSION: BETRAYAL UNDER 
  THE MOUNTAIN 
   
  If a PC decides to take the Orb for their own, 
  or in any way willingly fails to deliver it to Torm 
  within 72 hours of retrieving it from the Sundered 
  City, Torm arrives at that PCs location with an 
  overwhelming force, take the Orb, and then judge 
  the PC for theft against the dwarven people.  If 
  guilty he imprisons, as per the imprisonment spell, 
  the PC for 52 TU.  Have as much fun with this as 
  you like, Torm does *not* kill the PC, but does 
  arrive with as overwhelming a force as you care to 
  construct. Please mark the players AR as 
  appropriate and contact the Geoff Triad at 
  ma_triad@yahoo.com with encounter details. 
  CAMPAIGN 
  CONSEQUENCES 
  At Ottercon 2007 Premier only: Please use 
  attached critical events summary to communicate 
  the following to the campaign staff: 
  GEO7-05 The Orb of War 
   
  Page 23 
  
  1.  Were the PCs successful at establishing a 
  trade route to Deepholm?  
   
  Yes 
   
  No 
   
  If so, list player names/PC names here along 
  with their level of success: 
   
   
   
   
   
  2. Were any PCs captured? 
   
   
   
   
   
   
   
  Yes  
  No 
  If so, list player names/PC names here: 
   
   
   
   
   
  3. Did the PCs retrieve the Orb of War? 
   
   
   
   
   
   
   
  Yes  
  No 
    
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 1 
  Defeated Mogrash and his varag ‘pets’. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
  Encounter 5 
  Survived 
  or 
  cleverly 
  circumvented 
  the 
  ‘construction site’ trap in the Sundered City. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  Encounter 6 
  Defeated the duergar trade gate guards or 
  successfully bluffed their way past. 
   
  APL 4: 90 xp. 
   
  APL 6: 150 xp. 
   
  APL 8: 210 xp. 
   
  APL 10: 270 xp. 
  Encounter 8 
  Defeated the corrupted dwarven ancestors inside 
  the throne room. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  Story Award 
  Successfully trailblazing a caravan route to 
  Deepholm. 
   
  APL 4: 50 xp. 
   
  APL 6: 70 xp. 
   
  APL 8: 85 xp. 
   
  APL 10: 100 xp. 
  Successfully returning the Orb of War to Clan 
  Deepholm. 
   
  APL 4: 50 xp. 
   
  APL 6: 70 xp. 
   
  APL 8: 85 xp. 
   
  APL 10: 100 xp. 
   
  GEO7-05 The Orb of War 
   
  Page 24 
  
  Discretionary Roleplaying Award 
   
  APL 4: 35 xp. 
   
  APL 6: 40 xp. 
   
  APL 8: 55 xp. 
   
  APL 10: 70 xp. 
  . 
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter 1: 
  APL 4: L: 149 gp, C: 7 gp, M: lesser bracers of 
  archery (417 gp), 4 potions of cure moderate 
  wounds (25 each). 
  APL 6: L: 116 gp, C: 10 gp, M: +1 composite 
  longbow (200 gp), lesser bracers of archery 
  (417 gp), 4 potions of cure moderate wounds 
  (25 each). 
  APL 8: L: 116 gp, C: 13 gp, M: +1 human 
  bane composite longbow (700 gp), lesser 
  bracers of archery (417 gp), 4 potions of cure 
  moderate 
  wounds 
  (25 
  each), 
  cloak 
  of 
  elvenkind (208 gp). 
  APL 10: L: 116 gp, C: 17 gp, M: +1 human 
  bane composite longbow (700 gp), lesser 
  bracers of archery (417 gp), 4 potions of cure 
  moderate 
  wounds 
  (25 
  each), 
  cloak 
  of 
  elvenkind (208 gp), 3 boots of striding and 
  springing (458 gp each). 
  Encounter 2: 
  APL 4: L: 0 gp, C: 33 gp, M: 0 
  APL 6: L: 0 gp, C: 50 gp, M: 0 
  APL 8: L: 0 gp, C: 67 gp, M: 0 
  APL 10: L: 0 gp, C: 83 gp, M: 0 
  Encounter 6: 
  APL 4: L: 10 gp, C: 0 gp, M: 2 potions of cure 
  light wounds (4 gp each). 
  APL 6: L: 23 gp, C: 0 gp, M: 4 potions of cure 
  light wounds (4 gp each). 
  APL 8: L: 34 gp, C: 0 gp, M: 3 potions of cure 
  moderate wounds (25 gp each). 
  GEO7-05 The Orb of War 
   
  Page 25 
  
  APL 10: L: 34 gp, C: 0 gp, M: 6 potions of cure 
  moderate wounds (25 gp each). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 159 gp, C: 40 gp, M: 525 gp – Total: 
  724 gp (650 gp). 
  APL 6: L: 139 gp, C: 60 gp, M: 733 gp – Total: 
  932 gp (900 gp). 
  APL 8: L: 150 gp, C: 80 gp, M: 1,500 gp – 
  Total: 1,730 gp (1,300 gp). 
  APL 10: L: 150 gp, C: 100 gp, M: 2,949 gp – 
  Total: 3,199 gp (2,300 gp). 
  GEO7-05 The Orb of War 
   
  Page 26 
  
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Trade Route Founder’s Rights:  
  The PCs have succeeded in establishing a 
  permanent trade route to the new Deepholm 
  clanhold in the Crystalmists. For their efforts, 
  Arglwyth Krelor offers them Founder’s Rights to 
  the caravan trade route. The PCs may partner with 
  Krelor and purchase a portion of the caravan, 
  thereby sharing in its future profits (or losses).  
  Any PC who wishes to buy into the caravan must 
  do so at the end of this adventure, and only at the 
  end of this adventure. The initial buy-in cost is 
  75gp x APL at which the PC played the adventure 
  (i.e. APL 8 = 600gp initial investment). In return, 
  the PC will see returns based on how well the 
  caravan fairs in the future. The PC will see returns 
  in two possible ways: 
  Collecting Returns: As long as you retain 
  Founder’s Rights, you may spend up to 1 Time 
  Unit after any Geoff Regional adventure to visit 
  Pwyst’s Rhyd and collect returns on your 
  investment. You do not have to spend lifestyle 
  costs while visiting Pwyst’s Rhyd. Each time you 
  spend 1 Time Unit in this manner, you collect 10gp 
  x the APL marked on this AR. 
  Cashing Out: You may cash out of your 
  investment and sell your Founder’s Rights back to 
  Arglwyth Krelor, but you must wait at least 6 
  months (real time) before you may do so. When 
  you cash out, your return will be 75gp x your 
  current APL at the time you cash out (so it is 
  beneficial to wait as long as possible before 
  cashing out). A PC may cash out up to two years 
  after the date on this AR. After that, he is 
  considered to be a partner for life (and may still 
  collect returns). 
  Note: Your Founder’s Rights are subject to the 
  economic health of the Three-Hold dwarven 
  nation, as well as the Grand Duchy of Geoff. If 
  there is ever any future trade instability, your 
  returns may suffer. If this ever happens, it will be 
  noted on future Geoff Regional ARs. 
  Favor of Shield Lord Torm Rockbender 
  This favor can be exchanged to gain access 
  (Frequency: Adventure) to purchase one of the 
  following upgrades (circle one selected): weapon 
  special abilities – corrosive (Dungeon Master’s 
  Guide II), earth elemental power (Dungeon 
  Master’s Guide II); armor special abilities – 
  fortification (any), fortifying defense (Dungeon 
  Master’s Guide II). 
  Alternatively, the PC can use this favor to 
  gain access to one of the following:  
  Dwarvencraft Gift: Torm offers to have 
  the 
  metal 
  smiths 
  of 
  Deepholm 
  create 
  a 
  Dwarvencraft Item (Races of Stone). This item is 
  limited to one medium-sized metal weapon, or one 
  medium-sized suit of metal armor. Use of the favor 
  in this manner requires the expenditure of 1 Time 
  Unit, as the PC must be present for the 
  customization of the item. This favor offers access, 
  but the PC must still purchase the dwarvencraft 
  item. Owning a dwarvencraft item satisfies the 
  special prerequisite for the Battlesmith prestige 
  class (Races of Stone). 
  Dwarven Companion: Torm will arrange 
  for the PC to have her pick of a litter of trained 
  deep hounds (Races of Stone). The PC must still 
  pay the breeder, and perhaps a trainer, for the 
  hound (see Races of Stone page 186). Use of this 
  favor in this manner requires the expenditure of 1 
  Time Unit as the hound acclimates to its new 
  owner. 
  Dwarven Blessing: Torm will cast any 
  divine spell of 9th level or lower before or after any 
  Geoff Regional adventure. His domains are 
  Protection and Earth. Torm will NOT cast any spell 
  that: is evil, chaotic, harms other beings, or has an 
  XP cost. The PC must pay for any material 
  component. Please Note: Any spell selected must 
  be from the list of Open spells as defined by the 
  LGCS. This use of the feature requires the 
  expenditure of 1 Time Unit. 
  Favor Level B. Mark this Favor as USED when it is 
  spent. 
  Favor of Arglwyth Krelor Deepforge 
  This favor can be exchanged to gain access 
  (Frequency: Adventure) to purchase one of the 
  following upgrades (circle one selected): weapon 
  special abilities – holy; armor special abilities – 
  bashing. 
  Alternatively, this favor can be used in 
  conjunction with the Favor of Shield Lord Torm 
  Rockbender with the following effects: 
  Dwarvencraft Gift: When combined and 
  spent with Torm’s favor, this favor allows the 
  dwarvencraft weapon or suit of armor to be crafted 
  of mithral. Both favors must be spent to have the 
  item crafted out of mithral, and the PC must wait 
  GEO7-05 The Orb of War 
   
  Page 27 
  
  GEO7-05 The Orb of War 
   
  Page 28 
  an additional 1 Time Unit (2 TUs total) for the item 
  to be finished. This is access, and the PC must 
  still purchase the mithral dwarvencraft item. 
  Dwarven Companion: When combined 
  and spent with Torm’s favor, the PC recieves a 
  50% discount on the cost of the deep hound, and 
  the training of the hound is free (see Races of 
  Stone page 186). The PC must wait an additional 
  1 Time Unit (2 TUs total), for Krelor to exert his 
  influence. 
  In addition to the above, Arglwyth Krelor’s 
  favor can be used to waive the first year of 
  cantreval land rental (500gp) for any PC who 
  wishes to become a ffolk or trevdyn of Ystrad 
  Cloer cantrev (meta-org). 
  Favor Level B. Mark this Favor as USED when it is 
  spent. 
  Members of Army of Stone Metaorganization: 
  Dwarven Plate (Regional; Dungeon Master’s 
  Guide), 
  Adamantine 
  Battleaxe 
  (Regional; 
  Dungeon 
  Master’s 
  Guide), 
  Spined 
  Shield 
  (Regional; Dungeon Master’s Guide) 
  Members of Clan Deepholm Metaorganization: 
  Belt of Dwarvenkind (Regional; Dungeon Master’s 
  Guide), Boots of the Winterlands (Regional; 
  Dungeon 
  Master’s 
  Guide), 
  Earthsilk 
  Jersey 
  (Regional; Races of Stone), Earthsilk Rope 
  (Regional; Races of Stone). 
  Members 
  of 
  Church 
  of 
  Moradin 
  Metaorganization: Candle of Invocation [Lawful 
  Good] (Regional; Dungeon Master’s Guide), 
  Elemental Gem [Earth] (Regional; Dungeon 
  Master’s Guide), True Holy Symbol (Regional; 
  Planar Handbook). 
  Members of Ystrad Cloer Metaorganization: 
  Boots of the Winterlands (Regional; Dungeon 
  Master’s Guide), Lens of Detection (Regional; 
  Dungeon Master’s Guide) , +1 darkwood bashing 
  shield (Regional; Dungeon Master’s Guide). 
   
  Item Access 
  APL 4 and 6: 
  Lesser Bracers of Archery (Adventure; Dungeon 
  Master’s Guide) 
  APL 8:  
  +1 Human Bane Longbow (Adventure; Dungeon 
  Master’s Guide) 
  Cloak of Elvenkind (Adventure; Dungeon Master’s 
  Guide) 
  APL 10: 
  Boots of Striding and Springing (Adventure; 
  Dungeon Master’s Guide) 
   
  
  APPENDIX 1 – APL 4 
  ENCOUNTER 1 
   
   
   
  M O G R AS H    
  CR  2 
  Male hobgoblin Ranger 2 
  NE Medium humanoid (goblinoid) 
  Init +3; Senses Darkvision 60 ft.; Listen +3, Spot +4 
  Languages Common, Goblin 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +3 studded leather, +1 buckler) 
  hp 14 (2 HD) 
  Fort +5, Ref +6, Will +1 
  Speed 30 ft. (6 squares) 
  Melee mwk longsword +5 (1d8+2/19-20) 
  Ranged mwk composite longbow +8 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Combat Gear potion of cure moderate wounds, 
  tanglefoot bag 
  Abilities Str 14, Dex 17, Con 15, Int 8, Wis 12, Cha 10  
  Feats Weapon Focus (longbow) 
  Skills Hide +6, Knowledge (arcana) +2, Listen +3, Move 
  Silently +5, Spellcraft +2, Spot +4, Survival +4 
  Possessions combat gear plus studded leather armor, 
  masterwork 
  composite 
  longbow, 
  40 
  arrows, 
  masterwork longsword, lesser bracers of archery, 40 
  gold pieces. 
  Description A tall and burly goblinoid with hairy skin, 
  and a flat nose and chin, armored in leathers and 
  wielding a six-foot longbow. 
   
  V ARAG   
  CR  1 
  CE Medium humanoid (goblinoid) 
  Init +7; Senses Darkvision 60 ft.; scent; Listen +0, Spot 
  +0 
  Languages Goblin 
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +3 studded leather, +3 natural) 
  hp 22 (3 HD) 
  Fort +4, Ref +7, Will +1 
  Speed 60 ft. (12 squares); Run; Spring Attack 
  Melee mwk scimitar +7 (1d6+4/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 17, Dex 19, Con 16, Int 8, Wis 10, Cha 8  
  SQ  
  Feats Improved Initiative, Run, Spring Attack, Weapon 
  Focus (scimitar) 
  Skills Jump +18, Listen +0, Move Silently +15, Spot +0, 
  Survival +0 (+4 when tracking by scent) * A varag can 
  always choose to take 10 on a Move Silently check, 
  even if rushed or threatened. 
  Possessions combat gear plus studded leather armor, 
  masterwork scimitar  
  Description This humanoid stands close to 7 feet tall 
  when fighting, but runs on all fours. It has a hunched 
  posture, double-jointed hind legs, and thick, sinewy skin. 
  The creature bears a slight resemblance to a hairy and 
  ferocious hobgoblin, but has a more primitive look to it 
  and two curving horns that sweep away from its skull. It 
  wields a cleaver-like scimitar with both hands. 
  Sources Varag (Monster Manual 4) 
  ENCOUNTER 5 
   
   
   
   
  B R E AK-AW AY  F L O O R  T RAP 
  CR  4 
  Description A poorly designed pit cover collapses when 
  walked over. The pit cover and the hole below spans 
  the 10 foot wide hallway (it is likely a pitfall trap under 
  construction). As soon as there is 150 lbs. of weight 
  (likely one or two PCs walking over it) placed on the 
  10-foot by 10-foot pit cover, it breaks and causes all 
  targets in the trap’s location to fall 40 feet. 
   
  This trap does not reset. 
  Search DC 24; Type mechanical trap 
  Trigger location, Init +2 
  Effect 40-foot fall into pit (4d6 falling damage), Reflex 
  DC 20 avoids fall (each affected target) 
  Disarm The trap cannot be disarmed, but can be 
  circumvented by replacing the unsafe boards of the pit 
  cover or jumping over the pit 
   
  ENCOUNTER 6 
   
   
   
  D E AT H B R I N G E R  -  F I G HTE R 
  CR  3 
  Male duergar Fighter 2 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 15, touch 10, flat-footed 15 
   (+5 chain shirt) 
  hp 24 (2 HD)  
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +6 (+2 against spells), Ref +0 (+2 against spells), 
  Will +0 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  Melee Greataxe +7 (1d12+6/x3) 
  Ranged Heavy crossbow +2 (1d10/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Combat Gear 2 potions of cure light wounds 
  Atk Options Cleave, Power Attack 
  Spell-Like Abilities (CL 3rd): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 6  
  SQ  
  GEO7-05 The Orb of War 
   
  Page 29 
  
  Feats Cleave, Power Attack, Weapon Focus (Greataxe) 
  Skills Climb +9, Spot +3, Listen +3 
  Possessions combat gear + greataxe, chain shirt 
   
  ENCOUNTER 8  
   
   
   
   
  C O R R U P T E D  D W ARV E N  AN C E S T O R 
  CR  7 
  LE Large outsider (native) 
  Init -1; Senses Darkvision 60 ft., Listen +9, Spot +9 
  Aura ancestral spirt (30 ft.) 
  Languages Dwarven, Undercommon  
  AC 24 (26 vs. good), touch 8 (10 vs. good), flat-footed 
  24 (26 vs. good) 
   (-1 size, -1 Dex, +16 natural, +2 deflection vs. good) 
  hp 64 (5 HD); DR 10/adamantine  
  Immune poison 
  Fort +13  Ref +3, Will +5 (add +2 to saves vs. good) 
  Speed 20 ft. (4 squares) 
  Melee +1 greataxe +11 (1d12+10/x3)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +15 
  Atk Options Cleave, Power Attack,  
  Abilities Str 22, Dex 8, Con 28, Int 8, Wis 13, Cha 14  
  SQ blink out 
  Feats Cleave, Power Attack,  
  Skills Climb +14, Intimidate +10, Jump -4, Knowledge 
  (history) +7, Knowledge (the plans) +7, Listen +9, 
  Spot +9, Survival +1 (+3 on other planes) 
  Possessions None, the magical nature of the war axe 
  is an effect of the creature, not the axe itself.  When 
  the creature is destroyed the weapon is as well. 
  Ancestral Spirit (Su) Any duergar within 30 ft. of a 
  corrupted dwarf ancestor gains a +1 moral bonus on 
  attack and damage rolls 
  Blink Out (Su) Once per day, a corrupted dwarf 
  ancestor can become incorporeal until the beginning 
  of its next turn.  Activating this ability is a free action 
  that does not provoke attacks of opportunity. 
  Description A great status comes to life, it looks like a 
  dwarf warrior clad in splint mail, all formed of dark 
  granite. It’s eyes glow red as it raises a greataxe and 
  challenges you in a gravely voice. 
  Sources dwarf ancestor (Monster Manual 4) 
   
   
  GEO7-05 The Orb of War 
   
  Page 30 
  
  APPENDIX 2 – APL 6 
  ENCOUNTER 1 
   
   
   
   
  M O G R AS H    
  CR  3 
  Male hobgoblin Ranger 3 
  NE Medium humanoid (goblinoid) 
  Init +3; Senses Darkvision 60 ft.; Listen +3, Spot +6 
  Languages Common, Goblin 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +3 studded leather, +1 buckler) 
  hp 21 (3 HD) 
  Fort +5, Ref +6, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk longsword +6 (1d8+2/19-20) 
  Ranged +1composite longbow +9 (1d8+2/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Combat Gear potion of cure moderate wounds, 
  tanglefoot bag 
  Abilities Str 14, Dex 17, Con 15, Int 8, Wis 12, Cha 10  
  Feats Weapon Focus (longbow), Precise Shot 
  Skills Hide +7, Knowledge (arcana) +3, Listen +3, Move 
  Silently +5, Spellcraft +2, Spot +6, Survival +4 
  Possessions combat gear plus studded leather armor, 
  +1 composite longbow, 40 arrows, masterwork 
  longsword, lesser bracers of archery, 60 gold pieces. 
  Description A tall and burly goblinoid with hairy skin, 
  and a flat nose and chin, armored in leathers and 
  wielding a six-foot longbow. 
   
   
  D RAK,  M E S H AG  &  D I G O 
  CR  5 
  Male varag Scout 1 
  CE Medium humanoid (goblinoid) 
  Init +8; Senses Darkvision 60 ft.; scent; Listen +0, Spot 
  +0 
  Languages Goblin 
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +3 studded leather, +3 natural) 
  hp 30 (4 HD) 
  Fort +4, Ref +9, Will +1 
  Speed 60 ft. (12 squares); Run; Spring Attack 
  Melee mwk scimitar +7 (1d6+6/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +5 
  Atk Options skirmish +1d6 dmg 
  Special Actions trapfinding 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 18, Dex 19, Con 16, Int 8, Wis 10, Cha 8  
  SQ  
  Feats Improved Initiative, Run, Spring Attack, Weapon 
  Focus (scimitar) 
  Skills Hide +6, Jump +20, Listen +0, Move Silently +17, 
  Spot +0, Survival +1 (+5 when tracking by scent) * A 
  varag can always choose to take 10 on a Move 
  Silently check, even if rushed or threatened. 
  Possessions combat gear plus studded leather armor, 
  masterwork scimitar  
  Skirmish (Ex) Deal extra 1d6 damage on all attacks 
  made during a round in which you move at least 10 
  feet. The extra damage applies only to attacks made 
  during the scout’s turn. Creatures not subject to 
  critical hits do not take skirmish damage.  
  Description This humanoid stands close to 7 feet tall 
  when fighting, but runs on all fours. It has a hunched 
  posture, double-jointed hind legs, and thick, sinewy skin. 
  The creature bears a slight resemblance to a hairy and 
  ferocious hobgoblin, but has a more primitive look to it 
  and two curving horns that sweep away from its skull. It 
  wields a cleaver-like scimitar with both hands. 
  Sources Varag (Monster Manual 4), Scout (CA) 
   
  ENCOUNTER 5 
   
   
   
   
  S H I F T I N G  D E B R I S  T RAP 
  CR  6 
  Description A poorly formed pile of debris that shifts as 
  the PCs walk past it. The construction debris is 
  located in a large alcove off the hallway the PCs are 
  traveling, and is held in only by a few rickety boards. 
  As the PCs walk on some boards that cover the floor, 
  those boards disturb the boards holding in the debris 
  causing them to shift and release the rocks, which 
  then spill into a 10-foot by 10-foot area affecting any 
  PCs in that area of the hallway. The debris only 
  partially blocks the hallway once it shifts.  
   
  This trap does not reset. 
  Search DC 14; Type mechanical trap 
  Trigger proximity, Init +3 
  Effect Melee falling rocks +20 (8d6), each affected 
  square 
  Disarm The trap cannot be disarmed, but can be 
  circumvented by walking on the floor very carefully or 
  shoring up the alcove in a quick and safe manner 
  ENCOUNTER 6 
   
   
   
  D E AT H B R I N G E R  -  F I G HTE R 
  CR  3 
  Male duergar Fighter 2 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 15, touch 10, flat-footed 15 
   (+5 chain shirt) 
  hp 24 (2 HD)  
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +6 (+2 against spells), Ref +0 (+2 against spells), 
  Will +0 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  GEO7-05 The Orb of War 
   
  Page 31 
  
  Melee Greataxe +7 (1d12+6/x3) 
  Ranged Heavy crossbow +2 (1d10/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options Cleave, Power Attack 
  Combat Gear 2 potions of cure light wounds 
  Spell-Like Abilities (CL 3rd): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 6  
  SQ  
  Feats Cleave, Power Attack, Weapon Focus (Greataxe) 
  Skills Climb +9, Spot +3, Listen +3 
  Possessions combat gear + greataxe, chain shirt 
   
  D E AT H B R I N G E R  -  C L E R I C 
  CR  3 
  Male duergar cleric 2 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 17, touch 10, flat-footed 17 
   (+5 chain shirt, +2 steel shield) 
  hp 19 (2 HD) 
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +6 (+2 against spells), Ref +0 (+2 against spells), 
  Will +6 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  Melee Heavy mace +2 (1d8+1/x2)  
  Ranged Light crossbow +1 (1d8/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Combat Gear 2 potions of cure light wounds 
  Cleric Spells Prepared (CL 2nd): 
   1st— cause fear, cure light wounds, doom 
   0— detect magic (3), create water 
  Base DC = 13 + spell level 
  D: Domain spell: sanctuary Deity: Laduguer. Domains: 
  Earth, Protection 
  Spell-Like Abilities (CL 3rd): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 12, Dex 10, Con 16, Int 10, Wis 16, Cha 6  
  Feats Combat Casting 
  Skills  Concentration +8, Heal +5, Spellcraft +8 
  Possessions combat gear + heavy mace, chain shirt, 
  heavy steel shield, silver holy symbol 
  ENCOUNTER 8  
   
   
   
   
  C O R R U P T E D  D W ARV E N  AN C E S T O R 
  CR  7 
  LE Large outsider (native) 
  Init -1; Senses Darkvision 60 ft., Listen +9, Spot +9 
  Aura ancestral spirt (30 ft.) 
  Languages Dwarven, Undercommon  
  AC 24 (26 vs. good), touch 8 (10 vs. good), flat-footed 
  24 (26 vs. good) 
   
  (-1 size, -1 Dex, +16 natural, +2 deflection vs. good) 
  hp 64 (5 HD); DR 10/adamantine  
  Immune poison 
  Fort +13  Ref +3, Will +5 (add +2 to saves vs. good) 
  Speed 20 ft. (4 squares) 
  Melee +1 greataxe +11 (1d12+10/x3)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +15 
  Atk Options Cleave, Power Attack,  
  Abilities Str 22, Dex 8, Con 28, Int 8, Wis 13, Cha 14  
  SQ blink out 
  Feats Cleave, Power Attack,  
  Skills Climb +14, Intimidate +10, Jump -4, Knowledge 
  (history) +7, Knowledge (the plans) +7, Listen +9, 
  Spot +9, Survival +1 (+3 on other planes) 
  Possessions None, the magical nature of the war axe 
  is an effect of the creature, not the axe itself.  When 
  the creature is destroyed the weapon is as well. 
  Ancestral Spirit (Su) Any duergar within 30 ft. of a 
  corrupted dwarf ancestor gains a +1 moral bonus on 
  attack and damage rolls 
  Blink Out (Su) Once per day, a corrupted dwarf 
  ancestor can become incorporeal until the beginning 
  of its next turn.  Activating this ability is a free action 
  that does not provoke attacks of opportunity. 
  Description A great status comes to life, it looks like a 
  dwarf warrior clad in splint mail, all formed of dark 
  granite. It’s eyes glow red as it raises a greataxe and 
  challenges you in a gravely voice. 
  Sources Dwarf Ancestor (Monster Manual 4) 
  GEO7-05 The Orb of War 
   
  Page 32 
  
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  M O G R AS H    
  CR  5 
  Male hobgoblin Ranger 4/Fighter 1 
  NE Medium humanoid (goblinoid) 
  Init +3; Senses Darkvision 60 ft.; Listen +5, Spot +8 
  Languages Common, Goblin 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +3 studded leather, +1 buckler) 
  hp 36 (5 HD) 
  Fort +8, Ref +8, Will +2 
  Speed 30 ft. (6 squares) 
  Melee mwk longsword +8 (1d8+2/19-20) 
  Ranged +1 human bane composite longbow +12 
  (1d8+3/x3) or +14 (1d8+5+2d6) vs. humans 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Atk Options distracting attack 
  Combat Gear potion of cure moderate wounds, 
  tanglefoot bag 
  Abilities Str 14, Dex 18, Con 15, Int 8, Wis 12, Cha 10  
  Feats Improved Initiative, Weapon Focus (longbow) 
  Skills Hide +12, Handle Animal +1, Knowledge (arcana) 
  +3, Listen +3, Move Silently +5, Spellcraft +2, Spot 
  +8, Survival +5                          
  Possessions combat gear plus studded leather armor, 
  +1 human bane composite longbow, 40 arrows, 
  masterwork longsword, lesser bracers of archery, 
  cloak of elvenkind, 80 gold pieces. 
  Description A tall and burly goblinoid with hairy skin, 
  and a flat nose and chin, armored in leathers and 
  wielding a six-foot longbow. 
   
   
  D RAK,  M E S H AG  &  D I G O 
  CR  7 
  Male varag Scout 3 
  CE Medium humanoid (goblinoid) 
  Init +9; Senses Darkvision 60 ft.; scent; Listen +2, Spot 
  +2 
  Languages Goblin 
  AC 21, touch 14, flat-footed 16 
   (+4 Dex, +3 studded leather, +3 natural, +1 skirmish) 
  hp 46 (6 HD) 
  Fort +5, Ref +10, Will +2 
  Speed 70 ft. (14 squares); Run; Spring Attack 
  Melee mwk scimitar +9 (1d6+6/18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options skirmish +1d6 dmg 
  Special Actions trapfinding, uncanny dodge 
  Combat Gear potion of cure moderate wounds, keen 
  edge oil 
  Abilities Str 18, Dex 19, Con 16, Int 8, Wis 10, Cha 8  
  SQ Battle Fortitude (+1), fast movement, trackless step  
  Feats Improved Initiative, Run, Spring Attack, Telling 
  Blow, Weapon Focus (scimitar) 
  Skills Hide +12, Jump +24, Listen +2, Move Silently 
  +20, Spot +2, Survival +2 (+5 when tracking by scent) 
  * A varag can always choose to take 10 on a Move 
  Silently check, even if rushed or threatened. 
  Possessions combat gear plus studded leather armor, 
  masterwork scimitar  
  Skirmish (Ex) Deal extra 1d6 damage on all attacks 
  made during a round in which you move at least 10 
  feet. The extra damage applies only to attacks made 
  during the scout’s turn. Creatures not subject to 
  critical hits do not take skirmish damage. At 3rd level, 
  a scout gains a +1 competence bonus to AC any 
  round in which he moves at least 10 feet. Bonus 
  applies as soon as the scout has moved 10 feet, and 
  lasts until start of next turn. 
  Battle Fortitude (Ex) At 2nd level, a scout gains +1 
  competence bonus on Fortitude saves and initiative 
  checks. 
  Distracting Attack (Ex) At 4th level, a ranger can 
  choose this alternate class feature. Whenever you hit 
  an enemy with a weapon attack (melee or ranger) 
  that enemy is considered flanked by you for the 
  purpose of adjudicating your allies attacks. This 
  flanked condition lasts until either the enemy is 
  attacked by one of your allies, or until the start of your 
  next turn, whichever comes first. 
  Fast Movement (Ex) At 3rd level, a scout gains a +10 
  foot enhancement bonus to base land speed. 
  Description This humanoid stands close to 7 feet tall 
  when fighting, but runs on all fours. It has a hunched 
  posture, double-jointed hind legs, and thick, sinewy skin. 
  The creature bears a slight resemblance to a hairy and 
  ferocious hobgoblin, but has a more primitive look to it 
  and two curving horns that sweep away from its skull. It 
  wields a cleaver-like scimitar with both hands. 
  Sources Varag (Monster Manual 4), Scout (CA), Telling 
  Blow (PH2) 
  ENCOUNTER 5 
   
   
   
   
  B R E AK-AW AY  B R I D G E  T RAP 
  CR  8 
  Description A poorly designed chasm bridge collapses 
  when walked over. The bridge is 5-foot by 20-foot, 
  and spans a chasm 100 feet deep As soon as there 
  are at least 2 medium sized creatures on the bridge 
  (about 200-250 lbs.), the support ropes break causing 
  everyone on the bridge to fall into the chasm. PCs 
  who make the Reflex save to avoid the fall are 
  considered to be hanging on to the ledge. They must 
  make a DC 20 Strength check to pull themselves up 
  onto the ledge or wait for their companions to pull 
  them onto the ledge. 
   
  This trap does not reset. 
  Search DC 27; Type mechanical trap 
  Trigger location, Init +4 
  GEO7-05 The Orb of War 
   
  Page 33 
  
  Effect 100-foot fall into pit (10d6 falling damage), Reflex 
  DC 20 avoids fall (each affected target) 
  Disarm The trap cannot be disarmed, but can be 
  circumvented by crossing one at a time. 
  ENCOUNTER 6 
   
   
   
  D E AT H B R I N G E R  -  F I G HTE R 
  CR  3 
  Male duergar Fighter 2 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 15, touch 10, flat-footed 15 
   (+5 chain shirt) 
  hp 24 (2 HD)  
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +6(+2 against spells), Ref +0 (+2 against spells), 
  Will +0 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  Melee Greataxe +7 (1d12+6/x3) 
  Ranged Heavy crossbow +2 (1d10/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options Cleave, Power Attack 
  Combat Gear potion of cure moderate wounds 
  Spell-Like Abilities (CL 3rd): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 6  
  SQ  
  Feats Cleave, Power Attack, Weapon Focus (Greataxe) 
  Skills Climb +9, Spot +3, Listen +3 
  Possessions combat gear + greataxe, chain shirt 
   
  D E AT H B R I N G E R  -  C L E R I C 
  CR  3 
  Male duergar cleric 2 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 17, touch 10, flat-footed 17 
   (+5 chain shirt, +2 steel shield) 
  hp 19 (2 HD) 
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +6 (+2 against spells), Ref +0 (+2 against spells), 
  Will +6 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  Melee Heavy mace +2 (1d8+1/x2)  
  Ranged Light crossbow +1 (1d8/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Combat Gear potion of cure moderate wounds 
  Cleric Spells Prepared (CL 2nd): 
   1st— cause fear, cure light wounds, doom 
   0— detect magic (3), create water 
  Base DC = 13 + spell level 
  D: Domain spell: sanctuary Deity: Laduguer. Domains: 
  Earth, Protection 
  Spell-Like Abilities (CL 3rd):d 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 12, Dex 10, Con 16, Int 10, Wis 16, Cha 6  
  Feats Combat Casting 
  Skills  Concentration +8, Heal +5, Spellcraft +8 
  Possessions combat gear + heavy mace, chain shirt, 
  steel shield, silver holy symbol 
   
  D E AT H B R I N G E R  -  B ARBARI AN 
  CR  3 
  Male duergar barbarian 2 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 15, touch 10, flat-footed 15 
   (+5 chain shirt) 
  hp 26 (2 HD)  
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +7 (+2 against spells), Ref +0 (+2 against spells), 
  Will +0 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 30 ft. in chain shirt (4 squares), base movement 
  30 ft. 
  Melee Greataxe +6 (1d12+6/x3) 
  Ranged Heavy crossbow +2 (1d10/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Atk Options Power Attack 
  Combat Gear potion of cure moderate wounds 
  Spell-Like Abilities (CL 3rd): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 6  
  SQ Rage, Uncanny Dodge 
  Feats Power Attack 
  Skills Climb +9, Spot +3, Listen +3 
  Possessions combat gear + greataxe, chain shirt 
  ENCOUNTER 8  
   
   
   
   
  C O R R U P T E D  D W ARV E N  AN C E S T O R 
  CR  8 
  LE Large outsider (native) 
  Init -1; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Aura ancestral spirt (30 ft.) 
  Languages Dwarven, Undercommon  
  AC 24 (26 vs. good), touch 8 (10 vs. good), flat-footed 
  24 (26 vs. good) 
  (-1 size, -1 Dex, +16 natural, +2 deflection vs. good) 
  hp 102 (8 HD); DR 10/adamantine 
  Immune poison 
  Fort +15, Ref +5, Will +8 (add +2 to saves vs. good) 
  Speed 20 ft. (4 squares) 
  Melee +1 greataxe +16/+11 (1d12+10/x3)  
  GEO7-05 The Orb of War 
   
  Page 34 
  
  GEO7-05 The Orb of War 
   
  Page 35 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Atk Options Cleave, Power Attack 
  Abilities Str 22, Dex 8, Con 28, Int 8, Wis 14, Cha 14  
  SQ blink out 
  Feats Cleave, Power Attack, Weapon Focus (greataxe)  
  Skills Climb +15, Intimidate +13, Jump -4, Knowledge 
  (history) +9, Knowledge (the planes) +9, Listen +13, 
  Spot +13, Survival +6 (+8 on other planes) 
  Possessions None, the magical nature of the war axe 
  is an effect of the creature, not the axe itself.  When 
  the creature is destroyed the weapon is as well. 
  Ancestral Spirit (Su) Any duergar within 30 ft. of a 
  corrupted dwarf ancestor gains a +1 moral bonus on 
  attack and damage rolls 
  Blink Out (Su) Once per day, a corrupted dwarf 
  ancestor can become incorporeal until the beginning 
  of its next turn.  Activating this ability is a free action 
  that does not provoke attacks of opportunity. 
  Description A great status comes to life, it looks like a 
  dwarf warrior clad in splint mail, all formed of dark 
  granite. 
  Sources Dwarf Ancestor (Monster Manual 4) 
   
   
  
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 1 
   
   
   
   
  M O G R AS H    
  CR  7 
  Male hobgoblin Rgr 4/Ftr 1/OccltSlyr 2 
  NE Medium humanoid (goblinoid) 
  Init +3; Senses Darkvision 60 ft.; Listen +5, Spot +8 
  Languages Common, Goblin 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +3 studded leather, +1 buckler) 
  hp 50 (7 HD) 
  Fort +8 (+9*), Ref +8 (+9*), Will +5 (+6*) 
  Speed 30 ft. (6 squares) 
  Melee mwk longsword +10/+5 (1d8+2/19-20) 
  Ranged +1 human bane composite longbow +14/+8 
  (1d8+3/x3)  or +16/+10 (1d8+5+2d6) vs. humans 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Atk Options distracting attack, vicious strike, weapon 
  bond (1d6 dmg) 
  Special Actions mind over magic (1/day) 
  Combat Gear potion of cure moderate wounds, 
  tanglefoot bag 
  Ranger Spells Prepared (CL 2nd): 
   1st— Entangle (DC 12) 
  Abilities Str 14, Dex 18, Con 15, Int 8, Wis 12, Cha 10  
  SQ magical defense*  
  Feats Improved Initiative, Rapid Shot, Weapon Focus 
  (longbow) 
  Skills Hide +12, Handle Animal +1, Knowledge (arcana) 
  +3, Listen +3, Move Silently +5, Spellcraft +4, Spot 
  +8, Survival +5                            
  Possessions combat gear plus studded leather armor, 
  +1 human bane composite longbow, 40 arrows, 
  masterwork longsword, lesser bracers of archery, 
  cloak of elvenkind, 100 gold pieces. 
  Magical Defense (Ex) +1 to saves vs. spells and spell-
  like abilities.  
  Mind Over Magic (Su) 1/day – cause spell to rebound 
  onto the caster as per the spell turning spell (CL 7). 
  Vicious strike (Ex) A readied attack to disrupt a 
  spellcaster deals double damage. 
  Weapon Bond (Su) An occult slayer bonds with one 
  weapon (longbow in Mogrash’s case). Any successful 
  attack with this weapon against a spellcaster or 
  creature with spell-like ailities deals an extra 1d6 
  points of damage. 
  Description A tall and burly goblinoid with hairy skin, 
  and a flat nose and chin, armored in leathers and 
  wielding a six-foot longbow. 
  Source Occult Slayer (CW) 
   
  D RAK,  M E S H AG  &  D I G O 
  CR  9 
  Male varag Scout 5 
  CE Medium humanoid (goblinoid) 
  Init +10; Senses Darkvision 60 ft.; scent; Listen +7, 
  Spot +8 
  Languages Goblin 
  AC 22, touch 15, flat-footed 16 
   (+5 Dex, +3 studded leather, +3 natural, +1 skirmish) 
  hp 62 (8 HD) 
  Fort +5, Ref +12, Will +2 
  Speed 80 ft. (14 squares); Run; Spring Attack 
  Melee mwk scimitar +10 (1d6+6/15-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +9 
  Atk Options skirmish +2d6 dmg 
  Special Actions evasion, trapfinding, uncanny dodge 
  Combat Gear potion of cure moderate wounds, keen 
  edge oil, potion of invisibility. 
  Abilities Str 18, Dex 20, Con 16, Int 8, Wis 10, Cha 8  
  SQ Battle Fortitude (+1), fast movement, trackless step  
  Feats Improved Initiative, Power Critical, Run, Spring 
  Attack, Telling Blow, Weapon Focus (scimitar),  
  Skills Hide +16, Jump +24, Listen +7, Move Silently 
  +21, Spot +8, Survival +2 (+5 when tracking by scent) 
  * A varag can always choose to take 10 on a Move 
  Silently check, even if rushed or threatened. 
  Possessions combat gear plus studded leather armor, 
  masterwork scimitar, boots of striding and springing 
  Skirmish (Ex) Deal extra 2d6 damage on all attacks 
  made during a round in which you move at least 10 
  feet. The extra damage applies only to attacks made 
  during the scout’s turn. Creatures not subject to 
  critical hits do not take skirmish damage. At 3rd level, 
  a scout gains a +1 competence bonus to AC any 
  round in which he moves at least 10 feet. Bonus 
  applies as soon as the scout has moved 10 feet, and 
  lasts until start of next turn. 
  Battle Fortitude (Ex) At 2nd level, a scout gains +1 
  competence bonus on Fortitude saves and initiative 
  checks. 
  Distracting Attack (Ex) At 4th level, a ranger can 
  choose this alternate class feature. Whenever you hit 
  an enemy with a weapon attack (melee or ranger) 
  that enemy is considered flanked by you for the 
  purpose of adjudicating your allies attacks. This 
  flanked condition lasts until either the enemy is 
  attacked by one of your allies, or until the start of your 
  next turn, whichever comes first. 
  Fast Movement (Ex) At 3rd level, a scout gains a +10 
  foot enhancement bonus to base land speed. 
  Description This humanoid stands close to 7 feet tall 
  when fighting, but runs on all fours. It has a hunched 
  posture, double-jointed hind legs, and thick, sinewy skin. 
  The creature bears a slight resemblance to a hairy and 
  ferocious hobgoblin, but has a more primitive look to it 
  and two curving horns that sweep away from its skull. It 
  wields a cleaver-like scimitar with both hands. 
  Sources Varag (MM4), Power Critical (CW), Scout 
  (CA), Telling Blow (PH2) 
  GEO7-05 The Orb of War 
   
  Page 36 
  
   
  ENCOUNTER 5 
   
   
   
   
  B R E AK-AW AY  F L O O R  T RAP 
  CR  10 
  Description A poorly designed pit cover collapses when 
  walked over, dropping the PCs in front of a delver 
  sleeping in a 20-foot wide tunnel. The pit cover and 
  the hole below spans the 10 foot wide hallway (it is 
  likely a pitfall trap under construction). As soon as 
  there is 150 lbs. of weight, or approximately one or 
  two medium-sized creatures walking over the 10-foot 
  by 10-foot pit cover, it breaks and causes all targets 
  in the trap’s location to fall 50 feet. The fall deposits 
  the PCs 5 feet in front of a delver sleeping in a 20-
  foot wide tunnel. The delver will be woken up by the 
  PCs (and boards) falling and immediately attacks.  
  The tunnel stretches away hundreds of feet both 
  directions. 
   
  This trap does not reset. 
  Search DC 25; Type mechanical trap 
  Trigger location, Init +5 
  Effect 50-foot fall into pit (5d6 falling damage), Reflex 
  DC 20 avoids fall (each affected target). Targets who 
  fall are then attacked by a delver. See Monster 
  Manual, page 39. 
  Disarm The trap cannot be disarmed, but can be 
  circumvented by replacing the unsafe boards of the pit 
  cover, or jumping over the pit 
  ENCOUNTER 6 
   
   
   
  D E AT H B R I N G E R  -  F I G HTE R 
  CR  5 
  Male duergar Fighter 4 
  LE Medium Humanoid (dwarf) 
  Init +4; Senses Darkvision 120 ft., Listen +5, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 15, touch 10, flat-footed 15 
   (+5 chain shirt) 
  hp 48 (4 HD)  
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +7 (+2 against spells), Ref +1 (+2 against spells), 
  Will +1 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  Melee Greataxe +9 (1d12+8/x3) 
  Ranged Heavy crossbow +4 (1d10/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Cleave, Power Attack 
  Combat Gear 2 potions of cure moderate wounds 
  Spell-Like Abilities (CL 4th): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 19, Dex 10, Con 18, Int 10, Wis 10, Cha 6  
  SQ  
  Feats Cleave, Improved Initiative, Power Attack, 
  Weapon Focus (Greataxe) Weapon Specialization 
  (Greataxe) 
  Skills Climb +9, Spot +5, Listen +3 
  Possessions combat gear + greataxe, chain shirt 
   
   
  D E AT H B R I N G E R  -  C L E R I C 
  CR  5 
  Male duergar cleric 4 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 17, touch 10, flat-footed 17 
   (+5 chain shirt, +2 steel shield) 
  hp 38 (4 HD) 
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +7 (+2 against spells), Ref +3 (+2 against spells), 
  Will +7 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  Melee Heavy mace +4 (1d8+1/x2)  
  Ranged Light crossbow +3 (1d8/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Combat Gear 2 potions of cure moderate wounds, 
  Cleric Spells Prepared (CL 2nd): 
   2nd— bull strength, bears endurance, cure moderate 
  wounds 
   1st— cause fear, cure light wounds (2), doom 
   0— cure minor wounds (4), create water 
  Base DC = 13 + spell level 
  D: Domain spell: sanctuary, Deity: Laduguer. Domains: 
  Earth, Protection 
  Spell-Like Abilities (CL 4th): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 12, Dex 10, Con 16, Int 10, Wis 17, Cha 6  
  Feats Combat Casting, Lightning Reflexes 
  Skills  Concentration +10, Heal +5, Spellcraft 10 
  Possessions combat gear + heavy mace, chain shirt, 
  steel shield, silver holy symbol 
   
  DE AT H B R I N G E R  -  B ARBARI AN 
  CR  5 
  Male duergar barbarian 4 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +5 
  Languages Common, dwarven, Undercommon 
  AC 15, touch 10, flat-footed 15 
   (+5 chain shirt) 
  hp 52 (4 HD)  
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +8 (+2 against spells), Ref +1 (+2 against spells), 
  Will +1 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  GEO7-05 The Orb of War 
   
  Page 37 
  
  GEO7-05 The Orb of War 
   
  Page 38 
  Speed 30 ft. in chain shirt (4 squares), base movement 
  30 ft. 
  Melee Greataxe +8 (1d12+6/x3) 
  Ranged Heavy crossbow +4 (1d10/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Cleave, Power Attack 
  Combat Gear 2 potions of cure moderate wounds, 
  Spell-Like Abilities (CL 4th): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 18, Dex 10, Con 19, Int 10, Wis 10, Cha 6  
  SQ Rage 2/day, Uncanny Dodge 
  Feats Cleave, Power Attack 
  Skills Climb +9, Spot +5, Listen +3 
  Possessions combat gear + greataxe, chain shirt 
  ENCOUNTER 8  
   
   
   
   
  C O R R U P T E D  D W ARV E N  AN C E S T O R 
  CR  10 
  LE Large outsider (native) 
  Init -1; Senses Darkvision 60 ft., Listen +13, Spot +13 
  Aura ancestral spirt (30 ft.) 
  Languages Dwarven, Undercommon  
  AC 24 (26 vs. good), touch 8 (10 vs. good), flat-footed 
  24 (26 vs. good) 
   (-1 size, -1 Dex, +16 natural, +2 deflection vs. good) 
  hp 153 (12 HD); DR 10/adamantine 
   Immune poison 
  Fort +17, Ref +9, Will +10 (add +2 to saves vs. good) 
  Speed 20 ft. (4 squares) 
  Melee +1 greataxe +20/+15/+10 (1d12+10/x3)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +22 
  Atk Options Cleave, Power Attack 
  Abilities Str 23, Dex 8, Con 28, Int 8, Wis 14, Cha 14  
  SQ blink out 
  Feats Cleave, Power Attack, Weapon Focus (greataxe), 
   Combat Reflexes, Lightning Reflexes 
  Skills Climb +19, Intimidate +17, Jump +0, Knowledge 
  (history) +11, Knowledge (the planes) +11, Listen 
  +17, Spot +17, Survival +10 (+12 on other planes) 
  Possessions None, the magical nature of the war axe 
  is an effect of the creature, not the axe itself.  When 
  the creature is destroyed the weapon is as well. 
  Ancestral Spirit (Su) Any duergar within 30 ft. of a 
  corrupted dwarf ancestor gains a +1 moral bonus on 
  attack and damage rolls 
  Blink Out (Su) Once per day, a corrupted dwarf 
  ancestor can become incorporeal until the beginning 
  of its next turn.  Activating this ability is a free action 
  that does not provoke attacks of opportunity. 
  Description A great status comes to life, it looks like a 
  dwarf warrior clad in splint mail, all formed of dark 
  granite. 
  Sources Dwarf Ancestor (Monster Manual 4) 
   
  
   APPENDIX 5 – ALL APLS 
   
  ENCOUNTER (MULTIPLE) 
   
   
  D E AT H B R I N G E R  -  F I G HTE R 
  CR  14 
  Male duergar fighter 13 
  LE Medium Humanoid (dwarf) 
  Init +4; Senses Darkvision 120 ft., Listen +5, Spot +3 
  Languages Common, dwarven, Undercommon 
  AC 18, touch 10, flat-footed 15 
   (+5 chain shirt +3) 
  hp 143 (13 HD)  
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +15 (+2 against spells), Ref +7 (+2 against spells), 
  Will +6 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  Melee Greataxe +25/+20/+15 (1d12+19/19-20x3) 
  Ranged Heavy crossbow +13 (1d10/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +17 
  Atk Options Cleave, Power Attack 
  Spell-Like Abilities (CL 13th): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 22, Dex 10, Con 18, Int 10, Wis 11, Cha 6  
  SQ  
  Feats Alertness, Blind-Fight, Cleave, Great Cleave, 
  Improved Critical (Greataxe), Improved Initiative, Iron 
  Will, Power Attack, Weapon Focus (Greataxe) 
  Weapon Specialization (Greataxe), Greater Weapon 
  Focus (Greataxe), Greater Weapon Specialization 
  (Greataxe) 
  Skills Climb +19, Spot +5, Listen +4 
  Possessions +3 greataxe, +3 chain shirt, 2 potions of 
  cure critical  wounds, +3 vest of resistance, +6 belt of 
  giants strength 
   
  DE AT H B R I N G E R  -  C L E R I C 
  CR  14 
  Male duergar cleric 13 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +5, Spot +5 
  Languages Common, dwarven, Undercommon 
  AC 28, touch 10, flat-footed 28 
   (+11 full plate +3, +5 steel shield +3) 
  hp 117 (13 HD) 
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +14 (+2 against spells), Ref +9 (+2 against spells), 
  Will +18 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 20 ft. in chain shirt (4 squares), base movement 
  20 ft. 
  Melee Heavy mace +10/+5 (1d8+1/x2)  
  Ranged Light crossbow +9 (1d8/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +10 
  Cleric Spells Prepared (CL 13th): 
    7th—blasphemy, greater restoration 
    6th—greater dispel magic, harm, heal 
    5th— break enchantment, flame strike, summon 
  monster V 
    4th— air walk, freedom of movement, giant vermin, 
  cure critical wounds (2) 
    3rd— dispel magic, cure serious wounds (2), magic 
  weapon, searing light, wind wall, 
    2nd—aid, bulls strength, bears endurance, cure 
  moderate wounds (2), silence, spiritual weapons 
    1st— cause fear, cure light wounds (2), command, 
  detect good, doom, shield of faith,  
    0— cure minor wounds (5), create water 
  Base DC = 17 + spell level 
  D: Domain spell: sanctuary, soften earth and stone, 
  protection from energy, spike stones, wall of stone, 
  stoneskin, earthquake Deity: Laduguer. Domains: 
  Earth, Protection 
  Spell-Like Abilities (CL 13th): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 12, Dex 10, Con 16, Int 10, Wis 24, Cha 7  
  Feats Combat Casting, Lightning Reflexes 
  Skills  Concentration +18, Heal +13, Listen +5, 
  Spellcraft +10, Spot +5 
  Possessions heavy mace, chain shirt, steel 
  shield, 2 potions of cure critical  wounds, +3 vest 
  of resistance, +6 periapt of wisdom 
  D E AT H B R I N G E R  -  B ARBARI AN 
  CR  14 
  Male duergar barbarian 13 
  LE Medium Humanoid (dwarf) 
  Init +0; Senses Darkvision 120 ft., Listen +3, Spot +5 
  Languages Common, dwarven, Undercommon 
  AC 18, touch 10, flat-footed 15 
   (+5 chainmail +3) 
  DR 1/- 
  hp 195 (13 HD)  
  Immune Paralysis, phantasms, poison 
  Resist +2 racial bonus on saves against spell and spell 
  like abilities 
  Fort +15 (+2 against spells), Ref +6 (+2 against spells), 
  Will +4 (+2 against spells) 
  Weakness Light Sensitivity – duergar are dazzled in 
  bright daylight or within the radius of a daylight spell 
  Speed 30 ft. in chainmail (4 squares), base movement 
  30 ft. 
  Melee +3 Greataxe +23/+18/+13 (1d12+12/19-20x3) 
  Ranged Heavy crossbow +13 (1d10/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  GEO7-05 The Orb of War 
   
  Page 39 
  
  Base Atk +13; Grp +19 
  Atk Options Cleave, Power Attack 
  Spell-Like Abilities (CL 4th): 
   1st— (1/day) enlarge person, invisibility 
  Abilities Str 22, Dex 10, Con 23, Int 10, Wis 10, Cha 6  
  SQ Rage 4/day, Uncanny Dodge, Improved Uncanny 
  Dodge, Trap Sense 
  Feats 
  Cleave, 
  Power 
  Attack, 
  Improved 
  Critical 
  (greataxe), Improved Initiative, Lightning Reflexes, 
  Weapon Focus (greataxe) 
  Skills Climb +17, Intimidate +14, Jump +17, Spot +5, 
  Listen +17 
  Possessions +3 greataxe, +3 chainmail, 2 potions of 
  cure critical  wounds, +3 vest of resistance, +4 belt of 
  giants strength, +4 amulet of health 
   
   
   
  GEO7-05 The Orb of War 
   
  Page 40 
  
  DM AID: MAP #1 – GEOFF OVERVIEW 
   
   
  GEO7-05 The Orb of War 
   
  Page 41 
  
  DM AID: MAP #2 – PWYST’S RHYD 
   
   
   
  GEO7-05 The Orb of War 
   
  Page 42 
  
  DM AID: MAP #3: ENCOUNTER 8 – TROPHY ROOM 
   
  GEO7-05 The Orb of War 
   
  Page 43 
  
  DM AID: YSTRAD CLOER 
  Population:  12,000 (pre-war); (40% human, 20% dwarf, 20% elf, 15% half-elf, 5% other). Post-war 
  population in CY 597 is estimated to be 8,000. 
  Capital: Pwyst's Rhyd, 1,200 
  Ruler:  Arglwyth Krelor Deepforge   
  Never did a bowyer go hungry for lack of work in Ystrad Cloer (east-rad kloyer, tr. enclosed vale).  
  Located under the eaves of the southern Asgwrn Coed (ahs-goorn coid, tr. Hornwood), the cantrev was 
  ideally situated for harvesting the highly valued wood of the Hornwood tree; used to make the famed 
  Gyric longbow.  It also acted as a shield from the dangers of the Crystalmists, and often bore the brunt of 
  raids by giants and humanoids from the mountains.  Because of these distinctions, it was considered to 
  be one of the most valuable cantrevi, second only to Eryrnyth, in the defense of Gyruff. 
  The bountiful resources of the forest attracted the first human settlers nearly two hundred years ago, 
  though the dangers of the Hornwood assured that only the hardiest souls sought to call it their home.  
  Bowyers and cutlers, hunters and trappers, and woodsmen of all walks braved the forlorn forest to make 
  a life for themselves under the verdant boughs. The settlers developed good relations with the high elves 
  of the northern forest, and the two peoples enjoyed a lively trade as well as a common defense.   
  Pwyst’s Rhyd, a logging camp along the Blue Oyt, was the only river crossing and soon grew into a large 
  village.  Smaller fortified trading posts and walled steadings dotted both banks of the Blue Oyt, and a few 
  large communities of druids devoted to Obad-Hai and Ehlonna existed deeper in the woods.  When the 
  cantrev was recognized in CY 531, Pwyst’s Rhyd became its capital.  It marked the westernmost 
  settlement of Ystrad Cloer, and the center of the longbow market.   
  When the giants came down from the Crystalmists in CY583, Ystrad Cloer was their first obstacle.  As 
  their forces moved eastwards, rangers and elves (as they did in Dwyr) used their superior knowledge of 
  the woods to harry the giants, and friendly runners reached the settlements just hours before the 
  invaders.  The giants had cut off any retreat downstream so Arglwyth Ffagan Farshot, suspecting this 
  was the vanguard of a larger invasion, ordered most of his forces through the forest towards Araul 
  Anterth to warn and aid the other cantrevi.  When the giants arrived at Pwyst’s Rhyd, they were met by 
  the handful of loggers, rangers and stubborn craftsmen who had volunteered to stay behind and hamper 
  the giant advance.  The fight for the town was fierce and drawn out, but the giants burned the cover of 
  trees from around the resistance, and took the town in a matter of days. 
  It should be noted that the Battle of Pwyst’s Rhyd was not actually fought at Pwyst’s Rhyd.  It was, in 
  actuality, the first major battle of the invasion, and took place in the western meadowlands near Tycha.  
  The people of Pwyst’s Rhyd, mustered under the flag of Araul Anterth and led by Llwyr Melwyn Greatarm, 
  met the giants as they emerged from the Hornwood.  The horrendous battle saw the first use of the 
  dreaded monoliths, as well as the death of Arglwyth Ffagan Farshot and Llwyr Melwyn Greatarm. 
  In the twelve years that followed, the giants made the cantrev a hub for giant forces. The brutes cut a 
  great swath through the forest, creating a road one hundred yards wide all the way to the Crystalmists. 
  Pwyst’s Rhyd became a base for a fearsome fire giant “king” by the name of Mogthrasir. The human 
  survivors of the invasion were kept alive and forced into labor. They were allowed to live, so long as they 
  worked. dwarves and smaller races were eaten on sight, though some elves were retained and forced to 
  log the very trees they cherished.  
  Ystrad Cloer remained inaccessible to Gyri forces for much of the war against the giants. In early CY594 
  a band of adventurers entered Ystrad Cloer while on a mission to rescue Arth of Clearsky and other 
  guests taken by fiends from a party held in Hochoch by its then Llwyr, Bedwyn the Fat. The adventurers 
  discovered that the captives were held in Kargyraa Fort, a fort built but then abandoned by fire giants. 
  The new inhabitants, hags trafficking in souls for the “Hag Countess” of the Nine Hells, were defeated 
  and the prisoners freed. Fort Kargyraa was renamed Fort Gellsblood by the adventurer Krelor Deepforge, 
  a Peer at the time, in honor of Arth and the Half-Orcs of Clearsky. The Fort is now protected by a mated 
  pair of gargantuan wyverns whose favor was earned by the adventurers.  
  GEO7-05 The Orb of War 
   
  Page 44 
  
  In late CY594 adventurers aided the elves of the Hornwood, restoring powerful magics that began to heal 
  the forests, including vast areas of Ystrad Cloer. In late CY595 adventurers crept into Pwyst’s Rhyd, 
  learning much of King Mogthrasir’s and the giant army’s plans but were unable to free the town. 
  Colwyn ap Ffagan, the former High Chancellor of Gyruff, is Arglwyth Farshot’s only surviving son and the 
  heir apparent of the title, but never presented his claim to the druids or to the Griffon Chair to take the 
  torc.  Why he chose not to do so is not known.  With the giant’s eventual defeat at Gorna in the winter of 
  CY 595, Colwyn ap Ffagan accepted the grant of the cantrevi of Rhad Derwyth. In an offering of peace 
  and friendship, the Brenin appointed the dwarven war hero Krelor Deepforge as the new Arglwyth of 
  Ystrad Cloer, as it is closest to the dwarven nations. 
  Current State 
  Where once it was a relatively unimportant cantrev in the shadow of the Hornwood and Crystalmists, 
  today it is poised to become a cantrev of growth and prosperity. Dwur refugees from the three clans have 
  flocked to the cantrev and have begun mining precious ore and gems in the Crystalmists. At the same 
  time, the Arglwyth has worked with the remaining humans and elves that survived the giant occupation to 
  establish a balanced timber harvest. The cantrev finds itself growing in power through this dual resource 
  trade.  
  Arglwyth Krelor Deepforge holds the implicit trust of both Duke Owen the Brenin and the Three-Hold 
  Thane for his unwavering service to both peoples. Because of this he holds the pivotal role for all 
  diplomatic relations between Gyri and dwur. The fact that he is the hub for these relations provides him 
  with significant influence and power in both courts. 
  The cantrev remains concerned with giants, both the remains of the giant army that live in pockets 
  throughout the cantrev and with rebuilding defenses should the giants in the mountains ever return in 
  force. Fort Gellsblood is now the staging area for patrols in the mountains, with other forts being built 
  rapidly within the forests. Never forgetting debts of battle, Arglwyth Krelor Deepforge has promised 
  military aid to Arglwyth Arth of Clearsky should he request it in Melgorn when they commence operations 
  against the Skull orc tribe.  
  Persons of Note: 
  Arglwyth Krelor Deepforge 
  Krelor Deepforge stands tall for a dwarf. His blood-red hair and beard are impeccably groomed, raining 
  down in braids over his powerful build. Krelor wears the symbols of Deepholm, his clanhome, as well as 
  the symbol of The Shalm on a pendant around his neck. On his arm is tattooed the insignia of the 
  Olwythi, and the symbol of Moradin is on his gloves. 
  Krelor’s face shows his age, as he is a dwarf of 68 years, but it also carries his warm smile and gentle 
  eyes, which contrast with the mithral breastplate he wears under green leathers and the weapons he 
  carries. In one arm he wields ‘Crimson’, the Darkwood spiked bashing shield crafted by Deepholm 
  smiths. The teeth of giants he has personally slain, including a Sakhut, hang from the edges of the shield. 
  In his other hand he wields a bejeweled dwarven waraxe, ‘Frost-Claw’. Said to have possessed the soul 
  of a loved one whose soul was linked to his own, it is a fearsome weapon against giants and evil and is 
  rimmed with frost. Krelor wears his various honorary medals when going to battle and will wear the 
  clothes of nobility only when in High Court meetings. Krelor is known to collect many items from his 
  adventures, many of which he displays in his taverns in Gorna, Aberglain, and Pwyst’s Rhyd.  Krelor is 
  often accompanied by his companion Curly the Dire Sheep, a large griffon named “Filtharlas”, or a giant 
  eagle named “Val-tor”. Krelor’s most trusted advisor is a powerful dwarven druid of Beory, named Dagdra 
  Stormhammer. 
   
  Krelor was always drawn to the outside world, favoring the underoerth as much as the forests and 
  mountain glens. He was outside teaching a group of dwarves about nature the day the giants first 
  attacked Geoff. Cut off from Deepholm, Krelor led the young dwarves down into the valley of Gyruff and 
  to the safety of a refugee camp. Swearing to return and free the Clans, he joined Geoff in its battle 
  against the giants, for he realized helping Geoff was the key to saving the dwur. In the meantime, Krelor 
  found he loved Gryuff, its people, and Owen the Brenin. Krelor fought the giants at every turn and was 
  made a Peer after the first battle of Gorna. A born leader, he played a central role in leading the Olwythi 
  GEO7-05 The Orb of War 
   
  Page 45 
  
  and eventually became one of the most vocal Peers of the Realm. Krelor understood the ways of 
  humans, both good and bad. He knew many secrets existed and that acting overtly did not always pay 
  off. Krelor joined the Gryphon’s Wrath and with them served Gwenllian in upholding the Old Ways and 
  freeing Geoff. In time, Krelor succeeded in much he wanted, being instrumental in freeing the dwarven 
  clans and even giving the dwarves he had escorted to Geoff jobs and roles as his followers. He also 
  employed many bards to gather information. With Geoff freed after the final battle of Gorna, Krelor 
  worked with the Brenin and the Three-Hold-Thane, becoming the pivotal diplomat for all relations 
  between dwur and Gyri. In this way he continues to serve both sides to their mutual best interests. 
   
  Krelor is a proud dwarf, content with what he has accomplished. His main focus is to ensure that Geoff 
  and the Clans remain safe and that his cantrev grows in stature, providing opportunity for those he leads. 
  Krelor has great love and mirth for his friends and he is quick to make more friends. He is constantly 
  helping those he oversees to improve, grow, and realize their role for the Land. Krelor continues to be a 
  steward to the Shalm and the Land, serving as the eyes and ears for Geoff, if not for the dwarven clans. 
  Rumors have often swirled around the balance of Krelor’s allegiance to the dwarves vs the Gyri, while 
  other rumors speak to his knack for having access to valuable information. Krelor of course sees his old 
  adventuring company, Gryphon’s Wrath, often, especially Ek-Bosheth (both aiding and keeping an eye on 
  Azmekidom), Lamont, First Bow Yrylan, and Llwyr Rheinallt. He continues to meet regularly with trusted 
  allies, notably his friend Arawn, the First Ward of the Olwythi, and the enigmatic Kasdan. Krelor has a 
  fondness for Deepholm above all clans, and maintains relations with Torm Rockbender, Shield Lord of 
  Deepholm. Krelor’s warm heart also makes him gullible: he was once fooled by an Erinyes from Dis by 
  the name of Samanderiel. When he is faced with what seems to be too good to be true, he often believes 
  it anyway, relying on his friends to tell him otherwise. Krelor’s other weakness is for women, as indicated 
  by his half-dryad fey daughter. It is rumored he even has a half-medusa son. When Krelor faces known 
  enemies he typically uses stealth and tactics to place the battle in his favor, then strikes quickly and 
  fiercely to end the combat. Giants and even fellow Gyri have fallen to this approach. It is also said there is 
  no better tracker in all of Gyruff than Krelor, a claim he pretends not to enjoy. 
  Geron of Deepholm 
  A master diplomat and Cleric of Moradin, Geron provides the smooth voice and tact necessary to close 
  deals both merchantile and diplomatic with the dwur. A former resident of Short Street in Hochoch, he still 
  retains relations with dwur from Hochoch who have now scattered across Geoff. 
  Cerys Ravenhair 
  A former waitress for the Cracked Cup in Hochoch, Cerys has moved up in life, now managing The 
  Brenin’s Blessing, a tavern in Pwyst’s Rhyd very similar to the Thane’s Cup in Aberglain. In Cerys’ 
  employ are Rhune, a protective wood elf female Paladin of the Shalm; Norada, the comely dwarven 
  head-waitress; Ilrian Greycloak, gnome wizard bookkeeper and wine steward; and Eswen of the 
  Humbling Roan, an Old Lore Bard who graces the stage with her talented voice.   
   
   
  GEO7-05 The Orb of War 
   
  Page 46 
  
   
  DM AID: PWYST’S RHYD 
   
   
  1. Rindone's Mill 
  Mill can grind grain or cut wood. It takes several hours to make the switch, so this is done only once or 
  twice a week. The mill was recently reconstructed, as it bore the ire of several ogres and Rindone's 
  assistant, Malshar, was killed. Malshar had apparently been the leader of an underground resistance 
  movement and a half-elf, and was ambushed at night before Mogthrasir departed. 
  Rindone: Man in late twenties with curly black hair and a bronzed complexion.  
  2. Malk the Fishmonger 
  Popular spot visited by families at least every other day. Malk catches and salts fish, and for a small fee 
  preserves fish caught by other fishermen. 
  Malk: Grumpy and middle-aged, he is close-mouthed in general. 
  3. Weaves and Leaves  
  The shop opened in CY 591 and provides medicinal and culinary herbs, as well as durable cloth that 
  Totavo weaves himself. 
  GEO7-05 The Orb of War 
   
  Page 47 
  
  Totavo: Nervous young man with fair skin and jet black hair. He employs a number of children to seek out 
  herbs in the forest. 
  4. Blacksmith 
  Tollar, just 16 years old, has taken over for Kittos as the best blacksmith in town, making metal tools and 
  other simple goods for townsfolk, as well as sharpening logging blades. Tollar's father had been the 
  original blacksmith, but died of sickness and and Kittos took over, serving as a second father for Tollar. 
  Unfortunately, Kittos was a member of the underground resistance, and was killed when an army of trolls 
  attacked him just before Mogthrasir departed the town. The battle was fierce, with his lover Ratenna 
  coming to his rescue but perishing as well. 
  Tollar: 16-years old, the short Flan boy has seen much grief and tragedy. With grim determination he has 
  begun to learn to craft weapons and armor and has joined the militia. 
  5. Sawbiter's 
  Tavern catering to rough-and-tumble loggers, fishermen, and miners. 
  Shando One-Foot: barkeep and owner. Foot was crushed in 580CY by a falling limb when out logging, so 
  he bought the tavern. His stump is capped with a capped iron spike. Brings out a three-foot length of 
  polished Hornwood called 'Welcome" if patrons get too rowdy. 
  6. Mosto's Bakery 
  A very popular shop, Mosto creates tasty and incredibly satisfying breads, with his specialty being breads 
  stuffed with meat or cheese. 
  Mosto: little man with sharp eyes and very short hair, always full of nervous energy. It is said that Mosto 
  was a member of the resistance, but was able to elude Mogthrasir's troops on that fateful day. Mosto 
  keeps a low profile, but periodically meets with the Arglwyth and may become one of his Teulu.  
  7. Rasgon's Cheese Shop 
  Provides a number of pretty good cheeses, with the specialty being Lindenbrook Pale. 
  Rasgon: Tall and thin, with dark hair and eyes. He has recently become one of the Arglwyth’s Teulu. 
  8. Jailhouse 
  Used to house any troublemakers. 
  Dooan: Old Flan man who earned the trust of the giants during the occupation. Dooan is considering 
  becoming one of the Arglwyth’s Teulu. 
  9. Gromond's Rope and Leather (ruins) 
  Opening in early CY 595, the store sold strong ropes of various sizes and high-quality leather goods of all 
  sorts. The store was destroyed the night Mogthrasir departed, when ogres and trolls searched for 
  Gromond, the owner, but could not find him. Gromond reappeared the next day and vowed to rebuild. 
  However, he recently ceded his shop to one of his assistants, joined the arglwyth as a Teulu, and spends 
  time assisting the military efforts in town. 
  Gromond: Strong Flan appearance with minor Oeridian and Suel traits. Gromond is a native to Pwyst's 
  Rhyd, having returned from adventuring. It is unknown why Mogthrasir's troops sought him. 
  10. Temple of The Old Faith 
  The building suffered little damage during the invasion, though the priestess was never found. A year 
  later a man named Tormond arrived. The giants put up with Torm because his preaching kept the 
  humans content enough and working. With the giants gone, Torm has revealed himself as an actual 
  priest of Pelor. The Arglwyth encouraged Tormond to expand the temple to honor all of the Old Faith. 
  Tormond: His face is lined and his head usually kept neatly shaven. 
  11. Goldsmith shop (ruins) 
  GEO7-05 The Orb of War 
   
  Page 48 
  
  Nuwon opened shop the year after the giants invaded, providing them with incredibly fine jewelry. He was 
  popular with the giants and had the protection of Mogthrasir, until, it is said, he helped adventurers 
  infiltrate his keep. His shop was one of the first to burn to the ground when Mogthrasir took his ire out on 
  the town before departing. It is said Mogthrasir crushed the life out of Nuwon with his own hands, though 
  a body was not found. 
  12. Three Brothers Carts and Horses 
  This combined hostelry and cartwright exchanges tired horses for fresh ones, builds and repairs carts 
  and wagons, and even serves as a veterinary from time to time.  
  Dom and Haas: Two brothers. They are assisted by several carpenters and stablehands, the most 
  experienced of which is named Novalindro. 
  13. Surgeon 
  Landrya uses her knowledge of magic, herbs, and anatomy to care for the people of the town, often 
  facilitating meetings with the reclusive and protective sylvan elves of the Hornwood. She concealed her 
  magic skills during the occupation. Her assistant, Ratenna, had been a member of an underground 
  resistance and was killed the night Mogthrasir departed. 
  Landrya: one-armed ranger, retired after an attack from an owlbear. 
  14. Firelog Inn (Standard lifestyle) 
  The Firelog is the place the people of Pwyst's come to when they want to eat cheaply but well and to hear 
  the latest gossip. Since the occupation ended they have begun renting out rooms to visitors, but it is still 
  mainly a tavern. 
  Otta and Rindal: Otta is a large jolly woman and Rindal is a scrawny man. Both are kind, especially to 
  families and those in love. 
  15. Mercantile and Government Buildings (under construction) 
  These two underground 5-roomed structures each served as former homes to seven trolls. Now in the 
  process of being gutted, cleaned, and rebuilt, these two-story buildings will serve various government and 
  guild/mercantile functions. It is hoped that the entire westerly slope will become a mercantile section for 
  Pwyst's Rhyd. 
  16. Halls of the Trevdyni 
  Each the former home to 20 ogres, these caves have been gutted and cleaned and converted into two 
  large facilities. The first is a barracks for the cantreval army, the second a facility for town gatherings, 
  entertainment, fairs, and a farmer's and crafter's market held each Starday. It is hoped that over time this 
  will become the cultural center for the town. 
  17. Bridge 
  These three narrow wooden bridges (one to the east, crossing the moat and two within town, crossing the 
  Oyt) were not much wider than a cart. The eastern bridge was widened and fortified with stone. Similar 
  improvements are being made to the southern bridge. 
  18. Moat 
  This moat is a 10' wide trench that circles the town and almost intersects with the Blue Oyt River, 
  stopping about twenty feet short on either side. Filled two to three feet deep with brush lightly coated in 
  oil, it makes a formidable defense against creatures smaller than giants. Plans to expand the moat have 
  been called for. 
  19. Guardposts 
  During the occupation these were simply 5' high walls of piled stone with a few ogres or trolls told to keep 
  watch and ring a brass bell for reinforcements. As his second act in the town, Arglwyth Krelor directed the 
  rapid construction of two stone towers to replace the walls. Within the towers are the same brass bells, 
  GEO7-05 The Orb of War 
   
  Page 49 
  
  now engraved with the names of all who died during the invasion, during the occupation, and upon 
  Mogthrasir's leaving. 
  20. The Western Path 
  The giants burned a clear road, 100 yards wide, southwest through the woods, leaving most of the wood 
  to rot where it fell. This path leads to Fort Gellsblood (formerly Kargyraa Fort). The forest, prompted by 
  the renewed Heart of the Hornwood, has been reclaiming that path, though Krelor's diplomats are 
  negotiating with the Hornwood elves to keep a wagon-traversable path all the way to Fort Gellsblood. 
  21. The Keep (formerly Castle Thrasmotnir) 
  A giant-made hill of stone and packed earth has been built on the northern end of Pwyst's Rhyd. A series 
  of rooms and halls were build into the hill as a lower level, with a stone castle on top. The hill is flat on 
  top, roughly circular in shape, fifty feet high, and roughly 560' in diameter, tapering out to a base diameter 
  of nearly 700'. The hill is packed nearly as solid as rock.  
  Since the departure of Mogthrasir, Arglwyth Krelor has set up temporary residence in the castle. Part of 
  the castle is being demolished so as to reduce the keep to a more reasonable size, with the extra stones 
  being used for local construction and for border forts similar to Fort Gellsblood - assuming the elves and 
  dwarves approve.  
  22. Temple to Moradin 
  This newly built temple is made of stone and trimmed in metal. The Mordinsamman (dwarven pantheon) 
  is worshipped here, and a large room in the back is often used by dwarven guilds for meetings. 
  23. Nova’s Fletchery 
  This fancy shop is newly built by Toril, a Scout Chief in the Olwythi who returned after the war to his 
  father’s home town. Renowned for its excellent bows and arrows, it is also a favorite with Olwythi who 
  stop in to exchange news and supplies.   
  24. The Brenin’s Blessing 
  A luxury inn and tavern, similar in appearance and menu to the Thane’s Cup in Aberglain and The 
  Shalm’s Balance in Gorna. Owned by the Arglwyth, it is run by his followers. Cerys Ravenhair, a former 
  waitress from Hochoch, manages the establishment ably. In Cerys’ employ are Rhune, a protective wood 
  elf female Paladin of the Shalm; Norada, the comely dwarven head-waitress; Ilrian Greycloak, gnome 
  wizard bookkeeper and wine steward; and Eswen of the Humbling Roan, an Old Lore Bard who graces 
  the stage with her talented voice. 
  25. Home of Olena  
  Olena is a young but extremely talented sorceress of Suloise descent. Olena has become romantically 
  involved with Heth ap Tevryn and decided to retire from adventuring after the war moving to this home. 
  The sorceress helps the needy and lends her skills to the rebuilding efforts.  
  GEO7-05 The Orb of War 
   
  Page 50 
  
  DM AID: URTCHECK 
   
  Clan Underfoot is a major center for dwarven activity and culture.  The clan’s new stronghold, Urtcheck, 
  located in the Stark Mounds of Geoff, is a gift from the gnomes of the area.  The dwarves have been in 
  exile with the gnomes since the giants' attack, and as giant activity in the region came under control the 
  gnomes deeded the dwarves this small mountain.  Since then the dwarves have begun to remake this 
  area in their own right 
  Past History 
  Clan Underfoot’s origins are surrounded by mystery and the general forgetfulness created by Father 
  Time. This much is known; the clan has been living in the Stark Mounds since before humans came to 
  these lands.  Legend has it that the when dwarves were originally created that Clan Underfoot’s original 
  clanhold was one of the spots where they gods first settled the dwarven people.  
  Leadership Structure 
  The Underfoot clan has been organized under a monarchy, under the Three-hold Thane’s leadership, for 
  as long as they can remember.  King Morrell has been on the throne for the past one hundred and fifty 
  years.  The next in line for the throne is his eldest son, Dostere.  Both survived the initial fights with the 
  giants and their kin and minions.  Under the king sit his advisors and the heads of each religious order.  
  The Three-hold Thane is currently in residence at Urtcheck, directing the war against those that still hold 
  dwarven ancestral land. 
  Religion 
  The Mordinsamman (dwarven Pantheon) is revered here, as in most dwarven cities, with the majority of 
  the populace espousing the teachings of Berronar Truesilver, holding family, peace, and kindness above 
  all other virtues.  Since the coming of the Giants, the teachings of Clangedinn have been well received.  
  The “Father of Battle” counts a large and growing percentage in the city among his followers. 
  The city of Urtcheck 
  Urtcheck is an underground city with a population of over five thousand dwarves.  As a small gnomish 
  town it was a simple affair, with only basic living levels and little commerce to recommend it.  Now that the 
  dwarves are recreating it, only the gods know of the glories they will create. 
  The city is being developed with three levels.  The uppermost is the residential level.  It is broken into 
  several districts, not separated by money or society status (one of the things disliked about surface 
  dwellers) but by clans and kinships and ancestry.   
  The middle level is developing into a sort of merchant district.  Various business, markets and bazaars 
  can be found here.  At the far northern end lies a planned “Talzakjun”, or great meeting hall.  This is an 
  immense natural cavern that will be crafted into a huge meeting hall.  There is also a temple district on 
  this level, with a major temple under construction to each of the dwarvish gods.  
  The lowest level of the city is its bowels.  Mines and tunnels lead down into the bowels of the mountain.   
  City’s Renown – Trade/Commerce 
  Clan Underfoot was well known, before the invasion, for its export of iron, steel, gold, silver, platinum, and 
  precious gems.  Those are the exports that were traded with the surface races, humans, elves, halflings, 
  and gnomes.  To other dwarves, the exports included religion (many dwarven priests come from 
  Urtcheck), training in tradecrafts, as well as weapons.   
  Surviving the War and Effects on Underfoot and Urtcheck: 
  When the giants and their underdark allies invaded, Clan Underfoot was not prepared for the attack’s 
  suddenness and ferocity.  After weeks of combat, the clan realized that their stronghold was doomed and 
  escaped through hidden tunnels and surface routes to the realm of their allies, the gnomes.  After years 
  GEO7-05 The Orb of War 
   
  Page 51 
  
  of working with them to maintain peace in the Stark Mounds the gnomes have gifted them with a new 
  home. 
  GEO7-05 The Orb of War 
   
  Page 52 
  
  DM AID: DEEPHOLM 
   
  Clan Deepholm has faired the worst of all of the dwarven clans in the war against the giants.  Driven from 
  their home after a decade of war by a vast clan of Duergar, they have only just begun on the task of 
  building a clanhold to replace the one they lost.  War weary, and with a population cut almost in half by 
  the war thus far, they currently rest under the protection of the Army of Stone as they work towards 
  crafting a new home in the central Crystalmist. 
  Past History 
  Clan Deepholm’s origins are surrounded by mystery and the general forgetfulness created by Father 
  Time. This much is known; the clan has been living in the Crystalmists since before humans came to 
  these lands.  It is known, however, that they held their previous clanhold for at least a thousand years. 
  Leadership Structure 
  The Deepholm clan is led by an oligarchy of nobles, under the Three-hold Thane’s leadership, known 
  collectively as the Shield Lords.  Typically numbering less the 10, these noble and respected dwur select 
  one of their own to act as their leader, rotating this responsibility on a 25 year cycle.  The currently leader 
  of the Deephold clan is a dwarf known only as The Helm.  Former captain of the Thane’s Shield, The 
  Helm rallied the clan in the face of the duergar onslaught.  Standing at the broken Second Gate of 
  Deepholm he, and what remained of the Thane’s Shield, bought the blood of Deepholm with their own. 
  Even suffering 90% casualties, the Thane’s Shield held.  The Helm assumed leadership of the clan on 
  that horrible spring day fifteen years ago, and his leadership in those first days, and then in the years that 
  followed, is widely acknowledged as the only thing that held the clan together during the war.  There is 
  already talk of making him king, as his 25 year term comes to an end.  Under The Helm sit his advisors, 
  the various Shield Lords of Deepholm, and the heads of each religious order.  The Three-hold Thane is 
  currently in residence at Urtcheck, directing the war against those that still hold dwarven ancestral land. 
  Religion 
  The Mordinsamman (dwarven Pantheon) is revered here, as in most dwarven cities, with the majority of 
  the populace espousing the teachings of Moradin, holding law, craftmanship and dwarven culture above 
  all other virtues.  With their close association with the Army of Stone, the teachings of Clangedinn have 
  also been well received.  The “Father of Battle” counts a large and growing percentage in the city among 
  his followers. 
  The city of Deepholm 
  Deepholm is an underground city with a population of fewer than two thousand dwarves.  Only founded 3 
  years ago, the city is currently little more then a collection of well built stone structures, arranged in the 
  center of a large, airy, cavern.  The clan is currently focused on building appropriate defensive structures 
  into the bones of the cavern itself, providing for the needs of the Army of Stone, and surveying the 
  mineral deposits in found in the lower and rear cavern.  Knowing how thin a margin their operating one, 
  even now that they’ve disengaged with the duergar, the dwarves of Deepholm are now some of the 
  hardest working humanoids on Oearth, typically working 16-20 hour days, 7 days a week.  There is much 
  to do to establish themselves here in their new home; they are all working hard to get it done. 
   
   
  GEO7-05 The Orb of War 
   
  Page 53 
  
  DM AID: NEW RULES 
  NEW FEATS 
  Power Critical (Complete Warrior) 
   
  Prerequisite: Weapon Focus with weapon, base attack bonus +4. 
   
  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one of his fighter bonus feats. You can gain Power 
  Critical multiple times.  Each time you take the feat, it may be with a different weapon or the same 
  weapon.  If you take it with the same weapon, the effects of the feats stack. 
   
   
  Telling Blow (Player’s Handbook 2) 
   
  Prerequisite: Skirmish or sneak attack ability. 
   
  Benefit: When you score a critical hit against a target, you deal your skirmish or sneak attack 
  damage in addition to the damage from your critical hit. Your critical multiplier applies only to your normal 
  damage, not your skirmish or sneak attack damage. This benefit affects both melee and ranged attacks. 
   
   
   
   
  GEO7-05 The Orb of War 
   
  Page 54 
  
   
  PLAYER HANDOUT 1 
  Tasting Course Menu for The Brenin’s Blessing 
  First Offering 
  (An introductory course, very small in size and light in flavor. It is a dwarven custom to toast to the other’s clan or family.) 
  Drunok    
  (A tray of thimble-sized glasses on tall stems. Drunok is a light liqueur intended for formal occasions. A tradition of Clan 
  Stonereaver, brewed on the coldest days and saved for the warmest. Originally brewed for trading meetings with elves.) 
  And either 
  Flourish of Spring 
  (Thin rows of soft Goat’s cheese within which delicate crisp greens have been intertwined) 
  Or, 
  Flourish of Summer 
  (Fine disks of lightly fried potato, with a light cream sauce. The disks are crunchy, and meant to be eaten by hand.) 
   
  First Course 
  (Traditionally of medium size, and bears a more savory tone with several distinguishing flavor highlights)  
  Pelor’s Light 
  (Brilliant gold light ale with a light taste and low alcohol content) 
  Or, 
  Eternal Spring 
  (A copper ale blended in the Crystalmist style but with hops and malt originally from Elyssium and the Beastlands) 
   
  And either 
  Harvest Lamb 
  (Shanks of lamb in spices and an amber-hued reduction sauce, accompanied by fresh herbs. Typical of Clan Underfoot, 
  as living in the foothills of the Crystalmists affords them access to many sheep, as well as a wide variety of spices. Clan 
  Underfoot typically serves this dish during sacred days, or during weddings.) 
  Or, 
  Hillside Risotto with House Cured Duck Ham 
  (Rice cooked in tender meat and seasoned with cheese and saffron, with a side of flavorful duck meat. A house specialty, 
  it is an upscale version of traditional meals made by the Ffolk of Ystrad Cloer) 
   
  Second Course 
  (The second course is traditionally a heavy dish, reflecting dwarven favor for meat dishes and full of flavor)  
  Thane’s Glory 
  (Dark stout brewed in the traditional manner of the master ale smiths of Clan Deepholm.) 
  Or, 
  Obad-Hai’s Sacrifice 
  (Honey-brown with an initial taste that rejuvenates and a bitter finish that reminds you of what has passed.) 
  Or, 
  Sal-laien 
  (This white wine’s name means ‘Tears of Silver’ in Elven. It is also called Salilalyain in Sylvan or ‘Lover’s Silver Tears’ by 
  the Fey, for its silky palate and its aroma that evokes memories of friends and loved ones.) 
  And either 
  Forge-Kissed Steak 
  (Tender steaks that sizzle on a bed of stones. A new forge is celebrated by each family providing a stone from their forge. 
  The stones are heated and meat cooked and shared. In this way, the new forge becomes a part of everyone). 
  Or, 
  Slow-Roasted Salmon over Copper 
  (Herb-seasoned salmon laid over a bed of greens. A side of copper-colored potatoes drizzled with mixed melted cheeses 
  is served in a small skillet. This is a local dish, fresh from the fields and Blue Oyt river. A favorite of the Hornwood Elves.) 
   
  Final Offering 
  Hearth-Desert 
  (A selection of small sweet cakes, typically served in Deepholm) 
  Or, 
  Sheppard’s Sweetheart 
  (A mixed berry tart, with an almond crust and sugar glaze finish) 
   
   
   
  GEO7-05 The Orb of War 
   
  Page 55 
  
  GEO7-05 The Orb of War 
   
  Page 56 
   
  Critical Event Summary: GEO7-05 The Orb of War 
  For use only at Ottercon 2007 
  1.  Were the PCs successful at establishing a trade route to Deepholm?  
   
  Yes 
   
  No 
   
  If so, list player names/PC names here along with their level of success: 
   
   
   
   
   
  2. Were any PCs captured? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
   
   
   
  3. Did the PCs retrieve the Orb of War? 
   
   
   
   
   
   
   
  Yes 
   
  No 
    
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/597/Normal Scenarios/GEO7-04 - Orb of War (APL 4-10)/GEO7-04 - Orb of War.pdf