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  • Caves of Chaos - Orcs

    4e D&D, Advice/Tools, Dungeon Masters, Encounters

    Just a note as I progress through this.  The posts on the Keep On The Borderlands should not be considered 100% final.  I really appreciate any feedback I get.  I’ll incorporate that will my own playtest restults when I put up the full module in the downloads section.  If you have ideas and inspiration, let me know.  I really appreciate the feeback that I’ve received so far.  Also, I don’t think I have all the monster cards posted for that I use in this module.  I might, but I’m not 100% sure.  If you can’t find a specific monster and you need its stats, just email me and I’ll get it to you.

    Cave B: Irontooth Orcs.

    Lighting: Orcs in 4th edition don’t have darkvision, so they keep torches or fires burning to light thier caverns when they are awake.  During the day (which is the Orc’s night) all passages will be dark.  Areas 7, 8, 10, and 12 will be dimly light.  Area 9 will be dark.  At night (the Orc’s day), all areas except area 11 will be brightly lit and all passages will be dimly lit.  Area 11 will always be dark.

    Entrance:This cave is littered with many heads of several different humanoid races, including, dwarves, halflings, humans, elves, goblins (many goblins), kobolds, hobgoblins, and orcs.  Some are more fresh than others.  If the characters look closely they will discover that three of the human heads appear to be quite fresh.  A perception check DC 20 will reveal to any character who received the description of the lost patrol that these heads match the description of three of the patrol members.  The heads are on the outside of the cave as well as the entrance to the cave and the entrance area.  One of the heads is an actual live orc who is on watch here.  A DC 22 perception check is required to notice that the head is not damaged like the others.  The orc is on a raised platform and the PC’s will have to climb up to inspect it closer.  If anyone attempts to make this inspection, the orc will run to raise the alarm rather than risk getting stabbed in the eye.

    If the PC’s haven’t learned it already, they will discover that they absolutely must not allow the monsters to band together or the will be overwhelmed by sheer numbers.  If the PC’s fight and then run away, the orcs will be much more watchful for the next month.  Orc losses cannot be replaced, so it may become a tactic to whittle down the orcs bit by bit.  Grimtooth, the chief and his guards will fight to the death if provoked, though the orc eye of Gruumsh (the tribe shaman) will lead away all the orc drudges (minions) to join the Fearclaw clan if half the guards are killed.

    Area 7, Guard Room: The watcher in the alcove of area 8 ducks down and slips another orc head in his place as soon as the PC’s turn their back.  He will alert the other guards in area 8.

    2 Orc Berserker 4 Brute 350
    2 Orc Raider 3 Skirmisher 300
    encounter Level 2 Total 650

    The guards in area 7 will be very tired during the day, and will take a -2 to any perception checks that they make until fully roused.  At night they will be wary.   If the PC’s make no overt threats, they may attempt diplomacy to convince the guards to find someone in charge.  If the watcher has alerted the guards in area 8, they will set up an ambush in the passages between areas 8 and 9.  They will hold their ground, allowing the guards in area 7 to handle the situation.  The guards in area 7 will attempt to push or lure the PC’s into the ambush.  If the sounds of combat die down, the guards will wait for one of their comrades.  After 2 rounds if nobody comes they will send someone to alert their chief in area 12.  The chief will come to join his guards and send the messenger to alert the rest of the tribe in area 10.

    There is a fire burning here, and the area is cluttered.  There is a risk of fire if combat takes place in squares adjacent to the fire.

    If the PC’s try to negotiate, a they will have to speak Giant. Or become creative in how they act (putting away weapons, offering gifts etc.)  Only the chief, and the shaman speak common.  The Bluff/Diplomacy DC is 15 to convince the guards not to attack.  The PC’s can retreat without harm, though they will be warned not to come back.  Another successful bluff/diplomacy check will convince the guards to take them to their chief (in area 12).

    Area 8: Guard Room

    2 Orc Berserker 4 Brute 350
    2 Orc Raider 3 Skirmisher 300
    encounter Level 2 Total 650

    This guard room is set up very much like area 7.  The guards here tend to play more dice and cards and rely heavily on the watcher.  They take a -2 to their perception checks at all times because they are focused on thier gambling.

    If alerted they will attempt to work an ambush.  They will try to take advantage of the darkness in area 9 when setting their ambush.

    Area 9: Banquet Hall. This area is cluttered with tables and chairs.  This room should be considered difficult terrain, and it is dark during the day.  The tables are cluttered with dishes and scraps of food.  Nobody is in this room right now.

    Area 10: Common Quarters. This is where everyone sleeps.  There are beds for the guards, but they will be empty as the guards will be on duty.  The drudges and shaman spend much of their time here.  If you are running a more mature game, then this area would also be treated as an orc brothel.

    If the PC’s have somehow managed to reach this area without alerting the entire tribe, then the shaman will first attempt to negotiate.  The drudges here should be played as women and children.  In combat they will reach for any improvised weapon they can.  It should be clear to the PC’s that they are cutting down innocent bystanders with no aggressive intentions.

    If the PC’s convince the shaman that the guards are dead (either through truth or lies), he will ask to take the women and children to safety.  If allowed he will take them to Cave C area 15.  If the orcs in cave C are dead he will lead them into the wilderness.

    Name Level Type XP
    10 Orc Drudges 4 minion 440
    1 Orc Eye of Gruumsh 5 controller 200
    encounter Level 2 Total 650

    Area 11: Storage. The door is locked.  The chief has the key.  This is a storage area full of food and supplies.  There are two battle axes here in good condition, but otherwise there is nothing of real value here.  The dried meat is from different animals and humanoids.  The alcohol in the barrels appears to have been made with beets.

    Area 12: Chief’s quarters. Grimtooth and his two concubines live here.  He values the females for their ferocity and strength.  The floor is covered with furs, and a fire in the corner keeps things warm.  A tapestry conceals a secret door leading to area 13 and another tapestry covers the small alcove to the west.  The alcove is used as a treasury.

    If the PC’s gain an audience with him, he will happily negotiate.  Otherwise he will fight to the death.

    1 Orc Chieftain 8 Brute 700
    2 Orc Bloodragers 7 Brute 1200
    encounter Level 2 Total 1900

    At this point it should be noted that this combat is going to be extremely difficult for a low-level party, if not impossible.  If combat is going to happen there are different ways of making it easier:

    • Having the bloodragers (guards) be out scouting and return later.
    • Have the PC’s come in during a conflict, i.e. one of the concubines attacks him in a jealous rage or they both attack him to try to supplant him.
    • The Chieftain is sick and unable to fight.

    In any instance modify XP appropriately.  If the PC’s choose to negotiate, and come before him in peaceful terms it should be clear that he is a powerful adversary and will have to be dealt with carefully.

    If the PC’s try to negotiate a deal to explore the caves for ore, he will charge them 10 gp, and allow them to search every room (under guard), except his own quarters.  The treasure room, however, is the only room that shows signs of ore.

    He is willing to hire his guards out as mercenaries to Drell (or pretty much anyone), but Drell will not hire them at any cost.  If the PC’s try to negotiate a deal, allow them to start a skill challenge, but they will fail.  After their failure, Chant Havelove will approach the PC’s and offer to negotiate with the orcs.  Chant will attempt to recruit the orcs to fight for the cult of Cyric.  He will convince the orcs to take their stuff and join the raider camp.  If this happens, the shaman will lead the drudges into the wilderness and the military orcs will all join the raiders.

    Chant’s negotiations should appear to be positive.  The PC’s should be rewarded with XP and treasure for clearing out the cave area.

    The PC’s can also ally themselves with the orcs to attack the goblins and hobgoblins.  Managing such a large group in the narrow tunnels might be difficult, but it could be managed.

    These orcs did not attack or kill the patrol that was sent.  They pay the kobolds to bring them heads.  If asked about the heads they will refer to the kobolds.  The kobolds will inform the PC’s that they heads were collected in the hobgoblin caves.

    Area C: Fearclaw clan.

    This cave is littered with dried leaves and debris.  This debris has been placed here intentionally, and anyone with a DC 18 perception will notice this.  The debris makes sneaking very difficult (stealth at -4).

    The fearclaw orcs are much more subtle and sneaky than their cousins.  They have strung a series of tripwires throughout their halls.  The perception DC to spot a tripwire is 20, but can be disabled with a DC 15 thievery check.  Tripping a tripwire causes  a clutter of debris to fall that makes a loud noise which will alert the guards in room 14 and 15.

    The fearclaw orcs originally migrated here from the abbey across the river.  When the dragon began enslaving the humanoids there they fled here.  None of the orcs like to talk about that past and won’t bring it up.  If asked they will simply say that life is better now than before.  If pressed, any of them might reveal that they fled a dragon beneath the abbey across the river.  If asked how they managed to cross the river, they will tell a terrifying story of building a shoddy raft and many of the orcs drowning in icy waters.

    Lighting: During the day the halls are dark and the rooms are dimly lit by small stoked fires.  At night time, when the orcs are active the halls are dimly lit and the rooms are brightly lit.

    Area 13: This is a secret room linking the chieftains of the two orc tribes.  It is essentially empty, but if either chief is hard pressed they will flee here to get help.  This room is always dark.

    Area 14: This is a common chamber or hall.

    Name Level Type XP
    1 Orc Bloodrager 7 Elite Brute 600
    4 Orc Drudge 4 Minion 175
    encounter Level 3 Total 775

    If any of the wires are tripped, the orcs here will be armed and ready.  The orcs will not immediately attack.  If they are not provoked, they will direct the PC’s to the chieftian.  Then they will move to block the exits.

    Area 15: Lounge

    Name Level Type XP
    6 Orc Drudges 4 Minion 264
    2 Orc Berserker 4 Brute 350
    encounter Level 3 Total 614

    The bulk of the orc population hangs out here.  If no wires have been tripped they will be found eating, drinking, and relaxing.  Otherwise they will behave like the orcs in area 14.

    Area 16: Gripclaw

    These are the quarters of chief Gripclaw and his fellows.  Gripclaw is at heart lazy.  He has no real desire to fight with the PC’s and no real desire to negotiate either.  If they walk away and leave him alone he will be perfectly content.  However it will be immediately obvious to anyone with any mining experience that these caves hold the most promise.

    If pressed to negotiate with Lord Drell, Gripclaw will agree to leave for 100 gp.  He will not accept any offers for mercenary work, but Chant Havelove will seek to participate in negotiations if approached.  Chant won’t be able to convince them the join his side, however, Gripclaw can be bribed to give away Chant’s intentions.

    Gripclaw will join in an attack on the goblins if the PC’s can convince Grimtooth to approach him personally.

    If the tribe faces extenction, Gripclaw will take any remaining followers, including any of the orcs from area B, and flee into the wilderness.  If the raiders are still alive he will find them and join them.  Being driven from his home again and losing everything in the process will stir the bitter taste of revenge in Gripclaw.

    Name Level Type XP
    2 Orc eye of Gruumsh 5 Controller 400
    Orc Chieftain 8 Elite Brute 700
    2 Orc Berserker 4 Brute 350
    encounter Level 3 Total 1450

    If the PC’s attack and withdraw, Gripclaw will try to evaluate their strength.  If none of his men were killed he will try to improve his defenses and stay alert.  If he lost men, he will consider hiring the bugbears or ogres to help him out.  If he lost more than 40% of his force, he will flee.

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