Background
Key to Map
- Entrance hall: No monsters but trapped with a tripwire across the floor near the entrance door linked to a series of bells. This will alert the orcs in the guard posts (areas 2 & 3 who will investigate).
- North guard post: 3 orcs (hp 6, 3, 5)
- South guard post: 2 orcs (hp 2, 5)
- 2 orcs (hp 4, 2) + 1 orc leader (hp 8). They will let the other orcs in areas 2 & 3 investigate any alarm in area 1, but will emerge and join in if their fellow orcs yell for help.
- 4 giant ferrets (AC 5, Move 150', HD 1+1, hp 5, 6, 3, 3, THAC0 19, Att 1 bite for 1d8, save as F1, Ml 8, Align N, XP 15 each). These ferrets are partially tamed by orcs but will attack any other humanoids. They are not yet trained enough to guard the entrance.
- Living chamber: 10 orcs (hp 6, 6, 5, 5, 4, 4, 3, 3, 2, 2) are gathered around a campfire with a roasting pig on it.
- Empty
- Training hall: 4 orcs (hp 5, 7, 5, 3) + 1 orc leader (hp 8) are using spears and hand axes against wooden dummies. There are also some wooden training weapons on hooks on the wall.
- Orc chief's lair: Orc chief (AC 5, Mv 90', HD 4, hp 15, THAC0 16, Att 1 weapon for 1d6+2, Save as F4, Ml 10, Int 10, Align C, 75xp) who wears a chain mail shirt and wields a magical mace +1. In a chest in the corner is the tribe's main treasure: 800gp, 5500sp and 4 amethyst gems worth 100gp each.
- Second living chamber holds 6 orcs (hp 7, 4, 6, 6, 2, 3) and 8 crude straw mattresses on the floor where orcs sleep.
- Store room: This room contains various boxes and barrels of food and drink. Most of it is of little value (maybe 5sp each for barrels of salted meat) but among them is a cask of fine Thyatian wine worth 200gp to a connoiseur. Also here is a bundle of furs and hides seized from Maevig by the orcs. The bundle weighs 500cn/50lb and is worth 300gp in total. Generous characters might hand this back to Maevig.
- Rubbish dump: 9 giant rats (AC 7, Move 120', HD 1/2, hp 2 each, THAC0 20, Att 1 bite for 1d3, save as F1, Ml 8, align C, XP 7 each). This room is absolutely foul with piles of filth in the corners. The rats are defensive - they won't attack intruders immediately but will try to scare humanoids away but will retaliate if attacked or intruders won't leave. There is nothing of value here.
- Shaman's shrine: This room contains the mutated orc shaman (AC 6, Mv 120', HD 2, hp 10, THAC0 19, Att 2 weapons for 1d6/1d6, or spell, Save as C2, Ml 8, align C, XP 30). The shaman is clearly not normal, having sprouted both a third leg and a third arm (which wields his second weapon). His studded leather armour has been heavily modified to accommodate this new body. In addition one side of the shaman's face is covered in gross warts and pustules. Despite this the shaman can still cast spells and has prepared both Darkness and Cure/Cause Light Wounds. In the northwest corner there is the shaman's shrine and idol of a fierce orcish warrior deity. Around the idol's neck is the amulet with its glowing eldritch crystal. In addition the shaman has his own treasure in a sack behind the idol: 2300sp, a jade gem worth 300gp and a bejeweled silver dagger (non-magical but still effective against creatures vulnerable to silver weapons) worth 300gp.
- Mutant orcs. These 2 orcs were assisting the shaman when he briefly released the eldritch crystal from the safety of the amulet, and have shared similar afflictions. Brakk now has 9" tusks sprouting from the side of his mouth which he is learning to use in combat. He also now has a mane of shocking green hair. Voss has been reduced in height due to his legs suddenly shrinking to half their normal size but he is also covered in crocodile-like scales that give him additional protection.
Brakk (mutant orc): AC 6, Mv 90', HD 1 , hp 6, THAC0 19, Att 1 weapon/1 tusk for 1d6/1d3, Save as F1, Ml 8, align C, XP 10. Brakk wields a hand-axe and has studded leather armour, and has 10sp treasure.
Voss (mutant orc): AC 4, Mv 30', HD 1, hp 6, THAC0 19, Att 1 weapon for 1d6, save as F1, Ml 8, align C, XP 10, Voss wields a mace and uses his new mutated hide instead of armour. He has 15sp treasure. - Slave quarters: 10 kobolds (AC 7, Mv 60', HD 1/2, hp 3 each, THAC0 20, Att 1 dagger for 1d4, Save as NM, Ml 6, align C, XP 5) + 3 orcs (hp 4, 3, 5) as guards. Despite their lowly status, the kobolds have been allowed to have any copper pieces the orcs come across and as such they have accumulated 760cp which they keep in a earthenware vase in a corner. There are also various food scraps and pieces of bedding and dirty blankets.
- 1 giant toad (AC 7, HD 2+2, hp 11, THAC0 18, Att 1 bite for 1d4+1 or tongue for special, Save as F1, Ml 6, align N, XP 35. It has a sticky tongue that can shoot out to 15' and drag dwarf-size or smaller creatures to it to be bitten. On a to hit roll of 20 small prey will be swallowed whole, taking 1d6 damage each round thereafter. The kobolds in area 15 are rightly terrified of this creature and refer to it as "the slimy death". There are 3 kobold skulls and assorted small bones around the toad's lair as well as a single small amber gem worth 50gp.
- Empty
- Empty
- 2 giant bats (AC 5, Mv fly 180'/crawl 30', HD 2, hp 6, 9, THAC0 18, Att 1 bite for 1d4, save as F1. Ml 8, Align C, XP 20 each). The bats can come and go using a vertical chimney that connects this cave to the outside.
Equipment: Leather armour, shield, spear, 10sp each




















