TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
TSR 9360 - WGR2 - Free
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them against the PCs, waiting for the most<br />
dramatic moment to reveal that they have<br />
apparently gone over to Vestra’s side.<br />
The DM should also remember that the opponents<br />
with purple eyes have been charmed<br />
by Vestra, and are not really responsible for<br />
their actions. PCs of good alignment should<br />
probably be warned of this before they go<br />
hacking away at anyone who attacks.<br />
1. Foyer<br />
This is just a square room with four doors.<br />
Small heaps of rubbish lie in the southeast<br />
and northeast corners, looking like they were<br />
hastily and halfheartedly swept into piles. The<br />
orcs assume their chief knows what he is doing<br />
by letting this human woman and her followers<br />
into their warren, but are not pleased<br />
by her orders to tidy the place up.<br />
The west door is standing open, and leads to<br />
the secret door used for the ambush.<br />
2. Ogre Barracks<br />
Animal furs and carcasses are scattered<br />
throughout this room, and several stone<br />
spears are propped against the walls. ?tyo<br />
ogres are asleep when the PCs enter, but the<br />
slightest noise will awaken them instantly. If<br />
there was no ambush in the entryway, there<br />
will be four ogres here.<br />
Ogres (2 or 4): Int Low; AL CE; AC 5; MV 9;<br />
HD 4+ 1; hp 29, 33 (32,30);#AT 1; Dmg 1-10:<br />
THACO 17; SA +2 to damage; ML special.<br />
Examination of the carcasses will show that<br />
they are the remains of cattle, probably some<br />
of those reported missing in the recent raids.<br />
3. Frozen Storage<br />
This room is Vestra’s idea of a combination<br />
meat locker and home-away-from-home. The<br />
walls, floor, and ceiling are covered with a<br />
thick layer of ice and frost, although it is difficult<br />
to see the walls because of all of the slabs<br />
of meat hanging from hooks. The source of the<br />
cold is a vicious winter wolf that Vestra keeps<br />
as a pet. One of the first things that Vestra<br />
does when she recruits someone is bring them<br />
to this room so that the wolf can learn their<br />
scent. Anyone who enters the room that the<br />
wolf does not recognize will be attacked immediately.<br />
Winter Wolf: Int Ave; AL NE; AC 5; MV 18;<br />
HD 6; hp 48; #AT 1; THACO 15; Dmg 2-8; SA<br />
frost breath weapon once per 10 rounds for<br />
6-24 damage (save vs. dragon breath for half<br />
damage) SZ L; ML 13; XP 975.<br />
4. Orc Barracks<br />
This room contains twelve crude wooden<br />
cots, a crooked table and several mismatched<br />
chairs, and a few odd bits of broken furniture<br />
that might once have been recognizable. The<br />
walls are decorated with obscene paintings<br />
and obnoxious slogans (which must have been<br />
written for the orcs by the humans).<br />
Scattered about the room are items that obviously<br />
were stolen from caravans: large bolts<br />
of ornate fabrics (now stained and torn), assorted<br />
copper and silver pieces, and fur pelts.<br />
The DM may add specific items if he wishes,<br />
but there should be nothing of true value in<br />
the orcs’ quarters.<br />
There are twelve orcs in the barracks, gambling,<br />
drinking and carrying on. At first, they<br />
will ignore the PCs, assuming that they work<br />
for Vestra (otherwise, what would they be doing<br />
there?). If the PCs act casually, they might<br />
even get the orcs to tell them a bit about Vestra’s<br />
organization and plans. As soon as the<br />
PCs slip up or start acting suspicious, however,<br />
the orcs realize that they are being had<br />
and attack.<br />
Frustrated by having to get along with the<br />
humans in Vestra’s troop, the orcs relish the<br />
opportunity to finally kill someone other than<br />
helpless women and oldsters. During the ensuing<br />
melee, they try to smashchairs over the<br />
PCs heads, hurl ill-shaped crockery at them,<br />
and generally fight in a barroom-brawl-like<br />
fashion.<br />
Most likely, fighting the orcs will alert the<br />
rest of the complex to the PCs’ presence (if it is<br />
not already known). A fight will certainly<br />
bring the orc chieftain running from his private<br />
quarters (see below). After this fight, it<br />
will be a matter of minutes before Joran shows<br />
up with his men.<br />
Oms (12): Int Average; AL LE: AC 6; MV 9;<br />
HD 1; hp 6; #AT 1; Dmg 1-8/1-8 (axe) or DM’s<br />
discretion for chairs, bottles, etc.; THACO 19;<br />
SZ M; ML 12; XP 15.<br />
5. Orc Chieftain<br />
Unbelievable, but the decorations in the<br />
chiefs quarters are even more disgusting than<br />
those in the orc barracks. A rickety wooden<br />
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