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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 />

28

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