BDK3-04 - Torrock - S Bane (Bluff Hill - S Silver 2)

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The document discusses an adventure involving stopping the rampage of the ogre Torrock in the Bluff Hills region. The players' characters are between levels 3-13.

Torrock was instructed to infiltrate the tribe of ogres guarding the Perdition Silver Mine, find the location of the mine and the forces guarding it, and report back.

Xavendra threatens that if Torrock does not have an extraordinary explanation for his actions, he can expect to spend a long painful time entertaining her guest below.

BDK3−04

Torrock’s Bane
A One Round D&D LIVING GREYHAWK®
Bandit Kingdoms Regional Adventure
Version 1.0

by Jimmy B. Ellis
Reviewed by Jason Bulmahn

Torrock, a powerful ogre leader, continues to spread evil, death and ruin throughout the Bluff Hills region. Can you
bring an end to his rampage? An adventure for characters levels 3-13. Part two of the Bluff Hills Silver series.

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 the author. To learn more about the Open Gaming License and the d20 system license, please visit
www.wizards.com/d20

DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc.
LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for
tournament use only and may not be reproduced without approval of the RPGA Network.
This is an RPGA® Network scenario for the Dungeons & boxes. It’s strongly recommended that you paraphrase the
Dragons® game. A four-hour time block has been player text instead of reading it aloud. Some of this text is
allocated for each round of this scenario. The rest of the general and must be adapted to the specific situation or to
time is spent in preparation before game play, and actions of the player characters.
scoring after the game. The following guidelines are here
to help you with both the preparation and voting Scoring
segment of the game. Read this page carefully so that you After the players have completed the scenario or the time
know and can communicate to your players the special allotted to run the scenario has run out, the players and
aspects of playing an RPGA scenario. DM score the game. Complete the RPGA scoring grid
with names and RPGA numbers only, and the event
Preparation information at the top. RPGA no longer uses voting for
First you should print this scenario. This scenario was any reported results. Give the Scoring Packet to your
created to support double-sided printing, but printing it event coordinator.
single sided will work as well. There is enough room along
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It
may help to highlight particularly important passages.
When you run an RPGA D&D adventure we assume
that you have access to the following books: the Player’s
Handbook, the Dungeon Master’s Guide, and the Monster
Manual. We also assume that you have a set of dice (at least
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is
also a good idea to have a way to track movement during
combat. This can be as simple as a pad of graph paper and a
pencil, as handy as a vinyl grid map and chits, or as
elaborate as resin dungeon walls and miniatures.
Instruct the players either to prepare their characters
now, or wait until you read the introduction, depending on
the requirements of the scenario as described in the
introduction.
Keep in mind that you must have at least three players
(not counting the DM), for the game session to be a
sanctioned RPGA event. As well, you cannot have more
than six players participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
should have the player’s name at the bottom, and the
character’s name, race, and gender at the top. This makes it
easier for the players (and the DM) to keep track of who is
playing which character.
The players are free to use the game rules to learn
about equipment and weapons their characters are
carrying. That said, you as the DM can bar the use of even
core rulebooks during certain times of play. For example,
the players are not free to consult the Dungeon Master’s
Guide when confronted with a trap or hazard, or the
Monster Manual when confronted with a monster.
Some of the text in this scenario is written so that you
may present it as written to the players, while other text is
for your eyes only. Text for the players will be in gray

Torrock’s Bane Page 2


This is a LIVING GREYHAWK Adventure. As a LIVING 4. If you are running a table of six PCs, add one to that
adventure it is expected that players bring their own average.
characters with them. If players do not have a LIVING
GREYHAWK character generated, get a copy of the By following these four steps, you will have determined
current LIVING GREYHAWK character generation the APL. Throughout this adventure, APLs categorize the
guidelines, and a character sheet from your convention level of challenge the PCs will face. APLS are given in
coordinator or the RPGA Web site, ant then have any even-numbered increments. If the APL of your group
players without a character create on. Once all players falls on an odd number, ask them before the adventure
have a LIVING GREYHAWK character, play can begin. begins whether they would like to play a harder or easier
Along with the other materials that you are assumed adventure. Based on their choice, use either the higher or
to have in order to run a D&D game, it is also the lower adjacent APL.
recommended that you have a copy of the LIVING APL also affects the amount of experience you may
GREYHAWK Gazetteer. gain at the end of the adventure. If your character is three
character levels or more either higher or lower than the
Living Greyhawk Levels of Play APL this adventure is being played at, that character will
Because players bring their own characters to LIVING receive only half of the experience points awarded for the
GREYHAWK games, this adventure’s challenges are adventure. This simulates the face that either your
proportioned to the average character level of the PCs character was not as challenged as normal, or relied on
participating in the adventure. To determine the Average help by higher-level characters to reach the objectives.
Party Level (APL): Note: LIVING GREYHAWK adventures are
designed for APL 2 and higher. Three or four, or
1. Determine the character level for each of the PCs sometimes even five 1st-level characters may find
participating in the adventure. difficulty with the challenges in a LIVING GREYHAWK
2. If PCs bring animals that have been trained for adventure. If your group is APL 1 there are two things
combat (most likely being war horses, dogs trained that you can do to help even the score.
for war), other than those brought by virtue of a class
ability (i.e. animal companions, familiars paladin’s 1. Attempt to create a table of six 1st-level characters, or
mounts, etc) use the sidebar chart to determine the try to enlist higher-level characters to play at that
number of levels you add to the sum above. Add each table.
character’s animals separately. A single PC may only 1. Advise characters to buy riding dogs to help
bring four or fewer animals of this type, and animals protect them, and fight for them. All riding
with different CRs are added separately. dogs are considered trained to attack. PCs who
want their dogs to attack must succeed at a
Mundane Handle Animal or Charisma check (DC 10).
# of Animals
Animals Effect on Failure indicates that the animal will not attack
APL that round. This is a free action (spoken
1 2 3 4
command) that may be attempted each round. If
1/4 & 1/6 0 0 0 1 an animal loses half or more hp in a single
1/3 & 1/2 0 0 1 1 round it flees, unless another check is
successful.
1 1 1 2 3

Time Units and Upkeep


CR of Animal

2 2 3 4 5

3 3 4 5 6 This is a standard one-round Regional adventure, set in


the Bandit Kingdoms. Characters native to the Bandit
4 4 6 7 8
Kingdoms pay one Time Unit per round, all others pay
5 5 7 8 9 two Time Units per round. Adventurer’s Standard
Upkeep costs 12gp per Time Unit. Rich Upkeep costs
6 6 8 9 10
50gp per Time Unit. Luxury Upkeep costs 100gp per
7 7 9 10 11 Time Unit.
3. Sum the results of 1 and 2, and divide by the number
of characters playing in the adventure. Round to the
nearest whole number.

Torrock’s Bane Page 3


Background convinced the Eiger tribe of orcs to join forces with him
and act as overseers of the human slaves, as well as grunts
This adventure takes place in and around the Bluff Hills in his fast growing army. Torrock was now in possession
region of the Bandit Kingdoms. A powerful ogre, of a working silver mine and in control of a large group of
Torrock, has united the tribes of ogres, orcs, and hill ogres and orcs. This is when the demon blade Froneux
giants in this region. His forces have been attacking started planting seeds of rebellion in Torrock’s black
settlements and caravans around the Bluff Hills and into heart.
the Fellreev. Life in these areas has become increasingly Torrock continued to unite other tribes of ogres,
hazardous. orcs, and hill giants under his control until he became a
Within the Bluff Hills is the Perdition silver mine. powerful force to be reckoned with. With his power
Until recently the human wizard, Traflgar the swelled to greater levels, he turned stag.
Transmogrifier had conned a group of over 200 ogres into When Torrock failed to report in, Xavendra
guarding the mine for him (see Iuz the Evil), while his attempted to use her powers to scry on him, without
friends, posing as human slaves, mined the silver. success. Reports reached her that Torrock had betrayed
Xavendra, Iuz’s governor over this area of the BK, has her and had begun attacking settlements in and around
long lusted for the Perdition mine’s silver and came up the Bluff Hills. Xavendra was furious. Not only had she
with a scheme to gain control. She found an not gained control of the Perdition Silver Mine, but also
exceptionally intelligent ogre named Torrock, gave him the attacks on settlements under her control reflected
special training, and assigned him the task of infiltrating badly on her leadership. Xavendra fears that if the other
the ogres guarding the Perdition Silver Mine. He then governors learn that she is responsible for the Torrock
was to report back to her so she could plan a way to take fiasco they will report this information to Iuz and insure
the mine as her own. her destruction.
In his search to find the Perdition silver mine, Xavendra is therefore extremely interested in
Torrock came near the greatsword Soul Forge and was solving the Torrock problem without anyone learning of
magically drawn to the sword. This soul-draining her involvement in the ogre leader’s rise to power. She
greatsword was previously owned and used by the demon needs to end the threat Torrock poses to her rule of the
Fronuex during Iuz’s invasion. The demon was in the area, and, as a bonus, put herself in the role of a hero by
Bluff Hills when the Crook of Rao was activated. Rather ridding the land of a serious threat. Finally, Xavendra’s
then being forced back to the Abyss, Fronuex desire to control the Perdition Silver Mine remains as
deliberately impaled his prime material body on the Soul strong as ever.
Forge, allowing his soul to be drawn into the sword. Along with her other efforts to solve this problem,
Fronuex used his powers to enslave the souls already Xavendra has assigned Captain Blain the task of running
trapped within the sword and twisted the magic of the Torrock to ground at all cost. In the scenario, BDK1-07
sword to his own purposes. Torrock’s Lair, the captain inducted a group of characters
Once Torrock found the Soul Forge, a magical bond to find out the location of Torrock’s main base of
was formed between Fronuex and Torrock. As long as operations.
Torrock possesses the Soul Forge, Fronuex can share Since then Captain Blain was promoted to Major. He
Torrock’s body. In essence Torrock became an Ogre has been gathering forces, by inducting every able bodied
shaped demon. man he can find, for an assault on Torrock’s base camp.
With the help of the Demon Froneux, Torrock easily Unbeknownst to the Major, his right hand man, Sergeant
discovered the location of the Perdition silver mine. He Aramil, is a double agent. Aramil is very loyal to the
exposed Traflgar the Transmogrifier as the wizard that he Major but has no love for Xavendra or the Old One. He
was and the ogres joyfully killed him. At least that is is secretly working with Fort Hendricks. With the Major
what the Ogres and Torrock thought. In reality what inducting any able body he can, including members of
they killed was a simulacrum of the wizard, who was that organization and Torrock’s forces sending raiding
away at the time gathering spell components. The wizard parties into the Fellreev, the people in the Fellreev are
has remained in the area awaiting the opportunity to anxious to see the Torrock threat ended.
recover some lost spell books, magical possessions, and to Meanwhile, Traflgar the Transmogrifier has learned
free his men. of Xavendra’s involvement in sending Torrock to the
Meanwhile, Torrock successfully challenged the Perdition mines. He is very angry with both Torrock and
ogre chieftain for leadership of the tribe, and truly Xavendra and is seeking ways to kill Torrock and
enslaved the silver miners who were already posing as undermine Xavendra. He is working with Sergeant
slaves. Since ogres are too large to enter the mines and Aramil. They hope to find a group of adventures to both
control the human slaves, Torrock successfully kill Torrock and find evidence linking Xavendra to

Torrock’s Bane Page 4


Torrock. They hope that during an attack by the Major’s Are any of the characters taking any special
forces, this group can infiltrate Torrock’s camp to find precaution to hide their identity?
proof of this connection and make sure that Torrock is
defeated. Aramil is wisely using Traflgar as a buffer
between the PC’s and Blain, so as to keep his identity as a Introduction
spy a secret. Your adventures have brought you east of the
Fellreev, and south of Senningford during the fall of
the year. Xavendra’s forces directed by Major Blain
Adventure Summary and Torrock’s forces of orcs, ogres, and hill giants are
Encounter One: Traveling south of Senningford the locked in combat throughout the region. Davil
characters are spotted by an invisible ogre mage. After Dunlap, a well-to-do merchant and wheelwright,
defeating a patrol of Torrock’s forces the characters are hired you to go to Senningford to collect his family
driven southward by an overwhelming force. and escort them to a safer location. But as is often the
Encounter Two: Continuing southward the party case in the Bandit Kingdoms, things have not gone
encounters a press gang forcefully recruiting people in to according to plan.
Major Blain’s army. Depending on their response, the Arriving at Senningford you discovered the
characters could willingly join Major Blain’s forces, they Dunlap manor to be a burned-out ruin. According to
could flee west into the Fellreev, or they could be town folk, last month Major Blain’s forces rode into
captured and coerced into helping out. If the characters town and conscripted every able-bodied man,
end up helping Major Blain’s forces, Traflgar the including the Dunlap guards, into Xavendra’s army.
Transmogrifier will contact them and ask them to find They then rode off leaving a small contingent behind.
proof of any connection between Torrock and Xavendra. A week later a large band of Torrock’s forces
Encounter Three: After fleeing into the Fellreev attacked the Dunlap manor and several other outlying
the characters are contacted by Traflgar the areas. They killed anyone who resisted and carried
Transmogrifier and asked to infiltrate Torrock’s camp, away the others, including the Dunlap family, as
find proof of any connection between Torrock and captives. The commander of the contingent sent
Xavendra, and make sure that Torrock dies. messengers off to alert the Major of the situation but
Encounter Four: While Major Blain’s forces stage a there has been no response.
frontal attack, the characters infiltrate the camp from the You left town just in time. As you moved
rear. They will do so by drinking potions of featherfall southward away from Senningford you were forced
and then jumping from the cliff to a rear escape tunnel into hiding as hundreds of orcs, ogres and hill giants
from Torrock’s private quarters. At APL’s eight and ten marched past your hiding place and laid siege to
they will then attack any sentries standing guard and Senningford.
enter the cave to Torrock’s quarters.
At APL’s four, six, and eight the characters must
make their way past a pit trap covered by an illusionary Encounter One
floor. Within the pit is an ooze.
At all APL’s the characters will navigate through
The Rock…
Once the coast was clear, you put more distance
Torrock’s quarters, and possibly find a collection of letters
between yourselves and Torrock’s forces. Tired and
from Xavendra to Torrock.
exhausted, the sun is setting as you set up camp in a
Encounter Five: The character will engage Torrock
small glade of trees. Now is the time to decide what
and his personal guards in combat.
your next course of action will be.

DM Preparation Give the characters a chance to discuss what they want to


Before beginning play the DM needs to obtain the do next. While they don’t know it an invisible ogre mage
following information about any of the characters played spotted the party and trailed them to their current
at the table: location. Once the party settles down and darkness has
fallen, he will leave to get reinforcements. He will cast
Did they play Torrock’s Lair? invisibility on the first of these reinforcements and they
Are they a member of or do they have influence with will move in and attack the party. The ogre mage will
either the Defenders of Greenkeep, Fanlareshen continue on to collect more reinforcements, which will
Elves, or Fort Hendricks? arrive at the end of this encounter.
Are any of the characters on the wanted list?

Torrock’s Bane Page 5


Have party member make a Listen check (DC 10) to APL 12
hear the approach of their invisible opponents. Five greatclubs (2.5gp ea.). Loot value – 12.5gp.

APL 4 [EL 6] If the characters defeat these forces, read the following:
Orc Soldier, Orc War3 (5): hp 22; see Appendix I.
As the last of your foes fall, the harsh sound of a battle
APL 6 [EL 8] horn echoes in the air somewhere above you. Off in
Ogre Lieutenant, ogre Bbn2/Ftr2: hp 66; see the distance, you see a ten- foot tall blue skinned
Appendix I. humanoid flying in the air. Pointing in your
Orc Soldier, Orc War3 (5): hp 22; see Appendix I. direction he yells out a phase in Giant. Even if you
don’t speak Giant, his meaning is clear, “There they
are, get them!” As you hear the battle roar of scores of
APL 8 [EL 10]
orcs and ogres coming from the north, the humanoid
Ogre Lieutenant, ogre Bbn2/Ftr2 (4): hp 66; see
vanishes from sight. You judge that the horde could
Appendix I.
be upon you within minutes!
APL 10 [EL 12] Make it clear that an overwhelming number of
Ogre Lieutenant, ogre Bbn2/Ftr2 (8): hp 66; see opponents are heading towards the characters and their
Appendix I. only hope of survival is to flee southward. They have
time to grab weapons but no time for in-depth looting.
APL 12 [EL 14] At higher APLs occasional views of ogre mages or
Hill Giant Captain, hill giant Ftr4: hp 156; see wyverns flying through the sky should prevent
Appendix I. characters from attempting to use flight northward as an
Hill Giant Guard, hill giant Bbn2 (4): hp 137; see escape option.
Appendix I.
After a trying night of fleeing Torrock’s forces, the
Tactics: These opponents will take advantage of their pressure has let up a little. However, the gestures and
reach and huge weapons to strike and disarm opponents comments made as you were pursued left little doubt
without provoking attacks of opportunities. The giants of what your fate would be should these forces
and ogres both use huge weapons so they are +4 vs large overtake you. From what you observed during your
weapons and +8 vs medium weapons. flight, it appears that Senningford has been
Once a character is disarmed, they will use Bull rush completely cut off and that Torrock’s forces are
to propel characters away from their weapon and into as making a major push forward from the north and
many of their buddies threatened areas as possible. northeast. Torrock’s forces appear to be setting up
Movement out of these threatened areas will provoke camps to rest for the day and may resume their push
attacks of opportunity. southward come nightfall.

Treasure: There is no time to do a through loot but Allow the characters to choose in which direction they
characters can grab weapons and shields. wish to flee now. They can head to the south, in which
APL 4 case they will encounter a press gang of Major Blain’s
Three battleaxes (5gp ea.), three mty comp longbows men searching for recruits to join the army (go to
+4 (250gp ea.), three large shields (10gp ea.). Loot encounter 2) or west into the Fellreev were they will
value – 795gp. encounter the Fellreev Elves (go to encounter 3).
APL 6
Greatclub (2.5gp), four battleaxes (5gp ea.), five mty
comp longbows +4 (250gp ea.), four large shields Encounter Two
(10gp ea.). Loot value – 1312.5 gp.
APL 8
…and the Hard Place
Four great clubs (2.5gp ea.), four mty comp longbows Major Blain has been sending press gangs out to forcibly
(250gp ea.). Loot value – 1010gp. recruit people into his army. Those refusing to volunteer
APL 10 are executed. He has even sent patrols into the Fellreev
Eight great clubs (2.5gp ea.), eight myt comp to capture “volunteers” from the ranks of Fellreev elves
longbows (250gp ea.). Loot value – 2020gp. and the Defenders of Greenkeep.

Torrock’s Bane Page 6


If the characters are moving south they will
encounter one of the Major’s press-gangs at mid- Otherwise the sergeant will respond:
morning. Read the following:
“From the looks of your gear and the fact that you’re
Coming over a rise you see a small group of mounted still alive, I can tell that you must be skilled fighters.
men. They clearly wear the livery of the forces of Iuz. Major Blain has need of your skills. Will you come
One of them looks at your group and with a cautious along willingly or do you need persuading?” He rests
wave they ride in your direction. his hand meaningfully on his weapon.

The press gang is 900 feet away and will ride in and out of Provided the characters agree to come along, he’ll
sight behind hills and corpse of trees several times before continue.
reaching the characters. Give the characters a chance to
react before continuing. If the characters attempt to “Good, come with me. After you’ve had a chance to
avoid the press gang keep in mind that the wizard has a get some food and rest, I’ll talk with you about a
raven as a familiar, one of many flying in the area special task I think you might be uniquely qualifies
(spotting and identifying one raven as the wizard’s for. By the way, if some of you have any trouble with
familiar is extremely difficult DC 35), and has been the powers that be, just know that out here in the
watching the party for some time now. If the characters front lines we overlook this kind of thing.”
attempt to flee, the press gang will give chase and attempt
to capture them. If the characters stand their ground If the party has questions the sergeant can, depending on
continue. what they ask impart the following information:

As the group rides forward you can see insignias If the characters attempt to flee from their
identifying them as members of Xavendra’s personal responsibility they will be considered deserters. The
forces. Some of you may even recall the particular penalty for desertion is death by one of many
symbol on their left breast. While most of this group different creative and painful methods devised by
stops about 30 feet away, one man with a sergeant the clerics of Iuz.
insignia on his shoulders rides up to you. Speaking By completing this task you will be doing a great
gruffly he states, “Don’t you know there’s a war going services to the people of the area. Save many lives
on? What is your business here?” and end much pain and suffering.
If you are successful in completing this task there is
The symbol on the soldiers will be recognized as Major a significant financial reward. (100 gold pieces per
Blaine’s crest if the PC’s have played Torrock’s Lair or APL total for the party, not for each character.)
succeed at a Knowledge: Local – Bandit Kingdoms check If you are successful in this task, the Government of
(DC 15). Lady Xavendra will owe you a debt of gratitude and
If the characters tell them of Torrock’s forces may be able to grant a pardon for past minor
heading south the sergeant will tell them: transgression (i.e. revoke Wanted!! status).

“Well, you’re lucky to be alive. As a matter of fact it’s At this point the characters can choose to go willingly
my lucky day as well. I’ve been looking for smart with the press gang or they can attempt to resist.
skilled fighters such as yourselves. Major Blain has This encounter can have one of several different
need of your services. Will you come along willingly outcomes:
or do you need to be persuaded?” He rests his hand
meaningfully upon his weapon. The characters could successfully resist the press
gang and then flee westward into the Fellreev. An
Provided the characters agree to come with him he’ll outcome titled Heck No, We Won’t Go.
continue. The characters could agree to join Major Blain’s
forces and accept a special assignment. An outcome
“Good, after you’ve had a chance to get some food and titled You’re In The Army Now.
rest, I’ll talk with you about a special task I think you The character could unsuccessfully resist the press
might be uniquely qualified for. By the way, if some gang, be captured, and accused of desertion. An
of you have any trouble with the powers that be, just outcome titled You Really Put Your Foot In It This
know that out here in the front lines we overlook this Time.
kind of thing.”

Torrock’s Bane Page 7


If the characters attack the press gang, on the first round bull’s strength on the Sergeant and one of the other
of combat the one of the fighters will blow on a horn fighters. Roll for these spell prior to combat.
three times. On the next round the character will hear
three horns respond from different points to the south. Heck No, We Won’t Go!
This will summon the aid of additional near-by troops, If the characters attack and defeat or successfully drive
which will begin arriving in ten minutes. off the press gang it will only be a matter of time before
The wizard will throw a Web spell (be sure to large numbers of Major Blain’s forces will arrive and
include some trees on the battle mat) and the press gang attack them. Do everything you can to urge the character
will initially attempted to capture the characters. If the to depart the area as rapidly as possible. The sound of
press gang began to take substantial damage they will approaching horns could be a great way to remind
switch to lethal attacks. If a character is incapacitated one characters that trouble is on the way. If characters
of the press gang will attempt to drag that character from attempt to search the bodies point out that they do not
combat and threaten to kill the character if the other have time to loot the bodies unless they want to be
characters do not drop their weapons and surrender. caught by the approaching reinforcements.
If several members of the press gang go down the Read the following:
rest will retreat and wait for the coming reinforcements.
Congratulations, you’ve managed to tick off two
APL 4 [EL 6] different armies. You now have three choices. You
Privates, human Ftr2 (2): hp 15, see Appendix II. can head south straight into Major Blain’s forces, you
Cavalry, male human Ftr3: hp 23, see Appendix II. can head north or east and play with Torrock’s forces
Wizard 1st Class, female human Wiz4: hp 21, see some more, or you can retreat into the Fellreev. The
Appendix II. only safe way out is to head into the Fellreev. What
do you do?
APL 6 [EL 9]
Sergeant, male human Ftr6: hp 45, see Appendix II. One minute after the end of the first battle, nine cavalry,
Cavalry, human Ftr 3 (4): hp 23, see Appendix II. one Sergeant, and one Wizard 3rd Class ride into the area
Wizard 1st Class, female human Wiz4: hp 21, see every other round. At APL’s 8 and up, every other group
Appendix II. to enter the area will be mounted on Hippogriffs instead
of horses.
APL 8 [EL 9] If the party decides to go to the Fellreev go to
Sergeant, male human Ftr6: hp 45, see Appendix II. Encounter 3.
Cavalry, human Ftr3 (4): hp 23, see Appendix II.
Wizard 2nd Class, female human Wiz6: hp 30, see You’re In The Army Now
Appendix II. Once the characters have agreed to accompany the press
gang the Sergeant will address them again.
If one or more of the characters played in Torrock’s
APL 10 [EL 10]
Lair the Sergeant will address them by name.
Sergeant, male human Ftr6: hp 45, see Appendix II.
Cavalry, human Ftr3 (6): hp 23, see Appendix II.
“(Character’s name) it will be a real good working
Wizard 3rd Class, female human Wiz8: hp 39, see
with you again. I doubt you remember me but I
Appendix II.
remember you, I was there when the Major gave you
that medal, “The Hero of Littlehill Fort”. Do you still
APL 12 [EL 12] have it? You know I was only a private back then.
Sergeant, male human Ftr6 (2): hp 45, see Appendix Now I’m a Sergeant, Sergeant Darton. Follow me and
II. I’ll find you a place to sleep and see that you get some
Cavalry, human Ftr3 (8): hp 23, see Appendix II. grub.”
Wizard 3rd Class, female human Wiz8 (2): hp 39,
see Appendix II. If none of the characters played Torrock’s Lair the
Sergeant will address them:
Tactics: In addition to their regular weapons, members
of the Press Gang will carry saps for doing 1d6+3 subdual “Welcome to the army. Follow me and I’ll find you a
damage. Earlier in the day the wizard cast mage armor on place to sleep and see that you get some grub.”
herself, bear’s endurance on herself and the Sergeant, and

Torrock’s Bane Page 8


Following your guides you head to the southeast. Torrock’s forces fighting the Major’s forces, a group
An hour latter you ride into an army camp. At the of skilled operative, you, will be able to sneak in
entrance two clerics of Iuz glare balefully at you and through the back and attack Torrock as he directs his
then proceed to look through a small stack of forces from the rear.
drawings. The Sergeant directs you to a tent, stating By the way, it might interest you to know that
someone will be there shortly with some food. He there is a bounty placed on Torrock’s head. I’d rather
then closes the tent flaps and leaves you alone. see you collect it than someone else.”

Give the characters a couple of minutes to discuss their If any of the characters are being hunted read the
situation. Secretly roll Spot and Listen checks (DC 15, following:
but make sure that at least one character is successful).
Success indicates that they either heard someone walk up “In addition it has come to my attention that some of
to their tent and stand quietly listening at the door or you have managed to get yourselves in trouble with
they spotted the shadow of two feet underneath the tent the powers that be. While you’re serving in
flap. One of the two clerics is standing outside their tent Xavendra’s army you will be immune to arrest and
trying to listen in on any conversations. If confronted he prosecution for those offences. Accomplish your
will be rude and arrogant and will continue to stand mission and the Major may be able to clear your
outside of their tent. This event is used to create an record entirely.
appropriate atmosphere so don’t spend too much time on Any questions?”
it.
A short time later some men will bring by some Give characters a chance to answer any questions. Aramil
plates of food and a half hour after that Sergeant Darton will only answer question pertaining to the mission itself.
will return with Sergeant Aramil. Characters who played He does not know what the PC’s will encounter once
Torrock’s Lair will recognize Sergeant Aramil as their they enter the rear exit. He does know that occasional
liaison during that adventure and Sergeant Aramil will patrols have been spotted entering or leaving through the
recognize them. Sergeant Darton will inform the exit. When the characters finish asking questions,
characters that Sergeant Aramil is in charge of special continue.
operations and will be the individual working with them
from here on out. He will wish everyone a good evening “Good, get some rest. You’ll be leaving to get into
and leave. position tomorrow morning.”
As stated previously, Sergeant Aramil is a double
agent working for Fort Hendricks and Major Blain. He Latter that night characters on watch will hear someone
knows the following information about the characters. whisper through the tent flap, “May I come in?” A
haggard-looking man quietly enters the tent.
If they played Torrock’s Lair he knows the name that Provided the characters agree to allow him to, the
they went by and what their skills were. man will enter. If the characters on watch haven’t
He knows if they are hunted and why. already awakened the rest of the party he will suggest
He knows if a character is a member of the that they do so. Once they are awake he will address the
Defenders of Greenkeep, the Fanlareshen Elves, or party.
Fort Hendricks.
“Good evening, I’m Traflgar the Transmogrifier” he
Looking each of you in the eye, Sergeant Aramil says quietly. “ I need your help. It has come to my
addresses the party. “As I’m sure you know, Torrock attention that you will be entering Torrock’s lair
as been raiding villages and caravans in the area and soon. If you happen to find any documentation
killing or enslaving the people. In spite of all our linking Torrock to any forces within the government
efforts his forces have continued to grow and he has I would very much appreciate it if you could get them
been expanding his territory. This needs to be to me. In addition, Torrock has my spellbooks. If you
stopped at all cost. can recover them for me, I will be willing to let you
The Major will soon mount a frontal assault on copy some of the ones that you need for your own
Torrock’s base camp. It is a heavily fortified position studies. Are you willing to do this?”
and the assault is most likely doomed to failure.
However, the attack is merely a cover so that you can If the party questions him about what he wants with the
successfully accomplish your mission. We know of a information. He will inform them that he has taken
back way into Torrock’s camp. With the majority of

Torrock’s Bane Page 9


great risk just coming to talk with them tonight and can’t As stated previously, Sergeant Aramil is a double
risk telling them any more then he already has. agent working for Fort Hendricks and Major Blain. He
Provided the party agrees to give him any knows the following information about the characters.
documentation they find, he continues:
If they played Torrock’s Lair he knows the name that
“Great. Complete these tasks for me and I’ll be sure they went by and what their skills were.
to return the favor with interest at some point in the He knows if they are hunted and why.
future.” He then backs out of the tent and disappears He knows if a character is a member of the
into the night. Defenders of Greenkeep, the Fanlareshen Elves, or
Fort Hendricks.
Move on to Encounter 4 Leap of Faith.
He looks at each of you briefly, and shakes his head.
You Really Put Your Foot In It This Time “This well never do,” he states, “Members of my units
Hands tied behind you backs and your equipment are not trussed up like pigs and treated with
piled on the back of a mule, you are driven across the disrespect.”
hills to an army camp, like pigs to market. Your Looking each of you in the eye, he softly asks, “If
captors briefly divert you to the side of camp and the I have you untied, do you give me your word not try
buzz of flies. Several bodies hang from trees like to escape?”
overripe fruit while others sway softy in the wind on
the pikes they were impaled on. Give each character a chance to respond. Provided they
“This is the fate of deserters,” the Sergeant states. are willing to give their word not to try to escape the
Just then a scream can be heard coming from the Sergeant will have their bonds cut.
camp. “Will the lucky ones anyway. The unlucky If anyone then attempts to escape a dozen archers
ones are entertaining the clerics.” He shudders (use stats for sergeants) will shoot at the character and
briefly. “I wouldn’t wish that fate on anyone. Well, then draw weapons and attack.
let’s get moving.”
As your captures drive you into camp two clerics Sergeant Aramil looks at each of you again. “You
of Iuz, with a pail of water, stop each of you, wipe know many men in this camp live in fear of offending
down your faces with a wet rag, and then look one of the clerics. If you want a real reason to know
through a stack of drawings that they have. fear, give me your word and then break it. Do we
understand each other?”
If any of the characters are on the wanted list, the cleric “Good, lets get out of this sun, get you something
will smile evilly, call the character by name and state, to eat and drink, and than we can discuss what I need
done and if you are the ones I need to do it.”
“Welcome, we’ve been looking for you. I’m sure you
and I will have a great time together.” The Sergeant will escort them to a tent arrange for some
You are then herded into a corral were your food and water to be brought and then leave the
bonds are checked and tightened. Leaving a dozen characters on their own for a short while to discuss their
men watching over you the Sergeant walks off. He situation.
returns a short time latter with a tall, blond, gray-eyed Two guards are stationed at the front of their tent,
man in chainmail. From the insignias on his uniform and one guard is stationed at each of the other three
you can tell that he is also a Sergeant. However, he is sides. If characters attempt to leave the tent the guards
also a member of Xavendra’s special forces. From the will gruffly inform the characters that they are not to
deference shown by the other troops it appears that leave their tent.
he may have more authorit y than most Sergeants. A short while later the Sergeant returns.
“Listen up,” states the first Sergeant, “this is
Sergeant Aramil, he’s in charge of special operations “Let’s get to know each other a little.”
and you are now under his command.” He then
salutes Sergeant Aramil and leaves. He’ll address characters that played Torrock’s Lair first.

Inform characters who played Torrock’s Lair that they “(Character’s names) I remember you from when we
recognize him. He was their liaison with Major Blain worked together before. Do you still have that
during that scenario. medal?”

Torrock’s Bane Page 10


Allow some discussion, having Aramil introduce himself “Alright then are you welling to work with me or
to the PC’s and attempt to determine their skills. should I contact the clerics about finding you some
other kind of work?”
“Ok, listen up, this is how this is going to work. I’m
going to explain what I would like for you to do. If Assuming the characters agree continue on.
you are welling to do this then let me know and you
will then be a temporary member of the Special “Good, get some rest. We’ll be leaving to get into
Forces under my command.” position tomorrow morning.”

If any of the characters are being hunted read the If the characters refuse the special assignment the
following: adventure ends here. Have the players mark off an
additional four time units on their AR’s as their
“In addition it has come to my attention that some of characters spend the next month digging latrines.
you have managed to get yourselves in trouble with Latter that night characters on watch will hear
the powers that be. While you’re serving with me you someone whisper through the tent flap, “May I come in?”
will be immune to arrest and prosecution for those A haggard-looking man quietly enters the tent.
offences. Accomplish the mission and the Major may Provided the characters agree to allow him to, the
be able to clear your record entirely.” man will enter. If the characters on watch haven’t
“If what I propose is not something your willing already awakened the rest of the party he will suggest
to do, let me know and you’ll spend the next couple that they do so. Once they are awake he will address the
of months doing nice safe jobs for the army like party.
washing potatoes, digging latrines or waiting on the
clerics. “Good evening, I’m Traflgar the Transmogrifier” he
“As I’m sure you know, Torrock has been raiding says quietly. “ I need your help. It has come to my
villages and caravans in the area and killing or attention that you will be entering Torrock’s lair
enslaving the people. In spite of all our efforts his soon. If you happen to find any documentation
forces have continued to grow and he has been linking Torrock to any forces within the government
expanding his territory. This needs to be stopped at I would very much appreciate it if you could get them
all cost. to me. In addition, Torrock has my spellbooks. If you
The Major will soon mount a frontal assault on can retrieve them and bring them to me, I will let you
Torrock’s base camp. It is a heavily fortified position copy those you need for your studies. Are you willing
and the assault is most likely doomed to failure. to do this?”
However, the attack is merely a cover so that you can
successfully accomplish your mission. We know of a If the party questions him about what he wants with the
back way into Torrock’s camp. With the majority of information. He will inform them that he has taken
Torrock’s forces fighting the Major’s forces, a group great risk just coming to talk with them tonight and can’t
of skilled operative, you, will be able to sneak in risk telling them any more then he already has.
through the back and attack Torrock as he directs his Provided the party agrees to give him any
forces from the rear. documentation they find, he continues:
By the way, it might interest you to know that
there is a bounty placed on Torrock’s head. I’d rather “Great. Complete this one task for me and I’ll be sure
see you collect it than someone else. to return the favor with interest at some point in the
Any questions?” future.” He then backs out of the tent and disappears
into the night.
Give characters a chance to answer any questions. Aramil
will only answer question pertaining to the mission itself. Move on to Encounter 4: Leap of Faith.
He does not know what the PC’s will encounter once
they enter the rear exit. He does know that occasional
patrols have been spotted entering or leaving through the Encounter Three
exit. When the characters finish asking questions,
continue.
Fellreev Meeting
Entering beneath the shade of the Fellreev is almost
like entering a different world. Behind you are the
battles and cares of the Bluff Hills; ahead of you are

Torrock’s Bane Page 11


songbirds, trees, babbling brooks, peaceful meadows, Once the characters have gained the Elves’ trust they will
and shaded tranquility. And then you come upon the be directed to campsite, helped to set up camp, and
battle site. Huge trees have been uprooted and used provided with food and water. If the characters cannot
as clubs. The dead bodies of elves, humans, orcs, gain the Elves trust they will be directed to sit down
ogres, and hill giants lay tangled together like a where they are and make no hostile moves. They will be
gruesome game of pick-up-sticks. Obviously the required to remain where they are and the elves will
troubles of the Bluff Hills have spilled over into the rebuff any efforts to make conversation until Traflgar the
Fellreev as well. Transmogrifier arrives to speak with them. The Elves
As you travel deeper into the Fellreev suddenly a will send runners off to Fort Hendricks. Three hours
fox in front of you changes form becoming an elf. She later a group of men including Traflgar the
confronts you. Speaking in Elven she demands, “Oi Transmogrifier will arrive to talk with the characters.
ep dono boi enoiran?” Read the following:

Translated this means, “What are you doing in our forest? There is a flurry of activity in the area. A young elf
This is Navine, a Druid and representative of the boy runs into your tent. “You, come quickly. Some
Fanlareshen Elves. While she speaks and understands men here to see you, yes.” He gestures for you to
Common perfectly, she has chosen not to stoop to using follow him.
this lesser tongue. Besides people are much more likely He leads you to another tent with a unknown
to let secrets slip if they think you can’t understand what banner hanging over the entryway. Inside a group of
they’re saying. Navine is not alone. Surrounding the Fanlareshen Elves and stern haggard faced men are
party is a group of ten elven Rangers, three other Druids engaged in conversation. They fall silent as you
in animal form, and all their animal companions. The enter. One of the men, a haggard-looking human in
Rangers can be spotted with a successful spot check (DC blue robes, addresses the party.
25). If none of the party members can speak Elven, then Looking each of you in the eye, he smiles. “So
one of the Rangers will stoop to speaking in common and you’re what all the fuss is about. Good afternoon, I’m
come forward and act as translator. Traflgar the Transmogrifier. Please have a seat.” He
With Torrock sending raiding parties into the gestures at some stools that have been set out.
Fellreev and Major Blain sending press gangs into the “I’m glad you’re here. I’m looking for some
Fellreev things are really tense right now. It will require people to perform a special mission for me and I
a successful diplomacy check (DC 28) by a character think you might be just the people I need.
(assistance from the rest of the party is helpful) to As you probably know, Torrock as been raiding
convince the elves that the party can be trusted. Please villages and caravans in the area and killing or
do not make this simply a matter of dice rolling. Make enslaving the people. In addition to raiding the Bluff
the characters roleplay. Hills area he is now making raids into the Fellreev.
Modifiers that will affect this check: This group of concerned citizen here would very
much like to see Torrock dead.
Half-orc in the party: –5 per half-orc However, that is only part of the problem. Major
Rude behavior: -1 to -10 Blain has been very busy forcibly recruiting the
Polite consolatory behavior: +1 to +10 people, human and elves, of the Fellreev into his
Members of the party are Elves: +2 per Elf army. Some of these people here feel that joining an
No one speaks Elven: –10 army loyal to the Old One violates certain oaths they
A character is a member of Fanlareshen Elves meta- have taken. However, if Torrock were dead Major
org: +10 Blain would no longer be inducting people into his
Characters have favors with the Fanlareshen Elves army and this problem also would be solved.
meta-org: +5 per favor I’m in a position to know that Major Blain will
Character is a member of the Defenders of soon mount a frontal assault on Torrock’s base camp.
Greenkeep meta-org +5 It is a heavily fortified position and it seems unlikely
Characters have favors with the Defenders of that the Major will be successful in killing Torrock.
Greenkeep meta-org: +5 per favor However, I know of a back way into Torrock’s camp.
Character is a member of Fort Hendricks meta-org: With the majority of Torrock’s forces fighting the
+5 Major’s forces, a group of skilled operatives, such as
Characters have favors with Fort Hendricks: +5 per you, should be able to sneak in through the back and
favor attack Torrock as he directs his forces from the rear.

Torrock’s Bane Page 12


By the way, it might interest you to know that
there is a bounty placed on Torrock’s head. I’d rather Encounter Four
see you collect it than some complete strangers. Are
you interested?”
Leap of Faith
The party travels into the Bluff Hills alongside a military
patrol, either from Blaine’s forces or from Fort Hendrix.
Provided the party answers in the affirmative, Aramil will
If necessary, use the stats for sergeants and one wizard
continue.
3rd class from Appendix II.
“Excellent! There are a couple of other matters I
The next morning, you and a group of twelve men -
would like your help with. If you happen to find any
eleven fighters and a wizard begin riding towards the
documentation linking Torrock to any forces within
Bluff Hills. You ride hard for two days dodging
the government I would very much appreciate it if
occasional orc and ogre patrols and camping at night.
you could get them to me. In addition, Torrock is in
On the third day you turn off the road and ride up
possession of my spellbooks, and I would very much
into the red rock of the Bluff Hills. Following narrow
like them back. If you can manage to get them from
winding canyons the trail eventually becomes too
him, I would be willing to let you copy any spells that
rugged to ride and you leave your mounts with one of
you wish to further your studies. Are you willing to
the fighters to continue on foot.
do this?”
Over the next day you travel down and up the
sides of rugged canyons, hills, and buttes. Exhausted
If the party agrees he will continue.
and coated in red dirt you stop for the night at the top
edge of a cliff. One of the men motions you to silence
“Due to the fact that Major Blaine’s forces are
and indicates that you should follow him to the edge
attacking from the front, it might be a difficult
of the cliff.
position for yourselves were you discovered during
From here you can see the rugged landscape of
the battle. It therefore behooves yourself, and myself,
the Bluff Hills stretching off into the distance. Deep
that you be given permission to do this deed.
canyons cut through the red stone of the hills
Indeed, it is the case that I have a very good
forming a maze of canyons, cliffs, and hilltops. As the
working relationship with Major Blaine and I can see
sun sets, staining the hills the deep scarlet of fresh
to it that you are in fact inducted into the army of Iuz.
blood, you look down at Torrock’s camp at the base of
He will have to be made aware of your existence and
the cliff. A large force of orcs, ogres, and a few hill
the thrust of your mission. In exchange, any of you
giants move about between tents. Their guttural
that are wanted for any transgressions against the Old
voices carry easily in the crisp, evening air.
One will be granted immunity for the course of your
You move back away from the edge of the cliff,
service to the Major. Indeed, if you succeed in your
and you set up a cold camp half a mile northeast of
mission, it could be that the Major may decide to put
Torrock’s base near the top edge of another cliff. You
in a good word for you and take your name from the
are informed that the back exit to Torrock’s cavern is
annals of those wanted for transgressions against Old
at the base of this cliff. You are each handed a potion
Wicked.
vial.
Is this acceptable?”
The wizard explains, “These are potions of
featherfall. Tomorrow morning, two hours before
If the PC’s agree, then continue:
sunrise, Major Blain’s forces will begin their assault
on Torrock’s camp. When that attack begins you are
“Good. Do this favor for me and I will be willing to
to drink these potions and then make a running leap
use my skills to assist you at some point in the future.
off the edge of this cliff and fall to the rear exit below.
We need to leave to get into position first thing in
There should be enough light that you can descend
the morning. I suggest that we all get some rest.”
safely, but enough darkness to provide you some
cover. Get in the cavern and out of sight a quickly as
If the party does not agree they will be escorted to the
you can.”
southern edge of the Fellreev and the adventure is over.
He clears his throat; “These potions will get you
If the party accepts the mission, go to Encounter 4:
safely to the bottom, but only if you jump as soon has
Leap of Faith.
it is activated. If you waste time dilly-dallying the
spell could run out before you reach the bottom with
some rather nasty results.

Torrock’s Bane Page 13


“Any questions?”
APL 12 [EL 14]
Answer any questions the party may have and continue Ogre Warlord, ogre Ftr4/Bbn1/FrnzBzrk4: hp 127;
on. see Appendix III.
Ogre Fighter, ogre Ftr6 (6): hp 91; see Appendix III.
“Good luck to you then. We’ll be providing missile
and spell support from the top of the cliffs once the Tactics: Each of the fighters has been trained to strike to
battle begins. We should all get some sleep.” disarm their opponents with their spiked chains. Spiked
It seems that you have just closed your eyes, chains give a +2 to disarm attempts, and since it is a huge
when its time to awaken. It is not quite dark and weapon, it gets a +4 for every size category that it is larger
there is a slight fog, the perfect cover for your than the weapon it is striking. As a part of its attack
ambush. You don your equipment and gather at the routine, it will disarm its opponent, and then (as a free
edge of the cliff. action) retrieve the tanglefoot bag from its glove of
A short while later, the quiet of the night is storing, and hurl it on the unattended weapon, gluing it
disturbed by the sound of a trumpet blaring. Two to the solid rock floor.
bright flashes of light momentarily brighten the In addition, the Ogre subchief will use its improved
night in the direction of Torrock’s camp. In the bull rush to push PC’s through as many threatened
distance you can hear the sounds of combat being squares as possible, provoking attacks of opportunity by
waged. its buddies (note that there is a 75% chance to hit the PC
and a 25% chance to hit the subchief with this attack).
Let the players role-play the jump. Once a potion is
drunk, they have five rounds of feather fall. After Treasure:
jumping they will fall at 60 ft per round and land at the APL 10:
bottom near the end of the third round. The total length MW great club (152.5gp), four suits of scalemail
of the fall is 180 feet. Throwing spells or firing missile (25gp ea.), three MW spiked chains (162.5gp ea.),
weapons while falling requires a successful concentration four mty comp longbows +4 (250gp ea.), three
check at DC 15. Gloves of Storing (1100gp ea.), nine tanglefoot bags
(25gp ea.). Loot value – 5265gp
Rear Guard (APL 10-12 Only) APL 12:
At APL’s 10 and 12 there is a group of rear guards Mw great club (152.5gp), seven suits of scalemail
stationed directly in front of the exit. The first person or (25gp ea.), Periot of Proof Against Poison (2000gp),
persons down will have to deal with the rear guards by seven mty comp longbows +4 (250gp ea.), six MW
themselves for at least one round. Visibility is too poor spiked chains (162.5gp ea.), six Gloves of Storing
for this character to be aware of the guard until the last (1100gp ea.), 18 tanglefoot bags (25 gp ea.). Loot
round of their fall. If PC’s cast spells before jumping off value – 12102.5gp.
the cliff, or make lots of noise, give the guards a Listen
check (DC 0) -1 for every 10 feet between them and the Once the characters defeat the guard they will be in
party. At the top of the cliff, the DC is 20 (-2 position to enter the exit cavern. Read the following:
circumstance for the fog). If they cast on the way down,
give them Listen checks again. If the PC’s talk to each Behind a thick stand of shrubs you find a rough
other on the way down allow another Listen checks. cavern entrance. The entrance is approximately ten
Although it is not dark, the fog is obscuring vision to feet wide by twenty feet high. Piercing the red rock
a range of 60 feet. As soon as the PC’s have breeched this of the cliff it extends off into the darkness.
distance, they automatically see the guards. If the guards
are aware of the PC’s, they also spot them automatically. Once the characters find a light source they can enter the
If the guards are unaware of the PC’s, they will not Spot cavern. Read the following:
the PC’s, and the PC’s that land during the first round
will get a surprise round. You follow a mostly natural corridor into the red rock
of the Bluff Hills. While heading mostly to the
APL 10 [EL 12] southwest, the corridor has many twist and turns.
Ogre Subchief, ogre Ftr4/Bbn2/FrnzBzrk1: hp 103; Abruptly the corridor shifts to the south and the
see Appendix III. natural formations are replaced with worked stone.
Ogre Fighter, ogre Ftr6 (3): hp 91, see Appendix III.

Torrock’s Bane Page 14


The Pit Trap (APL 4-8 Only) save); Search (DC 29); Disable Device (DC 29). This trap
Thirty-five feet from where the tunnel heads south is a 10 is located on the north wall 10 ft. below the floor level of
ft. x 10 ft. wide pit trap leading into an ooze occupied the pit.
cavern. This is concealed beneath an illusionary floor.
All of this fun can be avoided by taking a bypass tunnel, On the far side of the pit is a five foot section of floor will
hidden by illusionary walls. suddenly tilt back if 20 lb. or more is placed on it,
On the east wall of the tunnel 20 feet south of the dumping unsecured items (and people) into the pit.
turn is the entrance to the bypass tunnel. Illusionary
walls conceal this bypass tunnel entrance and exit. All APL 4 [EL 1]
those familiar with the lair take this route. Tilting Floor Trap: CR 1; mechanical; location
To find the bypass tunnel: trigger; automatically resets; Reflex save (DC 15) avoids;
20 ft. deep (2d6, fall); Search (DC 21); Disable Device (DC
A successful check for tracks (DC 20) will show 20). The Reflex save DC increases by 5 if the character
tracks leading into the side of the wall. landed on the tilting floor after jumping across from the
If a dwarf walking within 10 ft of the illusionary wall far side of the pit.
secretly roll a Search check (DC 29). With a
successful check the dwarf will notice a difference in APL 6 [EL 2]
the stones of the illusionary wall. Tilting Floor Trap: CR 2; mechanical; location
If someone touches the illusionary wall, his or her trigger; automatically resets; Reflex save (DC 15) avoids;
hand will go through the wall. The character may 40 ft. deep (4d6, fall); Search (DC 21); Disable Device (DC
then attempt to disbelieve with a successful Will 20). The Reflex save DC increases by 5 if the character
save (DC 17). landed on the tilting floor after jumping across from the
far side of the pit.
To find the pit:
APL 8 [EL 2]
After somehow interacting with the illusionary floor Tilting Floor Trap: CR 2; mechanical; location
a character may attempt to disbelieve the illusionary trigger; automatically resets; Reflex save (DC 20) avoids;
floor with a Will save (DC 17). 40 ft. deep (4d6, fall); Search (DC 21); Disable Device (DC
Make a successful Search check (DC 21) 20). The Reflex save DC increases by 5 if the character
Step on the floor (and likely fall into the pit). landed on the tilting floor after jumping across from the
far side of the pit.
Once discovered, characters will be able to see the ten-by-
ten foot pit dropping into darkness.
Got rope?
Characters may attempt a Climb check (DC 15) to
The pit is a wet, dark chamber 35 feet across. Waiting in
crawl along the rough walls to the far side of the pit.
the muck is a gray ooze. It will attack characters in the pit
after one round. If a character has darkvision or a light
APL 4 [EL 1] source, a Spot check (DC 15) will reveal that some of the
Camouflaged Pit Trap: CR 1; mechanical; location water in the pit is oozing towards them, otherwise the
trigger; automatic reset; Reflex save (DC 20) avoids; 20 ft. ooze will get a surprise round.
deep (2d6, fall); Search (DC 21); Disable Device (DC 20).
APL 4 [EL 5]
APL 6 [EL 2] Advanced Gray Ooze (6 HD): hp 43, see Appendix
Camouflaged Pit Trap: CR 2; mechanical; location III.
trigger; automatic reset; Reflex save (DC 20) avoids; 40 ft.
deep (4d6, fall); Search (DC 21); Disable Device (DC 20).
APL 6 [EL 6]
Advanced Gray Ooze (9 HD): hp 68, see Appendix
APL 8 [EL 5]
III.
Camouflaged Pit Trap: CR 2; mechanical; location
trigger; automatic reset; Reflex save (DC 20) avoids; 40 ft.
deep (4d6, fall); Search (DC 21); Disable Device (DC 20). APL 8 [EL 6]
Ice Storm Trap: CR 4; magic device; proximity trigger Advanced Gray Ooze (9 HD): hp 68, see Appendix
(living creature passes within 10 ft.); no reset; spell effect III.
(ice storm, 7th level sorcerer, 3d6 impact and 2d6 cold, no

Torrock’s Bane Page 15


Climbing out of the pit requires three climb checks (the another character takes the book from them, they will
first at DC 25, the second at DC 30, and the third at DC not resist.
25). If a rope has been lowered from the tunnel above, The text of the book details at great length the fate of
the DC’s drop to 15, 10, and 10 or 10, 5, and 5 if the rope damned beings, their hopelessness, and torment. It is so
is knotted. distressing that for one day after reading the text the
Treasure:After defeating the ooze, characters with a character is filled with dread and despair. They feel like
light source searching the pit (DC 10) will discover gems curling up in a ball and moaning. Anytime that the
scatter about the floor of the pit (100 gp per APL). This is character wants to do anything other than this they must
all that remains of a previous victim of this trap. make a successful Will save (DC 18) in order to do it. All
skill checks, attack rolls, and saving throws suffer a –2
After the Pit Trap (for all APL’s) morale penalty. This effect can be countered with a
After passing the trap, the characters travel an additional remove curse.
80 feet before coming to an apparent dead end. Read the In the lid of the chest is a hidden compartment (DC
following: 20 Search check to locate) that is open by pressing on a
small metal stud. If a character presses the stud with
Traveling an addition 80 feet the tunnel you are in their finger they will be pricked with a poison needle
ends. Strangely, the smell of roasted meat hangs trap.
strongly in the air. What do you do?
APL 4-6 [EL 1]
The dead end is actually an illusionary wall that covers Poisoned needle trap: CR 2; mechanical touch
the rear entrance to Torrock’s private quarters. If a dwarf trigger; repair reset; Atk +8 melee (1 plus poison, needle);
comes within ten feet of the illusionary wall secretly roll poison (greenblood oil, Fort save [DC 13] resists, 1 Con /
a Search check (DC 29). Success indicates that the dwarf 1d2 Con); Search (DC 21); Disable Device (DC 20).
notices inconsistencies in the stonework. If characters
attempt to search the dead end, ask them to describe how APL 8-12 [EL 6]
they are searching. If a character touches the illusionary Poisoned needle trap: CR 6; mechanical touch
wall their hand it will pass through. Once a character has trigger; repair reset; Atk +17 melee (1 plus poison,
interacted with the illusionary wall, the character may needle); poison (wyvern poison, Fort save [DC 17] resists,
disbelieve with successful Will save (DC 17) with a +4 2d6 Con / 2d6 Con); Search (DC 21); Disable Device (DC
circumstance bonus. Once the characters have passed 20).
through the illusionary wall they will be able to see
Torrock’s lamp-lit chamber. Read the following: Within the compartment is a leather satchel containing a
collection of letters sent to Torrock from Xavendra (See
Torrock’s Chambers Player Handout I). This is the information linking
You’ve just entered a 30 by 60 feet chamber. Oil Xavendra to Torrock that Sergeant Aramil, Traflgar the
lamps burn along the edge of the room. Directly in Transmogrifier, and Fort Hendricks are hoping to find.
front of you is a large 10 by 15 feet bed. At the foot of Additionally, the wizard’s spellbooks are here.
the bed is a dark oak chest. Halfway down the right If a character examines the table they will discover a
hand wall is a double iron bound, oak door. The partially eaten warm meal, complete with portions of a
doorway is ten feet wide and fifteen feet tall. On the human calf and foot. It’s much easier to forage when you
far side of the room is a tall wooden table with a huge can eat your opponents.
wooden chair. The smell of roasted meat seems to be Other than its large size, the bed is unremarkable.
coming from the table.
Guard Chamber
The locked (DC 17) wooden chest contains huge articles As the characters enter this Chamber from Torrock’s
of clothing, some of it ogre-sized finery that you never chamber. Read the following:
expect to see an ogre wear. There is also a large black
book with no title on the spine or cover. The book is The room is roughly 40 feet by 55 feet with a 20 feet
written in Abyssal and is titled on the inside cover page, high ceiling. There is a large fire pit in the center of
as The Fate of the Damned. the chamber but other than this the chamber is bare.
The book is cursed. If a person begins to read it, they On the far side of the chamber a ten feet wide by
feel compelled to continue reading it and be unable to fifteen feet high tunnel continues on.
put it down unless they make a Will save (DC 18). If

Torrock’s Bane Page 16


Normally this is where Torrock’s personal guards are APL 10 [EL 13]
stationed but right now they are out side with Torrock. Torrock/Fronuex, ogre shaped Babau Rog4: hp 109,
After the party leaves the guard chamber the tunnel see Appendix IV.
continues on for 50 feet before opening up to the canyon Ogre Lieutenant, ogre Bbn2/Ftr2: hp 66, see
outside. When the party is leaving the guard chamber Appendix I.
read the following: Ogre Mage (2): hp 43; see Monster Manual.

As you leave this chamber fifty feet down the tunnel APL 12 [EL 15]
you can see the dim light of near dawn. As you get Torrock/Fronuex, ogre shaped Babau Rog6: hp 127,
closer to the exit you can hear the sounds of battle see Appendix IV.
coming from outside. What do you do? Hill Giant Guard, hill giant Bbn2: hp 137, see
Appendix I.
Encounter Five Ogre Mage (2): hp 43; see Monster Manual.

Torrock Tactics: Once combat is begun, Torrock will drink his


The characters will exit the caverns in a cul-de-sac in the potion of haste, and as a free action send out a telepathic
cliff. Torrock and his personal guard will be outside of message to his troops that he is being attacked. There is a
the cul-de-sac on a ledge overlooking the battle. Torrock narrow path leading up to the ledge Torrock is on and
is using his telepathic communication to direct the battle. reinforcement in the form of one orc (see Orc Soldiers in
If the characters have a chance to observe the battle they the appendix) per round will began reaching Torrock’s
will note that things are not going well for Major Blain’s position two rounds after the he issues his telepathic
forces. message.
As Torrock is concentrating on the battle the party Torrock’s guards will attempt to get PC’s into a
will not be immediately noticed, if they do not draw flanking position with Torrock so he can do his sneak
attention to themselves. It is important to note that attack damage. Remember that Torrock as 10’ reach and
Torrock is utilizing his See Invisibility Spell Like Ability can flank from that distance.
as he monitors the battle. Each character that makes a If Torrock is seriously injured be sure and have him
successful opposed Hide and Move Silently checks will use his potions of cure serious wounds. Remember that
surprise opponents. For those who make their opposed Torrock is an intelligent foe and uses his melee and
roles, both characters and their opponents will get a free magical abilities to the best of his abilities. Have Torrock
partial action before everyone else gets to act. readily use his dispel magic spell like ability to cancel
PC’s buffs and magical effects.
APL 4 [EL 7] If any of Torrock’s guards still survive when Torrock
Torrock/Fronuex, ogre shaped Babau: hp 73, see is defeated, they will flee if it is feasible to do so.
Appendix IV. Torrock’s defeat will greatly demoralize his troops and
Orc Soldier, War3 (2): hp 22 see Appendix I. they will flee the battlefield as well.

APL 6 [EL 9] Treasure:


APL 4:
Torrock/Fronuex, ogre shaped Babau: hp 73, see
Two throwing axes (4gp ea.), mithral shirt (550 gp),
Appendix IV.
three mty comp longbows +4 (250gp ea.), two
Ogre Lieutenant, ogre Bbn2/Ftr2: hp 66, see
potions of cure serious wounds (375gp ea.), two
Appendix I.
battleaxes (5gp ea.), two large steel shields (10gp ea.),
Orc Soldier, War3 (2): hp 22 see Appendix I.
two suits of scalemail (25gp ea.). Loot value –
2138gp.
APL 8 [EL 11] APL 6:
Torrock/Fronuex, ogre shaped Babau Rog2: hp 91, Two throwing axes (4gp ea.), mithral shirt (550 gp),
see Appendix IV. four mty comp longbows +4 (250gp ea.), two potions
Ogre Mage: hp 43; see Monster Manual. of cure serious wounds (375gp ea.), great clubs
Orc Soldier, War3 (2): hp 22 see Appendix I. (2.5gp), three suits of scalemail (25gp ea.), two
battleaxes (5gp ea.), two large steel shields (10 gp ea.).
Loot value – 2385gp.
APL 8:

Torrock’s Bane Page 17


50 +1 arrows (1175gp), Two throwing axes (4gp ea.), Major Blain
+1 mithral shirt (1050 gp), two mty comp longbows Characters successfully defeating Torrock will receive
+4 (250gp ea.), +1 mty comp longbow +4 (1300gp), one influence point with the Church of Iuz.
two potions of cure serious wounds (375gp ea.), two
battleaxes (5gp ea.), two suits of scalemail (25gp ea.), Perdition Wizard
2 large steel shields (10 gp ea.), chain shirt (50gp), Traflgar the Transmogrifier will meet up with the
greatsword (25gp), longbow (37.5 gp). Loot value – characters a short time latter. If they turn over
4925.5 gp. documents linking Torrock to Xavendra and return his
APL 10: spellbooks, the characters will earn The Favor of Traflgar
50 +1 arrows (1175gp), Two throwing axes (4gp ea.), the Transmogrifier. Once they have returned his
+1 mithral shirt (1050 gp), mty comp longbows +4 spellbooks, they can scribe one spell per level they have
(250gp), +1 mty comp longbow +4 (1300gp), two into their own spellbooks (PC’s must still pay any costs
potions of cure serious wounds (375gp ea.), great they may incur in doing so). In addition to spells in the
club (2.5gp), scalemail (25gp), two chain shirts (50gp PH, characters have access to the following spells from
ea.), two greatswords (25gp ea.), two longbows (37.5 Tome & Blood: 2nd level spells – Eagles Splendor, Foxes
gp ea.). Loot value – 4735.5gp. Cunning, & Owls Wisdom, and the 4th level spell – Mass
APL 12: Darkvision.
50 +1 arrows (1175gp), Two throwing axes (4gp ea.), The PCs also gain access to a number of possibly
+1 mithral shirt (1050 gp), +1 mty comp longbow +4 upgrades as noted on the AR.
(1300gp), two potions of cure serious wounds (375gp
ea.), great club (2.5gp), chainmail (75gp), two chain Fort Hendricks
shirts (50gp ea.), two greatswords (25gp ea.), two With Torrock gone, his forces will no longer be making
longbows (37.5 gp ea.). Loot value – 4535.5gp. organized raids into the Fellreev. Major Blain will no
longer be recruiting people from the area including from
the Fellreev. Party member will earn Influence with Fort
Conclusion Hendricks.
If the characters defeat Torrock, read the following:
The End
Torrock lies dead at your feet. On the battlefield, his
forces are in full retreat. Still it will be some time
before any of Major Blain’s forces can get to you. On Experience Point Summary
the ground lies a huge black greatsword that seems to To award experience for this adventure, add up the values
throb with menacing dark power. Dark lightning for the objectives accomplished. Then assign the
crackles around Torrock’s body then suddenly jumps experience award. Award the total value (objectives plus
from Torrock’s body to the sword. However, roleplaying) to each character.
whatever dark magics are taking place appear to be
too much for the sword. Cracks of red light form Encounter One
along in its length, what do you do? Defeat Torrock’s scouts
APL4 180 xp; APL6 240 xp; APL8 300 xp;
Give characters a partial action then have the Soul Forge APL10 360 xp; APL12 420 xp.
explode in a 20’ spread doing the party’s APL in d6
damage (half from fire and half piercing from the
Encounter Four
shrapnel), Reflex save for half damage.
Defeat the Rear Guard
Read the following:
APL10 360 xp; APL12 420 xp.
Disarm / Trigger or bypass the Pit Trap
Congratulations, you’ve defeated a major force of evil
APL4 30 xp; APL6 60 xp; APL8 150 xp.
and made the Bluff Hills a safer place for everyone.
Defeat or avoid the Ooze
Of course with the defeat of a major opposing army
APL4 150 xp; APL6 180 xp; APL8 180 xp.
Iuz’s forces are now free to tighten their grip on the
Disarm/Trigger the Poison Needle Trap
region. But hey, that’s better then an army or orcs
APL4 30 xp; APL6 30 xp; APL8 180 xp;
and ogre over running the region. Isn’t it?
APL10 180 xp; APL12 180 xp.

Torrock’s Bane Page 18


Encounter Five scenario, characters may spend additional Time Units to
Defeat Torrock and his guards practice professions or create items immediately after the
APL4 180 xp; APL6 270 xp; APL8 330 xp; adventure so this total may be modified by other
APL10 390 xp; APL12 480 xp. circumstances.
L = Looted gear from enemy; C = Coin, Gems, Jewelry,
Discretionary Roleplaying Experience: and other valuables; M = Magic Items.
APL4 135 xp; APL6 150 xp; APL8 195 xp;
APL10 240 xp; APL12 255 xp. Encounter One: The Rock…
APL 4: L: 132 gp; C: 0 gp; M: 0 gp.
Total Possible Experience: APL 6: L: 218 gp; C: 0 gp; M: 0 gp.
APL4 675 xp; APL6 900 xp; APL8 1125 xp; APL 8: L: 168 gp; C: 0 gp; M: 0 gp.
APL10 1350 xp; APL12 1575 xp. APL 10: L: 336 gp; C: 0 gp; M: 0 gp.
APL 12: L: 2 gp; C: 0 gp; M: 0 gp.

Treasure Summary Encounter Four: Leap of Faith


During an adventure, characters encounter treasure, APL 4: L: 0 gp; C: 66 gp; M: 0 gp.
usually finding it in the possession of their foes. Every APL 6: L: 0 gp; C: 100 gp; M: 0 gp.
encounter that features treasure has a “treasure” section APL 8: L: 0 gp; C: 133 gp; M: 0 gp.
within the encounter description, giving information APL 10: L: 327 gp; C: 0 gp; M: glove of storing (3 @ 183
about the loot, coins, and magic items that make up the each).
encounter’s treasure. APL 12: L: 583 gp; C: 0 gp; M: glove of storing (6 @ 183
The loot total is the number of gold pieces each each), periapt of proof against poison (333 gp).
character gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes Encounter Five: Torrock
per every 5 enemies, and if the characters cannot take the APL 4: L: 231 gp; C: 0 gp; M: potion of cure serious
time to loot the bodies, they do not gain this gold. If you wounds (2 @ 62 gp), potion of haste (62 gp).
feel it is reasonable that characters can go back to loot the APL 6: L: 272 gp; C: 0 gp; M: potion of cure serious
bodies, and those bodies are there (i.e., not carted off by wounds (2 @ 62 gp), potion of haste (62 gp).
dungeon scavengers, removed from the scene by the local APL 8: L: 108 gp; C: 0 gp; M: +1 mithral shirt (175 gp),
watch, and so on), characters may return to retrieve loot. If +1 mighty composite longbow (+4) (216 gp), +1 arrows (50
the characters do not loot the body, the gold piece value for @ 3 gp each), potion of cure serious wounds (2 @ 62 gp),
the loot is subtracted from the encounter totals given potion of haste (62 gp).
below. APL 10: L: 76 gp; C: 0 gp; M: +1 mithral shirt (175 gp),
The coin total is the number of gold pieces each +1 mighty composite longbow (+4) (216 gp), +1 arrows (50
character gains if they take the coin available. A normal @ 3 gp each), potion of cure serious wounds (2 @ 62 gp),
adventuring party can usually gather this wealth in a round potion of haste (62 gp).
or so. If for some reason, they pass up this treasure, the APL 12: L: 106 gp; C: 0 gp; M: +1 mithral shirt (175 gp),
coin total is subtracted from the encounter totals given +1 mighty composite longbow (+4) (216 gp), +1 arrows (50
below. @ 3 gp each), potion of cure serious wounds (2 @ 62 gp),
Next, the magic items are listed. Magic item treasure potion of haste (62 gp).
is the hardest to adjudicate, because they are varied and
because characters may want to use them during the Conclusion
adventure. Many times characters must cast identify, APL 4: L: 0 gp; C: 66 gp; M: 0 gp.
analyze dweomer or similar spell to determine what the APL 6: L: 0 gp; C: 100 gp; M: 0 gp.
item does and how to activate it. Other times they may APL 8: L: 0 gp; C: 133 gp; M: 0 gp.
attempt to use the item blindly. If the magic item is APL 10: L: 0 gp; C: 166 gp; M: 0 gp.
consumable (a potion, scroll, magic bolts, etc.) and the item APL 12: L: 0 gp; C: 200 gp; M: 0 gp.
is used before the end of the adventure, its total is
subtracted from the adventure totals below. Total Treasure
Once you have subtracted the value for unclaimed treasure APL 4: 600 gp
from each encounter add it up and that is the number of APL 6: 800 gp
gold pieces a characters total and coin value increase at the APL 8: 1250 gp
end of the adventure. Write the total in the GP Gained APL 10: 2100 gp
field of the adventure certificate. Because this is a Regional

Torrock’s Bane Page 19


APL 12: 3000 gp Fort and receive free room and board (free standard
lifestyle for that adventure).
Items found during the Adventure:
Cross off all items NOT found Characters who defeat Torrock will receive one influence
point with the church of Iuz.
APL 4-6
Potion of Haste (Adventure, DMG) Reknown as the Person who Killed Torrock
Potion of Cure Serious Wounds (Adventure, DMG) Characters successfully defeating Torrock have done a
Traflgar’s Spellbook (Adventure, see above) valiant deed for the Bandit Kingdoms citizenry, of all
Mithral Shirt (Adventure, DMG) faiths and creeds.
PC’s that played Torrock’s Bane and Torrock’s Lair
APL 8 (All of APL 4-6 plus the following) receive a +2 Great Prestige bonus to apply to their
+1 mighty composite longbow (+4)(Adventure, DMG) leadership score if they have the Leadership feat. Those
+1 mithral shirt (Adventure, DMG) that played only Torrock’s Bane still receive a +1 Great
Prestige bonus to their Leadership score. These Great
APL 10 (All of APL 4-8 plus the following) Prestige scores do not stack with any other Great Prestige
Glove of Storing (Adventure, DMG) scores.
In group situation, tavern, etc. there is a 50% chance
APL 12 (All of APL 4-10 plus the following) that someone within the group will recognize you. They
Periapt of Proof against Poison (Adventure, DMG) may depending on their motivation ask for autographs,
stories, to shake hands, or help with problems they are
Special having. Evil NPC’s seeking to make a name for
themselves may attempt to kill you. If you are willing to
Favor of Traflgar act as a draw for customers, tavern keepers may offer you
Traflgar the Transmogrifier is willing to upgrade a magic free room and drinks.
weapon or suit of armor if the character pays the Powerful NPC within this region likewise have a
difference in cost. Chose one of the following upgrades 50% chance of having heard of you and your exploits.
(Any BK regional). Write used across this text when the
favor is redeemed. Characters who turn over to Traflgar the Transmogrifier
• A +1 weapon, suit or armor, or 50 arrows or bolts can documents linking Xavendra to Torrock will earn the
be upgraded to +2 following:
• Magical armor can be upgraded with the glamered
ability Influence with Fort Hendricks
• A magical weapon can be given the defending ability You’ve earned influence with Fort Hendricks Character
who have earned one influence point with Fort
Access to Traflgar’s Spellbooks Hendricks will, if they meet all entrance requirement
Traflgar allows the above named PC to scribe one spell and agree to abide by their code of conduct, be invited to
per level into their own spellbooks from his private become a member of Fort Hendricks meta-org.
collection (PC’s must still pay any costs they may incur in
doing so). In addition to spells in the PH, characters have
access to the following spells from Tome & Blood: Eagles
Splendor, Foxes Cunning, Owls Wisdom, and Mass
Darkvision.

Characters who killed Torrock earn the following


rewards: However, individuals using any sort of disguise
or who hide or leave before Major Blain’s forces arrive do
not get the following:

Influence of Major Blain


You have influence with Major Blain. If adventuring
near the Bluff Hills, you may elect to stay at Little Hills

Torrock’s Bane Page 20


Appendix I: Torrock’s Army
Orc Soldier, Orc War3: CR 2; Medium Humanoid huge greatclub) or +14/+9/+4 (2d6+8, rock);
(orc); HD 3d8+9; hp 22; Init +1; Speed 20 ft.; AC 17 (+1 Face/Reach 5 ft. x 5 ft. / 10 ft.; SA Rock Throwing; SQ
Dex, +4 scale, +2 large shield; touch 11; flatfooted 16); Rock Catching; AL CE; SV Fort +17 Ref +5 Will +5; Str
Atks +8 melee (1d8+4 [x3], battleaxe), +4 ranged (1d8+4 26, Dex 12, Con 20, Int 6, Wis 10, Cha 7.
[x3], composite longbow); SQ Darkvision 60ft., light Skills and Feats: Speak Languages (Giant), Climb
sensitivity; AL CE; SV Fort +5, Ref +2, Will +1; Str 19, +9, Jump +9, Listen +3, Spot +4; Blind Fighting, Cleave,
Dex 13, Con 14, Int 8, Wis 10, Cha 6. Combat Reflexes, Improved Bull Rush, Power Attack,
Skills and Feats: Speak Languages (Orc), Climb +5, Weapon Focus (Greatclub), Weapon Specialization
Listen +1, Spot +1; Toughness, Weapon Focus (Greatclub).
(Battleaxe). Rock Throwing (Ex): Adult Giants are
Light Sensitivity (Ex): Orcs suffer a –1 penalty to accomplished rock throwers and receive a +1 racial
attack rolls in bright sunlight or within the radius of a bonus when throwing rocks. A giant of at least Large
daylight spell. size can hurl rocks weighing 40 to 50 lbs. Up to 5 range
Possessions: Battleaxe, scale mail, large steel increments. Hill giants have a range increment of 120’.
shield, mighty composite longbow(+4), 20 arrows. Rock Catching (Ex): A Giant of at least Large size
can catch Small, Medium-sized, or Large rocks (or
Ogre Lieutenant, ogre Bbn2/Ftr2: CR 6; Large projectiles of similar shapes). Once per round, a giant
Giant; HD 4d8+2d12+2d10+24; hp 66; Init +1; Speed 40 that would normally be hit by a rock can make a reflex
ft.; AC 20 (-1 size, +2 Dex, +5 natural, +4 Scale; touch 11; save to catch it as a freee action. The DC is 15 for a
flatfooted 18); Atks +13/+8 melee (2d6+9, huge Small rock, 20 for a Medium-sized one, or 25 for a
greatclub), +8/+3 ranged (1d8+4 [x3], composite Large-sized one. (If the projectile has a magical bonus
longbow); Face/Reach 5 ft. x 5 ft. /10 ft.; SQ Fast to attack, the DC increases by that amount). The giant
Movement, Uncanny Dodge (Dex), Rage 1/day; AL CE; must be ready for and aware of the attack.
SV Fort +11, Ref +4, Will +1; Str 22, Dex 14, Con 16, Int Possessions: Huge Greatclub, Huge Full Plate,
6, Wis 10, Cha 7. stones (9).
Skills and Feats: Speak Languages (Giant), Climb
+5, Listen +3, Spot +3; Combat Reflexes, Improved Bull Hill Giant guard, hill giant Bbn2: CR 9; Large
Rush, Power Attack, Weapon Focus (Greatclub). Giant; HD 12d8+2d12+70; hp 137; Init +2; Speed 50 ft.;
Rage (Ex): The barbarian can fly into a screaming AC 25 (-1 size, +2 Dex, +9 natural, +5 Chainmail; touch
blood frenzy and gain phenomenal strength and 11; flatfooted 23); Atks +20/+15/+10 melee (2d6+12,
durability, though he also becomes reckless and less huge greatclub) or +13/+8/+3 ranged (2d6+8, rock);
able to defend himself. The following changes are in Face/Reach 5ft by 5 ft by 10 ft; SA Rock Throwing; SQ
effect as long as he rages: Str 26, Con 20, hp 86, Fort Rock Catching, Fast Movement, Uncanny Dodge, Rage
+13, Will +3, AC 18, huge greatclub attack bonus 1/day; AL CE; SV Fort +16, Ref +5, Will +4; Str 26, Dex
+15/+10, huge greatclub damage 2d6+12. This fit of 14, Con 20, Int 6, Wis 10, Cha 7.
rage lasts for 8 rounds. The barbarian may voluntarily Skills and Feats: Speak Languages (Giant), Climb
end the rage prematurely. After raging, the barbarian +9, Jump +9, Listen +3, Spot +4; Blind Fighting, Cleave,
is fatigued (-2 Strength, -2 Dexterity, can’t charge or Power Attack, Weapon Focus (Greatclub).
run) for the duration of that encounter. He can fly into Rage (Ex): The barbarian can fly into a screaming
a rage only once per encounter and only one time per blood frenzy and gain phenomenal strength and
day. Entering a rage takes no time by itself, but the durability, though he also becomes reckless and less
barbarian can do it only during his action, not in able to defend himself. The following changes are in
response to someone else’s action. effect as long as he rages: Str 30, Con 24, hp 165, Fort
Possessions: Huge greatclub, scale mail, mighty +18, Will +6, AC 23, huge greatclub attack bonus
composite longbow (+4), arrows (20). +22/+17/+12, huge greatclub damage 2d6+15, rock
damage 2d6+10. This fit of rage lasts for 10 rounds. The
Hill Giant Captain, hill giant Ftr4: CR 11; Large barbarian may voluntarily end the rage prematurely.
Giant; HD 12d8+4d10+80; hp 156; Init +1; Speed 40 ft.; After raging, the barbarian is fatigued (-2 Strength, -2
AC 27 (-1 size, +1 Dex, +9 natural, +8 Full Plate; touch Dexterity, can’t charge or run) for the duration of that
10; flatfooted 26); Atks +22/+17/+12 melee (2d6+14, encounter. He can fly into a rage only once per

Torrock’s Bane Page 21


encounter and only one time per day. Entering a rage
takes no time by itself, but the barbarian can do it only
during his action, not in response to someone else’s
action.
Rock Throwing (Ex): Adult Giants are
accomplished rock throwers and receive a +1 racial
bonus when throwing rocks. A giant of at least Large
size can hurl rocks weighing 40 to 50 lbs. Up to 5 range
increments. Hill giants have a range increment of 120’.
Rock Catching (Ex): A Giant of at least Large size
can catch Small, Medium-sized, or Large rocks (or
projectiles of similar shapes). Once per round, a giant
that would normally be hit by a rock can make a reflex
save to catch it as a freee action. The DC is 15 for a
Small rock, 20 for a Medium-sized one, or 25 for a
Large-sized one. (If the projectile has a magical bonus
to attack, the DC increases by that amount). The giant
must be ready for and aware of the attack.
Possessions: Huge greatclub, huge chainmail,
rocks (9).

Torrock’s Bane Page 22


Appendix II: Major Blaine’s Forces
Privates, male human Ftr2: CR 2; HD 2d10+4; hp Sergeant, male human Ftr6: CR 6; HD 6d10+12;
15; Init +2 (Dex); Spd 30ft (60 while mounted); AC 18 hp 45; Init +2 (Dex); Spd 30ft (60 while mounted); AC
(+2 dex, +5 chainmail, +1 small shield; flatfooted 16, 18 (+2 Dex, +5 chainmail, +1 small shield; flatfooted 16,
touch 12); Atks +6 melee (1d6+3 [18-20/x2], scimitar), touch 12); Atks +11/+6 melee (1d6+6 [18-20/x2],
+5 melee (1d8+3 [x3], heavy lance), +4 ranged (1d8 [x3], scimitar) or +9/+4 melee (1d8+3 [x3], heavy lance) or
composite longbow); AL CN; SV Fort +5, Ref +2, Will +8/+3 ranged (1d8 [x3], composite longbow); AL CN;
+0; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10. SV Fort +7, Ref +4, Will +2; Str 17, Dex 14, Con 14, Int
Skills and Feats: Climb -1, Handle Animal +4, 10, Wis 10, Cha 10.
Jump +1, Ride +7; Mounted Archery, Mounted Skills and Feats: Climb +3, Handle Animal +6,
Combat, Ride-by Attack, Weapon Focus (Scimitar). Jump +3, Ride +11; Dodge, Mounted Archery,
Possessions: heavy lance, composite longbow, Mounted Combat, Ride-by Attack, Spirited Charge,
scimitar, chainmail, small steel shield, military saddle, Trample, Weapon Focus (Scimitar), Weapon
saddlebags, light warhorse. Specialization (Scimitar).
Possessions: heavy lance, comp longbow, +1
Cavalry, male human Ftr3: CR 3; HD 3d10+6; hp scimitar, chainmail, small steel shield, military saddle,
23; Init +2 (Dex); Spd 30ft (60 while mounted); AC 18 saddlebags, light warhorse.
(+2 Dex, +5 chainmail, +1 small shield; flatfooted 16,
touch 12); Atks +7 melee (1d6+3 [18-20/x2], scimitar), Wizard 2nd Class, female human Wiz6: CR 6; HD
+6 melee (1d8+3 [x3], heavy lance), +5 ranged (1d8, 6d4+15; hp 30; Int +6 (+2 Dex, +4 Imp. Init.); Spd 30;
[x3], compostite longbow); AL CN; SV Fort +5, Ref +3, AC 12 (flatfooted 10, touch 12, mage armor 16, mage
Will +1; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10. armor & shield 23), Atks +3 melee (1d6, quarterstaff) or
Skills and Feats: Climb +1, Handle Animal +4, +3 melee (1d4 [19-20/x2], dagger) or +5 ranged (1d8
Jump +1, Ride +8; Mounted Archery, Mounted [19-20/x2], light crossbow); SA spells; AL LE; SV Fort
Combat, Ride-by Attack, Spirited Charge, Weapon +4, Ref +4, Will +5; Str 10, Dex 14, Con 14, Int 17, Wis
Focus (Scimitar). 10, Cha 10.
Possessions: heavy lance, comp longbow, scimitar, Skills and Feats: Concentration +11, Knowledge
chainmail, small steel shield, military saddle, (Local - Bandit Kingdom) +10, Knowledge (Military)
saddlebags, light warhorse. +6, Knowledge (Arcana) +12, Knowledge (Religion) +7,
Ride +4, Spell Craft +12, Scry +8; Brew Potion, Craft
Wizard 1st Class, female human Wiz4: CR 4; HD Wand, Dodge, Improved Initiative, Scribe Scroll,
4d4+11; hp 21; Int +6 (+2 Dex, +4 Imp. Init.); Spd 30; Toughness.
AC 12 (flatfooted 10, touch 12, mage armor 16, mage Spells (4/4/4/3) DC 13 + spell level) 0 level –
armor & shield 23), Attacks +2 melee (1d6, quarterstaff) [daze, detect magic, mage hand, mending;] 1st –
or +2 melee (1d4 [19-20/x2], dagger) or +4 ranged (1d8 [burning hands, mage armor, magic missle, shield;] 2nd
[19-20/x2], light crossbow); SA spells; AL LE; SV Fort – [glitterdust, mirror image, see invisible, web;] 3rd –
+3, Ref +3, Will +4; Str 10, Dex 14, Con 14, Int 17, Wis [dispel magic, slow, stinking cloud.]
10, Cha 10. Possessions: light crossbow, 10 bolts, dagger (2),
Skills and Feats: Concentration +9, Knowledge quarterstaff, spell book, potion of cure moderate
(Local - Bandit Kingdoms) +10, Knowledge Military +6, wounds, 2 arcane scrolls of bull’s strength, 2 arcane
Knowledge (Arcana) +10, Knowledge (Religion) +7, scrolls of bear’s endurance, wand of hold person, raven
Ride +3, Spell Craft +10; Dodge, Improved Initiative, familiar.
Scribe Scroll, Toughness.
Spells (4/4/3) DC 13 + spell level) 0 level – [daze, Wizard 3rd Class, female human Wiz8: HD
detect magic, mage hand, mending;] 1st – [mage armor, 8d4+19; hp 39; Int +6 (+2 Dex, +4 Imp. Init.); Spd 30;
sleep, shield, magic missile;] 2nd – [glitterdust, mirror AC 12 (flatfooted 10, touch 12, mage armor 16, mage
image, web.] armor & shield 23), Atks +4 melee (1d6, quarterstaff) or
Possessions: light crossbow, 10 bolts, dagger (2), +4 melee (1d4 [19-20/x2], dagger) or +6 ranged (1d8
quarterstaff, spell book, potion of cure moderate [19-20/x2], light crossbow); SA spells; AL LE; SV Fort
wounds, 2 arcane scrolls of bull’s strength, 2 arcane +4, Ref +4, Will +5; Str 10, Dex 14, Con 14, Int 18, Wis
scrolls of bear’s endurance, raven familiar. 10, Cha 10.

Torrock’s Bane Page 23


Skills and Feats: Concentration +13, Knowledge Skills and Feats: Climb +4, Gather Information +7,
(Local - Bandit Kingdoms) +15, Knowledge (Military) Handle Animal +8, Jump +4, Ride +13, Swim 0;
+10, Knowledge (Arcana) +15, Knowledge (Religion) Improved Initiative, Mounted Archery, Mounted
+10, Ride +7, Spellcraft +15, Scry +15; Brew Potion, Combat, Point Blank Shot, Precise Shot, Ride-by
Craft Wand, Dodge, Improved Initiative, Scribe Scroll, Attack, Spirited Charge, Trample, Weapon Focus
Toughness. (scimitar), Weapon Specialization (scimitar).
Spells (4/5/4/4/3) DC 14 + spell level) 0 level – Possessions: light lance, +1 mighty composite
[daze, detect magic, mage hand, mending;] 1st – longbow (+3), +2 scimitar, +1 chainmail, +1 small steel
[burning hands, mage armor, magic missle, magic shield, military saddle, saddlebags, light warhorse.
missle, shield;] 2nd – [glitterdust, mirror image, see
invisible, web;] 3rd – [dispel magic, lightning bolt, slow,
stinking cloud;] 4th – [Evard’s black tentacles, fire
shield, wall of ice.]
Possessions: light crossbow, 10 bolts, dagger (2),
quarterstaff, spell book, potion of cure moderate
wounds, 2 arcane scrolls of bull’s strength, 2 arcane
scrolls of bear’s endurance, wand of hold person, raven
familiar.

Other Forces of Major Blaine


Cleric of Iuz, male human Clr6: CR 6; HD 6d8+15;
hp 42; Int +5 (+1 Dex, +4 Imp. Init.); Spd 20 ft.; AC 16
(+1 Dex, +5 breastplate), Attacks +4 melee (1d8,
morningstar), +5 ranged (1d8 [19-20/x2] light
crossbow); SA Spells, spontaneous casting (inflict),
rebuke/command undead; AL CE; SV Fort +7, Ref +3,
Will +8; Str 10, Dex 13, Con 14, Int 12, Wis 16, Cha 10.
Skills and Feats: Bluff 6, Concentration +8,
Disguise +6, Hide +3, Knowledge (Religion) +7,
Spellcraft +7; Combat Casting, Combat Reflexes,
Improved Initiative, Toughness.
Spells (5/5/5/4, DC 13 + spell level): 0 level –
[detect magic, detect magic, detect poison, light,
resistance;] 1st – [bane, command, cure light wounds,
obscuring mist, protection from good*;] 2nd – [bull’s
strength, cure moderate wounds, hold person,
invisibility*, silence;] 3rd – [dispel magic, inflict serious
wounds, magic circle against good*, prayer.] *indicates
domain spell.
Domains: Trickery (Bluff, Disguise, and Hide are
class skills); Evil (Evil spells are cast at +1 caster level).
Possessions: Breastplate, light crossbow,
morningstar, 20 bolts.

Sergeant Aramil, male human Ftr10: CR 10; HD


10d10+20; hp 75; Init +6 (+2 Dex, +4 Imp. Init.); Spd 20
ft. (60 ft. while mounted); AC 20 (+2 Dex, +6 chainmail,
+2 small shield; touch 14, flat-footed 17); Atks +17/+12
melee (1d6+7 [18-20/x2], +1 scimitar) or +13/+8 melee
(1d6+3 [x3], light lance) or +13/+8 ranged (1d8+4 [x3],
composite longbow); AL LN; SV Ref +5, Fort +9, Will
+3; Str 16, Dex 14, Con 14, Int 13, Wis 11, Cha 14.

Torrock’s Bane Page 24


Appendix III: Leap of Faith
APL 4 Improved Grab (Ex): To use this ability, the gray
Advanced Gray Ooze (6 HD): CR 5; Medium Ooze; ooze must hit with its slam attack. If it gets a hold, it
HD 6d10+10; hp 43; Init -5 (Dex); Spd 10 ft.; AC 5 (-5 can constrict.
Dex); Atks +5 melee (1d6+1 and 1d6 acid, slam); SA Acid (Ex): A gray ooze secretes a digestive acid that
improved grab, acid, corrosion, constrict 1d6+1 and quickly dissolves organic material and metal. Any
1d6 acid; SQ blindsight, cold & fire immunity, ooze, melee hit deals acid damage.
camouflage; AL N; SV Fort +2, Ref -3, Will -3; Str 12, The ooze’s acidic touch deals 40 points of damage
Dex 1, Con 11, Int -, Wis 1, Cha 1. per round to wood or metal objects. Armor or clothing
Blindsight (Ex): An ooze’s entire body is a dissolves and becomes useless immediately unless it
primitive sensory organ that can ascertain prey by succeeds at a Reflex save (DC 19). The acid cannot
scent and vibration within 60 feet. harm stone. A metal or wooden weapon that strikes a
Ooze: Immune to mind-influencing effects, gray ooze also dissolves immediately unless it succeeds
poison, sleep, paralysis, stunning, and polymorphing. at a Reflex save (DC 19).
Not subject to critical hits. Constrict (Ex): A gray ooze deals automatic slam
Improved Grab (Ex): To use this ability, the gray and acid damage with a successful grapple check. The
ooze must hit with its slam attack. If it gets a hold, it opponent’s clothing and armor suffer a -4 penalty to
can constrict. Reflex saves against the acid.
Acid (Ex): A gray ooze secretes a digestive acid that Camouflage (Ex): It takes a successful Spot check
quickly dissolves organic material and metal. Any (DC 15) to recognize a motionless gray ooze for what it
melee hit deals acid damage. really is.
The ooze’s acidic touch deals 40 points of damage
per round to wood or metal objects. Armor or clothing Ogre Subchief, Ogre Ftr4/Bbn2/FrnzBzrk1: CR
dissolves and becomes useless immediately unless it 9; Large Giant; HD 4d8+3d12+4d10+44; hp 103; Init +2;
succeeds at a Reflex save (DC 19). The acid cannot Speed 40 ft.; AC 20 (-1 size, +2 Dex, +5 natural, +4 Scale;
harm stone. A metal or wooden weapon that strikes a touch 11; flatfooted 18); Atk +19/+14 melee (2d6+12,
gray ooze also dissolves immediately unless it succeeds huge greatclub) or +12/+7 ranged (1d8+4 [x3],
at a Reflex save (DC 19). composite longbow); Face/Reach 5 ft. x 5 ft. / 10 ft.; SQ
Constrict (Ex): A gray ooze deals automatic slam Fast Movement, Uncanny Dodge (Dex), Rage 1/day,
and acid damage with a successful grapple check. The Frenzy 1/day (8 rounds duration); AL CE; SV Fort +16,
opponent’s clothing and armor suffer a -4 penalty to Ref +4, Will +2; Str 24 (34 Frenzy), Dex 14, Con 18, Int
Reflex saves against the acid. 6, Wis 10, Cha 7.
Camouflage (Ex): It takes a successful Spot check Skills and Feats: Speak Languages (Giant), Climb
(DC 15) to recognize a motionless gray ooze for what it +5, Listen +3, Spot +3; Cleave, Destructive Rage, Great
really is. Cleave, Intimidating Rage, Power Attack, Remain
Conscious, Weapon Focus (greatclub), Weapon
APL 6 & 8 Specialization (greatclub).
Advanced Grey Ooze (9 HD): CR 6; Large Ooze; Rage (Ex): The barbarian can fly into a screaming
HD 9d10+18; hp 68; Init -5 (Dex); Spd 10 ft.; AC 6 (-1 blood frenzy and gain phenomenal strength and
Size, -5 Dex, +2 Natural); Atks +10 melee (1d8+7 and durability, though he also becomes reckless and less
1d6 acid, slam); SA improved grab, acid, corrosion, able to defend himself. The following changes are in
constrict 1d8+7 and 1d6 acid; SQ blindsight, cold & effect as long as he rages: Str 28, Con 22, hp 125, Fort
fire immunity, ooze, camouflage; AL N; SV Fort +5, Ref +18, Will +4, AC 18, huge greatclub attack bonus
-2, Will -2; Str 20, Dex 1, Con 15, Int -, Wis 1, Cha 1. +21/+16, huge greatclub damage 2d6+15. This fit of
Blindsight (Ex): An ooze’s entire body is a rage lasts for 8 rounds. The barbarian may voluntarily
primitive sensory organ that can ascertain prey by end the rage prematurely. After raging, the barbarian
scent and vibration within 60 feet. is fatigued (-2 Strength, -2 Dexterity, can’t charge or
Ooze: Immune to mind-influencing effects, run) for the duration of that encounter. He can fly into
poison, sleep, paralysis, stunning, and polymorphing. a rage only once per encounter and only one time per
Not subject to critical hits. day. Entering a rage takes no time by itself, but the
barbarian can do it only during his action, not in
response to someone else’s action.

Torrock’s Bane Page 25


Frenzy (Ex): The barbarian can fly into a +2 (Dex); Speed 40 ft.; AC 20 (-1 size, +2 Dex, +5
screaming blood frenzy and gain phenomenal strength natural, +4 Scale; touch 11; flatfooted 18); Atk
and durability, though he also becomes reckless and +20/+15/+10 melee (2d6+12, huge greatclub) or
less able to defend himself. While in a frenzy, the +13/+8/+3 ranged (1d8+4 [x3], composite longbow);
berserker gains a +6 bonus to strength and a single Face / Reach 5 ft. x 5 ft. / 10 ft.; SQ Uncanny Dodge
extra attack at his highest bonus. (This latter effect is (Dex), Rage 1/day, Frenzy 1/day, Supreme Cleave,
not cumulative with haste). However, he also suffers a Deathless Frenzy; AL CE; SV Fort +18, Ref +5 Will +3;
–4 penalty to AC and takes 2 points of subdual damage Str 25, Dex 14, Con 18, Int 6, Wis 10, Cha 7.
per round. The effects of frenzy stack with those from Skills and Feats: Speak Languages (Giant), Climb
rage. Entering a frenzy takes no time by itself, but the +14, Listen +8, Spot +8; Cleave, Destructive Rage, Great
berserker can do it only during his action, not in Cleave, Intimidating Rage, Power Attack, Power
response to someone else’s action. Lunge, Remain Conscious, Weapon Focus (greatclub),
In addition, if he suffers damage from an attack, Weapon Specialization (greatclub).
spell, trap, or any other source, he automatically enters Rage (Ex): The barbarian can fly into a screaming
frenzy at the start of his next action, as long as he still blood frenzy and gain phenomenal strength and
has at least one daily usage of the ability left. To avoid durability, though he also becomes reckless and less
entering the frenzy in response to damage, the able to defend himself. The following changes are in
berserker must make a successful Will save (DC 10 + effect as long as he rages: Str 29, Con 22, hp 153, Fort
points of damage suffered since her last action) at the +20, Will +5, AC 18, huge greatclub attack bonus
start of his next action. +22/+17/+12, huge greatclub damage 2d6+15. This fit
A frenzy lasts for seven rounds (nine if raging as of rage lasts for 8 rounds. The barbarian may
well). To end the frenzy before its duration expires, the voluntarily end the rage prematurely. After raging, the
character may attempt a Will save (DC 20) once per barbarian is fatigued (-2 Strength, -2 Dexterity, can’t
round as a free action. Success ends the frenzy charge or run) for the duration of that encounter. He
immediately; failure means it continues. can fly into a rage only once per encounter and only
When the frenzy ends, the frenzied berserker is one time per day. Entering a rage takes no time by
fatigued (-2 penalty to Strength and Dexterity, unable itself, but the barbarian can do it only during his
to charge or run) for the duration of the encounter, or action, not in response to someone else’s action.
until she enters another frenzy, whichever comes first. Frenzy (Ex): The barbarian can fly into a
Possessions: Masterwork huge greatclub, scale screaming blood frenzy and gain phenomenal strength
mail, mighty composite longbow (+4). and durability, though he also becomes reckless and
less able to defend himself. While in a frenzy, the
Ogre Fighter, ogre Ftr6: CR 8; Large Giant; HD berserker gains a +6 bonus to strength and a single
4d8+6d10+40; hp 91; Init +2; Speed 30 ft.; AC 20 (-1 extra attack at his highest bonus. (This latter effect is
size, +2 Dex, +5 natural, +4 Scale; touch 11; flatfooted not cumulative with haste). However, he also suffers a
18); Atk +17/+12 melee (2d6+11, huge spiked chain) or –4 penalty to AC and takes 2 points of subdual damage
+11/+6 ranged (tanglefoot bag) or +11/+6 ranged per round. The effects of frenzy stack with those from
(1d8+4 [x3], composite longbow); Face/Reach 5 ft. x 5 rage. Entering a frenzy takes no time by itself, but the
ft. / 10 ft. (20 ft. huge spiked chain); AL CE; SV Fort berserker can do it only during his action, not in
+13, Ref +5, Will +5; Str 22, Dex 14, Con 18, Int 6, Wis response to someone else’s action.
10, Cha 7. In addition, if he suffers damage from an attack,
Skills and Feats: Speak Languages (Giant), Climb spell, trap, or any other source, he automatically enters
+9, Listen +7, Spot +7; Alertness, Blind Fighting, frenzy at the start of his next action, as long as he still
Combat Reflexes, Exotic Weapon Proficiency (Huge has at least one daily usage of the ability left. To avoid
spiked chain), Iron Will, Weapon Focus (Greatclub), entering the frenzy in response to damage, the
Weapon Focus (Huge spiked chain), Weapon berserker must make a successful Will save (DC 10 +
Specialization (Huge spiked chain). points of damage suffered since her last action) at the
Possessions: Masterwork huge spiked chain, start of his next action.
mighty composite longbow (+4), scale mail, glove of A frenzy lasts for seven rounds (nine if raging as
storing, tanglefoot bags (3) each. One tanglefoot bag is well). To end the frenzy before its duration expires, the
stored in the glove of storing. character may attempt a Will save (DC 20) once per
round as a free action. Success ends the frenzy
Ogre Warlord, ogre Ftr4/Bbn1/FrnzBzrk4: CR immediately; failure means it continues.
12; Large Giant; HD 4d8+5d12+4d10+56; hp 127; Init

Torrock’s Bane Page 26


When the frenzy ends, the frenzied berserker is
fatigued (-2 penalty to Strength and Dexterity, unable
to charge or run) for the duration of the encounter, or
until she enters another frenzy, whichever comes first.
Supreme Cleave: The berserker can take a 5-foot
step between attacks when using the Cleave or Great
Cleave feat. He is still limited to one such adjustment
per round, so she cannot use this ability during a round
in which he has already taken a 5-foot step.
Deathless Frenzy (Ex): The frenzied berserker can
scorn death and unconsciousness while in a frenzy.
Should his hit points fall to 0 or below because of hit
point loss, he continues to fight normally until his
frenzy ends. At that point, the effects of his wounds
apply normally. This ability does not prevent death
from spells such as slay living or disintegrate.
Possessions: Masterwork huge greatclub, scale
mail, mighty composite longbow (+4), periapt of proof
against poison.

Torrock’s Bane Page 27


Appendix IV: Torrock
For practical purposes Torrock is an ogre shaped Skills and Feats: Speak Languages (Common,
Babau, Tanar’ri except he doesn’t have the claw and bite Giant, Abyssal); Climb 17, Disable Device +14, Disguise
attacks, doesn’t have the protective slime, and can’t gate +13, Escape Artist +13, Hide +19, Listen +19, Move
in other Tanar’ri. Silently +19, Open Lock +13, Search +20, Sleight of
Hand +11, Spot +7, Survival +1 (+3 follow tracks), Use
APL 4 & 6 Rope +1 (+3 with bindings; Cleave, Power Attack,
Torrock/Fronuex, male ogre shaped Babau: CR 6; Weapon Focus (greatsword).
Large Outsider, Tanar’ri; HD 7d8 + 35; hp 73; Init +1; Spell Like Abilities (at will, cast at 7th level), (base
Spd 30 ft.; AC 23 (+1 Dex, +8 natural, +4 mithril shirt, DC = 13 + spell level): Darkness, Dispel Magic, See
(touch 11, flat-footed 22); Atks +13/+8 melee (2d8+8 Invisibility, Greater Teleport (self + 50 lbs of objects
[19-20/x2], +1 huge greatsword), +12/+7 melee (1d8+5 only)
[x2], throwing axe), +7/+2 ranged (1d8+4 [x3], Possessions: huge +1 Arrows (50), Throwing Axes
composite longbow); Face / Reach: 5 ft. x 5 ft. / 10 ft.; (2), +1 Mithral Shirt, +1 Mty Comp Longbow +4,
SA Sneak Attack +2d6, spell like abilities; SQ DR Potion of Cure Serious Wounds (2), Potion of Haste,
10/+1, darkvision 60’, immunity to electricity and Greatsword, the Soul Forge a huge +1 keen greatsword.
poison, resistance to acid 10, cold 10, and fire 10, SR 14,
Telepathic Communication 100’; AL CE; SV Ref +6, APL 10 (EL 13)
Fort +10, Will +6; Str 21, Dex 12, Con 20, Int 14, Wis Torrock/Fronuex, male ogre shaped Babau Rog4:
13, Cha 16. CR 10; Large Outsider, Tanar’ri; HD 7d8 + 4d6 + 55; hp
Skills and Feats: Speak Languages (Common, 109; Init +1; Spd 30 ft.; AC 24 (+1 Dex, +8 natural, +5 +1
Giant, Abyssal); Climb 15, Disable Device +12, Disguise mithril shirt, (touch 11, flat-footed 23); Atks +18/+13
+13, Escape Artist +11, Hide +17, Listen +19, Move melee (2d8+11 [17-20/x2], +2 huge keen greatsword),
Silently +19, Open Lock +11, Search +20, Sleight of +16/+11 melee (1d8+6 [x2], throwing axe), +12/+7
Hand +11, Survival +1 (+3 follow tracks), Use Rope +1 ranged (1d8+6 [x3], composite longbow); Face / Reach:
(+3 with bindings; Cleave, Power Attack, Weapon 5 ft. x 5 ft. / 10 ft.; SA Sneak Attack +4d6, evasion (takes
Focus (greatsword). no damage when a Reflex save is made), uncanny
Spell Like Abilities (at will, cast at 7th level), (base dodge (can’t be caught flat footed), spell like abilities;
DC = 13 + spell level): Darkness, Dispel Magic, See SQ DR 10/+1, darkvision 60’, immunity to electricity
Invisibility, Greater Teleport (self + 50 lbs of objects and poison, resistance to acid 10, cold 10, and fire 10,
only) SR 14, Telepathic Communication 100’; AL CE; SV Ref
Possessions: Soul Forge (+1 greatsword), throwing +10, Fort +11, Will +7; Str 22, Dex 12, Con 20, Int 14,
axes x2, mithral shirt, mighty composite longbow (+4), Wis 13, Cha 16.
arrows (40), potion of cure serious wounds x2, potion Skills and Feats: Speak Languages (Common,
of haste. Giant, Abyssal); Climb 18, Disable Device +16, Disguise
+13, Escape Artist +15, Hide +20, Listen +20, Move
APL 8 Silently +20, Open Lock +13, Search +20, Sleight of
Torrock/Fronuex, male ogre shaped Babau Rog2: Hand +11, Spot +15, Survival +1 (+3 follow tracks), Use
CR 8; Large Outsider, Tanar’ri; HD 7d8 + 2d6 + 45; hp Rope +1 (+3 with bindings; Cleave, Power Attack,
91; Init +1; Spd 30 ft.; AC 24 (+1 Dex, +8 natural, +5 +1 Weapon Focus (greatsword), Blindfighting.
mithril shirt, (touch 11, flat-footed 23); Atks +15/+10 Spell Like Abilities (at will, cast at 7th level), (base
melee (2d8+10 [17-20/x2], +1 huge keen greatsword), DC = 13 + spell level): Darkness, Dispel Magic, See
+14/+9 melee (1d8+6 [x2], throwing axe), +10/+5 Invisibility, Greater Teleport (self + 50 lbs of objects
ranged (1d8+6 [x3], composite longbow); Face / Reach: only)
5 ft. x 5 ft. / 10 ft.; SA Sneak Attack +3d6, evasion (takes Possessions: +1 Arrows (50), Throwing Axes (2), +1
no damage when a Reflex save is made), spell like Mithral Shirt, +1 Mty Comp Longbow +4, Potion of
abilities; SQ DR 10/+1, darkvision 60’, immunity to Cure Serious Wounds (2), Potion of Haste, Greatsword,
electricity and poison, resistance to acid 10, cold 10, the Soul Forge is a +2 keen greatsword.
and fire 10, SR 14, Telepathic Communication 100’; AL
CE; SV Ref +9, Fort +10, Will +6; Str 22, Dex 12, Con
20, Int 14, Wis 13, Cha 16.

Torrock’s Bane Page 28


APL 12 (EL 15)
Torrock/Fronuex, male ogre shaped Babau Rog6:
CR 12; Large Outsider, Tanar’ri; HD 7d8 + 6d6 + 65; hp
127; Init +1; Spd 30 ft.; AC 24 (+1 Dex, +8 natural, +5 +1
mithril shirt, (touch 11, flat-footed 23); Atks +19/+14
melee (2d8+11 [17-20/x2], +2 huge keen greatsword),
+17/+12 melee (1d8+6 [x2], throwing axe), +13/+8
ranged (1d8+6 [x3], composite longbow); Face / Reach:
5 ft. x 5 ft. / 10 ft.; SA Sneak Attack +5d6, evasion (takes
no damage when a Reflex save is made), uncanny
dodge (can’t be caught flat footed), improved uncanny
dodge (can’t be flanked), spell like abilities; SQ DR
10/+1, darkvision 60’, immunity to electricity and
poison, resistance to acid 10, cold 10, and fire 10, SR 14,
Telepathic Communication 100’; AL CE; SV Ref +11,
Fort +12, Will +11; Str 22, Dex 12, Con 20, Int 14, Wis
14, Cha 16.
Skills and Feats: Speak Languages (Common,
Giant, Abyssal); Climb 20, Disable Device +18, Disguise
+13, Escape Artist +17, Hide +22, Listen +23, Move
Silently +22, Open Lock +13, Search +22, Sleight of
Hand +11, Spot +16, Survival +2 (+4 follow tracks), Use
Rope +3 (+5 with bindings; Cleave, Power Attack,
Weapon Focus (greatsword), Blindfighting, Iron Will.
Spell Like Abilities (at will, cast at 7th level), (base
DC = 13 + spell level): Darkness, Dispel Magic, See
Invisibility, Greater Teleport (self + 50 lbs of objects
only)
Possessions: +1 Arrows (50), Throwing Axes (2), +1
Mithral Shirt, +1 Mty Comp Longbow +4, Potion of
Cure Serious Wounds (2), Potion of Haste, Greatsword,
the Soul Forge a +2 keen greatsword.

Torrock’s Bane Page 29


Appendix V: New Feats
Destructive Rage [General]
You shatter barriers and objects when enraged.
Prerequisite: Ability to rage.
Benefit: While you’re raging, you gain a +8 bonus
on any Strength checks you make to break open doors
or break inanimate, immobile objects.
(Source: Masters of the Wild pg. 22)

Intimidating Rage [General]


Your rage engenders fear in your opponents.
Prerequisite: Ability to rage.
Benefit: While you are raging, you designate a
single foe within 30 feet of you who must make a Will
save (DC = 10 + one-half your character level + your
Charisma modifier) or become shaken for as long as
you continue to rage and the target can see you. (A
shaken creature suffers a –2 morale penalty on attack
rolls, saves, and checks.) A target who makes the save
remains immune to the intimidating effect of your
rage for one day. Creatures immune to fear and those
with no visual senses are immune to this effect.
(Source: Masters of the Wild pg. 24)

Remain Conscious [General]


You have a tenacity of will that supports you even
when things look bleak.
Prerequisites: Base attack bonus +2, Endurance,
Iron Will, Toughness.
Benefit: After your hit points are reduced to 0 or
below, you may take one partial action on your turn
every round until you reach –10 hit points.
(Source: Masters of the Wild pg. 25)

Power Lunge [General]


Your ferocious attack may catch an opponent
unprepared.
Prerequisites: Base attack bonus +3, Power Attack.
Benefit: A successful attack roll during a charge
allows you to inflict double your normal Strength
modifier in addition the attacks damage. You provoke
an attack of opportunity from the opponent you
charged.
(Source: Sword and Fist pg.8)

Torrock’s Bane Page 30


Appendix VI: Frenzied Berserker Class Excerpt
As presented in Masters of the Wild

The random madness of the thunderstorm and the The following are class features of the frenzied
unpredictability of the slaadi come together in the soul berserker prestige class.
of the frenzied berserker. Unlike most other Weapon and Armor Proficiency: Frenzied
characters, she does not fight to achieve some heroic berserkers gain no weapon or armor proficiencies.
goal or defeat a loathsome villain. Those are mere Frenzy (Ex): Beginning at 1st level, the frenzied
excuses – it is the thrill of combat that draws her. For berserker can enter a frenzy during combat. While
the frenzied berserker, the insanity of battle is much frenzied, she gains a +6 bonus to Strength and a single
like an addictive drug – she must constantly seek out extra attack each round at her highest bonus. (This
more conflict to feed her craving for battle. latter effect is not cumulative with haste.) However,
Along the wild borderlands and in the evil she also suffers a –4 penalty to AC and takes 2 points of
kingdoms of the world, frenzied berserkers often lead subdual damage per round. A frenzy lasts for a number
warbands that include a variety of character types – and of rounds equal to 3 + the frenzied berserker’s
even other frenzied berserkers. Some such groups turn Constitution modifier. To end the frenzy before its
to banditry and brigandage; others serve as specialized duration expires, the character may attempt a Will save
mercenaries. Whatever their origin, such warbands (DC 20) once per round as a free action. Success ends
naturally gravitate towards situations of instability and the frenzy immediately; failure means it continues.
conflict, because wars and civil strife are their bread The effects of frenzy stack with those from rage.
and butter. Indeed, the coming of a frenzied berserker At first level, the character can enter a frenzy once
is the most obvious herald of troubled times. per day. Thereafter, she gains one additional use of the
The frenzied berserker’s path is unsuited for most ability for every two frenzied berserker levels she
adventurers – a fact for which the peace-lovers of the acquires. The character can enter a frenzy as a free
world can be thankful. Because of their traditional love action. Even though this takes no time, she can do it
for battle, orc and half-orc barbarians are the ones who only during her action, not in response to another’s
most frequently adopt this prestige class, though action. In addition, if she suffers damage from an
human and dwarf barbarians also find it appealing. It attack, spell, trap, or any other source, she
might seem that elves would be good candidates automatically enters a frenzy at the start of her next
because of their chaotic nature, but the elven aesthetic action, as long as she still has at least one daily usage of
and love of grace are at odds with the frenzied the ability left. To avoid entering the frenzy in
berserker’s devaluation of the self. Spellcasting response to damage, the character must make a
characters and monks almost never become frenzied successful Will save (DC 10 + points of damage
berserkers. suffered since her last action) at the start of her next
Hit Die: d12 action.
While frenzied, the character cannot use skills or
Requirements abilities that require patience or concentration (such as
To become a frenzied berserker, a character must fulfill Move Silently), nor can she cast spells, drink potions,
the following criteria. activate magic items, or read scrolls. She can use any
Alignment: Any nonlawful. feat she has except Expertise, item creation feats,
Base Attack Bonus: +6 metamagic feats, and Skill Focus in a skill that requires
Feats: Cleave, Destructive Rage, Intimidating patience or concentration.
Rage, Power Attack. During a frenzy, the frenzied berserker must
attack those she perceives as foes to the best of her
Class Skills ability. Should she run out of enemies before her
The frenzied berserker’s class skills (and the key frenzy expires, her rampage continues. She must then
ability for each skill) are Climb (Str), Intimidate (Cha), attack the nearest creature (determine randomly if
Jump (Str), Ride (Dex), and Swim (Str). See Chapter 4 several potential foes are equidistant) and fight that
of the Player’s Handbook for skill descriptions. opponent without regard to friendship, innocence, or
Skill points at Each Level: 2 + Int modifier. health (the target’s or her own).
When a frenzy ends, the frenzied berserker is
Class Features fatigued (-2 penalty to Strength and Dexterity, unable

Torrock’s Bane Page 31


to charge or run) for the duration of the encounter, or
until she enters another frenzy, whichever comes first.
Remain Conscious: The frenzied berserker gains
Remain Conscious as a bonus feat.
Supreme Cleave: At 2nd level, the frenzied
berserker can take a 5-foot step between attacks when
using the Cleave or Great Cleave feat. She is still
limited to one such adjustment per round, so she
cannot use this ability during a round in which she has
already taken a 5-foot step.
Deathless Frenzy (Ex): At 4th level, the frenzied
berserker can scorn death and unconsciousness while
in a frenzy. Should her hit points fall to 0 or below
because of hit point loss, she continues to fight
normally until her frenzy ends. At that point, the
effects of her wounds apply normally. This ability does
not prevent death from spells such as slay living or
disintegrate.

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Appendix VI: Map of the Bluff Hills Area

Torrock’s Bane Page 33


Appendix VII: Torrock’s Lair

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Player’s Handout: A Letter to Torrock
Coldeven 15, 590 cy

Torrock:

You are to infiltrate the tribe of ogres guarding the Perdition Silver Mine. Find out the locations of the
mine, what forces are guarding it and report back to me.

Xavendra

Patchwall 5, 590 cy

Torrock,

I have not received a progress report from you in sometime. You are to respond immediately and
inform me on the progress of your mission.

Xavendra

Readying 2, 591 cy

Torrock,

Reports indicate that forces claiming loyalty to you have been attacking my forces, caravans, and
towns. You are to cease these activities immediately. Return and report at once. If you do not have an
extraordinary explanation for your actions, expect to spend a long painful time entertaining my guest
below.

Xavendra

Torrock’s Bane Page 35

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