THE ORCS OF GALAZAR
ADVANCED DUNGEONS & DRAGONS
2ND EDITION

by

Lasivian T. Dark


Terrain: Forest
Total Party Levels: 8 (Average 3rd level)
Total Magic X.P.: 9,500
Total g.p. X.P.: 4,507
Monster X.P.: 10,405
Kill: 10,405
Defeat: 8,310
Retreat: 6,000


THE SET UP
A large band of orcs has been seen roaming the hills for some time. The
village has recently become a frequent target of their raids. One week ago
The Jewel of Rapan was stolen from its owner, the leader of the elders.
The elders will pay 1000gp for the return of the jewel, and the
destruction of this threat. (The Jewel of Rapan is a 10,000gp emerald.)

THE LAIR
The orcs were quite disorganized before Galazar arrived. He found that the
orcs followed his orders unerringly, and he was able to form a small army
of orcs under his power. He allows the orcs to keep a small amount of
treasure to keep them happy, and his strongest guards are allowed to use
his magical weapons. They will never turn on him willingly. Galazar lairs
in a hidden tomb, two miles north of town inside of which he found a large
clay jar filled with beads. When thrown these beads turn into 2-dice
fireballs, these are known as Firebeads (he allows the orcs to use these).
The elders are not sure where the lair is, and tell the pcs to visit the
local tavern and consult Oracle. Oracle is the towns Prophet, he will
answer any question for a glass of good wine,(5sp). He often responds in
long answers that make decent sense,(but are not always true). The people
trust him unerringly, he will always be in the tavern. Several other
people will answer as follows:
A known drunk (with poor eyesight), claims that on his way home from the
tavern one night he saw a huge blue lizard. He says that the lizard asked
him where Hemseth was, and when he responded that he didn't know it flew
away.
Several woodsmen tell about seeing erie red balls of fire flying through
the northern forest at night. They were curious, but they were more
afraid,(this is just the orcs practicing with their Firebeads)
An old woman says that the orcs have been possessed by powerful spirits
that haunt the forest, and given all the strange occurences most of the
local people believe her.
Nearby ranchers claim that orcs have been seen dragging off slain pigs
from their ranches to the west. The ranchers add that orcs always disliked
the taste of pork and that the orcs never bothered the pigs before last
month. The orcs were seen praying over the pigs bodies, and left several
trinkets and coins behind when they left with the carcass.
Roughly halfway there the party will notice a lone orc in the brush near a
tall tree, it appears to have broken its leg, and will tell the pcs that
it fell while trying to get the bird eggs up in the nests,(there are in
fact several nests in the tree). The orc is not hurt, and has two friends
hiding nearby to the east.
1st Orc: AC 6; Move 9 '; HD 1; hp 16; #AT 1; Dmg 1d8+1, or 2-12; THACO
19;
AL LE; X.P. 150; he carries a Longsword +1, and a 25gp opal.
2nd Orc: AC 6; Move 9 '; HD 1; hp 15; #AT 1; Dmg 1d4+1, or 2-12; THACO
19;
AL LE; X.P. 150; he wields a Dagger +1.
3rd Orc: AC 6; Move 9 '; HD 1; hp 14; #AT 1; Dmg 1-8, or 2-12; THACO 19;
AL LE; X.P. 150; he wears a Amulet of Protection +1, and wields a
longsword, each carrys four Firebeads, three Acorns of Healing, and
100gp.
They will wait until the party is broken up, then try to attack from
behind. The orcs will attack immediately if the pcs attack the injured
one. If questioned the injured orc will tell the party to find his friend
who has wandered west, he is the tribes leader, if the party falls for his
story and tries to find his friend, the orcs will attack as the party
turns west. If combat begins to go badly they will retreat to the lair,
being careful not to be followed
The lair is well hidden behind a stand of large oaks. One of the oldest
trees produces Acorns of Healing. The orcs gather these acorns daily and
hide them in the lair. Each orc carries three of these at all times. If
the pcs cast Detect Magic they will find four acorns on tree to be
magical.  Several orcs guard the area around the cave, they keep watch in
giant nests 20' high in the trees with the eagles that created them. The
orcs don't control the eagles, but the eagles will listen to them. There
are three nests in the area around the lair. The eagles will not fight pcs
that enter their nests,(they assume the pcs to be orcs).
Eagles (6): AC 6; Move 1 '/30 'c; HD 1+3; hp 10ea; #AT 3; Dmg 1-2/1-2/1-
2;
THACO 18; AL Nil ; X.P. 175ea; the nest's contents are as follows:
1.      (2) 40gp diamonds, and (5) Acorns of Healing.
2.      (1) 125gp gold necklace, (3) fake rubies, (50gp appearence).
3.      (1) metal flask containing a Potion of Mushrooms (7 sips).

Orcs (3): AC 6; Move 9 '; HD 1; hp 13,12,12; #AT 1; Dmg 1-8, or 2-12;
THACO
19; AL LE; X.P. 100; each carries a long sword, four Firebeads, three
Acorns of Healing, and 50gp.
The orcs from the first encounter will be here if not slain. The orcs
begin by throwing Firebeads down on the pcs, each bead does 2d6 points of
fire damage, save vs. spells for half. The orcs will then have the eagles
attack as they climb down, the eagles will retreat when they lose half of
their hit points. The orcs will attack as the eagles retreat. The orcs
retreat when they are reduced to six or less hit points, or when two of
them have been slain. The orcs will run towards the lair, but will split-
up and attempt to elude the pcs in the forest before entering. They will
regroup inside the lair and use their acorns to heal themselves.
The entrance to the lair is hidden behind a thick wall of heavy vines,
these vines are very stiff to the touch, and a find secret doors roll must
be passed to find the entrance. Behind the vines lies a 10'wide passage
with a 15' ceiling, it runs 30' ahead before ending in a 30' wide by
40'long chamber, this chamber is quite damp, water seems to be seeping in
from above. The walls are coated by a heavy moss. At the back of the room
is a 10' wide corridor running west. There are four torches providing
light in this room. At the back of the room is a secret door, but the orcs
will not go through this. There are four orcs standing guard here.
Orcs (4): AC 6; Move 9 '; HD 1; hp 14,14,12,12; #AT 1; Dmg 1-8, or 2-12;
THACO 19; AL LE; X.P. 100; each carries a long sword, four Firebeads,
three
Acorns of Healing, and 50gp.
The orcs from the first two encounters will also be here,(if they
survived). When the party arrives most of the orcs will be hiding by the
entrance, while two, (the most powerful) stand at the back of the chamber.
they will all attack when the party reaches the center of the room. If the
combat goes badly, the orcs will retreat through the side passage. In a
small sack hidden near the entrance are 20pp, a 50gp emerald, and a 5cp
copper ring with the word ' kashan ' engraved on the inside.
The passage to the west slopes up gradually, slowly becoming dryer. 20'
down the side passage is a 10'sq, 20' deep covered pit, if the party is
chasing the orcs they have a 5% chance of seeing the orcs using heavy
vines to swing across the pit. The vines are secured to a large iron ring
set in the ceiling. The vines have a 10% chance of breaking each time they
are used,(roll for the orcs as well) if one breaks for an orc he will fall
screaming into the pit and die when he strikes bottom, the others will
continue on,(allow the rest make it safely). Falling pcs take 2d6 points
of damage. The pit is dimly lit although there is no visible light source.
There is a body of a dead wizard in the pit, he wears a Ring of
Invisibility, if the pcs search the pit one of them is sure to stumble
over him. The source of the light is a 10gp gem he carries, with a
Continual Light cast on it.
The passage ends in a 30'sq chamber, all the orcs from previous encounters
will be here if not slain, as well as two more.
Orcs (2): AC 6; Move 9 '; HD 1; hp 11,11; #AT 1; Dmg 1-8, or 2-12; THACO
19;
AL LE; X.P. 100; each carries a long sword, four Firebeads, three Acorns
of
Healing, and 50gp.
There are ten Firebeads, and five Acorns of Healing, at the back of the
room from which they will replenish their supply. If they sustain heavy
losses, they will try to get to the secret door in the main chamber, if
cut off they will fight to the death,(they fear the dragon more than the
party).If the orcs manage to retreat through the secret door, they will be
found later with the dragon. The chamber appears empty, but hidden under a
loose rock in the east wall is a small chest, it is locked and has both a
Leomunds trap, and a Nystuls arua cast upon it. The lock is quite poor
quality, and 2-3 blows from a blunt object will break it, the Chest is not
trapped. It contains a Potion of muting, a Hilt of Conjuring(the orcs
don't know the command word), and four Acorns of Healing.
The secret door in the main chamber is hidden extremely well behind a
layer of heavy moss, it can be found on a roll of 1 on 1d8,(1-2 for
elves). Behind it is a cut stone passage 8'wide by 40'long, with a 8'
ceiling. this passage is not as wet as the main chamber, but it is still
quite damp.
20' down the corridor on the left is a heavy wooden door, there is a
roughly carved glyph on the surface, it is the orcish word for ' death '.
The door has swelled slightly from the moisture and requires a successful
bend bars roll to open. Beyond the door is a small room 20'sq, there are
two ghouls in the room that attack almost immediately.
Ghouls (3): AC 6; Move 9 '; HD 2; hp 10,8,8; #AT 3; Dmg 1-3/1-3/1-6 +
paralyzation; THACO 19; AL CE; X.P. 420ea
The orcs do not feed them so they will fight to the ' death ' out of
hunger. They are what remain of three warriors buried here centuries ago.
the room contains three large stone platforms upon which the bodys rested
when buried. upon the first lies a rotting cloak and a vial of arsenic,
(clearly labeled). Upon the second rests a suit of badly rusted chainmail,
and a set of Bracers of Defense AC 7. The third is covered in a layer of
green moss, the moss will appear to be a green slime,(90% chance). Under
the moss is a 200gp ruby, and a Potion of ESP.
10' past the first door there is another door on the opposite side of the
corridor. This door is solid granite, almost 2' thick, a cleric or paladin
can feel an aura of good sorrounding it. Although it can be opened on its
massive stone hinges, its enormous weight requires a combined strength of
30 or more to move it. The orcs are not strong enough to move it. The room
beyond is 25' wide by 30' long. There is a large circular fountain,(7'
across) set against the far wall, with a 3' tall statue of a warrior in
the center. The water in the fountain will heal 1-3 points of damage per
character, per day. The fountains base is white marble, but the statue is
made of red granite. Carved into the wall above the statue is a cryptic
message written in common: ' Nearby lies the warrior of thirst, to reach
him you must heal him first. Beware that he who plunders his tomb, should
be prepared to face his doom. ' If the water in the fountain is splashed
on the statue the entire wall will turn ninety degrees. The wall will
revolve back when pushed, it turns quite easily. Note that the only way to
revolve the wall from the inside is a Knock spell, if the party traps
themselves they will be doomed to their fate.
The room beyond is 25' wide by 40' long. It is incredibly clean, as if
nobody had ever entered this room before. There are two wights in the
room, if a priest or paladin enters that is lawful, or good in alignment
they will not attack, they will simply back-up and stand near the back
wall, if attacked they will retaliate. If a priest or paladin is not with
the party, or if the party disturbs the skeleton, they will attack.
Wights (2): AC 5; Move 12 '; HD 4+3; hp 25ea; #AT 1; Dmg 1-4 +energy
drain;
THACO 17; AL LG; X.P. 500; These wights energy drain is not
permanent, lost
levels will return in 1-4 turns
The wights will try to force pcs out of the tomb, rather than try to
destroy them, due to the nature of the tomb +3 is added to all ' turn
undead ' roles. In the back of the room is a raised dais upon which rests
a white marble throne. Sitting in the throne is a human skeleton, it wears
a Helm of Wisdom,(adds +2 to all saves vs mind-altering spells), and holds
a Bastard Sword +1, set in its eyesockets are two 50gp sapphires. If the
gems are removed the statue will activate. If it still holds its sword it
will strike whoever stands before it, striking for 2d4+1 points of damage.
After it attacks, or if its sword has been taken it will yell ' Be Cursed
all who steal my riches ', and collapse, at which point the wights will
attack. The throne is solid marble and is worth almost 1000gp but weighs
close to a ton.
The hall continues to a ' T ' intersection at its terminus. The east
passage leads 20 feet and ends at a large steel-bound oak door. Thw West
passage goes 20'west and turns north, there is a wooden door in the west
wall of the bend
The eastern door is locked, and as the lock is rusted a ' pick locks '
roll will always fail. There are several cracks and marks on the door from
the orcs attempts to break it down. The door has 50hp's, edged weapons
will only do half damage. Behind the door is a 8' wide hallway that runs
20' to a 30'sq. room. The room contains several small pieces of fine oak
furniture, including a desk, two chairs, and a small table. But time and
moisture have taken their toll and have made it all quite worthless.
within a secret drawer in the desk (requiring a secret door roll to find)
,is a scroll of the priest spell Neutralize Poison. Three tapestries which
depict a priest building a massive church hang on the walls. They show no
signs of deterioration, for they are magically protected. They could be
worth 25gp each to the right buyer. In the right-rear corner of the room
is a stone coffin, the lid requires a combined strength of 35 or more to
move. Inside is a necropidius, it will attack as the lid is opened
Necropidius (1): AC 2; Move 9; HD 2; hp 14; #AT 1; Dmg 1-8
+paralyzation;
THACO 19; AL Nil; X.P. 270; The necropidius will execute a hypnotic
swaying
when disturbed, unless a save vs. spells is made it has same effects as
a
Hypnotism spell. Its bite will cause paralyzation for 1-4 turns if
another
save vs. spells is not made. poison, mind influencing spells, and a
clerics
turning do not affect the necropidius.
Inside the coffin is a gold urn worth 100gp that contains the ashes of the
priest depicted in the tapestries. As well as a small black stone lion,
which is really a Dimensional Mine.
The door at the bend in the west passage is locked with a large padlock,
it is of exceptional quality, and subtracts 10% from a thieves chances to
pick it. If undamaged, a locksmith would pay up to 20gp for it. The door
itself has 20hp's, and when struck the person striking the door suffers
the same damage as the door. The room beyond is 30'sq. with a 10'ceiling.
the only item in the room is a bag sitting by the far wall. As the party
steps through the door they will feel that something does not seem right
in the room. The floor has been enspelled with a permanent Silence spell.
Nothing will happen until the characters pick-up the bag, at which point
the entire floor  except the 5'sq. section where the bag lays will vanish,
the floor will instantly appear 20' below where the floor used to be.
falling characters take 2d6 points of damage. If a exactly equal amount of
weight is replaced where the bag was the floor will raise slowly back to
where it was. Getting out without resetting it is bound to be a problem
since the pcs are now 20' below the door. The bag contains a gold key
worth 2gp, 25 lead coins, and a invisible diamond worth 100gp. The bag
weighs exactly one pound.
After the western corridor turns right it heads 20' north and ends in a
large locked wooden door. This door has a permanent Silence cast on it,
the pcs will be able to hear nothing by listening at the door. When opened
it reveals a 50'sq. room with a 30' high ceiling. if Galazar has had no
warning of intruders he will be on his treasure stacking gold coins. If
any orc managed to get here then the pc opening the door will immediately
be struck by Galazars poisonous breath.
Galazar (juvenile green dragon): AC 0; Move 9/30c; HD 13; hp 70; #AT 3
+breath weapon; Dmg 1-8/1-8/2-20; THACO 7; AL LE; X.P. 6,000; his spells
are Water Breathing, and Wall of Fog. His breath does 12-52 (8d6+4)
points of damage (save vs breath weapon for half), and is usable 3/day.
Any orc that managed to escape the party will be healed and ready to
attack. Galazar beleives that physical combat is beneath him and will
allow the orcs to do most of the fighting if they are present. He will
wait until they are slain and then attack the party. If the orcs have not
warned him he will not be surprised by the party, he will converse
willingly if the party does not attack, in 4-8 rounds he will tire of
conversation and will attack. Galazar Attacks first with his breath weapon
and then uses his physical attacks. If reduced to ten or fewer hit points
he will cast Wall of Fog, and use his ring to escape through a small pipe
in the back of the room.
His treasure includes, 3000cp, 5000sp, 750gp, (3) 100gp diamonds, a gold
ring with a large black opal set in it worth 75gp, a small crystal statue
of a wolf worth 50 gp, a Ring of the Mouse (he uses this to exit and enter
the tomb), a Wand of Metal and Mineral Detection, a Magical Quarterstaff
+2, and a Potion of Gaseous Form.
The following items have been stolen, and the owners will wish their
return, a suit of Platemail +1, a cloak of the shield, a Crystal Ball, and
the Jewel of Rapan. The owners of the items will pay a total of 300gp for
their return.


Questions, comments, and gripes should go to 訡!  
।.. Thanks.
(This IS a rough draft so its a little flawed... Thanks.)

This document has been edited for legibility purposes by
OLIK  /  Ole A. Ringdal
訡!   ।.  /  訡!   ।.

