Read this to your players:
Your party has made quite the impression out here in the West. The Anze brothers are glad to have your help. You've also made a good friend of pastor Goodman who is the founder of a small, but growing orc village known as the City of Peace.
Pastor Goodman has invited you and folks from far and wide to the celebration of the 5th anniversary of the founding of the City of Peace. The city is home to a small congregation of lawful good citizens, dedicated to peace. Their village has been well planned and it has thrived on the deep loam where they have created their city on the banks of the river. The variety and quality of the food is amazing considering the few years the villagers have had to farm this land. Everyone is required to leave their weapons at the Chapel before entering the village.
The Itinerary is posted on a sign board outside the chapel. The celebration will begin a little after noon. Everyone will gather at the center of town. The Founding Day activities begin with a prayer from pastor Goodman followed by a series of footraces, tugs of war, greased pole climbing, and the local game known as Netball. There will be vegetarian foods available throughout the day. At sunset, there will be a sermon by the pastor and "witnessing" by the citizens of the City. Then, there will be a grand feast and a dance to complete the day.
Enjoy!
Pastor Goodman's dream village.
End of player material
DM material follows:
Background
The orcs of eastern Nuome have been peaceful woodland farmers for centuries. They grow corn, they fish, and keep sheep for wool. This area of the continent has been peaceful for a very long time. Unbeknownst 2 the easterners, creatures with evil intent have been moving east. They have crossed the mountains and are now looking at raiding the villages in the west.
The Objective
The players will interact with the villagers and their guests. During the celebration the players will make friends but also they must become aware of the infiltration of these evil orcs into the village's foundation day celebration. The DM should drop hints like "I've never seen that fellow around here before.", "That large orc over there certainly does NOT look peaceful.", etc.
The Plot
The evil clan of orcs are led by the Orog, Hogarth. Their plan is to attend the celebration at the City of Peace and mingle. Each orc will carry a hidden weapon. After sundown, Hogarth will give a signal and the clan will attack. One will enter the Chapel and collect their weapons and distribute them to the clan. Another will stand guard at the Chapel to keep the players from getting to their weapons. The rest will just wantonly kill everyone else. Hogarth lusts for a bloodbath.
Outcomes
1. The party discovers the plot and captures Hogarth.
2. The party discovers the plot and the clan sets the plan into motion prematurely.
3. Pastor Goodman converts the clan members to the peaceful ways of Saint Antoine. (Each time the Pastor prays over the crowd, the clan members and the players must make a DC 10 wisdom check or become peaceful for one hour. A peaceful orc might spill the beans about the plot at your discretion.)
4. The attack goes off as planned. The party must save as many citizens as they can.
Whether the party stops the attack or wins the battle, they should discover that there is a much larger force to the west. They can use interrogation, chase a retreating orc down the western trail, or the information may be disclosed by a "converted" orc.
The City of Peace includes:
Noncombatants
13 orc males,
7 half-orc males,
15 orc females,
5 half-orc females,
120 orc and half-orc children,
25 male humans,
15 female humans
All stats are at 8 to 10, AC 10
Pastor Goodman
SRD
Priest
Medium humanoid (any race), any
Armor Class 13 (chain shirt)
Hit Points 27 ( 5d8+5 )
Speed
25ft
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ( 3d6 ) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 ( 1d6 ) bludgeoning damage.
Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.
A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
Hogarth's clan
Hogarth
Orog
Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 42hp 5d8+20
Speed
30ft
Skills Intimidation +5, Survival +2
Senses darkvision 60ft., passive Perception 10
Languages Common, Orc
Challenge 2 (450XP)
Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.
Actions
Multiattack. The orog makes two greataxe attacks.
Multiattack. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 1d12+4 slashing damage.
Multiattack. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 7 1d6+4 piercing damage.
Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog's strength and cunning, and a lone orog might command an orc war band.
Stronger and Smarter. An orog uses its strength to bully other orcs and its intelligence to surprise enemies on the battlefield. Many an overconfident elf, human or dwarf commander has watched a simple orc warlord execute a clever maneuver to outflank and destroy an opossing force, not realizing the orc is an orog.
When encountered in great numbers, orogs form their own detachments within much larger orc hordes, and they are always at the forefront of any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way.
Few orc tribes actively seek out orogs to bolster their ranks. The orogs' superiority makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery.
Detached Killers. Wanting nothing more than to hack their enemies to pieces, orogs are a terrifying presence on the battlefield. They form no attachments, even to their parents and siblings, and have no concept of love or dedication. They worship the orc pantheon of gods-Gruumsh and Luthic foremost-because they believe that the gods have strength beyond reason, and physical might is all they respect.
Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains.
8 orcs
SRD
Orc
Medium humanoid, chaotic evil
Armor Class 13
Hit Points 15 2d8+6
Speed
30ft
Skills Intimidation +2 1d20+2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 piercing damage
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