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BLACKTHORN

Caverns of Blackthorn southeast of Dyvers, The Free Lands in the Gnarley Forest is a hidden lair of humanoids. Several hundred orcs, gnolls, and ogres have lived here for years, raiding human and demihuman settlements on the surface and retreating here to a place that the forces of good have not yet found. Blackthorn is occupied by several hundred ores, ogres, and gnolls, with duergar in the depths. The "Gem of Flanaes" in the "City of Greyhawk - Boxed Set" entry for Blackthorn is too long to reiterate here, but for a DM who hasn't yet employed this location, here are some additional ideas on its use.   Blackthorn is the closely guarded secret of Gnarlwood, the lair of orcs and ogres concealed not far from the very edge of the forest itself. It is underground and in the process of expansion and development. Unlike most such sites, how-ever, the labor at Blackthorn is invisible to the outside world. There is no messy collection of refuse, no steady stream of workers coming and going.   For those who come to Blackthorn come from below.   Any orcs, ogres, or gnolls encountered in this portion of the Gnarley Forest have emerged from the tunnel entrance at Blackthorn. However, those creatures will perish before they will knowingly reveal the existence of the lair.   Like several other underground lairs, Blackthorn is not specifically indicated on the DM's map. Instead it should be placed where the interests of story and adventure are best served.     The DM should provide the heroes with due that lead to an investigation of the Blackthorn Caverns in the Gnarley Woods. Care should be taken so that the heroes don't discover the precise location of the entrance to the Blackthorn Caverns. Thus, it will prove difficult for them to rem with an army and destroy this haven of evil The heroes may stumble on the site in the dark or during a storm or they may track a band of humanoids back to their lair to be captured by humanoid raiders and have to escape these caverns. The heroes should barely escape with their lives.   • The rangers of Gnarley have spied humanoids exiting the tunnels and are mounting a joint operation with militia and woodsmen to clear out the upper levels at least. PC mercenaries can be recruited in Greyhawk; PC rangers could become (associate) members of the Gnarley rangers by participating. Woodsman or elven PCs should jump at this opportunity.   • A priest of an orcish deity has traveled from the Pomarj to recruit the humanoids to the service of Turrosh Mak, bringing magical items as a reward. PCs must prevent him from getting to his unknown destination (he has been seen by spies from Narwell or Safeton).   • Svirfnebli below Blackthorn come to their surface cousins to warn them of the humanoids' plans, and the gnomes recruit the PCs to aid in rooting out the evil.   Caverns of Blackthorn southeast of Dyvers in the Gnarley Forest is a hidden lair of humanoids. Several hundred orcs, gnolls, and ogres have lived here for years, raiding human and demihuman settlements on the surface and retreating here to a place that the forces of good have not yet found.   Once this place was just a small shaft hidden in the middle of a yarpick thicket leading co some limestone caverns. The orcs have labored hard to expand these chambers into a humanoid lair. They cut more convenient path to the surface, and have connected it to a set of deep tunnels that unites it with a section of UnderOerth. With the rise of the Orcish Empire, this secret base can be tied to the Slavers' campaign through a simple alliance.   • Humanoids or their deep-dwelling duergar allies may become interested in an easy source of slaves. The UnderOerth can also provide another route for transporting slaves to the Pomarj without attracting as much attention as overland travel.   • The Slavers may send emissaries to Blackthorn, seeking allies to strike against Greyhawk. While they are too far away to easily reach the city, they can harry the Gnarley Rangers and any southern patrols that the Greyhawk militia deploys.   • The Earth Dragon Cult sends priests to convert these humanoids to worship the god of Mount Drachenkopf. This has the potential of turning the humanoids against the Slavers, which would create some interesting conflicts as the creatures of Blackthorn mobilize and march into the Poma".... The priests may use bribes of weapons, magic items, slaves, riches, or simpler pleasures such as alcohol to convince the orcs of Blackthorn to sign an alliance pact.  

1. Upper Cavern

This chamber lies 250 Feet below the surface and was originally accessed by a ladder in the center of the ceiling (IA), which led down from a shaft to the surface that opened in the middle of a thicket, Orcs managed to cut a tunnel with stairs up to the surface (1B), providing a more convenient way out of the depths. The room is full with a variety of harmless giant mushrooms of all sizes growing on manure and refuse. These mushrooms are a main staple in the humanoids' diet. The place reeks of sweat, filth, and mold. Only a small amount of light filters in from the hole in the ceiling. Guards are posted in this room at all times: two ogres, six gnolls, and ten orcs. So they don't attract too much attention, they remain very quiet so it isn't likely they can be heard from the surface.   Gnolls (6): AC 5; MV 9; HD 2; hp 11; THACO 19; 1; Dmg 2d4; SZ L (7' tall ML steady (11 Int low (6 AL CE; XP 35.   Ogres AC 5; MV 9; HD 4+1; Imp 28; THACO 17; 1; Dmg IdlO+2; SZ L (9' tall ML steady (11 Int average AL CE; XP 270.   Orcs (10): AC 6   this room is suffused with part of the cavern is dimmer source of the light is a strange shine—bright enough to be p The water shoots upward from nearly I O feet before falling to drains off to the south. Only Once it falls, it quickly loses water. Removing the water fro cease glowing. The light seems rooms and squash, and the air The glowing water has mag receives the benefits of a cure  

2. Fountain Cavern

descending the stairway to this cavern becomes aware of a dim light in the tunnel almost as soon as he leaves the upper cavern. (Carrying torches or other artificial light delays this awareness until much later.) Each stair on this descent is smooth and shiny, as if thousands of boot steps have given it a sheen.   As the descent continues, the light grows stronger until, at the bottom of the stairway, one might suspect that he is about to go outside, under the light of a noonday sun.   The source of this brilliance is the Fountain of Pure Light, a magical geyser that erupts in the center of this cavern, filling the air with fine mist. But its most striking feature is the shining illumination that emanates from the water itself, like liquid sunlight. It is painful to look at, but it gives off no heat.   The stairway descends into the bright cavern, giving way to a broad floor that is plush with moss over all its gentle undulations.   The orcs find this brightness hateful to look upon, though the middle cavern is a key link in their grand pathway. Thu they have built a high wall of mushroom stalks, split lengthwise like boards. This wall shades the section of the cavern connecting the stairway up to the stairway down.   This incredibly large cavern lies 500 feet below the surface and is divided into two sections by a 7-foot high wall of piled rock. Unlike the upper caverns this room is suffused with light almost as bright as day. The eastern part of the cavern is dimmer due to the shadows cast by the rock wall. The source of the light is a strange geyser of water that glows like liquid sunshine, bright enough to be painful to look at, but completely without heat. The water shoots up from a 1-foot-wide hole in the floor, reaching nearly 10 feet before falling to the ground and forming a small pool that drains off to the south. Only the water that is being pushed upward glows. Once it falls it quickly loses its radiance and appears to be like ordinary water. Removing the water from this chamber by any means causes it to cease glowing. The light seems to encourage the growth of food mushrooms and squash, and the air seems less rank.   The glowing water has magical properties. Anyone showering in it receives the benefit of a cure light wounds spell. Immersion in the pool where the water originates quickly heals all damage as well as all diseases, burns, lesions, and body decay (such as mummy rot). The residents Of Blackthorn know of the fountain's properties, and so they have not tried to stop its flow, even though most of the humanoids hate the light.   A portion of the southern part of this cave is actually a cliff face that drops another 500 feet to area 5. The water from the fountain spills over it in a gentle waterfall. If this slick rivulet is avoided, it is a relatively easy to climb between the two caves.  

3. Gnoll Cavern

This 8-foot-tall cavern was well under way a few months after the connection between areas 5 and 6 was completed. It is now inhabited by a band of sixty-five gnolls, their mates, and young. The gnolls were sent to the cavern because they and the orcs were the only two races that could fit in this area, and between the two of them the gnolls have the greater tolerance for the light from the fountain in area 2. The area is dirty and nearly as filthy as a typical orc or ogre lair.

Gnoll (62): AC 5; MV 9; HD 2; Inp 11; THACO 19;
Dmg 2d4; SZ L (7' tall XP 35.
Notes: Gnolls are large hyenalike humanoids that run in packs. They prefer to ambush or attack from a flank. They favor swords, polearms, and bows.
These gnolls have 2d4 gp each; gnoll leaders have twice that amount.

Gnoll females (20): AC 5; MV 9; HD 3+1; hp 16; THACO 17; l; Dtng 2d4-4-2 or weapon +2; SZ L; ML steadv (11 Int low AL CE; XP 120.
Gnoll young (15): AC 5; MV 9; HD I +1; hp 6,' THAC() 19; 1; L)mg Id8; SZ M (6' tall ML steady (Il Int average (S AL LE; XP 35.

Gnoll (3) leaders AC 4; MV 9: HD 3; hp 17; THACO 24, 21, 19; l; L)mg 2d4+l; SZ ML steady (l l Int average (8 AL CE,• XP 120.

4. Ogre Cave

This cave is only 300 feet below the surface and is home to forty male ogres, twenty-one females, and fifteen youngsters. The place is absolutely filthy from the many ogres living here over the past decade, for the ogres have extremely poor hygiene and disgusting personal habits. Lit by a few torches and a couple of cooking fires, the place is gloomy, smelly, and dank. The main entrance to this room is a winding staircase from area 2. A less-used ladder in the southwest corner leads down to the path along the clifftop of the river canyon (see area 7). Several clusters of mushrooms grow here in various corners.   The ogres are the leaders of Blackthorn simply because they are the Strongest creatures there. The influence of the duegar (see area 6) is only minor. The ogre chieftain is a particularly crafty individual. In addition to their monetary treasure (3d6 gp and 2dlO sp each), the ogres' tribe possesses the following magic items, which are divided among the males and the chieftain: boots of speed, handax +2, potion of healing, potion of sweet water, ring of protection +2, stone of good luck.
Ogre males (40 AC 5; MV 9; HD 4+1; hp 28; THACO 17; Drng Id84-6 (longsword SZ L (9' tall ML steady (11 Int average AL CE; XP 270.
Notes: Ogres are big brutes who live by stealing from others, Ill tempered and nasty, they are often mercenaries.

Ogre females (21): AC S; MV 12; HD 2+3; hp 13; THACO 16; 1 or 2; Drng Id6+4; SZ L; ML steady (12 Int average AL LE; XP 120.

Ogre young (15): AC 5; MV 9; HID 1+1; Imp 6; THACO 19; 1; Dr-ng Id8; SZ M (7' tall ML steady (l l Int average AL LE; XP 35.

Ogre chieftain: AC 3; MV 9; HD 7+1; hp 46; THACO 13; 2d6+6 (huge club SZ L; ML steady (11 Int average AL CF.; XP 975.

5. Noisy Cave

Down the long stairs finally it reaches the floor of this once massive natural cavern. Stalactites and stalagmites abound, but all the formations are faded and dusty.   Sounds of hammers and picks, and the grunting and cursing of slaves and their overseers, is audible, but once the connection to cavern 6 was made, the orcs living here relocated to that cave. Now this area is not inhabited, though ten orcs are posted here to guard against any intruders from the upper levels as well as strange monsters crawling up from the canyon. Large clusters of giant food mushrooms grow here, 1,000 feet underground, for there is plenty of nutrition in the refuse left by the working Orcs. The work is a matter of hammering and chopping at the relatively soft limestone, and carrying the excavated stone down the stairs and into the cavern below. About 15 orcs are actually chopping and digging, while the rest are hauling stone.   The waterfall created by the fountain terminates here, forming a small stream that flows toward the north end of the river cavern, crossing the clifftop near the eastern end to spill into the canyon. The arcs use this stream a source fresh water. A small Stone bridge leads across the stream onto a narrow path that winds along the north side of the river canyon. Eventually, it turns into a precarious path that winds its way down the side of the canyon until it reaches the river.  

6. Orc Cave

This large cavern is extremely old, predating all except area's 1 and 2. A large tribe of orcs lives here among the large mushrooms, 300 warriors with 70 females and 50 young. The orcs also have a herd of rothe (subterranean cattle) that feed upon the mushrooms and lichen here and in area 5. The orcs use the rothe for their hair, milk & and meat. They have no leaders, as those were eliminated by the ogres long ago while the orcs are little more than slaves cutting rock.
Orc male (300): AC 6; MV9;HD 1; hp 5:THACO 19; #AT 1; M; ML steady (12): Int avqe (8 AL LE: XP 15.
Orc femae (70): AC 5: MV 9: HD 1+1: hp 6: THACO 19; #AT 1; Dmg ld8; SZ M; Int average (8 AL LE; XP 35.
Ox young (SO): AC 6: MV 6; HD 1-1: hp 4; THACO 23: #AT 1; Dmgl1d6ALLE:XP15.
Rothe(2-24): AC 7: MV 9; HD 2; hp 9; THACO 19; #AT 3; Dmg ld3/ld3/ld8: SZ M (4' d ML elite (13 Int animal (1 AL N; XP 35.

Two tunnels on the eastern end of this cave cornea to deeper caverns and eventually pass near a duergar settlement. The duergar plan to use the humanoids to attack cities on the surface and underground while they use their magical abilities to infiltrate and steal the real valuables. Thy carefully spy on the ogres and act very diplomatically toward them so as to not arouse their anger. The duergar's plans may come into conflict with those of the Slavelords, 01 &e two groups might be able to work out a mutually agreeable arrangement.  
Duergar (3—30): AC 4 (chainrnail, shield MV 6; HD I +2: hp 8; THACO 19; 1; Dmg Id6+1 (footman's pick SD +4 to saves vs. spell, immune to paralysis, illusions, and poisons, —2 to surprise; SW —2 to attacks, +2 to saves in bright light; SZ S (4' tall ML elite (13 Int average (10 AL LB; XP 420.
Special Abilities: infravision IN , innate abilities of enlarge and in visibility.
Notes.• They may rlde giant spiders into battle.

Duergar chieftain AC 2 (plate mail, shield MV 6; HD 4+8; 32; THACO 15; 1; Dmg Id4+4 (short sword, str bonus SD +4 to saves vs, spell, immune to paralysis, illusions, and poisons, —2 to surprise; SW —2 to attacks, +2 to saves in bright light; SZ S (4' tall ML elite, (13 Int very (12 AL LE; XP 1,400.
Special Abilities; infravision 12()' , innate abilities of enlarge and in visibility.

Duergar leaders (1 per 6) AC 4 (chain mail, shield MV 6; HD 2+4; 32; THACO 17; 1; Dmg Id6+1 (footmans Pick str bonus SD +4 to saves vs, spell, immune to paralysis, illusions, and poisons, —2 to surprise; SW —2 to attacks, +2 to saves in bright light; SZ S (4' tall ML elite, (13 Int very (12 AL LE; XP 650.
Special Abilities; infravision 12()' , innate abilities of enlarge and in visibility.

Spider steeder (1-2 AC4; MV12; climb 6; HD 4+4; hp 28; THACO 15; #AT 1; Dmg 1d8; SZ L (12' long XP 975
Special abilities: Steeders can leap up to 240 feet, charging their prey and causing double damage.
Note: Steeders are ridden as mounts by duergar dwarves.

Canyon and River

This canyon is over 1,000 feet deep, having been worn into the soft rock originating miles to the northwest (possibly an underground daughter of the Velverdyva). The canyon walls are steep, and the ony easy way down is to take the path on the northern side (see area 5). The water fall caused by the fountain spills out in a wide arc before ending in the river. The river itself is still very turbulent and forms rapids for much of its length, the current strong enough to incautious swimmers. The river continues to the south east going for many miles, going deeper until finally reaching a great underground lake, the far side of which is rumored (according to the duergar) to have a kuo-toan civilization.   The players are being approached by people offering jobs on the Wild Coast. This wouldn't seem so out of the ordinary, except that anyone having any orc or goblin blood is usually slain outright in some portions of that region. A clever party could get one of these half-orcs to agree to taking a meeting and spy it, or even disguise one of their group as a halforc and wait to be contacted. The jobs are being offered by agents of the Slavelords, Of course; Who are in need of half-orcs to act as liaisons between them and leaders for the humanoid armies in the employ of Turrosh Mak.
Type
Underground / Vault
Location under
Owner/Ruler
Characters in Location

Cover image: by 3orcs

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