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The Cave of Gruumsh

by Reverend Dungeon Master

Adventure Premise
The earth cracked open like some forsaken wound, spilling its filthy secrets and vomiting up a horde of orcs hungry for blood. This hellhole dubbed the "Eye of Gruumsh" by those who like their nightmares laced with folklore, is said to be the stomping ground of the big bad himself, the one-eyed god of orcish fury. And here's the kicker: he's agitated. Real agitated.

Now, any sane person would steer clear of this churning cauldron of doom, but not our intrepid band of lunatics. Armed with steel, guts, and just enough arrogance to think they can outwit a god, these adventurers are diving headfirst into the Underdark. Their mission? Stop Gruumsh before he unleashes his divine temper tantrum and turns the world topside into a flaming orcish wasteland. Strap in. It’s going to be a wild ride.

Recommended Level Range: 25-30 (High-level)
Party Size: 4-6 characters

Structure of the Dungeon

The Corrupted Cave Entrance
Orc sentries guard the entrance. Their cries summon reinforcements if not swiftly silenced.
Monsters: 6 Orc Warlords (HD 8, AC 2, THAC0 12, #Att 1 sword, Dmg 2d8+2)
Treasure: 500 gp in total; one +2 longsword.
XP Awarded: 1,200 per warlord (7,200 total).

The Tunnel of Spite
The narrow passage drips with ichor, and each step echoes through the cavern. Shadows flicker unnaturally.
Trap: A Glyph of Warding (Save vs. Spells, 20 damage if failed).
Narration: “The tunnel throbs, pulses, like some ancient thing with a heartbeat, squeezing the air out of your lungs. The walls are alive. tugging at your skin, whispering in some guttural chant that’s low enough to rattle your bones but loud enough to gnaw at your sanity. It grows, a rhythmic hum in your skull, pushing you forward whether you like it or not.”

The Hall of Blood
Narration: “You stumble into the belly of the beast, the chamber, a cavernous nightmare alive with the stench of sweat and blood. In the center, an orc shaman, hulking, grinning like a butcher, stirs the pot of some unspeakable ritual. Blood. Everywhere. Spilled like it’s just part of the gig. He chants, low and thick, his voice ripping through the air like a saw on bone. The walls are closing in, but there’s no turning back now, this place reeks of ancient evil, and it's hungry.”
Monsters: 1 Orc High Priest (HD 12, AC -1, THAC0 8, #Att 1 staff, Dmg 3d8, Spells: Cause Fear, Hold Person, Flame Strike) and 12 Orc Berserkers (HD 6, AC 4, THAC0 14, #Att 2 axes, Dmg 1d10+2 each).
Treasure: Staff of Striking (20 charges), 5,000 gp in gems.
XP Awarded: 5,000 for High Priest, 800 per berserker (14,600 total).

The Abyssal Descent
Narration: “You drop into the abyss, ‘the chasm’, spiraling like a wound that won’t close. The air is thick with magic, with something worse. Arcane wards snap and crackle, spitting warnings at you like a cornered animal. They try to repel you, but you're not backing down. The deeper you fall, the darker it gets, and the more those wards claw at your skin. It’s like they know something's coming. But nothing’s stopping you now, this is the Underdark, and it’s calling your name.”
Trap: Magic runes trigger a Wall of Fire (10d6 damage, Save vs. Spells for half).
Encounter: 4 Beholders (HD 15, AC -2, THAC0 7, #Att 10 eyestalks, Dmg varies by ray).
Charm Ray: Affects the target with a charm spell, causing them to become friendly toward the Beholder.
Paralyzation Ray: Causes paralysis, not directly a damage effect, but it renders the target immobile.
Fear Ray: Causes fear in the target, causing them to flee or cower.
Slowing Ray: Slows the target, reducing their effectiveness in combat, but not a direct damage effect.
Disintegration Ray: A destructive ray that causes instant death if the target fails a saving throw.
Death Ray: This ray causes instant death if it hits the target and the target fails a saving throw.
Enervation Ray: Causes the target to lose 2d6 hit points (damage).
Telekinetic Ray: Can move an object or creature, but doesn't directly cause damage unless used to throw or crush something.
Sleep Ray: Puts the target to sleep, not causing damage but rendering the target helpless.
Petrification Ray: Turns the target to stone, again not causing damage but rendering the target immobile and lifeless in stone form.
Treasure: Beholder Eye Stalk (used in crafting powerful magical items).
XP Awarded: 10,000 per beholder (40,000 total).

The Temple of Gruumsh
Narration: “You stumble into the temple, colossal, carved into the raw, bleeding rock like something dragged from the darkest corners of hell. “The air in the temple is thick, cloying, like the world’s worst hangover wrapped in blood and sulfur. You can taste it in your mouth, that metallic bite, as if the stone itself is bleeding. And then, there he is. Gruumsh. He towers above his altar, a god-sized nightmare with a single eye burning with divine rage, searing right through you. His spear cracks against the stone—BOOM! The sound rattles your bones, echoing through the cavern like thunder caught in a trap. "Come, mortals," his voice rips through the air, low and full of venom, "let me show you the folly of defiance." And you know he’s not asking.”
Monsters:
Gruumsh, Avatar of Orcish Fury (HD 30, AC -5, THAC0 10, #Att 3 spear, Dmg 5d10 each, Spells: Power Word Kill, Earthquake, Firestorm).
6 Orc Champions (HD 10, AC 0, THAC0 16, #Att 2 swords, Dmg 2d6 each).
Special Abilities (Gruumsh):
Wrath of the One-Eye: Each round, Gruumsh can summon a burst of necrotic energy (30 ft. radius, 6d10 damage, Save vs. Spells for half).
Divine Resilience: Immune to non-magical weapons.
Treasure: Spear of Gruumsh (artifact, +5, deals 2x damage to non-orcs), 10,000 gp, 2 scrolls of Wish.
XP Awarded: 75,000 for Gruumsh, 2,500 per champion (90,000 total).

Total XP and Treasure Summary
XP Breakdown:
Orc Warlords: 7,200
Orc High Priest and Berserkers: 14,600
Beholders: 40,000
Gruumsh and Champions: 90,000
Total XP: 151,800 (divided among the party)
Treasure Breakdown:
Gold: 15,500 gp
Gems: 5,000 gp
Magic Items: +2 Longsword, Staff of Striking, Spear of Gruumsh, 2 Scrolls of Wish
Beholder Eye Stalk (crafting component)