Raiders of Fur and Teeth

Orrish Goblin Orrish Hunting is part of the Transformation of Crestwold campaign. Raiders of Fur and Teeth the final clue to the source of the Orrish raiders!
> NOTE: Originally, it was integrated into the main campaign, but all encounters were broken out into its own arc for secondary characters.

Background

A band of grollen on their way west to Torrelsons Ford. They witness a ship crash from the sky. They approach the crash site and the Neogi are alerted. The Neogi use their technology to overwhelm the grollen and restrain them in the storage bay.

A band of Grollen is corrupted by Neogi, and returned to their roots. They are promised fresh meat and a violent rampage if they bring back as many captives or more than they kill. A reward of furs, weapons, and silver is promised (all lies and illusions/holograms – plus they plan to enslave them as well).

No burning to alert the next town.
Coordinates in bands on both sides of village road to catch fleeing peasants

White Garden = Starting Point
Village 1
The dwellings are ransacked violently, but not burned (not usually like Grollen to not burn on a raid). There’s plenty of mundane goods worth a couple hundred silver. But any jewelry or coinage is taken, and the bodies left where they dropped (though they were ransacked too). Blood is everywhere, as expected with a Grollen raid, but what the target was is unknown. Normally, the grollen leave no survivors on a military raid, but there are at least 4 sets of shoeless human footprints; single file marched behind the grollen.

Village 2
The road there is an attempt to stop by militia and riders – a pair of hedge knights, 3 squires and 7 pages that were heading to town 3 as a pilgrimage from Umbak. Armor torn open with bite marks and remains eaten = savagery not seen in thousands of years.
Normally, the gnolls leave no survivors, but there is at least 9 sets of shoeless human footprints; single file

Village 3
Road – in between villages 3-4 the party catches them unless they stop to sack any of the three villages; otherwise Village 4 gets killed and they encounter the Grollen leaving.
GM: If Grollen are fed, they are lethargic (disadvantage on Initiative rolls; disadvantage on first round of attacks)
By this time, there should be 3x the party in town, and 1x party on the road out of the village

In the distance, you see a band of tall Grollen leading a single file line of chained human ‘slaves’. At the back is a man on a black horse wearing armor.

The Furflung Killers

The Furflung Killers: 16 mixed gender Grollen; Grollen = Gnolls now, reverted to evil origins. Do not have any Grollen abilities.
Leather + large wicker shields + dex [AC 15], long spear [10’ threat], hand axe, short sword
13 warriors: (was a Fighter 2)
1 First Fur: (was a Fighter 4)
2 Second Fur: (was a Fighter 3)
1 Talker: (was a Fighter 2) speaks multiple languages, best charisma of warriors, entreats with outsiders. Counts the loot. Carries the standard.

Outcomes
One of the freed captives makes his own beer and moonshine to sell and will give a few bottles he had hidden to the PCs.
Find out the Grollen were going to replace the manpower lost from the party no longer working with the baron. There are 4 freshly dug graves of those that fell in battle against the Neogi – they died standing and have multiple horrible, non survivable wounds.