The Black Tusk Orcs have been moving in on dwarven lands of Clan Ironhammer. They are lead by Tovvik Blacktusk who wants the dwarven lands, especially their iron mine. He has been training his orcs and they are very tough. He has an elite force - The Shadows of the Mountain - of 6 Shadow Orcs, he uses as recon.
Shadows of the Mountain - 6
Orc, Shadow, Fighter 4; CR: 3; XP: 800; Shadow orc fighter 4 Align: CE; Medium humanoid
Init: +5; Senses: darkvision 60 ft.; Perception +2
DEFENSE: AC: 17; TAC: 11; FFAC: 16; HD: 4d10+8; HP: 38; Saves: For: +7, Ref: +3, Will: +2 (+1 vs. fear); Defensive abilities: bravery +1
OFFENSE: Speed: 40 ft.; Melee: masterwork saw-toothed sabre +10 (+12) (1d8+6 (+8)/19-20) or masterwork saw-toothed sabre +8 (+10) (1d8+6 (+8)/19-20) and masterwork saw-toothed sabre +8 (+10) (1d8+4 (+5)/19-20); Ranged: long bow +6 (1d8/x3);
Spell-Like Abilities: (CL 4th);
1/day - invisibility
Statistics: Str: 18 (22); Dex: 13; Con: 14; Int: 13; Wis: 11; Cha: 10; BAB: +4; CMB: +7; CMD: 18
Feats: Two-Weapon FightingR, Weapon Focus (saw-toothed sabre)R, Weapon Focus (long bow)R, Exotic Weapon Proficiency (saw-toothed sabre), Improved Initiative, Power Attack, Cleave, Weapon Specialization (saw-toothed sabre)
Skills: (2+Int/Lvl): Climb (S)(c)+8, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+5, Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Perception (W) +2, Profession ( ) (W*)(c), Ride (D)(c), Stealth (D)+3, Swim (S)(c)
Languages: Common, Orc, Undercommon
Special Qualities: two-weapon fighting; spells: invisibility 1/day; poison use, fast, weapon focus (saw-toothed sabre, long bow), bravery +1, armor training
Environment: temperate hills, mountains, or underground
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (potion of bull strength, potion of cure moderate wounds (2), cloak of resistance +1, masterwork breastplate, masterwork saw-toothed sabre (2), long bow, quiver, arrows (20), black adder venom (2), other treasure), 353 gp
Yoggul of Dragar
Orc, Mystic of Dragar; CR: 2; XP: 600; Orc cleric 3 Align: CE; Medium humanoid (orc)
Init: -1; Senses: darkvision 60 ft.; Perception +2
DEFENSE: AC: 15 ; TAC: 9 ; FFAC: 15 ; HD: 3d8+3 ; HP: 20 ; Saves: For: +5 , Ref: +1 , Will: +5
Defensive Abilities: ferocity
Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: battleaxe +5 (1d8+3/x3); Ranged: javelin +1 (1d6+3)
Special Attacks: channel negative energy 4/day (DC 12, 2d6)
Domain Spell-Like Abilities: (CL 3rd; concentration +4)
4/day – copycat (3 rounds), touch of evil (1 rounds)
Cleric Spells Prepared (CL 3rd; concentration +4)
2nd – bull’s strength, invisibilityD
1st – bane (DC 12), magic weapon, murderous commandUM (DC 12), protection from goodD
0 (at will) – bleed (DC 11), detect magic, guidance, read magici
D domain spell; Domains: Evil, Trickery
Statistics: Str: 17 ; Dex: 8 ; Con: 12 ; Int: 8 ; Wis: 13 ; Cha: 12 ; BAB: +2 ; CMB: +5 ; CMD: 14
Feats: Combat Casting, Skill Focus (Stealth)
Skills: Knowledge (religion) +4, Perception +2, Stealth +4:
Languages: Common, Orc
Special Qualities: weapon familiarity
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC Gear (scroll of sound burst, scroll of summon monster II, cloak of resistance +1, breastplate, battleaxe, javelins (4), wooden holy symbol), 135gp
Blacktusk
Barbarian, Orc; CR: 6; XP: 2,400; Orc barbarian 7 Align: CE; Medium humanoid (orc)
Init: +2, Senses: darkvision 60 ft.; Perception +8
DEFENSE: AC: 17; TAC: 13; FFAC: 15; HD: 7d12+21; HP: 72; Saves: For: +7, Ref: +4, Will: +2; Defensive Abilities: ferocity, improved uncanny dodge, trap sense +2; Weaknesses: light sensitivity, DR: 1/-
When RAGING: AC: 15; TAC: 11; FFAC: 13; HD: 7d12+35; HP: 86; Saves: For: +9, Ref: +4, Will: +2; Defensive Abilities: ferocity, improved uncanny dodge, trap sense +2; Weaknesses: light sensitivity, DR: 1/-
OFFENSE: Speed: 30 ft. ; Melee: +1 falchion +12/+7 (2d6+8/18-20), bite +6 (1d4+3) or masterwork shortspear +12/+7 (1d6+7); Ranged: javelin +9/+4 (1d6+6);
When RAGING: Melee: +1 greatsword +14/+9 (2d4+10/18-20), bite +8 (1d4+3) or masterwork shortspear +14/+9 (1d6+9)
Special Attacks: rage (18 rounds/day), rage powers (animal fury, intimidating glare, strength surge +7)
Statistics: Str: 19; Dex: 13 ; Con: 14; Int: 8; Wis: 6; Cha: 10; BAB: +7 ; CMB: +11 ; CMD: 22
When RAGING: Str: 23; Dex: 14; Con: 18; Int: 8; Wis: 6; Cha: 10; BAB: +7; CMB: +13 ; CMD: 24
Feats: Ferocious Action, Intimidating Prowess, Quick Draw, Resolute Rager
Skills: Perception +8, Sense Motive +5, Survival +11, Swim +10, Intimidate +16
When RAGING: Climb +12, Swim +12; Racial Modifiers: +2 to Intimidate
Special Qualities: orc ferocity, orc blood, weapon familiarity, uncanny dodge, trap sense +2, improved uncanny dodge
Special Abilities:
Fast Movement (Ex): Speed + 10ft. in medium armor or less
Uncanny Dodge (Ex): At send level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter. Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This ability denies a rogue the ability to sneak attack the barbarian by flanking, unless the attacked has at least four more rogue levels than the target has barbarian levels.
Animal Fury (Ex): Benefit: While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian’s full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian’s Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.
Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action.
Languages: Common, Orc
Organization:
Treasure: Combat Gear: +1 falchion, potion of cure serious wounds, potion of bull's strength; Other Gear: masterwork hide armor, masterwork shortspear, javelins (10), 99gp
100
Orc; CR: 1/3; XP: 135; Orc warrior 1 Align: CE; Medium humanoid
Init: +0; Senses: darkvision 60 ft.; Perception -1
DEFENSE: AC: 13; TAC: 10; FFAC: 13; HD: 1d10+1; HP: 6; Saves: For: +3, Ref: +0, Will: -1; Defensive abilities: ferocity Weakness: light sensitivity
OFFENSE: Speed: 30 ft.; Melee: falchion +5 (2d4+4/18-20); Ranged: javelin +1 (1d6+3)
Statistics: Str: 17; Dex: 11; Con: 12; Int: 7; Wis: 8; Cha: 6; BAB: +1; CMB: +4; CMD: 14
Feats: Weapon Focus (falchion)
Skills: Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+2, Perception (W), Profession ( ) (W*)(c), Ride (D)(c), Stealth (D), Swim (S)(c)
Languages: Common, Orc
Special Qualities: weapon familiarity
Environment: temperate hills, mountains, or underground
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (studded leather armor, falchion, javelins (4), other treasure), 85gp
10 sergeants
Orc, Sergeant; CR: 2; XP: 600; Orc fighter 3 Align: CE; Medium humanoid (orc)
Init: -1; Senses: darkvision 60 ft.; Perception +0
DEFENSE: AC: 13; TAC: 9; FFAC: 13; HD: 3d10+9; HP: 30; Saves: For: +5, Ref: +0, Will: +1 (+1 vs. fear); Defensive abilities: bravery +1, ferocity Weakness: light sensitivity
OFFENSE: Speed: 30 ft.; Melee: masterwork greataxe +8 (+10) (1d12+6 (+9)/x3) or falchion +7 (+9) (2d4+4 (+6)/18-20); Ranged: javelin +2 (1d6+4 (+6))
Statistics: Str: 19 (23); Dex: 8; Con: 14; Int: 8; Wis: 11; Cha: 10; BAB: +3; CMB: +7 (+9); CMD: 16 (18)
Feats: Bullying Blow, Intimidating Prowess, Power Attack, Scarred Legion
Skills: Climb (S)(c), Craft ( ) (I)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c)+10 (+12), Perception (W), Profession ( ) (W*)(c), Ride (D)(c), Stealth (D), Swim (S)(c)
Languages: Common, Orc
Special Qualities: weapon familiarity
Environment: temperate hills, mountains, or underground
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (potion of bull strength, potion of cure moderate wounds, masterwork hide armor, masterwork greataxe, falchion, javelins (4), other treasure), 203gp
5 Lieutenants
Orc, Lieutenant; CR: 4; XP: 1,200; Orc fighter 5 Align: CE; Medium humanoid (orc)
Init: +3; Senses: darkvision 60 ft.; Perception -2
DEFENSE: AC: 17 ; TAC: 13 ; FFAC: 14 ; HD: 5d10+10; HP: 42 ; Saves: For: +8 , Ref: +5, Will: +0 (+1 vs. fear)
Defensive Abilities: bravery +1, ferocity
Weakness: light sensitivity
OFFENSE: Speed: 30 ft. ; Melee: falchion +8 (2d4+4/18-20); Ranged: composite longbow +9/+9 (1d8+4/x3)
Special Attacks: weapon training (bows +1)
Statistics: Str: 17 ; Dex: 16 ; Con: 12 ; Int: 8 ; Wis: 6; Cha: 12 ; BAB: +5 ; CMB: +8 ; CMD: 21
Feats: Deadly Aim, Great Fortitude, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
Skills: Intimidate +9
Special Abilities:
Languages: Common, Orc
Special Qualities: armor training 1, weapon familiarity
Organization: solitary, gang (2-4), squad (11-20 plus 2 sergeants of 3rd level and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 sergeant of 3rd level per 10 adults, 1 lieutenant of 5th level per 20 adults, and 1 leader of 7th level per 30 adults)
Treasure: NPC gear (+1 dwarf-bane arrows (2), potion of cure moderate wounds, cloak of resistance +1, masterwork hide armor, falchion, composite longbow (+3 Str)), 127gp
Coins 81 pp, 998 gp, 1091 sp, 2686 cp
Gems
Agate (10 gp)
Amber (100 gp)
Amethyst (90 gp)
Black Pearl (350 gp)
Black Pearl (450 gp)
Bloodstone (40 gp)
Chrysoberyl (90 gp)
Chrysoberyl (120 gp)
Citrine (40 gp)
Freshwater Pearl (8 gp)
Ivory (60 gp)
Lapis Lazuli (8 gp)
Milky Quartz (40 gp)
Obsidian (10 gp)
Opal (500 gp)
Peridot (50 gp)
Pyrite (12 gp)
Rhodochrosite (9 gp)
Rhodochrosite (12 gp)
Rose Quartz (50 gp)
2 x Sardonyx (45 gp)
Sardonyx (55 gp)
Smoky Quartz (50 gp)
Topaz (450 gp)
Turquoise (11 gp)
2 x Zircon (45 gp)
Total value = 2795 gp
Masterwork Items
Masterwork Breastplate (350 gp)
Masterwork Chainmail (300 gp)
Masterwork Light Crossbow (335 gp)
Masterwork Longbow (375 gp)
Masterwork Longsword (315 gp)
2 x Masterwork Sling (300 gp)
Masterwork Spear (302 gp)
Total value = 2577 gp
Magic Items
2 x Oil of Arcane Mark (cr, 25 gp)
Oil of Mage Armor (cr, 50 gp)
Oil of Shillelagh (cr, 50 gp)
Potion of Bear's Endurance (cr, 300 gp)
Potion of Darkvision (cr, 300 gp)
Potion of Eagle's Splendor (cr, 300 gp)
Potion of Endure Elements (cr, 50 gp)
Potion of Enlarge Person (cr, 50 gp)
Potion of Guidance (cr, 25 gp)
2 x Potion of Protection from Chaos (cr, 50 gp)
2 x Potion of Protection from Good (cr, 50 gp)
2 x Potion of Reduce Person (cr, 50 gp)
Potion of Remove Fear (cr, 50 gp)
Potion of Stabilize (cr, 25 gp)
Scroll of Cause Fear (cr, 25 gp)
Scroll of Detect Law (cr, 25 gp)
Scroll of Expeditious Retreat (cr, 25 gp)
Scroll of Invisibility (cr, 150 gp)
Scroll of Read Magic (cr, 12 gp 5 gp)
Scroll of Summon Monster I (cr, 25 gp)
Scroll of True Strike (cr, 25 gp)
Wand of Enlarge Person (cr, 750 gp)
Wand of Ghost Sound (cr, 375 gp)
Wand of Hide from Animals (cr, 750 gp)
Wand of Protection from Good (cr, 750 gp) (inscription provides clue to function)
Wand of Silent Image (cr, 750 gp)