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Doom Marrow Sucker During the party's visit, random encounters with renegade orc platoons, or even full-fledged scouting parties, are always a possibility. Worse, a small company of ograns has infiltrated the lower mines from a cave-shaft that leads in from the desert. The ograns are led by an orc named Blig Long One, and his orders are to intercept the party, capture them alive, and bring them to see the ogremai Marrow Sucker. The ogremai is one of the first ogran priests of Argunas, who bids him to aid the party on their quest. Marrow Sucker is still Lawful Evil, as are his soldiers, and he will abide by his word -- for the most part. Marrow Sucker is a lower-ranking ogremai -- whose title is Doom. Because of his affinity for Argunas, few other ogremai like him, but Marrow Sucker is undeniably a good tactician and a fair strategist -- something that all ograns respect. The ogran unit will likely try to use thick nets -- of the kind used against the Srik -- to try and capture the party. The kobolds can construct incredibly devious traps, and the ogres and orcs can take direction to accomplish whatever's necessary. Once constructed, the ograns will remain in place, heavily camouflaged nearby (DC 26, with +10 competence bonus to Hide checks already included), with mud, daubing, paint, and more on their clothes, faces, bodies, and even weapons. With their high degree of discipline, there is only a slim chance they can be heard (DC 24). Characters or animals with the Scent ability may notice the smell of ograns -- but the smell should permeate the areas surrounding the traps, and leading up to them. A Track check (DC 22) may reveal some aspects of the situation. Once sprung, close to a dozen orcs should scramble forward, and begin dealing subdual damage to the party as quickly as possible -- followed by four ogres. Within two rounds, an additional two dozen orcs and another four ogres will arrive from further down the corridors -- along with an orc mounted on a bulette. The bulette-mounted orc is their leader, Blig, favored of Marrow Sucker.
Net Trap: CR2; +9 melee; Search (DC 22); Disable Device (DC 25). Note: Characters in 10ft square are grappled by net (Str 24) if they fail a Reflex save (DC 15). The rope used to construct the nets is two inches thick (4hp), Break (DC 23).
Trapping Pit: CR 3; location trigger; no reset; Reflex Save (DC 25) to avoid; 30ft deep (3d6 fall); Search (DC 21); Disable Device (DC 20). Requires a Climb check (DC 18) per 10ft because of loose rubble -- failure of 10 or more results in a collapse of the pit (3d6 subdual damage, suffocation).
Kobold Scouts (4): male kobold; Rog1; CR 1; Size S (3 ft., 4 in. tall); HD 1d6; hp 6; Init +4 (+4 Dex); Spd 30 ft.; AC 19 (+4 Dex, +1 Size, +1 Natural, +3 camouflaged hide); Attack +0 melee (shortsword, 1d6-1, crit19-20x2), or +5 ranged (shortbow, 1d6, crit20x3, RI60ft); SV Fort +0, Ref +6, Will +1; AL NE; Str 8, Dex 18, Con 11, Int 12, Wis 13, Cha 8. Languages Spoken: She'Kobold, Ogran. Skills and feats: Climb -2, Craft (traps) +7, Forgery +3, Gather information +3, Hide +5, Listen +1, Move silently +5, Open lock +8, Profession (hunter) +7, Search +3, Sense motive +5, Spot +1, Tumble +5, Use rope +8; Dodge. Possessions: camouflaged hide armor (+2 circumstance bonus to Hide checks), shortbow, quiver of arrows, shortsword, potion of cure light wounds.
Coyotes (4): CR 1; Size M (4ft long); HD 2d8+4; hp 13; Init +2 (+2 Dex); Spd 50ft; AC 14 (+2 Dex, +2 natural); Attack +3 melee (1d6+1 bite, crit 20 x2); SV Fort +5, Ref +5, Will +1; AL TN; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Skills and feats: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1, [Track +4 w/ scent], Weapon Finesse (bite). Possessions: saddle, saddlebags w/rations and waterskins, potion of cure light wounds.
Orc Infantry (36): male orc; Ftr1; CR 1; Size M (6 ft., 4 in. tall); HD 1d10+3; hp 13; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 Dex, +3 camouflaged hide, +1 buckler); Attack +4/+0 melee (orc double-axe, 1d8+5/1d8, crit20x3), or +4 ranged (throwing axe, 1d6, crit20x2, RI10ft); SV Fort +5, Ref +3, Will +1; AL LE; Str 21, Dex 16, Con 17, Int 11, Wis 12, Cha 11. Languages Spoken: Orcish, Ogran. Skills and feats: Climb +5, Craft (weaponsmithing or armorsmithing) +2, Hide +2, Listen +3, Move silently +0, Spot +3, Swim +6; Alertness, Two Weapon Fighting. Possessions: camouflaged hide armor (+2 circumstance bonus to Hide checks), orc double-axe, buckler, potion of cure light wounds.
Blig Long One: male orc, half-fiend (glowing green eyes, black-green skin, enormous fangs and tusks); Ftr4; CR6; Size M (6'5", 265lbs); HD 4d10+20; hp 55; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30ft; AC 22 (+5 masterwork ebonite-studded leather armor, +4 Dex, +1 ebonite buckler, +1 natural); Atk +12/+12 (masterwork ebonite orc double-axe, 1d8+9/1d8+12, crit20x3), or +17 (masterwork ebonite throwing axes, 1d6+8, crit20x2), or +11/+11/+11 (2 claws, 1d4+7, crit20x2 and 1 bite, 1d6+7, crit20x3); SA Acid Resistance 20, Cold Resistance 20, Darkness 3/day, Electrical Resistance 20, Fire Resistance 20, Desecrate 1/day, Immune to Poison, Darkvision 60ft; SV Fort +9, Ref +5, Will +2; AL LE; Str 25, Dex 19, Con 20, Int 14, Wis 13, Cha 14. Languages Spoken: Ogran, Orcish, Common. Skills and feats: Climb +7, Craft (Leatheworking) +2, Handle Animal +2, Hide +10, Jump +7, Listen +1, Move Silently +4, Profession (soldier) +1, Read Lips +2, Ride (bullete) +8, Sense Motive +1, Speak Language +2, Spot +1, Wilderness Lore +1; Ambidexterity, Cleave, Improved Initiative, Power Attack, Sunder, Two Weapon Fighting. Possessions: masterwork ebonite-studded leather armor, masterwork ebonite orc double-axe (+5 circumstance bonus to Hide checks), ebonite buckler, 4 masterwork ebonite throwing axes. All masterwork items have the insignia of Doom Marrow Sucker on them -- his split-tongued print with the symbol of an ogran doom, 5 potions of cure moderate wounds.
Grank: bulette; huge beast; CR7; HD 9d10+45; 94hp; Init +2 (Dex); Spd 40ft, burrow 10ft; AC 22 (-2 size, +2 Dex, +12 natural), Atk +12 melee (bite, 2d8+8) and +7 melee (2 claws, 2d6+4); F/R 10x20/10ft; SA Leap; SQ Scent, tremorsense; SV Fort +11, Ref +8, Will +4; Str 27, Dex 15, Con 20, Int 3, Wis 13, Cha 6. Skills: Jump +12, Listen +6. Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, but it cannot bite. the attack bonus is +12. Tremorsense (Ex): Bulettes can automatically sense the location of anything within 60ft that is in contact with the ground. DOES NOT EAT ELVES. Possessions: saddle, saddlebags w/rations and waterskins, 8lbs of raw ebonite, masterwork leather-working tools, 4 potions of cure moderate wounds.
Ogre Infantry (12): male ogre; Ftr1; CR 3; Size L (9 ft., 2 in. tall); HD 4d8+20 + 1d10+5; hp 53; Init +0; Spd 30 ft.; AC 18 (-1 Size, +5 Natural, +3 camouflaged hide, +1 buckler); Attack +10 melee (greatsword, 2d6+7, crit19-20x2), or +3 ranged (shortsword daggers, 1d6, crit20x2, RI10ft); SV Fort +11, Ref +1, Will +1; AL LE; Str 25, Dex 11, Con 20, Int 8, Wis 10, Cha 7. Languages Spoken: Ogran, Ogremai. Skills and feats: Climb +8, Hide -4, Jump +9, Listen +3, Move silently -2, Spot +3; Power Attack, Weapon Focus (greatsword). Possessions: camouflaged hide armor (+2 circumstance bonus to Hide checks), greatsword, buckler, shortswords, potion of cure moderate wounds. In a hollowed-out cave not too far away lies the Doom. The ogremai patiently awaits the party upon a ledge that will let him look down upon them. If possible, he'll have Blig suspend each party member upside-down from many hooks that have been set in the ceiling using pitons and the like. Sanctuary, shield of faith, and entropic shield will be used to protect himself, and deathwatch will let him know if any of the party are too badly hurt. If any party members are grievously wounded, then Doom Marrow Sucker will call Blig forward to receive a severe beating -- and then have Blig and the other orcs administer potions of cure light wounds as needed.
Doom Marrow Sucker: male ogre mage; Clr2; CR 10; Size L (10 ft., 0 in. tall); HD 5d8+25 + 2d8+10; hp 72; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft, fly 40ft (good); AC 19 (+1 Dex, -1 Size, +5 Natural, +3 camouflaged hide, +1 buckler); Attack +11 melee (spiked chain, 2d4+8, crit20x2), or +4 ranged (shortsword daggers, 1d6, crit19-20x2); SV Fort +12, Ref +2, Will +9; AL LE; Str 27, Dex 12, Con 20, Int 18, Wis 21, Cha 21. Languages Spoken: Ogran, Ogremai, Orcish, She'Kobold, Abyssal, Dwarven. Skills and feats: Concentration +8, Craft (weaponsmithing, leatherworking, and armorsmithing) +4, Heal +9, Hide -7, Knowledge (arcana) +9, Knowledge (religion) +7, Listen +8, Move silently -1, Profession (tanner) +9, Scry +9, Spellcraft +11, Spot +8; [Improved initiative], Scribe scroll. Cleric Domains: Strength, Fire. Cleric Spells Per Day: 4/4+1. Ogremai Abilities: Regeneration 2, Flight (Su), Spell-Like Abilities (darkness and invisibility at will, 1/day - charm person, cone of cold, gaseous form, poymorph self, and sleep - saves DC13 + spell level). Regeneration (Ex): Fire and acid deal normal damage to an ogremai; all other damage is treated as subdual. If an ogremai loses a limb or body part, it cannot be regrown. The creature can reattach the severed member by holding it to the stump for approximately one minute. Possessions: camouflaged hide armor (+2 circumstance bonus to Hide checks), spiked chain, shortswords, 7 potions of cure light wounds. Doom Marrow Sucker only knows that he is to aid the party in "a quest, given by the Demon God himself". He knows nothing of Al Mudim, but has figured that the party is searching for something to aid them in their quest. He'll play shrewdly, keeping his information and lack thereof close to his chest, trying to learn more about what they're up to. |
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