TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NMR4-07 
   
   
   
   
   
  The Eye of Gruumsh 
   
  A Two-Round D&D LIVING GREYHAWK®  
  MetaRegional Adventure 
  Version 0.5 
  by Craig Hier 
   
  Thanks to Chris Sanders, JB Talbot, Robert Haynes and Thomas Sleeper for sitting though 
  the play test. 
  Special thanks to Russell Stanley for giving the monsters an extra workout. 
   
   
   
  A pleasant evenings meal has been interrupted.  Again.  This time an old friend has gotten in a bit of trouble and before 
  long the fate of the Pale seems to be in your hands.  Do you dare rise to the challenge or does the prospect of facing the 
  Eye of Gruumsh seem too much for you?  This is an adventure for APLs 6-16, 
  
  Eye of Gruumsh 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, light or 
  
  Eye of Gruumsh 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  heavy, with him in the adventure and it will not 
  count 
  toward 
  the 
  APL 
  calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. APLS are given in 
  even-numbered increments. If the 
  APL of your group falls on an odd 
  number, ask them before the 
  adventure begins whether they 
  would like to play a harder or easier 
  adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not 
  play the scenario unless the highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard two-round 
  Meta-Regional adventure, set in 
  the Theocracy of the Pale (sort 
  of).  Characters native to the 
  Nyrond meta-region pay one 
  Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy 
  new spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Garel Grendal was founded over 200 years ago by a tribe 
  of orcs who had quickly discovered that they were not 
  welcome amongst the other humanoids of what is now 
  the Pale, the Land of the Frost Barbarians and Ratik.  
  Fleeing from certain death they entered the Raker 
  Mountains.  They soon found an underground cavern 
  that was large enough to hold the tribe. 
   
  Over the years the orcs have grown in numbers and 
  expanded the cavern into a very large city.  Trade with 
  giants and other, less obvious races has provided the city 
  a strong financial backing.  Now topping three thousand 
  they are a successful and prosperous city.   
   
  The years have not blunted the feelings for the 
  surface dwellers, especially the humans in the 
  
  Eye of Gruumsh 
   
  Page 3 
  neighboring areas.  This hatred has come to a boiling 
  point in a shaman know as Gralled Splittusk. 
   
  Gralled started as a simple priest of Gruumsh.  Over 
  the years his single-minded drive to seek revenge on the 
  surface world focused his growth into an Eye of 
  Gruumsh.  He was soon the leading priest in the city. 
   
  Not satisfied with this position, he started a coup.  
  After a mere three hours the old chief was dead and 
  Splittusk was in charge.  The city was brought under his 
  iron shod heel and those not in line with his goals were 
  exiled. 
   
  One such group discovered the ancient trading 
  outpost and setup shop.  A group of adventurers soon 
  discovered them as detailed in the scenario “Business is 
  Business”. 
   
  Shortly there after, Gralled set about researching the 
  surface world around the city.  In ever widening patrols 
  the orc war bands soon discovered the outpost and took it 
  by force.  This lead to the events described in “Gruumsh’s 
  Retort”. 
   
  Also during this time he closed down much of the 
  trade to and from the city.  All the existing materials in 
  the city were redirected to the military.  Soon the city 
  will stave if they do not seek out new resources. 
   
  Splittusk assumed his patrols were being attacked by 
  people from Ratik and has therefore decided to attack 
  Ratik and cause as much destruction as possible.   
   
  His spies, on the other hand have informed him that 
  the defense in the Pale have been weakened.  This is due 
  to the Pale attacks into the Duchy of Tehn. 
   
  Gralled is remaining steadfast in his decision to 
  attack Ratik but his advisors are not sure and some 
  openly endorse attacking the Pale.  To put his advisors at 
  ease, he has sent a pair of spies into the Pale to confirm 
  the state of the defenses.  With this new information he 
  hopes to quell the opposition and attack Ratik. 
   
  A young orc from Eagle Crag Pass named Breggin 
  has decided that the adventuring life is for him and set 
  off for adventure.  His first stop is the town of Rakervale 
  in the Pale.  Unfortunately he is about 20 minutes too 
  late. 
   
  The spy has broken into Prelate Malvern Fenn’s 
  office and rifled through some paperwork but not before 
  being seen.  Knowing full well that the wrath of the 
  watch would soon be on him, he fled toward the 
  mountains as fast as he could.  Coming the other way is 
  hapless Breggin.  The watch catches him without much 
  fuss and throws him in jail.  This is where our story starts. 
  Adventure Summary 
  1 – An orc in need.  The party finds a friend, of sorts, is in 
  trouble.  One of the orcs from the Eagle Crag pass has 
  been arrested.  He was trailing a spy from the militant 
  orcs and captured for the spy’s crimes. 
  2 – Of Trolls and Orcs.  The party comes across two trolls 
  arguing over a body.  This need not be a combat 
  encounter but probably will be.  The orcs have the 
  equipment from one of the spies and it contains evidence 
  of the spies missions. 
  3 – Necessary Evil.  An ambush set by interested parties 
  to ensure that the orcs complete their mission.  
  4 – Here There Be Orcs.  The party catches the spy but an 
  orc patrol catches them.  The spy bolts for the entrance 
  into the underground city. 
  5 – Pick a door.  The party selects an entrance into the 
  city. 
  6 – An Angry Dwarf.  The party is rescued by a feisty 
  dwarf who has managed to survive in the midst of the 
  orcs for some time now, 
  7 – The City.  The party enters the city and tries to 
  investigate the amount of troops and sow unrest. 
  Introduction 
  Rakervale has always been an ideal spot for those 
  that seek adventure.  The Troll Fens and Rakers have 
  provided many challenges to be overcome.  That 
  combined 
  with 
  the 
  excellent 
  weather 
  that 
  midsummer provides, the common room of the 
  Pious Pilgrim is very full.  The mood is very light 
  and jovial as barmaids hustle food and drinks to the 
  very full tables. 
   
  The talk around the tavern focuses on the recent 
  troll and orc activities.  Trolls have been spotted 
  pretty close to the city and reports have indicated 
  that orcs are fairly crawling over the Rakers. 
  At this point the PCs may wish to look around the room.  
  They may have come with some old friends or find them 
  here.  The main topic of conversation in the bar is, 
  naturally, the best route to find adventure (and maybe 
  some treasure along the way). 
   
   
  Allow the party a chance to hook up with each other 
  in an organic way.  Try to steer them away from the “Hey, 
  aren’t you a PC” method of introducing themselves.  
  Perhaps start a contest wherein the PCs are the only 
  takers or perhaps a story telling contest and have each PC 
  tell a story.  The main purpose is to have the PCs notice 
  each other in a way beyond the players at the table. 
  A young man runs into the tavern.  Addressing the 
  crowd he exclaims that an orc was just seen in the 
  Prelate’s house and the watch has been sent to catch 
  him. 
  After being in the pub for about an hour a new story rips 
  through the crowd; an orc was seen breaking into the 
  Prelate Malvern Fenn’s house.  The watch has given chase 
  
  Eye of Gruumsh 
   
  Page 4 
  and should have the culprit back in custody very soon.  
  This of course focuses the crowd’s conversation on orcs.  
  Some rumors can be gathered from the crowd at this 
  point. 
  • 
  Small raiding groups of orcs have been seen all along 
  the Rakers in the past month 
  • 
  The Trolls of the Fens have enslaved orcs to spy on 
  the humans of the Pale. 
  • 
  A secret order of orc spies is trying to subvert the 
  Theocracy. 
  • 
  A massive orc army from deep in the Rakers is 
  preparing to march against Ratik. 
  • 
  That orc was only looking for food.  They are too 
  stupid to know the difference between a Bakery and 
  the Prelate’s house. 
  • 
  A mysterious figure named the Watcher has been 
  causing all the orc unrest. 
  If players want to join the orc hunt, that is great, let them 
  and proceed to encounter one: The hunt is on.  If the 
  players ask about settling in for the night, inform them 
  that there is no room at the inn and they will have to go 
  to another inn for a place to stay. 
   
  Once outside, go to encounter one: street meeting.  
  This should hook the PCs into the adventure. 
   
  Some PCs may have some way to stay in the 
  common or a private room.  That is fine; they will get 
  caught up in the fight that will soon erupt. 
   
  If the party seems stalled or doesn’t feel the need to 
  leave the inn, a fight will soon erupt.  The watch is quick 
  to quell the disturbance but the PCs night is ruined.  If 
  any PCs threw punches they are sent to jail.  Otherwise 
  they are needed, as witnesses, to fill out a report at the 
  jail.  Either way, go to encounter one: Jailhouse blues. 
  Encounter One: An Orc in Need 
  The Hunt is On 
   
   
   
   
  If the PCs decide to join the hunt for the orc, read or 
  paraphrase the following 
  You quickly catch a small band of watchmen 
  heading east toward the mountain.  The leader 
  seems to be following some footprints.  Suddenly 
  one of the men shouts.  “There he is!”  Coming 
  toward you in the failing light is an Orc.  The mob 
  breaks toward him and the smile on the orc’s face is 
  replaced by one of panic. 
  The orc is Breggin, a first level ranger out on his first 
  adventure.  He is from Eagle Crag Pass (from the Business 
  is Business and Gruumsh’s Retort scenarios) and was 
  inspired to take up the adventuring lifestyle by the 
  adventurers that saved his home. 
   
  The mob is quick to overpower the young orc.  Any 
  attempt to speak is met with a quick blow unless the 
  party intervenes.  The only goal the watchmen have is 
  getting their prisoner under lock and key. 
   
  So single-minded are they that the mob will 
  completely overlook the facts that the boot prints being 
  followed do not match Breggin’s and the prints veer off 
  the road some 50 yards ahead.  Any attempt to point this 
  out will be met with a quick dismissal (“He changed 
  boots”, “He is doubling back to fool us”)  
   
  There is really nothing the party can do at this point 
  without attacking the Watch.  The watch will want to 
  take down their names and statements since they had 
  been in on the capture so proceed to the Jailhouse Blues 
  section. 
  Street Meeting 
   
   
   
   
  If the PCs have left the Pious Pilgrim, they encounter the 
  following once they leave.  Adjust for any PCs that might 
  have joined the hunt or stayed inside. 
  You emerge from the lively pub just in time to 
  witness a group of watchmen dragging a hapless orc 
  towards the jailhouse.  As he passes by a look of 
  recognition comes over his face and he yells out to 
  you, “Help, Lyriam (or appropriate PC name) you 
  must help me” The cry is answered by a blow from 
  the hilt of a watchman’s sword. 
  If any of the PCs have played “Business is Business” or 
  “Gruumsh’s Retort” gives them a chance (Wisdom check 
  DC15 due to the number of watchmen around him and 
  the fact he was just a face in the crowd at the last 
  meeting) to recognize him as one of the Eagle Crag orcs.  
  Even if all the PCs have not played the previous 
  scenarios, Breggin will recognize them.  If no one has 
  played the previous adventures, he will swear one of 
  them is a bard called Lyriam. 
  Jailhouse Blues 
   
   
   
   
  For this part it is important to note which PCs have been 
  played in the previous scenarios.  Breggin will call these 
  PCs by name and plead for help.  If none of the PCs have 
  been played in the previous scenarios he will incorrectly 
  assume that one of them is somebody named “Lyriam”. 
   
  If the heroes find themselves involved in the bar 
  fight or otherwise on the wrong side of the watch, read or 
  paraphrase the following. 
  KLANG!  The bars of the jail cell close confining you 
  to a small 8’ by 8’ cell.  A freshly made cot and clear 
  bowl 
  of 
  water 
  comprise 
  your 
  furnishings.  
  Occupying the neighboring cells is a lone orc who 
  seems a little worse for the wear.  Hearing the noise 
  of your cell closing he looks over at you. 
  
  Eye of Gruumsh 
   
  Page 5 
  If the heroes are just visiting the jail read or paraphrase 
  the following adjusting to account for whether or not the 
  adventurers were involved in the bar fight. 
  You enter the clean but cramped jail.  The occupants 
  include a pair of drunks that started a bar fight and a 
  lone orc.  The orc raises his head as you enter. 
  The Orc’s Tale  
   
   
   
  Regardless of the party’s current situation, continue on to 
  read or paraphrase the following. 
  Looking you in the eye, a look of recognition comes 
  to the young orc’s face.  “Lyriam (or appropriate PC 
  name)!!  You have got to help me.  They want to kill 
  me.  Please tell them I am not a spy or thief or 
  whatever.” 
  He will wait a moment or two for the PCs to respond but 
  if they do not will continue. 
  “My name is Breggin and I am from the Eagle Crag 
  tribe.  You have done my tribe and I a great service 
  in the past and I was hoping you could help me now. 
   These humans think I have stolen something and 
  wish to kill me.  It couldn’t have been me as I just 
  got into town.  Please help me Lyriam (or 
  appropriate PC name).” 
  If the PCs decide to help Breggin they may confer with 
  the Captain of the Watch.  The Captain knows the 
  following pieces of information that he is willing to 
  share, 
  • 
  Some important documents regarding the stationing 
  of troops in and around Rakervale were removed 
  from the Prelate’s house. 
  • 
  An orc matching the defendant’s description was 
  seen by the Prelate and others in the area.  If asked 
  what that description was he will tell them “An orc 
  with a sword and leather armor”. 
  • 
  The trial will probably be a few days in coming since 
  the local prosecutor is in Wintershiven. 
  • 
  If the PCs can find enough evidence to clear the orc, 
  the Captain will drop all charges and release him. 
  After hearing all this and if the PCs decide to help, 
  Breggin will add the following: 
  • 
  To practice his tracking, he was following a pair of 
  boot tracks out of the mountains.  After a while one 
  of the set of tracks disappeared.  
  • 
  These tracks were fairly deep and could well have 
  been made by an orc.  They were also leading into 
  Rakervale. 
  • 
  The patrols of hostile orcs near his home have 
  lessened recently so he figured it was safe to explore 
  the surrounding area. 
  • 
  The heraldry the hostile orcs have assumed is a 
  bloody sword impaling an eye on a field of black. 
  The heroes have a few options at this point.  They can 
  attempt to break Breggin out of jail, they can proceed 
  with the adventure and try to clear Breggin or they can 
  just walk away. 
  Checking in with Prelate Fenn 
   
   
  Parties that wish to further investigate the missing 
  paperwork will want to question the Prelate.  His house is 
  easy to find and he is willing to meet with the PCs. 
  Prelate Fenn’s house is a hive of activity.  Several 
  watchmen are busy looking over the remains of a 
  window at the back of the house and a pair of priests 
  are tending to an older gentleman on the front 
  steps. 
  If the party attempts to engage the watchmen in 
  conversation they will politely tell them to scram.  A brief 
  look at the area will reveal that someone jumped out the 
  window and ran towards the edge of town. 
   
  The gentleman at the front of the house is Prelate 
  Malvern Fenn.  He will shoo away the priests as the party 
  approaches and talks to the party in a friendly manner.  
  He has the following information. 
  • 
  He was at a dinner party at a friend’s house when he 
  felt a bit tired.  He excused himself and came home.  
  When he entered his house he was surprised to see 
  an orc going through his desk.  The orc grab some 
  papers and leapt through the back window. 
  • 
  Most of the people assigned to protect him, which 
  aren’t many, were with him.  Only one guard was left 
  at the house and he was stationed on the front porch. 
  • 
  He did not see or hear anything as the orc snuck in 
  the back window.  He apparently closed it after 
  entering so as to not arouse suspicion. 
  • 
  The information in the papers is extremely sensitive. 
   In the wrong hands it could spell doom for this area 
  of the Pale.   
  • 
  The papers that were stolen were information on the 
  current troops in the area, their patrol schedule and 
  supply caravan information. 
  He will stress the need to retrieve the paperwork but will 
  not “hire” the party.  There are not enough troops in the 
  area to properly defend against a concerted attack by half. 
   He will suggest strongly that getting the information 
  back will save many lives and Pholtus will smile upon 
  them. 
  
  Eye of Gruumsh 
   
  Page 6 
  I Don’t Wanna!! 
   
   
   
   
  Some players will want to resist the above hooks.  That is 
  perfectly OK!  The party will come to them.  The timeline 
  will progress as follows: 
  • 
  Next Morning – Life in town returns to a more 
  reasonable level as most of the adventurers in town 
  head into the Rakers or Troll Fens. 
  • 
  Second Day – Some Trolls enter town.  Use the stats 
  from Encounter Two. 
  • 
  Third Day – Most of the adventurers leave town.  
  Most head back to Wintershiven, some head into the 
  Fenns and some others head into the mountains. 
  • 
  Forth Day – Breggin is put on trial.  It is a simple, yet 
  formal proceeding.  If the PCs try to disrupt the 
  proceedings they are arrested (if they can be caught) 
  and sentenced to spend 5 TUs in a Dawn Camp.   
  • 
  The result of the trial is never in doubt since the 
  evidence is clear and abundant. 
  • 
  Fifth Day, morning – Breggin is released.  He leaves 
  town heading into the Pale towards Wintershiven. 
  • 
  Fifth Day, afternoon – The Orcs attack.  The attack 
  happens in two waves.  For the first wave combine 
  two patrols from Round Two.  After 10 rounds, add 
  another patrol and either the Barbarians, War Mages 
  or Clerics.  This should be a VERY tough battle.   
  If this path is chosen, dozens of innocents will be killed 
  and there is nothing the PCs can do to stop it. 
  Clearing Breggin’s Name 
   
   
   
  If the party decides to clear Breggin they will need 
  evidence.  The only evidence that will clear him is 
  evidence of another orc.  Of course, if the party does not 
  try to clear him, the evidence will be found by the 
  defense in his trial. 
   
  The most compelling evidence is that Breggin’s boot 
  print does not match the set of prints outside the Prelate’s 
  house.  This is not enough on its own to clear him.  It 
  needs to be tied to the set of prints near where Breggin 
  was captured.  It shows that Breggin walked fo down the 
  road quite awhile before encountering the watch.  It also 
  shows the second set veer off the road. 
   
  Another bit of evidence is that there is blood on the 
  smashed window and Breggin has no cuts.  A heal check 
  will reveal that no healing was used to cover the injuries.  
  Special Note  
   
   
   
  If, at anytime, the party returns to town with either the 
  stolen paperwork or information on the upcoming 
  attacks they will receive a visit from Colonel Jerril 
  Waserrel. 
   
  The Colonel will ask the party to further 
  investigate the source of this threat and, if possible, 
  subvert the enemy’s ability to attack the Pale.  He will 
  also mention that an attack on the Pale at this time will 
  result in many innocent deaths as the army is spread very 
  thin.   
  He will appeal to the groups desire to avoid the 
  unnecessary deaths of Pale citizens.  If that fails he will 
  offer “payment that is in line with the details of the 
  report and actions taken.” 
  If the PCs still don’t get the hint, go back to “I 
  Don’t wanna” and proceed that way. 
  Encounter Two: Of Trolls and 
  Orcs 
  Following the trail of the spy is difficult up to the point 
  where the watchmen met Breggin due to the number of 
  men going back and forth.  Past that, however, the trail 
  can be found with a tracking check (DC 14).  If none of 
  the PCs have tracking, a farmer or other adventurer will 
  be happy to assist in so far as pointing them in the right 
  direction.  Under no circumstances will the tracker travel 
  with the party.   
   
  Once the trail is found it can be deduced that the spy 
  witnessed the capture of Breggin and therefore didn’t 
  bother to hide his tracks.  The tracks can be followed by 
  either a tracking check (DC 12) or a spot check (DC 17).   
   
  Following the tracks leads off the road through the 
  forest and toward the mountains.  After following the 
  trail for a few hours read or paraphrase the following to 
  the group. 
  From the trail ahead a voice can be heard.  It is a 
  loud and brutish voice.  Soon another joins it.  
  The party has heard the conversation of two mountain 
  trolls arguing over this afternoon’s meal.  The 
  conversation is in Giant.  If a party member knows Giant 
  he can get the gist of the argument.  One troll wants to 
  split the hobgoblin lengthwise and the other wants to 
  split it across the middle. 
   
  If the party sneaks forward they can come to a 
  vantage point some 100 feet from the trolls.  Read or 
  paraphrase the following. 
  From this vantage point you can see two very large 
  Ogres fighting over the corpse of a humanoid about 
  100 feet away.  They are in a clearing next to a large 
  rocky hill and the trail you have been following 
  leads right to them. 
  At this distance it will take a challenging spot check (DC 
  30) to notice that the object of the fight is a hobgoblin.    
   
  If the party chooses to attack them they can get 
  within 50 feet before the trolls can even attempt to notice 
  them (Spot check DC 16).  The Ogres aren’t really hostile 
  
  Eye of Gruumsh 
   
  Page 7 
  right now but any hostile actions toward them will be 
  met with force but it can be assumed that the PCs have a 
  surprise round as the trolls preoccupied. 
  APL 6 (EL 8) 
  � Troll (2): hp 63, 63, See Appendix One: Encounter 
  B 
  APL 8 (EL 10) 
  � Mountain Troll: hp 63, See Appendix One: 
  Encounter B 
  APL 10 (EL 12) 
  � Mountain Troll (2): hp 217, 217, See Appendix 
  One: Encounter B 
  APL 12 (EL 14) 
  � Mountain Troll (2): hp 282, 282, See Appendix 
  One: Encounter B 
  APL 14 (EL 16) 
  � Mountain Troll (2): hp 317, 317, See Appendix 
  One: Encounter B 
  APL 16 (EL 18) 
  � Mountain Troll (2): hp 373, 373, See Appendix One: 
  Encounter B 
   
  Another way around this encounter is simply 
  avoiding it.  Of course not further information or 
  experience points will be gathered.  You may wish to save 
  this encounter for the return trip if the party chooses this 
  path. 
   
  If, however, the party chooses to try and talk to them 
  they will be happy to talk if the party can resolve the 
  dispute and convince them not to eat the party since they 
  just got finished a nice Hobgoblin meal.  Any cleaver 
  method of solving the dispute should work (Diplomacy 
  check, DC 17) as they aren’t the brightest trolls.  Care 
  should be taken to not offend the trolls as the slightest 
  provocation will start a fight and once provoked no 
  amount of talking will calm them down. 
   
  The trolls do not have a lot of information to give 
  apart that there have been more orcs than normal 
  traipsing through their domain.  They managed to kill a 
  couple but they aren’t very good eating.   
   
  If asked to see the equipment of the slain orcs they 
  will show them their refuse heap.  If the party has slain 
  the trolls they need to specifically search (DC 20) for 
  their cave in order to find the refuse heap. 
   
  The heap contains the remains of two orcs amongst 
  other things.  The only way you can tell the orcs from the 
  others is that they have matching leather armor with a 
  bloody sword impaling an eye on a field of black.  Further 
  searching (DC 25 search check) will reveal a set of papers 
  that indicate that one of the orcs missions was to assess 
  the strength of the Pale defenses in prelude to a possible 
  attack.    
  Encounter Three: Necessary Evil 
  The trail gets rough and varies greatly as it 
  progresses into the mountains.  Tracking becomes 
  more difficult over the rocky ground the obvious 
  lack of care in your quarry makes following much 
  easier.   
   
  Ahead, the path widens out to at least 20 feet 
  wide and 50 feet long.  To your left, the mountain 
  continues its rapid ascent and to your right, a dense 
  growth of trees blocks your vision.   
   
  On the other side two figures block the path.  
  They are large in stature with two heads each.  But 
  that isn’t the most startling feature of these two 
  brutes.  They are all white with some scaly patches 
  and wings, reptilian wings.   
   
  Three of the four heads pivot in your direction.  
  “Hey!  Looks there.  Looks like wes gonna have fun 
  after all.”  States one head.  “Can wes eat them?”  
  Inquires its partner.  “Na, da boss gonna want to sees 
  um first.”  Answers one of the other heads.  “Don’t 
  just stand there, let’s get um!!”  Bellows the last 
  head.  Both giants charge. 
  Roll initiative as normal.  Both parties have seen each 
  other and had time to react so no surprise is granted.  If 
  the party has previously stated that they are using 
  stealthy means to investigate the path before hand they 
  will notice the ettins before they are noticed.  If they can 
  close the gap (50’) before being notice (Hide check, DC 
  30) they can get a surprise round. 
  APL 6 (EL 9) 
  � Ettin(2): hp 94, 94, See Appendix One: Encounter A 
  APL 8 (EL 11) 
  � Ettin(2): hp 115, 115, See Appendix One: 
  Encounter A 
  APL 10 (EL 13) 
  � Half-White Dragon Ettin(2): hp 149, 149, See 
  Appendix One: Encounter A 
  APL 12 (EL 15) 
  � Half-White Dragon Ettin(2): hp 172, 172, See 
  Appendix One: Encounter A 
  APL 14 (EL 17) 
  � Half-White Dragon Ettin(2): hp 195, 195, See 
  Appendix One: Encounter A 
  APL 16 (EL 19) 
  � Half-White Dragon Ettin(2): hp 218, 218, See 
  Appendix One: Encounter A 
  
  Eye of Gruumsh 
   
  Page 8 
   
  The ettins, Eckland and Rennk, are half white 
  dragon.  Their sire was recently killed and having 
  nothing better to do threw in with a giant shadowy figure 
  that showed up with some trolls looking for them.  The 
  guy whom they call ‘Boss’ told them that some orcs 
  would be coming back and forth through here and they 
  were to make sure nobody interfered with them. 
   
  Not being the brightest even by ettin standards the 
  pair set up shop in the woods to the right.  They have 
  been letting the orcs go through unmolested but 
  everything else has been attacked.  
    
  Of course that hasn’t been much.  A search of their 
  “lair” will reveal two elk, a small band (4) of kobolds, a 
  dwarf and a pair of Pholtan priests.  None of these had 
  anything of overt value.  The priests have holy symbols 
  and the dwarf has a war hammer with a clan emblem on 
  it.  A knowledge local (Pale or MetaRegional, DC 25) or 
  Bardic lore (DC 20) check with reveal it to be the 
  relatively small HammerSong clan from the Griff 
  Mountains.  He also has a note on his body.  This note is 
  player handout two. 
   
  If the PCs manage to subdue the Ettins, the heads 
  will bicker with each other for being the cause of the 
  defeat.  What little they do know is mentioned above.  
  They don’t even know why they are working for the 
  mysterious stranger other than it gave them something to 
  do. 
  Encounter Four: Here There Be 
  Orcs 
  Continuing to follow the trail you enter a sparsely 
  wooded valley that is littered with large boulders.  
  As you make your way around a series of boulders, 
  you spot an orc on the trail about 30 feet ahead of 
  you.  He is just standing there looking with his gaze 
  firmly fixed away from you.  It doesn’t take long to 
  see why; a patrol of orcs is coming down the path 
  about 50 feet in front of him. 
   
  About the same time you notice the patrol they 
  notice you.  Naturally your presence doesn’t sit well 
  with them and they issue a battle cry.  The orc you 
  were following quickly looks over his shoulder in 
  your direction.  He gets a panicked look and then 
  runs away from both you and the patrol. 
  The spy will bolt toward the rear cave entrance (see DM 
  Map – Back Door) as fast as he can.  That is 60’ a round.  
  Therefore he should make the door in the second round.  
  His motivation is to both save his own hide and summon 
  reinforcements. 
   
  The patrol, on the other hand, has a chance to see 
  some combat after months of tedious patrolling.  They 
  will ask for and give no quarter.  Besides, that other guy is 
  going for help. 
  APL 6 (EL 7) 
  � Orc Captain: hp 27, See Appendix One: 
  Encounter C 
  � Orc Scout: hp 23, See Appendix One: Encounter 
  C 
  � Orc Warriors (6): hp 5, See Appendix One: 
  Encounter C 
  APL 8 (EL 9) 
  � Orc Captain: hp 42, See Appendix One: 
  Encounter C 
  � Orc Scout: hp 36, See Appendix One: Encounter 
  C 
  � Wolf Companion: hp 13, See Appendix One: 
  Encounter C 
  � Orc Warriors (6): hp 12, See Appendix One: 
  Encounter C 
  APL 10 (EL 11) 
  � Orc Captain: hp 57, See Appendix One: 
  Encounter C 
  � Orc Scout: hp 49, See Appendix One: Encounter 
  C 
  � Wolf Companion: hp 26, See Appendix One: 
  Encounter C 
  � Orc Warriors (6): hp 27, See Appendix One: 
  Encounter C 
  APL 12 (EL 13) 
  � Orc Captain: hp 72, See Appendix One: 
  Encounter C 
  � Orc Scout: hp 62, See Appendix One: Encounter 
  C 
  � Wolf Companion: hp 26, See Appendix One: 
  Encounter C 
  � Orc Warriors (6): hp 42, See Appendix One: 
  Encounter C 
  APL 14 (EL 15) 
  � Orc Captain: hp 87, See Appendix One: 
  Encounter C 
  � Orc Scout: hp 75, See Appendix One: Encounter 
  C 
  � Wolf Companion: hp 26, See Appendix One: 
  Encounter C 
  � Orc Warriors (6): hp 57, See Appendix One: 
  Encounter C 
  
  Eye of Gruumsh 
   
  Page 9 
  APL 16 (EL 17) 
  � Orc Captain: hp 115, See Appendix One: 
  Encounter C 
  � Orc Scout: hp 75, See Appendix One: Encounter 
  C 
  � Wolf Companion: hp 39, See Appendix One: 
  Encounter C 
  � Orc Warriors (6): hp 72, See Appendix One: 
  Encounter C 
   
  If the PCs do not manage to stop the orc before he 
  reaches the cave he will run inside and start to sound the 
  alarm.  This will take the entire third round so any PCs 
  who have followed him will have an extra round to stop 
  him.   
   
  If left unmolested the spy will sound the alarm.  The 
  alarm is a large horn that makes a VERY loud noise.  It 
  can be assumed every orc in the city heard it.  This will 
  summon reinforcements that will arrive at the cave 
  mouth in ten rounds.  Use the same stats for the 
  reinforcements as the initial patrol.  Every five rounds 
  after that another patrol will show up until the PCs either 
  are slain or give up. 
   
  If the spy is stopped, the combat will draw attention 
  eventually.  They have approximately 10 minutes before 
  the next patrol comes from the cave.  Once this happens 
  they will sound the alarm and then a patrol will turn up 
  every five rounds. 
  Encounter Five: Pick a Door 
  Once defeated, the party will notice that the patrol came 
  from a cave some 240 feet away.  If the spy made it to the 
  rear cave entrance it will be obvious.  If the spy made it 
  part way, a search check (DC 22) will reveal the 
  secondary entrance which is about 120 feet away, On the 
  other hand if the spy was cut down before making it very 
  farm the search check becomes harder (DC 30). 
   
  Most patrols come from the main entrance.  Going 
  in this way has a higher chance of detection.  The other 
  entrance is much smaller and used by small groups of 
  orcs on a much less frequent basis.  Noting the tracks 
  around the entrances (Spot, DC 12) will allow the PCs to 
  know this.   
   
  If the party decides to mess around before going into 
  the cave, another patrol will show up (Use stats from 
  above) but this time coming from the north and heading 
  into the cave.  As they are weary, not expecting trouble 
  this close to home and not really paying attention give 
  them a small chance (Spot, DC 30) to notice the battle 
  site if it is still obvious and an even lower chance of 
  noticing the party (Spot, DC 35). 
   
  If the heroes choose the main entrance, read or 
  paraphrase the following. 
  A strong and somewhat repulsive odor strikes you as 
  you approach the cave entrance.  It seems to be 
  comprised of decay, sweat and blood.  The entrance 
  is wide enough to allow four abreast and about 12 
  feet tall.  Carved into the side of the entrance a 
  sword piercing an eye is carved into the rock. 
   
  Looking into the cave you notice that the tunnel 
  starts to head downward almost immediately.  
  Several stalagmites line the otherwise smooth path.  
  To on side suspended between two stalactites is a 
  large horn. 
  If the heroes chose the smaller entrance, read or 
  paraphrase the following. 
  Hidden between two large shrubs is another cave.  It 
  is about 7 feet across and 8 feet tall.  Beyond the 
  entrance a small tunnel leads sharply downward 
  before bending out of sight.  Tucked into a niche 
  along the left wall is a large curved horn. 
  Needless to say blowing the horn is an alarm and will 
  bring the orcs in force.  If a foolish PC does blow the 
  horn have a patrol (as detailed below in Encounter Seven: 
  Standard Patrol) arrive ready for battle in ten rounds.  
  After another ten rounds have yet another patrol show 
  up, this time from outside.  Keep this up until the PCs 
  flee, are rescued by Gramlin or are killed.  
   
  After a few rounds of searching around the sound of 
  approaching boot falls can be heard coming from down 
  the tunnel.  Once the PCs start looking around or getting 
  ready for battle, proceed to encounter six.  
  Encounter Six: A Strange place 
  for a Dwarf 
  This encounter introduces the Dwarf Gramlin.  He has 
  sent a note to the Pale and assumes that the party in the 
  lead patrol of an army sent to deal with the orcs.  He is, of 
  course, wrong. 
   
  He will figure out his error soon enough and then 
  set another plan before the PCs.  They are to go into the 
  city and stir the unrest that exists between the various 
  factions of the city by systematically eliminating 
  members of one group while implicating members of 
  another group.  The resulting turmoil should be enough 
  to start a major internal conflict that will remove the orcs 
  as a threat for many years to come. 
  “Hey, you must have gotten my note?” states a voice 
  for seemingly nowhere.  Stepping from around a 
  stalagmite is a shorter than normal dwarf.  He is 
  clad in very dark leather armor that has been 
  patched repeatedly.  His face is etched with age and 
  his hair has faded to white.  
   
  He hears the sound of the approaching patrol 
  and looks you over again.  “You ain’t Orcs so you’d 
  best come with me if you want to live.”  With that he 
  
  Eye of Gruumsh 
   
  Page 10 
  turns and faces the wall pulling some stones from a 
  pouch on his belt.  He places the stone on the wall 
  and it fades slightly.  Turning toward you he 
  whispers, “Follow me” and proceeds to enter the 
  wall. 
  The wall has been momentarily been made incorporeal.  
  If the party follows read the following otherwise proceed 
  with the combat(s) as mentioned above. 
  Once you have all passed through the wall, you 
  notice that the room you find yourself in is 
  surprisingly well lit.  It is a large room measuring 30 
  feet by 40 feet.  Against the far wall is a workbench 
  with several small stones on it.  Next to the wall you 
  just came through is a table and some chairs.  There 
  is also a bed, dwarf-sized, near the workbench.   
   
  Pulling out one of the chairs at the table the 
  dwarf takes a seat.  “Name’s Gramlin.  What by the 
  beard of Moradin were you doing, trying to get 
  yourselves killed?”  He pauses momentarily.  “Dang 
  foolish walking into a city full of blood thirsty orcs.  
  I take it you got my note and have an army waiting 
  outside?” 
  Gramlin is a very old rune caster of sorts who has been 
  living in this area for over 100 years.  He even predates 
  the orc tribe that has since moved in and formed a city.  
   
  Gramlin is the author of the note that was on the 
  dwarven body in the Ettin’s lair.  The messenger was one 
  of his great nephews, Rodim who had come to visit a 
  week ago.  He found the visit fortuitous since he could 
  send a warning and get his nephew out of trouble.  He 
  will be saddened to hear of his passing. 
   
  If any of the party has the ring from NMR4-0x All’s 
  Well and Stabled he will instantly recognize it and 
  question them about it.  He will offer the friend of a 
  friend access to some special items (see AR). 
   
  Gramlin can impart the following information. 
  • 
  The orcs moved in about 80 years ago. 
  • 
  Apparently they were some sort of religious 
  extremist that were kicked out of their old home, an 
  underground city called Garel Enkdal some distance 
  to the north. 
  • 
  They grow fast and built a city out of one of the 
  larger caverns.  It now consists of over 200 buildings 
  and houses some 1000 orcs. 
  • 
  They had been kept in check by the mistrust 
  between the priest, fighters and barbarians that 
  would occasionally erupt into bloodshed. 
  • 
  Several years ago a particularly charismatic priest 
  took control of all the factions and ended the 
  squabbling. 
  • 
  He made a deal with some underoerth race to have 
  some of the more intelligent orcs taught the ways of 
  the battlemages. 
  • 
  With the in-fighting removed the orcs were free to 
  set their sights on the true enemies of Gruumsh, the 
  rest of the world. 
  • 
  There used to be a good market place but all the 
  city’s resources have been diverted towards war.  The 
  orcs must strike out soon or they will starve 
  themselves out. 
  • 
  They traded with other races both from the surface 
  and below. 
  After some conversation with the party, Gramlin decides 
  that the party can help him out.  He is getting old and 
  dodging orcs has become rather tiring.  He also has no 
  desire to see innocents slain by the orcs so he sent the 
  warning to the people of the Pale. He was expecting a 
  much larger force but has a contingency plan that he will 
  tell to the party. 
  “Well, I was expecting more of an army but I have 
  thought about this and I believe I have a way to 
  prevent the attack.  The trick is to reignite the 
  festering hatred the orcs have for each other.  The 
  fighters hate the priests, the priests hate the mages 
  and the mages have absolutely no love for the 
  fighters.  And vice versa.  
   
  The best way to accomplish this is kill small 
  groups of one type and make it look like another 
  group did it.  Do this enough times, twice should be 
  sufficient, and then all chaos will erupt and I doubt 
  even that cursed Eye of Gruumsh could stop it. 
   
  I have studied the city and determined that 
  these areas here (Points to areas A, B, C and D on the 
  map) would be the ideal places to accomplish your 
  mission.  These places are sort of sacred to one 
  group or another that will compound the effect. 
   
  Avoid this area (points to E) at all costs.  It is 
  heavily defended and does not further our goals.  It 
  houses the women and children as well as some 
  farms and the fresh water supply. 
  For parties APL 6, 8, 10, 12 and 14 read the following. 
  This area (points to F) is the Palace of the Eye.  From 
  the looks of you, I would avoid it at all costs as well.  
  The Eye and his advisors are a very powerful group 
  and should not be taken lightly. 
  For parties of APL 16, read the following. 
  If you can manage it, taking out the Eye in his palace 
  (points to F) would be the quick way to unbalance the 
  city.  It is not something I would normally advise as 
  the Eye and his advisors are a very powerful group 
  but you MIGHT be able to handle it. 
  Read or paraphrase the following for all APLs 
  
  Eye of Gruumsh 
   
  Page 11 
  I should warn you that the cavern has been warded 
  against spells like earthquake and stone shape.  I 
  tried to bring the place down years ago but it just 
  triggered an alarm and I almost got caught.  
   
  Also be careful about making a big light show or 
  using flashy magics.  That kind of advertising can 
  bring a lot of orcs to you very quickly.  Do not make 
  the mistake of thinking that the orcs are lazy and 
  disorganized.  They are very quick to respond to 
  threats against their home.  The under races have 
  learned that lesson well. 
   
  I have some little trinkets that should help you. 
   Here, these stones will allow you to look like these 
  orcs.  They will last for around 12 hours so don’t 
  dawdle.  If they discover you are surface dwellers 
  you are as good as dead.  Here, this stone will allow 
  you to return to my cave.  Once you have finished, 
  come back here. 
  The stones will place illusions over the party members 
  that are very good.  Only a very good spot check (DC 30) 
  will allow the observer to detect the illusion. 
   
  He will also draw the party a map of the city and 
  indicate the areas A-F.  He will annotate them as follows: 
  • 
  A – This is the military training ground.  Using 
  flashy magic here will make them believe the 
  warmages have violated their sanctum. 
  • 
  B – The arena is the warmages training and show 
  area.  If you can get a few mages in there and then 
  hack’em up good that should get them good and 
  riled.  Leaving behind an orc weapon or two 
  wouldn’t hurt either. 
  • 
  C – Ahh, the temple.  Taking out a high level priest 
  or two inside the temple would do the trick. 
  • 
  D – Here is a neat place, it is a pub.  Good 
  information can be gotten here.  Becareful as a fight 
  here won’t cause any unrest. 
  • 
  E – Avoid this area.  This is where the orc women 
  and children are located.  Any fight started here will 
  end quickly and you won’t like the conclusion. 
  • 
  F – This is the Eye’s Palace.  Killing him would solve 
  the problem very quickly but this is a very hazardous 
  path. 
  • 
  Some of the buildings in the city are abandoned and 
  should provide adequate shelter if you need to hide 
  out for awhile.  Just remember that your disguises 
  are only good for 12 hours and I don’t have any more 
  to give you. 
  Encounter Seven – The City 
  This is the start of the second round.  This entire round 
  will be the party exploring the city and subverting the 
  preparations for war.  This is completely open-ended and 
  can drag on it you allow it to.   
   
  The preferred way for parties to handle this is to pick 
  selected fights.  If the party manages to defeat two of the 
  non-patrol fights below without raising an alarm, the orcs 
  of the city will soon fall upon each other and neutralize 
  the threat. 
   
  The party can also go for the Eye of Gruumsh 
  directly.  This fight is, however, untiered and should no 
  be done lightly.  If you feel your party is foolish enough 
  to attempt this fight have Gramlin mention that he 
  watched the Eye defeat three stone giants single-
  handedly several years ago. 
   
  Some parties will prefer to adopt the “nuke them 
  from orbit” approach.  Well, the orcs, not being stupid, 
  have protected the stone of the cavern from either 
  moving, shifting or being turned to mud.  The only thing 
  that can really be done to it is a passwall.  Any attempt to 
  cast earthquake, stone shape or rock to mud will result in 
  an alarm going off and the city mobilizing. 
   
  Spells such as cloudkill, fireball, blade barrier and 
  Evard’s Black tentacles will work in a populated area 
  once.  The chaos such spells will cause is sufficient to 
  cause the alarm to be raised. 
   
  Another option is for the party to gather information 
  and then return to Rakersvale.  Choosing this path does 
  nothing to prevent the oncoming battle.  In fact there is 
  little the party can do to prevent it.  There is no time to 
  muster the needed troops to adequately defend the city 
  but enough adventurers can be recruited to turn the tide. 
   Return to the “I Don’t Wanna” section of encounter one 
  and assume the next morning is Day 5. 
  Orc Interactions 
   
   
   
   
  If the party uses the disguises provided by Gramlin, the 
  party can interact with the orcs without causing much 
  commotion.  There are a couple of points that make this 
  more difficult. 
   
  First, it is dark.  There are very few light sources in 
  the city and they are almost all inside.  The orcs rely on 
  their darkvision to maneuver around the city.  If the 
  party decides to use a light source, every passing orc will 
  automatically does a spot check (spot +1) but that won’t 
  penetrate the disguise. The party will, however, notice 
  this extra scrutiny. 
   
  Secondly everybody speaks orc and very few speak 
  common.  If the party doesn’t speak orc, this will 
  immediately raise concern.  Spells like tongues are to be 
  considered as speaking orc natively.  If the use of 
  common is not explained away effectively with a 
  diplomacy check (DC 30 due to the lack of oral 
  communications) or a bluff check (DC 28 again due to 
  lack of a common language) the party will be discovered.  
  Examples of this would be making a ‘ssh’ gesture or that 
  
  Eye of Gruumsh 
   
  Page 12 
  they are under the effects of a spell.  Casting silence on 
  themselves would be an inspired maneuver. ☺ 
   
  Fights are common enough place that a skirmish 
  will not raise an immediate alarm.  It is enough, however, 
  to draw the attention of a patrol.  Therefore once the 
  party gets in a fight they have a scant four minutes to 
  clear out or be subject to discovery.  This will allow 
  enough time to gather the magic items but not the 
  mundane ones.  There will be no time to strip the bodies 
  after a street fight. 
   
  If the party is discovered they are immediately beset 
  with a patrol at 60 feet away.  Another patrol will arrive 5 
  minutes after that.  Following another 5 minutes the war 
  mages will show up.  The clerics will arrive 5 minutes 
  after that. 
  Standard Patrol 
   
     
  APL 6 (EL 6) 
  � Orc Captain: hp 34, See Appendix One: Encounter 
  F 
  � Orc Warrior (6): hp 5 each, See Appendix One: 
  Encounter F 
  APL 8 (EL 8) 
  � Orc Captain: hp 49, See Appendix One: Encounter 
  F 
  � Orc Warrior (6): hp 12 each, See Appendix One: 
  Encounter F 
  APL 10 (EL 10) 
  � Orc Captain: hp 64, See Appendix One: Encounter 
  F 
  � Orc Warrior (6): hp 27 each, See Appendix One: 
  Encounter F 
  APL 12 (EL 12) 
  � Orc Captain: hp 80, See Appendix One: Encounter 
  F 
  � Orc Warrior (6): hp 42 each, See Appendix One: 
  Encounter F 
  APL 14 (EL 14) 
  � Orc Captain: hp 106, See Appendix One: 
  Encounter F 
  � Orc Warrior (6): hp 57 each, See Appendix One: 
  Encounter F 
  APL 16 (EL 16) 
  � Orc Captain: hp 123, See Appendix One: 
  Encounter F 
  � Orc Warrior (6): hp 72 each, See Appendix One: 
  Encounter F 
   
  If the party is defeated or captured they will be 
  incarcerated for 5 TUs and then stripped of all their gear 
  and let go after the attacks have occurred.  This is done to 
  allow the characters to spread the word about the 
  ferocious orcs they encountered. 
   
  Finally about one in every twelve buildings is empty. 
   They are fairly easy to make out and there should be 
  little problem finding one.  These buildings make great 
  places to hide or heal up. 
  Street Talk 
   
   
   
   
   
  Below is a section on each of the major groups in the city. 
   This explains a bit of their history and views toward the 
  other groups.  The groups do not interact well on the 
  whole and only the Eye of Gruumsh keeps the order. 
   
  The traffic on the street consists of military patrols, 
  merchants and the occasional priest.  The patrols are by 
  far the most numerous.  The priest are by far the least 
  numerous.   
   
   
   
   
  Women and Children 
  The women and children are housed in Area E: The 
  Warrens.  There the young can be watched over by the 
  females without worrying about attacks from other 
  denizens of the dark.  Attacking this area will result in an 
  overwhelming response from the orcs.  ALL the 
  encounters will happen at once and the party will die. 
   
   
   
   
   
  Warmages 
  Another group the party will not meet in the streets is 
  the warmages.  They have been ordered not leave their 
  compound (Area B) except for the occasional supplies or 
  worship.  The possibility for conflict is much too great. 
   
  The warmages are a new group in the city and are 
  looked upon with suspicion and fear.  The arcane arts 
  have long since been the prevue of the enemy and 
  therefore a foreign concept.   
   
  They began when then Eye first came to power.  He 
  knew that arcane might was needed and made a deal with 
  the Drow to teach some of the brighter orcs the skills 
  needed. 
   
  The regular military does not trust them at all and 
  would rather the Eye throw them out part and parcel.  
  This is your basic fear what you do not understand 
  situation. 
   
   
   
   
   
   
  Military 
  The military patrols are the power in the city and they 
  know it.  Each patrol will have a smug air about it and 
  basically ignore the party (if still in disguise).  Passing 
  patrols will grunt briefly, enforcing their superiority.  
  Some will be talking amongst themselves and the 
  following comments can be overhead on occasion: 
  
  Eye of Gruumsh 
   
  Page 13 
  • 
  The mages aren’t reliable.  We should practice by 
  killing them. 
  • 
  More fighters are what is needed not undisciplined 
  barbarians. 
  • 
  The Priests are too concerned with spilling the blood 
  of the heathens and not winning the battle.   
  • 
  Without us this city would perish.  
       
   
   
   
  Merchants 
  The merchants are more subdued and less chatty.  They 
  have, for the past few years, been forced to serve the 
  military.  Normal trade with other peoples that used to 
  provide a good living and supply the city has been 
  waning.  This has put the entire city in jeopardy but the 
  Eye doesn’t seem to care. The merchants see this and 
  know that it will lead to doom or war or both. 
   
  Careful observation will show them somewhat 
  fearful of the passing patrols but their body language 
  reveals that they harbor some hostility toward them.  
   
  Any 
  attempt 
  to 
  engage 
  the 
  merchants 
  in 
  conversation will be met with short, polite answers and 
  fearful looks around.  They do not want to be heard 
  criticizing the military forces.   
   
   
   
   
   
   
  Priests 
  The priesthood has enjoyed a raise in social status in the 
  recent years.  The Eye has demanded that the worship of 
  Gruumsh take a priority in the lives of the orcs.  This 
  decree has, in turn, elevated the priesthood from civil 
  servant status to a commanding role.   
   
  This new position has placed the military and 
  priesthood at odds since the both cannot lead the orcs.  
  So far the Eye has managed to quell this tension by being 
  the guy in charge.  Both branches respect and follow his 
  lead but the tension remains. 
   
  Since the party resembles a patrol, the passing 
  priests will regard them with utter distain.  The only 
  interaction will have to be started by the party and then 
  the priests will question their loyalty to Gruumsh.  If the 
  party continues the interaction, the priest will suggest 
  they commune with Gruumsh to find the answer they 
  seek. 
  Area A: Militia HQ 
   
   
   
   
  Standing near the center of the town is a collection 
  of long barracks surrounding a clear area.  On one 
  side is a larger building with no windows.  The 
  sounds of battle can be heard coming from the 
  clearing as troops train on each other. 
  The long barracks hold some troops.  Most are out on 
  patrol and the majority of the remaining troops are 
  sleeping.  At most a single patrol can be mustered at this 
  exact instant. 
   
  The larger building is the headquarters for the 
  military.  It has no windows and the sounds of battle do 
  not faze its inhabitants.  Any attempt to enter the 
  building (the entrance is on the side away from the field) 
  will be rebuffed by a pair of guards. 
   
  The practice field is being held by a group of 
  barbarians.  They are jousting with each other.  Upon 
  seeing the party they will call them over for a training 
  session.  If the party seems hesitant the barbarians will 
  claim that they are “just weak grunts” and “not worthy of 
  picking mushrooms”. 
   
  The barbarians will rage the instant lethal force is 
  used against them.  If any magic is used against the 
  barbarians the troops in the barracks will assume the 
  party is a group of battlemages.  This will start the unrest 
  needed to topple the city. 
  APL 6 (EL 8) 
  � Orc Barbarian Captain: hp 56, See Appendix One: 
  Encounter E 
   � Orc Barbarian (2): hp 39, 39, See Appendix One: 
  Encounter E 
  APL 8 (EL 10) 
   � Orc Barbarian Captain: hp 73, See Appendix One: 
  Encounter E 
   � Orc Barbarian (2): hp 56, 56, See Appendix One: 
  Encounter E 
  APL 10 (EL 12) 
  � Orc Barbarian Captain: hp 90, See Appendix One: 
  Encounter E 
   � Orc Barbarian (2): hp 73, 73, See Appendix One: 
  Encounter E 
  APL 12 (EL 14) 
  � Orc Barbarian Captain: hp 107, See Appendix 
  One: Encounter E 
  � Orc Barbarian (2): hp 90, 90, See Appendix One: 
  Encounter E 
  APL 14 (EL 16) 
  � Orc Barbarian Captain: hp 124, See Appendix 
  One: Encounter E 
  � Orc Barbarian (2): hp 107, 107, See Appendix One: 
  Encounter E 
  APL 16 (EL 18) 
  � Orc Barbarian Captain: hp 141, See Appendix 
  One: Encounter E 
  
  Eye of Gruumsh 
   
  Page 14 
  � Orc Barbarian (2): hp 124, 124, See Appendix One: 
  Encounter E 
   
  Area B: Warmage’s Guild 
   
   
  This area seems to have been recently built up.  It 
  consists of a few smaller buildings nestled around a 
  much larger building.  On the side away from the 
  city a large amphitheatre has been carved out of the 
  cavern walls.  The sounds of arcane discharges can 
  be heard issuing out of it. 
  The majority of mages are inside the large building 
  studying tactics for the upcoming battle.  Searching the 
  main building will reveal a room with 30 orcs sitting in 
  what can only be described as a classroom, listening to 
  another orc discuss the proper placement of fireballs.  
  Attacking at this point will be certain suicide.  Use thirty 
  one war mages instead of the three listed below. 
   
  The mages in the arena are instructors honing their 
  skills.  Should the party attack them they can do so 
  without much fear of detection or interruption.   
   
  Several minutes (20) after the fight the students 
  from inside the large building will trickle out and notice 
  the bodies.  Assuming melee weapons were used, the 
  students will blame the military and increase the tensions 
  needed to cause a civil war in the city. 
  APL 6 (EL 8) 
  � Orc Warmage (4): hp 24 each; See Appendix One: 
  Encounter G 
  APL 8 (EL 10) 
  � Orc Warmage (4): hp 33 each; See Appendix One: 
  Encounter G 
  APL 10 (EL 12) 
  � Orc Warmage (4): hp 44 each; See Appendix One: 
  Encounter G 
  APL 12 (EL 14) 
  � Orc Warmage (4): hp 55 each; See Appendix One: 
  Encounter G 
  APL 14 (EL 16) 
  � Orc Warmage (4): hp 66 each; See Appendix One: 
  Encounter G 
  APL 16 (EL 18) 
  � Orc Warmage (4): hp 77 each; See Appendix One: 
  Encounter G 
  Area C: Temple of Gruumsh  
   
  Carved out of the rock of the side of the cavern is a 
  massive edifice that can only be the temple of 
  Gruumsh.  A large relief depicts a huge one-eyed orc 
  standing on a small mountain of severed heads with 
  a bloody double axe at the ready.  The heads are 
  mainly elven but a few humans, dwarves and 
  gnomes can be made out.  On the other side a 
  massive battle scene has been painted.  It shows an 
  army of orcs doing battle with every sort of 
  humanoid.  It goes without saying that the orcs are 
  winning. 
   
  In the middle of these two scenes is a giant set 
  of double doors.  Measuring twenty feet high and 30 
  feet across, they stand open accepting the praises of 
  Gruumsh. 
  Entering the building they are greeted by a pair of 
  acolytes.  They welcome the battle hardened to proclaim 
  the glory of Gruumsh and the untested to pray for 
  Gruumsh’s favor in seeking battle.  There are a number of 
  other orcs in the temple praying and making offering to 
  the One-eyed god. 
   
  If the party asks to see the high priest they are 
  informed that an APL appropriate elder(s) can be found 
  in the new hall of worship and would be happy to lead 
  them there. 
  The new hall of worship is a long narrow hall.  The 
  main floor is 70 feet long and 20 feet wide with sets 
  of bleachers rising from the sides.  The walls are 
  covered with many scenes of battle.  One shows a 
  handful of orcs beating back a battalion of elves 
  where another shows a one-eyed orc fighting a pair 
  of massive stone giants.  Standing in the middle of 
  the floor is a pair of priests who look your way. 
  The acolyte will immediately excuse himself leaving the 
  party and priests alone.  This is another golden 
  opportunity for the party to sow unrest.  The acolytes will 
  find the bodies shortly and assume that the party was a 
  group of mages and fighters who were envious of the 
  clergy’s new position. 
  APL 6 (EL 8) 
  � Orc Priest: hp 42, See Appendix One: Encounter D 
  � Orc Acolyte(2): hp 29, 29, See Appendix One: 
  Encounter D 
  APL 8 (EL 10) 
  � Orc Priest: hp 55, See Appendix One: Encounter D 
  � Orc Acolyte(2): hp 42, 42, See Appendix One: 
  Encounter D 
  APL 10 (EL 12) 
  � Orc Priest: hp 68, See Appendix One: Encounter D 
  � Orc Acolyte(2): hp 55, 55, See Appendix One: 
  Encounter D 
  
  Eye of Gruumsh 
   
  Page 15 
  APL 12 (EL 14) 
  � Orc Priest: hp 81, See Appendix One: Encounter D 
  � Orc Acolyte(2): hp 68, 68, See Appendix One: 
  Encounter D 
  APL 14 (EL 16) 
  � Orc Priest: hp 94, See Appendix One: Encounter D 
  � Orc Acolyte(2): hp 81, 81, See Appendix One: 
  Encounter D 
  APL 16 (EL 18) 
  � Orc Priest: hp 107, See Appendix One: Encounter 
  D 
  � Orc Acolyte(2): hp 94, 94, See Appendix One: 
  Encounter D 
  Area D: The Pub 
   
   
   
   
  Walking past an otherwise non-descriptive building 
  the sounds of revelry can be heard.  A familiar sound 
  that can be heard from Whintershiven to the 
  smallest town in Geoff.  The sounds of a pub.  The 
  sounds of ale being drunk and stories, both truthful 
  and imagined, being told at a volume worthy of the 
  great outdoors.  It feels odd that this familiar sound 
  should be found in this most unfamiliar location. 
  The pub has no plaque to reveal its name.  It is called “The 
  Gullet of Gruumsh” or simply “The Gullet”.  Many off 
  duty soldiers and priests are enjoying the night life.  A 
  careful glance around will reveal (Spot Check, DC 24) a 
  few mages trying to fit in. 
   
  All the information detailed above can be found here 
  as the crowd looser with their tongues.  No gather 
  information check is needed as everybody wants to talk 
  about what is bothering the city and their cliché.   
   
  If a fight breaks out use two patrols (See above) 
  without weapons to populate the bar.  The Fight will last 
  for four rounds before another, more sober patrol, stops 
  it.  This will not cause any significant unrest in the city as 
  this fight was, for the most part, not lethal and stopped 
  quickly. 
  Area E: The Warrens  
   
   
  A short wall rings this area.  On the inside is all the 
  orcs hold dear; the women, children and fresh 
  drinking water.  There are also some mushroom 
  farms to help feed the city. 
  As mentioned above, any attack in this area will be met 
  with the stiffest possible defense.  All the encounters 
  above will happen at once.  No other tactic employed 
  here will generate any significant disruption in the orcs 
  plans. 
  Area F: Eye of Gruumsh Palace 
   
   
  Sitting across from the military HQ is a big house.  
  There is a pair of guards standing outside the front 
  door. 
  The guards are regular orcs and are just for show.  Inside 
  the building (see Map Four) the Eye and his advisors are 
  in the war room (Room E) going over plans. 
  Room A: Open Space 
  This area is open to the main foyer below.  The walkway 
  around this area is 10’ wide. 
  Room B: General’s Room 
  This room is very functional.  There is a bed, a desk 
  and a wardrobe.   
  Searching the room will reveal only a few sets of military 
  uniforms. 
  Room C: High Priest’s Room 
  This room is very ornate.  Symbols and Depictions of 
  Gruumsh are everywhere.  They are over the bed, 
  covering the large stone desk and two wardrobes. 
  Searching this room turns up lots of scriptures to 
  Gruumsh and many fancy robes.  There is nothing else of 
  interest or value. 
  Room D: Trophy Room 
  The walls of this room are filled with stuffed heads.  
  There are even human, elf, dward and drow heads as 
  well as most of the surrounding wildlife.  There is 
  nothing else in this room. 
  Room E: War Room 
  This room is very large with many maps hanging on 
  the walls.  Sitting at a large table in the center of the 
  room are three orcs.  One is tall, thin and has a 
  uniform on.  The other is a short man in clerical 
  robes.  The final guy is a very large orc with but a 
  single eye.  All three look in your direction.  
  Suddenly, the room is obscured as an opaque, 
  shimmering screen of violet energy covers the door. 
  Upon opening the door, the dispelling screen trap 
  activates.  The Cleric will start biffing up while the other 
  two get ready.   
  � Ottiluke’s Greater Dispelling Screen: CR 15; 
  magical; proximity trigger; Search DC 35; Disable 
  Device DC 25 
  Untiered (EL 20) 
  � Eye of Gruumsh: hp 131; See Appendix One: 
  Encounter H 
  � General: hp 140; See Appendix One: Encounter H 
  
  Eye of Gruumsh 
   
  Page 16 
  � High Priest: hp 107; See Appendix One: Encounter 
  H 
  Room F: The Eye’s Room 
  This richly appointed room speaks to the power of 
  its owner.  This must be the Eye’s room.  Richly 
  appointed furnishings seem somewhat out of place 
  for a zealous orc leader.  
  The room has nothing of value.  In fact, the Eye spends 
  very little time in this room. 
  Room G: Main Atrium 
  This room is a spacious foyer two stairway lead up to 
  a second floor balcony.  There are also three doors 
  on this level. 
  The servants will come from the training room when 
  they hear the front door open.  Treat them as a standard 
  patrol. 
  Room H: Dining Area 
  This room contains a large stone table and many 
  chairs.  It is the main dining room for the palace. 
  Room I: Kitchen 
  Several fire pits and a long counter with many 
  knives and cooking utilities. 
  Room J, K, L, M: Servants Quarters 
  This room is very Spartan.  A simple palette bed lies 
  in one corner and a trunk sits at its foot.  
  The trunk contains a few sets of clothes and worthless 
  personal items.  Nothing of any real interest or value can 
  be found here. 
  Room N: Training Room 
  This room has many weapons in racks along the 
  walls.  The floor is covered with a mat and In the 
  center are several training dummies. 
  Again nothing of value is in this room. 
  Room O: Library (Sort of) 
  Whoever designed this palace had a sense of humor. 
   This room is a library.  Well, it would be if it had 
  books.  Instead empty shelves line all the wall of this 
  room.  Dust is everywhere. 
  Not only is there nothing of interest or value in this 
  room, there is absolutely nothing in this room. 
  Conclusion 
  If the party has managed to sow enough unrest in the 
  city, read the following. 
  Sounds of battle start reaching your ears.  Soon 
  more sounds join it.  Before long the entire cavern is 
  embroiled in the sounds of combat. 
  Gramlin is happy to see you as come through the 
  wall.  “Did it go well?” He asks, waiting for your 
  report. 
  “That is good news.  Hopefully I will be through 
  with these smelly orcs and the surface world no 
  longer needs to fear their wrath.”  He smiles warmly. 
   He takes you out of the mountain and bids you 
  farewell.   
   
  Somehow the news of your actions has reached 
  Rakervale before you.  Farmers, priest and even 
  fellow adventurers line the streets as you enter town 
  and applaud your efforts.  The Prelate has sent word 
  that you are to dine with him this evening. 
   
  Before the meal, however, the Prelate addresses 
  you.  “You have indeed saved our poor hamlet from 
  almost certain destruction.  Pholtus was wise to 
  guide your path to us.  I am please to confer upon 
  you the gratitude of the church and the title of 
  “Hero of the Rakers”.  The crowd cheers and you 
  have an excellent meal. 
  If the party does not manage to defeat the orcs in the city 
  but rather decides to make a stand in Rakervale, read or 
  paraphrase the following. 
  The long bloody fight ends.  You stand victorious 
  but at what costs.  As reports of farms being burned 
  down and a few building in town being torn down 
  not to mention the loss of human life you wonder 
  what kind of victory it was.  At least you managed to 
  save the rest of the town from almost certain 
  annihilation. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter A (APL+3) -- Trolls 
   
  APL6 270xp 
   
  APL8 330xp 
   
  APL10 390xp 
   
  APL12 450xp 
   
  APL14 510xp 
   
  APL16 570xp 
  
  Eye of Gruumsh 
   
  Page 17 
  Encounter B (APL+2) -- Ettins 
   
  APL6 240xp 
   
  APL8 300xp 
   
  APL10 360xp 
   
  APL12 420xp 
   
  APL14 480xp 
   
  APL16 540xp 
  Encounter C (APL+1) -- Patrol 
   
  APL6 210xp 
   
  APL8 270xp 
   
  APL10 330xp 
   
  APL12 390xp 
   
  APL14 450xp 
   
  APL16 510xp 
  Encounter D (APL+2) -- Priests 
   
  APL6 240xp 
   
  APL8 300xp 
   
  APL10 360xp 
   
  APL12 420xp 
   
  APL14 480xp 
   
  APL16 540xp 
  Encounter E (APL+2) -- Barbarians 
   
  APL6 240xp 
   
  APL8 300xp 
   
  APL10 360xp 
   
  APL12 420xp 
   
  APL14 480xp 
   
  APL16 540xp 
  Encounter F (APL) – Patrol #2 
   
  APL6  180xp 
   
  APL8 240xp 
   
  APL10 300xp 
   
  APL12 360xp 
   
  APL14 420xp 
   
  APL16 480xp 
  Encounter G (APL+2)  --  Warmages 
   
  APL6 240xp 
   
  APL8 300xp 
   
  APL10 360xp 
   
  APL12 420xp 
   
  APL14 480xp 
   
  APL16 540xp 
  Encounter H (EL 20) – Eye of Gruumsh 
   
  ALL   600xp 
  Story Award 
  Stopped the Orcs from attacking town: 
   
  APL6 100xp 
   
  APL8 160xp 
   
  APL10 220xp 
   
  APL12 280xp 
   
  APL14 340xp 
   
  APL16 400xp 
  Discretionary roleplaying award 
   
  APL6 80xp 
   
  APL8 140xp 
   
  APL10 200xp 
   
  APL12 260xp 
   
  APL14 320xp 
   
  APL16 380xp 
  Total possible experience: 
   
  APL6 900 xp 
   
  APL8 1,125xp 
   
  APL10 1,350xp 
   
  APL12 1,575xp 
   
  APL14 1,800xp 
   
  APL16 2,025xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  
  Eye of Gruumsh 
   
  Page 18 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  
  Eye of Gruumsh 
   
  Page 19 
   
  Appendix One – APL 6 
  Encounter A : EL 9 
   
   
   
   
  Ettin Ftr1: CR 7 ; Large giant; HD 10d8+40+1d10 +4; hp 
  94; Init +4; Spd 40 ft.; AC 20 (–1 size, +0 Dex, +7 natural, 
  +4 Chain Shirt), touch 9, flat-footed 18; Base Atk +8; Grp 
  +18; Atk Morningstar +15 melee (2d6+6) or javelin +7 
  ranged (1d8+6); (Range Increment: 30’) Full Atk (4 
  attacks total):  2 morningstars +15/+10 melee (2d6+6) or 2 
  javelins +7 ranged (1d8+6); Space/Reach 10 ft./10 ft.; SQ 
  low–light vision, superior two–weapon fighting; AL  CE; 
  SV Fort +13, Ref +3, Will +7; Str 22, Dex 11, Con 19, Int 8, 
  Wis 14, Cha 8. 
  Languages: A pidgin of Orc, Goblin, and Giant. 
  Creatures that can speak any of these languages must 
  succeed on a DC 15 Intelligence check to communicate 
  with an ettin. Check once for each bit of information: If 
  the other creature speaks two of these languages, the DC 
  is 10, and for someone who speaks all three, the DC is 5. 
  Skills: Listen +12, Search +2, Spot +12, Intimidate +0; 
  (An ettin’s two heads give it a +2 racial bonus on Listen, 
  Spot, and Search checks.) 
  Feats: Alertness, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (Morningstar) 
  Superior Two–Weapon Fighting (Ex): An ettin 
  fights with a morningstar or javelin in each hand. 
  Because each of its two heads controls an arm, the ettin 
  does not take a penalty on attack or damage rolls for 
  attacking with two weapons. 
  Possessions:  Masterwork Morningstar (2), Chain 
  Shirt, javelin. 
  Description/Combat: Ettins, or two–headed giants, 
  are vicious and unpredictable hunters that stalk the 
  night. An ettin never bathes if it can help it, which 
  usually leaves it so grimy and dirty its skin resembles 
  thick, gray hide. Adult ettins are about 13 feet tall and 
  weigh 5,200 pounds. They live about 75 years. Though 
  ettins aren’t very intelligent, they are cunning fighters. 
  They prefer to ambush their victims rather than charge 
  into a straight fight, but once the battle has started, an 
  ettin usually fights furiously until all enemies are dead. 
   
  Encounter B: EL 8 
   
   
   
   
  Troll: CR 5; Large Giant; HD 6d8+36; hp 63; Init +2; Spd 
  30 ft.; AC 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-
  footed 14; Base Atk +4; Grp +14; Atk Claw +9 melee 
  (1d6+6); Full Atk 2 claws +9 melee (1d6+6) and bite +4 
  melee (1d6+3); Space/Reach 10 ft./10 ft.; SA rend 
  (2d6+9); SQ darkvision 90 ft., low–light vision, 
  regeneration 5, scent; AL (Usually) CE; SV Fort +11, Ref 
  +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6. 
  Languages: Giant 
  Skills: Listen +5, Spot +6;  
  Feats: Alertness, Iron Will, Track. 
  Regeneration (Ex): Fire and acid deal normal damage 
  to a troll. If a troll loses a limb or body part, the lost 
  portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. 
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. This 
  attack automatically deals an additional 2d6+9 points of 
  damage. 
  Description/Combat: 
  Trolls 
  walk 
  upright 
  but 
  hunched forward with sagging shoulders. Their gait is 
  uneven, and when they run, their arms dangle and drag 
  along the ground. For all this seeming awkwardness, 
  trolls are very agile. A typical adult troll stands 9 feet tall 
  and weighs 500 pounds. Females are slightly larger than 
  males. A troll’s rubbery hide is moss green, mottled green 
  and gray, or putrid gray. The hair is usually greenish 
  black or iron gray. 
  Trolls have no fear of death: They launch themselves into 
  combat without hesitation, flailing wildly at the closest 
  opponent. Even when confronted with fire, they try to 
  get around the flames and attack. 
  Encounter C: EL 7 
   
   
   
   
  Orc Captain, Ftr3: CR 3; Medium humanoid; HD 
  3d10+6; hp 27; Init +1; Spd 20 ft.; AC 17 (+6 Banded Mail, 
  +1 Dex), touch 10, flat-footed 16; Base Atk +3; Grp +7; Atk 
  Falchion +9 melee (2d4+6/18–20) or javelin +4 ranged 
  (1d6+4); Full Atk (same); SQ darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +5, Ref +2, Will +1; Str 19, Dex 
  13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +5, Climb -1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush. 
  Possessions: Masterwork Falchion, Masterwork 
  Banded Mail, 5 javelins. 
   
  
  Eye of Gruumsh 
   
  Page 20 
  Orc Scout, Rgr3: CR 3; Medium humanoid; HD 
  3d8+6; hp 23; Init +1; Spd 30 ft.; AC 19 (+4 Chain Shirt, +2 
  Heavy Shield, +1 Dex), touch 10, flat-footed 14; Base Atk 
  +3; Grp +7; Atk Scimitar +8 melee (1d6+4/18–20) or 
  javelin +4 ranged (1d6+4); Full Atk: +6 melee Scimitar 
  (1d6+4/18-20) and +6 melee Spiked Shield (1d6+2/x2) ; 
  SA: Favored Enemy (Dwarf +2); SQ darkvision 60 ft., 
  light sensitivity; Wild Empathy AL CE; SV Fort +5, Ref 
  +4, Will +1; Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Survival +6, Jump +8, Hide +6, Move Silently +6, 
  Spot +6 
  Feats: Dodge, Improved Shield Bash, Two Weapon 
  Fighting, Track, Endurance 
  Possessions: Masterwork Scimitar, mw Heavy 
  Spiked Shield, chain shirt, 5 javelins. 
   
  Orc, 1st–level warrior: CR 1/2; Medium humanoid; 
  HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 13 (+3 studded 
  leather armor), touch 10, flat-footed 13; Base Atk +1; Grp 
  +4; Atk Falchion +4 melee (2d4+4/18–20) or javelin +1 
  ranged (1d6+3); Full Atk (same); SQ darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +3, Ref +0, Will –2; Str 
  17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills and Feats: Listen +1, Spot +1; Alertness. 
  Possessions: Falchion, studded leather, javelin. 
  Description/Combat: An orc’s hair usually is black. It 
  has lupine ears and reddish eyes. Orcs prefer wearing 
  vivid colors that many humans would consider 
  unpleasant, such as blood red, mustard yellow, yellow–
  green, and deep purple. Their equipment is dirty and 
  unkempt. An adult male orc is a little over 6 feet tall and 
  weighs about 210 pounds. Females are slightly smaller. 
   
  Encounter D: EL 8 
   
   
   
   
  Orc Priest, Clr6; CR: 6, Medium Humanoid (Orc); 
  Hit Dice: 6d8+4 (42 hp); Init: +5 (+1 Dex, +4 Imp. 
  Init.); Speed: 20 ft. (4 squares), Armor Class: 19 
  (+1 Dex, + 6 Banded Mail, +2 Hvy. Shield), touch 
  11, flat-footed 18; Base Atk: +4 Grp: +6; Attack: 
  Shortspear +8 melee (1d6+2/x2), or javelin +5 
  ranged (1d6+2/x2); Full Attack: (same); SA: 
  Rebuke undead, spells; SQ: darkvision 60 ft., light 
  sensitivity; AL CE; Saves: Fort +8, Ref +4, Will +8; 
  Str 14, Dex 13, Con 14, Int 10, Wis 14, Cha 6 
  Languages: Orc, Common 
  Skills: Spellcraft +7, Concentration +9,  
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave 
  Possessions: 
  Cloak 
  of 
  Resistance 
  +2, 
  masterwork Shortspear, Heavy Shield, Banded 
  Mail Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+4 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 12 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Wounds, Divine Favor (+2), 
  Shield of Faith (+3), Bless, 
  2nd- Spiritual Weapon*, Sound Burst, Cure Mod. 
  Wounds, Resist Energy (10), Silence 
  3rd- Magic Vestment (+1)*, Blindness/Deafness, Dispel 
  Magic 
   
  Orc Acolyte, Clr4; CR: 4, Medium Humanoid 
  (Orc); Hit Dice: 4d8+8 (29 hp); Init: +5 (+1 Dex, +4 
  Imp. Init.); Speed: 20 ft. (4 squares); Armor Class: 
  19 (+1 Dex, + 6 Banded Mail, +2 Hvy. Shield), 
  touch 11, flat-footed 18; Base Atk: +3 Grp: +5; 
  Attack: Shortspear +7 melee (1d6+2/x2), or javelin 
  +4 ranged (1d6+2/x2); Full Attack: (same); SA: 
  Rebuke undead, spells; SQ: darkvision 60 ft., light 
  sensitivity; AL CE; Saves: Fort +8, Ref +4, Will +8; 
  Str 14, Dex 13, Con 14, Int 10, Wis 14, Cha 6 
  Languages: Orc, Common 
  Skills: Spellcraft +7, Concentration +9,  
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack 
  Possessions: 
  Cloak 
  of 
  Resistance 
  +2, 
  masterwork Shortspear, Heavy Shield, Banded 
  Mail Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+4 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  
  Eye of Gruumsh 
   
  Page 21 
  Base Save DC: 12 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx2, Divine Favor 
  (+1), Shield of Faith (+2)  
  2nd- Spiritual Weapon*, Spiritual weapon, Cure Mod. 
  Wounds, Silence 
   
  Encounter E: EL 8 
   
   
   
   
  Orc Barbarian Captain, Brb6: CR 6; Medium 
  humanoid; HD 6d12+12; hp 56; Init +1; Spd 40 ft.; AC 16 
  (+5 Chain Shirt +1, +1 Dex), touch 10, flat-footed 16; Base 
  Atk +6; Grp +11; Atk Falchion +13 melee (2d4+8/18–20) 
  or javelin +5 ranged (1d6+5); Full Atk Falchion +13/+8 
  melee (2d4+8/18–20);t./5 ft.; SA: Rage 2/day; SQ: Fast 
  Movement, Improved Uncanny Dodge, Trap Sense +2 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +7, Ref 
  +3, Will +2; Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +13, Climb +13, Survival +9  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack 
  Possessions: +1 Falchion, +1 Chain Shirt, 5 javelins. 
   
  Orc Barbarian, Brb4: CR 4; Medium humanoid; HD 
  4d12+8; hp 39; Init +1; Spd 40 ft.; AC 15 (+4 Chain Shirt, 
  +1 Dex), touch 10, flat-footed 16; Base Atk +4; Grp +9; Atk 
  Falchion +11 melee (2d4+7/18–20) or javelin +5 ranged 
  (1d6+5); Full Atk (same); SA: Rage 2/day; SQ: Fast 
  Movement, Uncanny Dodge, Trap Sense +1 darkvision 
  60 ft., light sensitivity; AL CE; SV Fort +6, Ref +2, Will +1; 
  Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +11, Climb +11, Survival +7  
  Feats: Power Attack, Weapon Focus (Falchion),  
  Possessions: Masterwork Falchion, Masterwork 
  Chain Shirt, 5 javelins. 
   
  Encounter F: EL 6 
   
   
   
   
  Orc Captain, Ftr4: CR 4; Medium humanoid; HD 
  4d10+8; hp 34; Init +1; Spd 20 ft.; AC 17 (+6 Banded Mail, 
  +1 Dex), touch 11, flat-footed 16; Base Atk +4; Grp +9; Atk 
  Falchion +11 melee (2d4+9/18–20) or javelin +5 ranged 
  (1d6+5); Full Atk (same); SQ darkvision 60 ft., light 
  sensitivity; AL CE;  
  SV Fort +6, Ref +2, Will +1; Str 20, Dex 13, Con 14, Int 8, 
  Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +6, Climb -1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion). 
  Possessions: Masterwork Falchion, Masterwork 
  Banded Mail, 5 javelins. 
   
  Orc Warrior, 1st–level warrior: CR 1/2; Medium 
  humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 13 (+3 
  studded leather armor), touch 10, flat-footed 13; Base Atk 
  +1; Grp +4; Atk Falchion +4 melee (2d4+4/18–20) or 
  javelin +1 ranged (1d6+3); Full Atk (same); SQ darkvision 
  60 ft., light sensitivity; AL CE; SV Fort +3, Ref +0, Will –2; 
  Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills and Feats: Listen +1, Spot +1; Alertness. 
  Possessions: Falchion, studded leather, javelin. 
  Description/Combat: An orc’s hair usually is black. It 
  has lupine ears and reddish eyes. Orcs prefer wearing 
  vivid colors that many humans would consider 
  unpleasant, such as blood red, mustard yellow, yellow–
  green, and deep purple. Their equipment is dirty and 
  unkempt. An adult male orc is a little over 6 feet tall and 
  weighs about 210 pounds. Females are slightly smaller. 
   
  Encounter G: EL 8 
   
   
   
   
  Orc, 4th level Warmage: CR 4; Medium humanoid 
  (orc); HD 4d6+8; hp 24; Init +1; Spd 30 ft.; AC 15 (+4 
  chain shirt), touch 10, flat-footed 13; Base Atk +2; Grp +3; 
  Atk: morningstar +3 melee (1d8+2/x2) or javelin +3 
  ranged (1d6+1); Full Atk (same); SA: Spells; SQ: Armored 
  Mage (light), Warmage Edge (+1), Advanced Learning 
  (shield), darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +3, Ref +2, Will +3; Str 12, Dex 12, Con 14, Int 12, Wis 8, 
  Cha 13. 
  Languages: Orc, Common 
  Skills: 
  Concentration 
  +9, 
  Spellcraft 
  +10, 
  Knowledge Arcana +8 
  Feats: Point Blank Shot, Precise Shot 
  Possessions: Morningstar, Chain Shirt, javelin (5). 
  Armored Mage (Ex): The warmage can wear light armor 
  and use light shields and ignore their Arcane Spell 
  Failure. 
  
  Eye of Gruumsh 
   
  Page 22 
  Warmage Edge (Ex): Whenever a warmage casts a spell 
  that deals hit point damage, he adds his intelligence 
  bonus (if any) to the total amount of damage dealt. 
  Advanced Learning (Ex): Warmage may add one 
  evocation spell, up to the highest level he can cast, to his 
  known spells. 
  Spells Per Day: 6/7/3 
  Base Save DC: 11+ Spell Level 
  0) Acid Splash, Disrupt Undead, Light, Ray of Frost 
  1) Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of 
  Stone, 
  Magic 
  Missile, 
   
  Lesser 
  Orb 
  of 
  Acid/Cold/Electricity/Fire/Sound, Shocking Grasp, True Strike  
  2) Blades of Fire, Continual Flame, Fire Trap, Fire Burst, 
  Flaming Sphere, Ice Knife, Melf’s Acid Arrow, Pyrotechnics, 
  Scorching Ray, Shatter, Whirling Blade 
  
  Eye of Gruumsh 
   
  Page 23 
  Appendix One – APL 8 
  Encounter A: EL 11  
   
   
  Ettin Ftr1: CR 9; Large Dragon; HD 10d10+50+1d10 +5; 
  hp 115; Init +4; Spd 40 ft., Fly 80 ft (Average 
  manueverability); AC 24 (–1 size, +0 Dex, +11 natural, +4 
  Chain Shirt), touch 9, flat-footed 18; Base Atk +8; Grp 
  +22; Atk Morningstar +19 melee (2d6+10) or javelin +7 
  ranged (1d8+10); (Range Increment: 30’); Full Atk (6 
  attacks total):  2 morningstars +19/+14 melee (2d6+10) 
  and 2 Bites +12 melee (1d8+5) or 2 javelins +7 ranged 
  (1d8+10) and 2 Bites +12 melee (1d8+5) or 2 claws +17 
  melee (1d6+10) and 2 Bites +12 melee (1d8+5) ; 
  Space/Reach 10 ft./10 ft.; SA: 1/day – 30 ft. cone of cold, 
  6d8 cold damage, DC 20 Reflex for half); SQ: Darkvision 
  60’,  low–light vision, superior two–weapon fighting, 
  immunity to sleep, paralysis, and cold; AL  CE; SV Fort 
  +14, Ref +3, Will +7; Str 30, Dex 11, Con 21, Int 10, Wis 
  14, Cha 10. 
  Languages: Draconic, Orc, Goblin, Giant. 
  Skills: Listen +17, Search +13, Spot +17, Intimidate +7, 
  Swim +12; (An ettin’s two heads give it a +2 racial bonus 
  on Listen, Spot, and Search checks.) 
  Feats: Alertness, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (Morningstar) 
  Possessions:  Masterwork Morningstar (2), Chain 
  Shirt, javelin. 
  Superior Two–Weapon Fighting (Ex): An ettin 
  fights with a morningstar or javelin in each hand. 
  Because each of its two heads controls an arm, the ettin 
  does not take a penalty on attack or damage rolls for 
  attacking with two weapons. 
  Description/Combat: Ettins, or two–headed giants, 
  are vicious and unpredictable hunters that stalk the 
  night. An ettin never bathes if it can help it, which 
  usually leaves it so grimy and dirty its skin resembles 
  thick, gray hide. Adult ettins are about 13 feet tall and 
  weigh 5,200 pounds. They live about 75 years. Though 
  ettins aren’t very intelligent, they are cunning fighters. 
  They prefer to ambush their victims rather than charge 
  into a straight fight, but once the battle has started, an 
  ettin usually fights furiously until all enemies are dead. 
   
  Encounter B: EL 10  
   
   
  Mountain Troll: CR 10; Huge Giant; HD 15d8+150 (217 
  hp); Init +1; Spd 30ft.; AC: 22 (-2 size, +13 natural armor, 
  +1 Dex), touch 9, flatfooted 21; Base Atk +11; Grp +31; 
  Atk: Greatclub +16 melee (3d8+28)*; Full Atk: Greatclub 
  +16/+11/+6 melee (3d8+28) and bite +11 melee (1d8+11) 
  or 2 claws +16 melee (1d8+17) and bite +11 melee 
  (1d8+11)*; Space/Reach 15 ft./15 ft.; SA: Knockdown; SQ: 
  Darkvision 90ft.; fast healing 9, low-light vision, scent, 
  stability.; Alignment: CE; SV Fort +19, Ref +16, Will +7; 
  Str 35, Dex 12, Con 31, Int 6, Wis 11, Cha 6 
  *includes adjustments for power attack. 
  Languages: Giant 
  Skills: Hide -1 (+1 in mountain settings), Listen +11, 
  Spot +11 
  Feats: Alertness, Awesome Blow, Cleave, Improved Bull 
  Rush, Iron Will, Power Attack 
  Possessions: Huge Greatclub 
  Knockdown (Ex): A mountain troll that hits with a 
  weapon or claw attack can attempt to trip the opponent as 
  a free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the mountain troll.  
  Stability (Ex): Mountain trolls are exceptionally stable 
  on their feat.  A mountain troll has a +4 bonus on ability 
  checks made to resist being bull rushed or tripped when 
  standing on the ground (but not when climbing, flying, 
  riding, or otherwise not standing firmly on the ground). 
  Skills: Mountain trolls can blend in with their mountain 
  surroundings, providing them a +8 racial bonus on Hide 
  checks in the mountains.  
  Description/Combat: Mountain trolls have no concept 
  of fear or caution.  When they see something they want 
  (typically something that they want to eat), they take it.  
  If anything or anyone gets in their way, they smash it. 
     A mountain troll normally attacks using it’s power 
  attack feat, taking a -5 penalty on it’s attack rolls and 
  gaining a +5 bonus on damage rolls (+10 if using a great 
  club or other two handed weapon). 
   
  Encounter C: EL 9 
   
   
   
   
  Orc Captain, Ftr5: CR 5; Medium humanoid; HD 
  5d10+10; hp 42; Init +1; Spd 20 ft.; AC 17 (+6 Banded 
  Mail, +1 Dex), touch 10, flat-footed 16; Base Atk +5; Grp 
  +10; Atk Falchion +12 melee (2d4+10/18–20) or javelin 
  +6 ranged (1d6+4); Full Atk (same); SQ darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +6, Ref +2, Will +1; Str 
  20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +5, Climb +1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion) 
  
  Eye of Gruumsh 
   
  Page 24 
  Possessions: +1 Falchion, Masterwork Banded Mail, 
  5 javelins. 
   
  Orc Scout, Rgr5: CR 5; Medium humanoid; HD 
  5d8+10; hp 36; Init +1; Spd 30 ft.; AC 18 (+4 Chain Shirt, 
  +2 Heavy Shield, +2 Dex), touch 12, flat-footed 16; Base 
  Atk +5; Grp +9; Atk Scimitar +10 melee (1d6+5/18–20) or 
  javelin +7 ranged (1d6+4); Full Atk: +8 melee Scimitar 
  (1d6+5/18-20) and +8 melee Spiked Shield (1d6+2/x2); 
  SA: Favored Enemy (Dwarf +2, Human +4); SQ 
  darkvision 60 ft., light sensitivity; Wild Empathy, animal 
  companion AL CE; SV Fort +6, Ref +6, Will +1; Str 19, 
  Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Survival +8, Jump +10, Hide +8, Move Silently +8, 
  Spot +8 
  Feats: Dodge, Improved Shield Bash, Two Weapon 
  Fighting, Track, Endurance 
  Possessions: Masterwork Scimitar, mw Heavy 
  Spiked Shield, chain shirt, 5 javelins. 
   
  Wolf: CR 1; LA —; Medium animal; HD 2d8+4; hp 13; 
  Init +2; Spd 50 ft.; AC 14 (+2 Dex, +2 natural), touch 12, 
  flat-footed 12; Base Atk +1; Grp +2; Atk Bite +3 melee 
  (1d6+1); Full Atk (same); SA trip; SQ low–light vision, 
  scent; AL (Always) N; SV Fort +5, Ref +5, Will +1; Str 13, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; TrackB, Weapon Focus (bite). 
  (Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.) 
  Scent (Ex): Can detect approaching enemies, sniff out 
  hidden foes, and track by sense of smell. 
  Trip (Ex): A wolf that hits with a bite attack can attempt 
  to trip the opponent (+1 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the wolf. 
  Description/Combat: Wolves are pack hunters 
  known for their persistence and cunning. A favorite 
  tactic is to send a few individuals against the foe’s front 
  while the rest of the pack circles and attacks from the 
  flanks or rear. 
  Tricks: Attack x2 
   
  Orc Warriors, Ftr1: CR 1; Medium humanoid; HD 
  1d10+2; hp 12; Init +1; Spd 30 ft.; AC 14 (+3 studded 
  leather armor, +1 Dex), touch 10, flat-footed 13; Base Atk 
  +1; Grp +5; Atk Halberd +6 melee (1d10+6/x3) or javelin 
  +2 ranged (1d6+4); Full Atk (same); SQ darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +4, Ref +1, Will +0; Str 
  19, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills: Climb +7;  
  Feats: Weapon Focus (Halberd), Combat Reflexes 
  Possessions: Falchion, studded leather, javelin, 
  halberd. 
  Description/Combat: An orc’s hair usually is black. It 
  has lupine ears and reddish eyes. Orcs prefer wearing 
  vivid colors that many humans would consider 
  unpleasant, such as blood red, mustard yellow, yellow–
  green, and deep purple. Their equipment is dirty and 
  unkempt. An adult male orc is a little over 6 feet tall and 
  weighs about 210 pounds. Females are slightly smaller. 
  Encounter D: EL 10  
   
   
  Orc Priest, Clr8; CR: 6, Medium Humanoid (Orc); 
  Hit Dice: 8d8+16 (55 hp); Init: +5 (+1 Dex, +4 Imp. 
  Init.); Speed: 20 ft. (4 squares); AC: 19 (+1 Dex, + 
  6 Banded Mail, +2 Hvy. Shield), touch 11, flat-
  footed 18; Base Atk: +6 Grp: +8; Attack: 
  Shortspear +10 melee (1d6+2/x2), or javelin +7 
  ranged (1d6+2/x2); Full Attack: Shortspear +10/+5 
  melee (1d6+2/x2); SA: Rebuke undead, spells; 
  SQ: darkvision 60 ft., light sensitivity; AL CE; SV: Fort 
  +9, Ref +4, Will +9; Str 14, Dex 13, Con 14, Int 10, 
  Wis 17, Cha 6 
  Languages: Orc, Common 
  Skills: Spellcraft +7, Concentration +9,  
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave 
  Possessions: 
  Cloak 
  of 
  Resistance 
  +2, 
  masterwork Shortspear, Heavy Shield, Banded 
  Mail, Periapt of Wisdom +2 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+8 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 13 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Wounds, Divine Favor (+2), 
  Shield of Faith (+3), Bless, 
  
  Eye of Gruumsh 
   
  Page 25 
  2nd- Spiritual Weapon*, Sound Burst, Cure Mod. 
  Wounds, Resist Energy (10), Silence 
  3rd- Magic Vestment (+2)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement 
   
  Orc Acolytes, Clr6; CR: 6, Medium Humanoid 
  (Orc); Hit Dice: 6d8+4 (42 hp); Init: +5 (+1 Dex, +4 
  Imp. Init.); Speed: 20 ft. (4 squares); AC: 19 (+1 
  Dex, + 6 Banded Mail, +2 Hvy. Shield), touch 11, 
  flat-footed 18; Base Atk: +4; Grp: +6; Attack: 
  Shortspear +8 melee (1d6+2/x2), or javelin +5 
  ranged (1d6+2/x2); Full Attack: (same); SA: 
  Rebuke undead, spells; SQ: darkvision 60 ft., light 
  sensitivity; AL CE; SV: Fort +8, Ref +4, Will +8; Str 
  14, Dex 13, Con 14, Int 10, Wis 14, Cha 6 
  Languages: Orc, Common 
  Skills: Spellcraft +7, Concentration +9,  
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave 
  Possessions: 
  Cloak 
  of 
  Resistance 
  +2, 
  masterwork Shortspear, Heavy Shield, Banded 
  Mail Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+6 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 12 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Wounds, Divine Favor (+2), 
  Shield of Faith (+3), Bless, 
  2nd- Spiritual Weapon*, Sound Burst, Cure Mod. 
  Wounds, Resist Energy (10), Silence 
  3rd- Magic Vestment (+1)*, Blindness/Deafness, Dispel 
  Magic 
   
  Encounter E: EL 10  
   
   
  Orc Barbarian Captain, Brb8: CR 8; Medium 
  humanoid; HD 8d12+16; hp 73; Init +2; Spd 40 ft.; AC 18 
  (+5 Chain Shirt +2, +2 Dex), touch 12, flat-footed 16; Base 
  Atk +8; Grp +13; Atk Falchion +15 melee (2d4+8/18–20) 
  or javelin +10 ranged (1d6+5); Full Atk Falchion +15/+10 
  melee (2d4+8/18–20); SA: Rage 3/day; SQ: Fast 
  Movement, Improved Uncanny Dodge, Trap Sense +2, 
  Damage Reduction 1/-,  darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +9, Ref +6, Will +4; Str 20, Dex 14, Con 
  14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +15, Climb +15, Survival +11  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, 
  Possessions: +1 Falchion, +2 Chain Shirt, Cloak of 
  Resistance +2, 5 javelins. 
   
  Orc Barbarian, Brb6: CR 6; Medium humanoid; HD 
  6d12+12; hp 56; Init +1; Spd 40 ft.; AC 16 (+5 Chain Shirt 
  +1, +1 Dex), touch 10, flat-footed 16; Base Atk +6; Grp +11; 
  Atk Falchion +13 melee (2d4+8/18–20) or javelin +5 
  ranged (1d6+5); Full Atk Falchion +13/+8 melee 
  (2d4+8/18–20); SA: Rage 2/day; SQ: Fast Movement, 
  Improved Uncanny Dodge, Trap Sense +2 darkvision 60 
  ft., light sensitivity; AL CE; SV Fort +7, Ref +3, Will +2; 
  Str 20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +13, Climb +13, Survival +9  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack 
  Possessions: +1 Falchion, +1 Chain Shirt, 5 javelins. 
   
  Encounter F: EL 8 
   
   
   
   
  Orc, Ftr6: CR 6; Medium humanoid; HD 6d10+12; hp 
  49; Init +1; Spd 20 ft.; AC 17 (+6 Banded Mail, +1 Dex), 
  touch 11, flat-footed 16; Base Atk +6; Grp +11; Atk 
  Falchion +13 melee (2d4+10/18–20) or javelin +7 ranged 
  (1d6+5); Full Atk (same); SQ darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +6, Ref +2, Will +1; Str 20, Dex 
  13, Con 15, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +8, Climb +1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock Trooper. 
  Possessions: +1 Falchion, Masterwork Banded Mail, 
  5 javelins. 
   
  Orc, Ftr1: CR 1; Medium humanoid; HD 1d10+2; hp 
  12; Init +1; Spd 30 ft.; AC 14 (+3 studded leather armor, 
  
  Eye of Gruumsh 
   
  Page 26 
  +1 Dex), touch 10, flat-footed 13; Base Atk +1; Grp +5; Atk 
  Halberd +6 melee (1d10+6/x3) or javelin +2 ranged 
  (1d6+4); Full Atk (same); SQ darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +4, Ref +1, Will +0; Str 19, Dex 
  13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills: Climb +7;  
  Feats: Weapon Focus (Halberd), Combat Reflexes 
  Possessions: Falchion, studded leather, javelin, 
  halberd. 
   
  Encounter G: EL 10  
   
   
  Orc, 6th level Warmage: CR 6; Medium humanoid 
  (orc); HD 6d6+12; hp 33; Init +1; Spd 30 ft.; AC 18 (+5 
  chain shirt +1, +2 buckler +1, +1 Dex), touch 11, flat-
  footed 17; Base Atk +3; Grp +4; Atk: morningstar +5 
  melee (1d8+2/x2) or javelin +4 ranged (1d6+1); Full Atk 
  (same); SA: Spells; SQ: Armored Mage (light), Warmage 
  Edge (+3), Advanced Learning (Shield, Wind Wall), 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +4, Ref 
  +3, Will +4; Str 12, Dex 12, Con 14, Int 12, Wis 8, Cha 13. 
  Languages: Orc, Common 
  Skills: 
  Concentration 
  +1, 
  Spellcraft 
  +12, 
  Knowledge Arcana +10 
  Feats: Point Blank Shot, Precise Shot, Extra Edge 
  Possessions: Masterwork morningstar, Chain Shirt 
  +1, javelin (5). 
  Armored Mage (Ex): The warmage can wear light armor 
  and use light shields and ignore their Arcane Spell 
  Failure. 
  Warmage Edge (Ex): Whenever a warmage casts a spell 
  that deals hit point damage, he adds his intelligence 
  bonus (if any) to the total amount of damage dealt. 
  Advanced Learning (Ex): Warmage may add one 
  evocation spell, up to the highest level he can cast, to his 
  known spells.   He gains an extra spell at 4th, 6th, 11th, and 
  16th levels. 
  Spells Per Day: 6/7/5/3 
  Base Save DC: 11+ Spell Level 
  0) Acid Splash, Disrupt Undead, Light, Ray of Frost 
  1) Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of 
  Stone, 
  Magic 
  Missile, 
   
  Lesser 
  Orb 
  of 
  Acid/Cold/Electricity/Fire/Sound, Shocking Grasp, True Strike, 
  Shield  
  2) Blades of Fire, Continual Flame, Fire Trap, Fire Burst, 
  Flaming Sphere, Ice Knife, Melf’s Acid Arrow, Pyrotechnics, 
  Scorching Ray, Shatter, Whirling Blade 
  3) Fire Shield,Fireball, Flame Arrow, Gust of Wind, Ice Storm, 
  Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking 
  Cloud, Wind Wall 
  
  Eye of Gruumsh 
   
  Page 27 
  Appendix One – APL 10 
  Encounter A: EL 13  
   
   
  Half-White Dragon Ettin Ftr3: CR 11 ; Large 
  Dragon; HD 10d10+60+3d10 +18; hp 149; Init +4; Spd 40 
  ft., Fly 80 ft (Average manueverability); AC 26 (–1 size, +0 
  Dex, +11 natural, +6 Chain Shirt+2), touch 9, flat-footed 
  18; Base Atk +10; Grp +24; Atk Morningstar +21 melee 
  (2d6+11) or javelin +10 ranged (1d8+10); (Range 
  Increment: 30’); Full Atk (6 attacks):  2 morningstars 
  +21/+16 melee (2d6+11) and 2 Bites +17 melee (1d8+5) or 
  2 javelins +10/+5 ranged (1d8+10) and 2 Bites +17 melee 
  (1d8+5) or 2 claws +19 melee (1d6+10) and 2 Bites +17 
  melee (1d8+5) ; Space/Reach 10 ft./10 ft.; SA: 1/day – 30 
  ft. cone of cold, 6d8 cold damage, DC 21 Reflex for half); 
  SQ: Darkvision 60’,  low–light vision, superior two–
  weapon fighting, immunity to sleep, paralysis, and cold; 
  AL  CE; SV Fort +16, Ref +4, Will +8; Str 30, Dex 11, Con 
  22, Int 10, Wis 14, Cha 10. 
  Languages: Draconic, Orc, Goblin, Giant. 
  Skills: Listen +17, Search +13, Spot +17, Intimidate +12, 
  Swim +12; (An ettin’s two heads give it a +2 racial bonus 
  on Listen, Spot, and Search checks.) 
  Feats: Alertness, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (Morningstar), Quickdraw, 
  Multiattack. 
  Possessions:  +1 Morningstar (2), +2 Chain Shirt, 
  masterwork javelins (12). 
  Superior Two–Weapon Fighting (Ex): An ettin 
  fights with a morningstar or javelin in each hand. 
  Because each of its two heads controls an arm, the ettin 
  does not take a penalty on attack or damage rolls for 
  attacking with two weapons. 
  Description/Combat: Ettins, or two–headed giants, 
  are vicious and unpredictable hunters that stalk the 
  night. An ettin never bathes if it can help it, which 
  usually leaves it so grimy and dirty its skin resembles 
  thick, gray hide. Adult ettins are about 13 feet tall and 
  weigh 5,200 pounds. They live about 75 years. Though 
  ettins aren’t very intelligent, they are cunning fighters. 
  They prefer to ambush their victims rather than charge 
  into a straight fight, but once the battle has started, an 
  ettin usually fights furiously until all enemies are dead. 
  Encounter B: EL 12  
   
   
  Mountain Troll: CR 10; Huge Giant; HD 15d8+150 (217 
  hp); Init +1; Spd 30ft.; AC: 22 (-2 size, +13 natural armor, 
  +1 Dex), touch 9, flatfooted 21; Base Atk +11; Grp +31; 
  Atk: Greatclub +16 melee (3d8+28)*; Full Atk: Greatclub 
  +16/+11/+6 melee (3d8+28) and bite +11 melee (1d8+11) 
  or 2 claws +16 melee (1d8+17) and bite +11 melee 
  (1d8+11)*; Space/Reach 15 ft./15 ft.; SA: Knockdown; SQ: 
  Darkvision 90ft.; fast healing 9, low-light vision, scent, 
  stability.; Alignment: CE; SV Fort +19, Ref +16, Will +7; 
  Str 35, Dex 12, Con 31, Int 6, Wis 11, Cha 6 
  *includes adjustments for power attack. 
  Languages: Giant 
  Skills: Hide -1 (+1 in mountain settings), Listen +11, 
  Spot +11 
  Feats: Alertness, Awesome Blow, Cleave, Improved Bull 
  Rush, Iron Will, Power Attack 
  Possessions: Huge Greatclub 
  Knockdown (Ex): A mountain troll that hits with a 
  weapon or claw attack can attempt to trip the opponent as 
  a free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the mountain troll.  
  Stability (Ex): Mountain trolls are exceptionally stable 
  on their feat.  A mountain troll has a +4 bonus on ability 
  checks made to resist being bull rushed or tripped when 
  standing on the ground (but not when climbing, flying, 
  riding, or otherwise not standing firmly on the ground). 
  Skills: Mountain trolls can blend in with their mountain 
  surroundings, providing them a +8 racial bonus on Hide 
  checks in the mountains.  
  Description/Combat: Mountain trolls have no concept 
  of fear or caution.  When they see something they want 
  (typically something that they want to eat), they take it.  
  If anything or anyone gets in their way, they smash it. 
     A mountain troll normally attacks using it’s power 
  attack feat, taking a -5 penalty on it’s attack rolls and 
  gaining a +5 bonus on damage rolls (+10 if using a great 
  club or other two handed weapon). 
   
  Encounter C: EL 11  
   
   
  Orc Captain, Ftr7: CR 7; Medium humanoid; HD 
  7d10+14; hp 57; Init +1; Spd 20 ft.; AC 19 (+7 Banded 
  Mail +1, +1 Ring, +1 Dex), touch 11, flat-footed 18; Base 
  Atk +7; Grp +12; Atk Falchion +14 melee (2d4+10/18–20) 
  or javelin +8 ranged (1d6+5); Full Atk: Falchion +14/+9 
  melee (2d4+10/18-20); SQ darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +7, Ref +3, Will +2; Str 20, Dex 
  13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +7, Climb +1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock Trooper 
  
  Eye of Gruumsh 
   
  Page 28 
  Possessions: +1 Falchion, +1 Banded Mail, Ring of 
  Protection +1, 5 javelins. 
   
  Orc Scout, Rgr7: CR 7; Medium humanoid; HD 
  7d8+14; hp 49; Init +2; Spd 30 ft.; AC 19 (+4 Chain Shirt, 
  +3 Heavy Shield, +2 Dex), touch 12, flat-footed 17; Base 
  Atk +7; Grp +11; Atk Scimitar +12 melee (1d6+5/18–20) 
  or javelin +9 ranged (1d6+4); Full Atk: +10/+5 melee 
  Scimitar (1d6+5/18-20) and +10/+5 melee Shield of 
  Bashing (1d8+3/x2); SA: Favored Enemy (Dwarf +2, 
  Human +4); SQ darkvision 60 ft., light sensitivity; Wild 
  Empathy, animal companion AL CE; SV Fort +7, Ref +7, 
  Will +2; Str 19, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Survival +10, Jump +12, Hide +10, Move Silently 
  +10, Spot +10 
  Feats: Dodge, Mobility, Improved Shield Bash, Two 
  Weapon Fighting, Track, Endurance, Improved Two 
  Weapon Fighting 
  Possessions: +1 Scimitar, +1 Heavy Shield of 
  Bashing, masterwork chain shirt, 5 javelins. 
   
  Wolf: Medium animal; HD 2d8+4+2d8+4; hp 26; Init +3; 
  Spd 50 ft.; AC 18 (+3 Dex, +5 natural), touch 12, flat-
  footed 12; Base Atk +3; Grp +2; Atk Bite +6 melee (1d6+3); 
  Full Atk (same); SA trip; SQ: link, share spells, Evasion, 
  low–light vision, scent; AL (Always) N; SV Fort +6, Ref 
  +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; TrackB, Weapon Focus (bite). 
  (Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.) 
  Scent (Ex): Can detect approaching enemies, sniff out 
  hidden foes, and track by sense of smell. 
  Trip (Ex): A wolf that hits with a bite attack can attempt 
  to trip the opponent (+2 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the wolf. 
  Description/Combat: Wolves are pack hunters 
  known for their persistence and cunning. A favorite 
  tactic is to send a few individuals against the foe’s front 
  while the rest of the pack circles and attacks from the 
  flanks or rear. 
  Tricks: Attack x2, Down, Heel 
   
  Orc Warriors, Ftr3: CR 1; Medium humanoid; HD 
  3d10+6; hp 27; Init +1; Spd 30 ft.; AC 15 (+4 Chain Shirt, 
  +1 Dex), touch 11, flat-footed 14; +1 AC when making full 
  attack.; Base Atk +3; Grp +7; Atk Halberd +9 melee 
  (1d10+6/x3) or javelin +4 ranged (1d6+4); Full Atk: 
  Halberd +9 melee (1d10+6/x3) and Halberd Butt +4 
  melee (1d6+2/x2); SQ darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +6, Ref +2, Will +1; Str 19, Dex 13, Con 
  14, Int 8, Wis 10, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills: Climb +9;  
  Feats: Weapon Focus (Halberd), Combat Reflexes, Two 
  Weapon Fighting, Spinning Halberd Style 
  Possessions: Falchion, studded leather, javelin, 
  masterwork halberd. 
  Description/Combat: An orc’s hair usually is black. It 
  has lupine ears and reddish eyes. Orcs prefer wearing 
  vivid colors that many humans would consider 
  unpleasant, such as blood red, mustard yellow, yellow–
  green, and deep purple. Their equipment is dirty and 
  unkempt. An adult male orc is a little over 6 feet tall and 
  weighs about 210 pounds. Females are slightly smaller. 
   
  Encounter D: EL 12  
   
   
  Orc Priest, Clr10; CR: 10, Medium Humanoid 
  (Orc); Hit Dice: 10d8+20 (68 hp); Initiative: +5 (+1 
  Dex, +4 Imp. Init.); Speed: 20 ft. (4 squares), 
  Armor Class: 20 (+1 Dex, + 6 Banded Mail, +3 
  Hvy. Shield+1), touch 11, flat-footed 19; Base Atk: 
  +7 Grp: +9; Attack: Shortspear +11 melee 
  (1d6+2/x2), or javelin +8 ranged (1d6+2/x2); Full 
  Attack: Shortspear +11/+6 melee (1d6+2/x2), SA: 
  Rebuke undead, spells; SQ: darkvision 60 ft., light 
  sensitivity; AL CE; Saves: Fort +10, Ref +5, Will +10; 
  Str 14, Dex 13, Con 14, Int 10, Wis 17, Cha 6 
  Languages: Orc, Common 
  Skills: 
  Spellcraft 
  +10, 
  Concentration 
  +15, 
  Knowledge (Religion) +3 
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave, Quicken Spell 
  Possessions: Cloak of Resistance +2, +1 
  Shortspear, Heavy Shield, +1 Banded Mail, 
  Periapt of Wisdom +2 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+10 strength).  Activating 
  
  Eye of Gruumsh 
   
  Page 29 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 13 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx2, Entropic 
  Shield, Shield of Faith (+3), Bless, 
  2nd- Spiritual Weapon*, Spiritual Weapon, Sound Burst, 
  Cure Mod. Wounds, Resist Energy (20), Silence 
  3rd- Magic Vestment (+2)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge, Wind Wall 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement, Death Ward 
  5th- Flame Strike*, Quickened Divine Favor (+3), Slay 
  Living 
   
  Orc Acolyte, Clr8; CR: 6, Medium Humanoid 
  (Orc); Hit Dice: 8d8+16 (55 hp); Init: +5 (+1 Dex, 
  +4 Imp. Init.); Speed: 20 ft. (4 squares), Armor 
  Class: 19 (+1 Dex, + 6 Banded Mail, +2 Hvy. 
  Shield), touch 11, flat-footed 18; Base Atk: +6 Grp: 
  +8; Attack: Shortspear +10 melee (1d6+2/x2), or 
  javelin 
  +7 
  ranged 
  (1d6+2/x2); 
  Full 
  Attack: 
  Shortspear +10/+5 melee (1d6+2/x2); SA: Rebuke 
  undead, spells; SQ: darkvision 60 ft., light sensitivity; 
  AL CE; Saves: Fort +9, Ref +4, Will +9; Str 14, Dex 
  13, Con 14, Int 10, Wis 17, Cha 6 
  Languages: Orc, Common 
  Skills: Spellcraft +7, Concentration +9,  
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave 
  Possessions: 
  Cloak 
  of 
  Resistance 
  +2, 
  masterwork Shortspear, Heavy Shield, Banded 
  Mail, Periapt of Wisdom +2 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+8 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 13 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Wounds, Divine Favor (+2), 
  Shield of Faith (+3), Bless, 
  2nd- Spiritual Weapon*, Sound Burst, Cure Mod. 
  Wounds, Resist Energy (10), Silence 
  3rd- Magic Vestment (+2)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement 
   
  Encounter E: EL 12  
   
   
  Orc Barbarian Captain, Brb10: CR 10; Medium 
  humanoid; HD 10d12+20; hp 90; Init +2; Spd 40 ft.; AC 18 
  (+5 Chain Shirt +2, +2 Dex), touch 12, flat-footed 16; Base 
  Atk +10; Grp +15; Atk Falchion +17 melee (2d4+8/15–20) 
  or javelin +10 ranged (1d6+5); Full Atk Falchion +17/+12 
  melee (2d4+8/15–20); SA: Rage 3/day; SQ: Fast 
  Movement, Improved Uncanny Dodge, Trap Sense +2, 
  Damage Reduction 2/-, darkvision 60 ft., light sensitivity; 
  AL CE;  
  SV Fort +10, Ref +7, Will +5;  
  Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +17, Climb +17, Survival +13  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, Improved Critical (Falchion) 
  Possessions: +1 Falchion, +2 Chain Shirt, Cloak of 
  Resistance +2, 5 javelins. 
   
  Orc Barbarian, Brb8: CR 8; Medium humanoid; HD 
  8d12+16; hp 73; Init +2; Spd 40 ft.; AC 18 (+5 Chain Shirt 
  +2, +2 Dex), touch 12, flat-footed 16; Base Atk +8; Grp +13; 
  Atk Falchion +15 melee (2d4+8/18–20) or javelin +10 
  ranged (1d6+5); Full Atk Falchion +15/+10 melee 
  (2d4+8/18–20); SA: Rage 3/day; SQ: Fast Movement, 
  Improved Uncanny Dodge, Trap Sense +2, Damage 
  Reduction 1/-, darkvision 60 ft., light sensitivity; AL CE; 
  SV Fort +9, Ref +6, Will +4; Str 20, Dex 14, Con 14, Int 8, 
  Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +15, Climb +15, Survival +11  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, 
  Possessions: +1 Falchion, +2 Chain Shirt, Cloak of 
  Resistance +2, 5 javelins. 
   
  Encounter F: EL 10  
   
   
  Orc, Ftr8: CR 8; Medium humanoid; HD 8d10+16; hp 
  64; Init +1; Spd 20 ft.; AC 19 (+7 Banded Mail +1, +1 Ring, 
  
  Eye of Gruumsh 
   
  Page 30 
  +1 Dex), touch 11, flat-footed 18; Base Atk +8; Grp +13; 
  Atk Falchion +15 melee (2d4+10/15–20) or javelin +9 
  ranged (1d6+5); Full Atk: Falchion +15/+10 melee 
  (2d4+10/15-20); SQ darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +8, Ref +3, Will +2; Str 20, Dex 13, Con 15, 
  Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +7, Climb +2  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock Trooper, 
  Improved Critical (Falchion) 
  Possessions: +1 Falchion, +1 Banded Mail, Ring of 
  Protection +1, 5 javelins. 
   
  Orc, Ftr3: CR 1; Medium humanoid; HD 3d10+6; hp 
  27; Init +1; Spd 30 ft.; AC 15 (+4 Chain Shirt, +1 Dex), 
  touch 11, flat-footed 14; +1 AC when making full attack; 
  Base Atk +3; Grp +7; Atk Halberd +9 melee (1d10+6/x3) 
  or javelin +4 ranged (1d6+4); Full Atk: Halberd +9 melee 
  (1d10+6/x3) and Halberd Butt +4 melee (1d6+2/x2); SQ 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +6, Ref 
  +2, Will +1; Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills: Climb +9;  
  Feats: Weapon Focus (Halberd), Combat Reflexes, Two 
  Weapon Fighting, Spinning Halberd Style 
  Possessions: Falchion, studded leather, javelin, 
  masterwork halberd. 
   
  Encounter G: EL 12  
   
   
  Orc, 8th level Warmage: CR 8; Medium humanoid 
  (orc); HD 8d6+16; hp 44; Init +1; Spd 20 ft.; AC 19 (+6 
  Breastplate +1, +2 buckler +1, +1 Dex), touch 11, flat-
  footed 18; Base Atk +4; Grp +5; Atk: morningstar +6 
  melee (1d8+2/x2) or javelin +5 ranged (1d6+1); Full Atk 
  (same); SA: Spells; SQ: Armored Mage (light), Warmage 
  Edge (+5), Advanced Learning (Shield, Wind Wall), 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +4, Ref 
  +3, Will +5; Str 12, Dex 12, Con 14, Int 14, Wis 8, Cha 16. 
  Languages: Orc, Common 
  Skills: 
  Concentration 
  +13, 
  Spellcraft 
  +15, 
  Knowledge Arcana +13 
  Feats: Point Blank Shot, Precise Shot, Extra 
  Edge, Sudden Empower 
  Possessions: Masterwork morningstar, Breastplate 
  +1, Cloak of Charisma +2, Headband of Intellect +2, 
  javelin (5). 
  Armored Mage (Ex): The warmage can wear light armor 
  and use light shields and ignore their Arcane Spell 
  Failure.  At 8th level the warmage can wear medium 
  armor and ignore it’s Arcane Spell Failure. 
  Warmage Edge (Ex): Whenever a warmage casts a spell 
  that deals hit point damage, he adds his intelligence 
  bonus (if any) to the total amount of damage dealt. 
  Advanced Learning (Ex): Warmage may add one 
  evocation spell, up to the highest level he can cast, to his 
  known spells.   He gains an extra spell at 4th, 6th, 11th, and 
  16th levels. 
  Spells Per Day: 6/7/7/6/3 
  Base Save DC: 13+ Spell Level 
  0) Acid Splash, Disrupt Undead, Light, Ray of Frost 
  1) Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of 
  Stone, 
  Magic 
  Missile, 
   
  Lesser 
  Orb 
  of 
  Acid/Cold/Electricity/Fire/Sound, Shocking Grasp, True Strike, 
  Shield  
  2) Blades of Fire, Continual Flame, Fire Trap, Fire Burst, 
  Flaming Sphere, Ice Knife, Melf’s Acid Arrow, Pyrotechnics, 
  Scorching Ray, Shatter, Whirling Blade 
  3) Fire Shield,Fireball, Flame Arrow, Gust of Wind, Ice Storm, 
  Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking 
  Cloud, Wind Wall 
  4) Blast of Flame, Contagion, Evard’s Black Tentacles, 
  Phantasmal 
  Killer, 
  Orb 
  of 
  Acid/Cold/Electricit/Fire/Force/Sound, Shout, Wall of Fire 
  
  Eye of Gruumsh 
   
  Page 31 
  Appendix One – APL 12 
  Encounter A: EL 15  
   
   
  Half-White Dragon Ettin Ftr5: CR 13 ; Large 
  Dragon; HD 10d10+60+5d10 +30; hp 172; Init +4; Spd 40 
  ft., Fly 80 ft (Good maneuverability); AC 26 (–1 size, +0 
  Dex, +11 natural, +6 Chain Shirt+2), touch 9, flat-footed 
  18; Base Atk +12; Grp +26; Atk Morningstar +23 melee 
  (2d6+11) or javelin +22 ranged (1d8+10); (Range 
  Increment: 30’); Full Atk:  2 morningstars +23/+18/+13 
  melee (2d6+11) and 2 Bites +19 melee (1d8+5) or 2 
  javelins +22/+17/+12 ranged (1d8+10) and 2 Bites +19 
  melee (1d8+5) or 2 claws +21 melee (1d6+10) and 2 Bites 
  +19 melee (1d8+5) ; Space/Reach 10 ft./10 ft.; SA: 1/day – 
  30 ft. cone of cold, 6d8 cold damage, DC 21 Reflex for 
  half); SQ: Darkvision 60’,  low–light vision, superior two–
  weapon fighting, immunity to sleep, paralysis, and cold; 
  AL  CE; SV Fort +17, Ref +4, Will +8; Str 30, Dex 11, Con 
  22, Int 10, Wis 14, Cha 10. 
  Languages: Draconic, Orc, Goblin, Giant. 
  Skills and Listen +17, Search +13, Spot +17, Intimidate 
  +16, Swim +12; (An ettin’s two heads give it a +2 racial 
  bonus on Listen, Spot, and Search checks.) 
  Feats: Alertness, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (Morningstar), Quickdraw, 
  Multiattack, Brutal Throw, Improved Flight 
  Possessions:  +1 Morningstar (2), +2 Chain Shirt, 
  masterwork javelins (20). 
  Superior Two–Weapon Fighting (Ex): An ettin 
  fights with a morningstar or javelin in each hand. 
  Because each of its two heads controls an arm, the ettin 
  does not take a penalty on attack or damage rolls for 
  attacking with two weapons. 
  Description/Combat: Ettins, or two–headed giants, 
  are vicious and unpredictable hunters that stalk the 
  night. An ettin never bathes if it can help it, which 
  usually leaves it so grimy and dirty its skin resembles 
  thick, gray hide. Adult ettins are about 13 feet tall and 
  weigh 5,200 pounds. They live about 75 years. Though 
  ettins aren’t very intelligent, they are cunning fighters. 
  They prefer to ambush their victims rather than charge 
  into a straight fight, but once the battle has started, an 
  ettin usually fights furiously until all enemies are dead. 
   
  Encounter B: EL 14  
   
   
  Mountain Troll Ftr 2: CR 12; Huge Giant; HD 
  15d8+180+2d10+24 (282 hp); Init +3; Spd 30ft.; AC: 28 (-2 
  size, +13 natural armor, +3 Dex, +4 chain shirt), touch 11, 
  flatfooted 25; Base Atk +13; Grp +35; Atk: Greatsword +22 
  melee (4d6+32)*; Full Atk: Greatsword +22/+17/+12 
  melee (4d6+32) and bite +15 melee (1d8+12) or 2 claws 
  +20 melee (1d8+19) and bite +15 melee (1d8+12)*; 
  Space/Reach 15 ft./15 ft.; SA: Knockdown; SQ: 
  Darkvision 90ft.; fast healing 9, low-light vision, scent, 
  stability.; Alignment: CE; SV Fort +24, Ref +8, Will +8; Str 
  38, Dex 16, Con 35, Int 6, Wis 12, Cha 4 
  *includes adjustments for power attack. 
  Languages: Giant 
  Skills: Hide -1 (+1 in mountain settings), Listen +11, 
  Spot +11, Jump +16 
  Feats: Alertness, Awesome Blow, Cleave, Improved Bull 
  Rush, Iron Will, Power Attack, Weapon Focus 
  (Greatsword), Great Cleave 
  Possessions: Huge +1 Greatsword, chainshirt 
  Knockdown (Ex): A mountain troll that hits with a 
  weapon or claw attack can attempt to trip the opponent as 
  a free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the mountain troll.  
  Stability (Ex): Mountain trolls are exceptionally stable 
  on their feat.  A mountain troll has a +4 bonus on ability 
  checks made to resist being bull rushed or tripped when 
  standing on the ground (but not when climbing, flying, 
  riding, or otherwise not standing firmly on the ground). 
  Skills: Mountain trolls can blend in with their mountain 
  surroundings, providing them a +8 racial bonus on Hide 
  checks in the mountains.  
  Description/Combat: Mountain trolls have no concept 
  of fear or caution.  When they see something they want 
  (typically something that they want to eat), they take it.  
  If anything or anyone gets in their way, they smash it. 
     A mountain troll normally attacks using it’s power 
  attack feat, taking a -5 penalty on it’s attack rolls and 
  gaining a +5 bonus on damage rolls (+10 if using a great 
  club or other two handed weapon). 
   
  Encounter C: EL 13  
   
   
  Orc Captain, Ftr9: CR 9; Medium humanoid; HD 
  9d10+18; hp 72; Init +1; Spd 20 ft.; AC 19 (+7 Banded 
  Mail +2, +1 Ring, +1 Dex), touch 11, flat-footed 18; Base 
  Atk +9; Grp +14; Atk Falchion +16 melee (2d4+10/15–20) 
  or javelin +10 ranged (1d6+5); Full Atk: Falchion +16/+11 
  melee (2d4+10/15-20); SQ darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +8, Ref +4, Will +3; Str 20, Dex 
  13, Con 15, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +9, Climb +1  
  
  Eye of Gruumsh 
   
  Page 32 
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock Trooper, 
  Improved Critical (Falchion), Leap Attack 
  Possessions: +1 Falchion, +1 Banded Mail, Ring of 
  Protection +1, 5 javelins. 
   
  Orc Scout, Rgr9: CR 9; Medium humanoid; HD 
  9d8+18; hp 62; Init +2; Spd 30 ft.; AC 21 (+6 Chain Shirt 
  +2 , +3 Heavy Shield, +2 Dex), touch 12, flat-footed 19; 
  Base Atk +9; Grp +14; Atk Scimitar +15 melee (1d6+6/18–
  20) or javelin +11 ranged (1d6+4); Full Atk: +13/+8 melee 
  Scimitar (1d6+6/18-20) and +13/+8 melee Shield of 
  Bashing (1d8+3/x2); SA: Favored Enemy (Dwarf +2, 
  Human +4); SQ darkvision 60 ft., light sensitivity; Wild 
  Empathy, animal companion, Woodland Stride, Swift 
  Tracker, Evasion AL CE; SV Fort +8, Ref +8, Will +3; Str 
  20, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Survival +12, Jump +14, Hide +12, Move Silently 
  +12, Spot +12 
  Feats: Dodge, Improved Shield Bash, Two Weapon 
  Fighting, Track, Endurance, Mobility, Improved Two 
  Weapon Fighting, Elusive Target 
  Possessions: +1 Scimitar, +1 Heavy Shield of 
  Bashing, +2 chain shirt, 5 javelins. 
   
  Wolf: Medium animal; HD 2d8+4+2d8+4; hp 26; Init +3; 
  Spd 50 ft.; AC 18 (+3 Dex, +5 natural), touch 12, flat-
  footed 12; Base Atk +3; Grp +2; Atk Bite +6 melee (1d6+3); 
  Full Atk (same); SA trip; SQ: link, share spells, Evasion, 
  low–light vision, scent; AL (Always) N; SV Fort +6, Ref 
  +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; TrackB, Weapon Focus (bite). 
  (Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.) 
  Scent (Ex): Can detect approaching enemies, sniff out 
  hidden foes, and track by sense of smell. 
  Trip (Ex): A wolf that hits with a bite attack can attempt 
  to trip the opponent (+2 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the wolf. 
  Description/Combat: Wolves are pack hunters 
  known for their persistence and cunning. A favorite 
  tactic is to send a few individuals against the foe’s front 
  while the rest of the pack circles and attacks from the 
  flanks or rear. 
  Tricks: Attack x2, Down, Heel 
   
  Orc Warriors, Ftr5: CR 5; Medium humanoid; HD 
  5d10+10; hp 42; Init +1; Spd 30 ft.; AC 15 (+4 Chain Shirt, 
  +1 Dex), touch 11, flat-footed 14; +1 AC when making full 
  attack.; Base Atk +5; Grp +10; Atk Halberd +12 melee 
  (1d10+10/x3) or javelin +6 ranged (1d6+5); Full Atk: 
  Halberd +12 melee (1d10+10/x3) and Halberd Butt +7 
  melee (1d6+5/x2); SQ darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +6, Ref +2, Will +1; Str 20, Dex 13, Con 
  14, Int 8, Wis 10, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills: Climb +12;  
  Feats: Weapon Focus (Halberd), Combat Reflexes, Two 
  Weapon Fighting, Spinning Halberd Style, Weapon 
  Specialization (Halberd) 
  Possessions: Falchion, chain shirt, javelin, +1 
  halberd. 
  Description/Combat: An orc’s hair usually is black. It 
  has lupine ears and reddish eyes. Orcs prefer wearing 
  vivid colors that many humans would consider 
  unpleasant, such as blood red, mustard yellow, yellow–
  green, and deep purple. Their equipment is dirty and 
  unkempt. An adult male orc is a little over 6 feet tall and 
  weighs about 210 pounds. Females are slightly smaller. 
   
  Encounter D: EL 14  
   
   
  Orc Priest, Clr12; CR: 10, Medium Humanoid 
  (Orc); Hit Dice: 12d8+24 (81 hp); Init: +5 (+1 Dex, 
  +4 Imp. Init.); Speed: 20 ft. (4 squares); AC: 20 
  (+1 Dex, + 6 Banded Mail, +3 Hvy. Shield+1), 
  touch 11, flat-footed 19; Base Atk: +9 Grp: +11; 
  Attack: Shortspear +13 melee (1d6+2/x2), or 
  javelin +10 ranged (1d6+2/x2); Full Attack: 
  Shortspear +13/+8 melee (1d6+2/x2); SA: Rebuke 
  undead, spells; SQ: darkvision 60 ft., light sensitivity; 
  AL CE; SV: Fort +12, Ref +7, Will +15; Str 14, Dex 
  13, Con 14, Int 10, Wis 20, Cha 6 
  Languages: Orc, Common 
  Skills: 
  Spellcraft 
  +10, 
  Concentration 
  +17, 
  Knowledge (Religion) +5 
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave, Quicken Spell 
  Possessions: Cloak of Resistance +2, +1 
  Shortspear, Heavy Shield, +1 Banded Mail, 
  Periapt of Wisdom +4 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  
  Eye of Gruumsh 
   
  Page 33 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+12 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 15 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx2, Entropic 
  Shield, Shield of Faith (+4), Bless, Sanctuary 
  2nd- Spiritual Weapon*, Spiritual Weapon, Sound Burst, 
  Cure Mod. Wounds, Resist Energy (20), Silence 
  3rd- Magic Vestment (+3)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge, Wind Wall, Prayer 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement, Death Ward, Greater magic Weapon (+3) 
  5th- Flame Strike*, Quickened Divine Favor (+3), Slay 
  Living, Righteous Might 
  6th- Stoneskin*, Greater Dispel Magic, Harm 
   
  Orc Acolyte, Clr10; CR: 10, Medium Humanoid 
  (Orc); Hit Dice: 10d8+20 (68 hp); Init: +5 (+1 Dex, 
  +4 Imp. Init.); Speed: 20 ft. (4 squares); AC: 20 
  (+1 Dex, + 6 Banded Mail, +3 Hvy. Shield+1), 
  touch 11, flat-footed 19; Base Atk: +7 Grp: +9; 
  Attack: Shortspear +11 melee (1d6+2/x2), or 
  javelin 
  +8 
  ranged 
  (1d6+2/x2); 
  Full 
  Attack: 
  Shortspear +11/+6 melee (1d6+2/x2); SA: Rebuke 
  undead, spells; SQ: darkvision 60 ft., light sensitivity; 
  AL CE; SV: Fort +10, Ref +5, Will +10; Str 14, Dex 
  13, Con 14, Int 10, Wis 17, Cha 6 
  Languages: Orc, Common 
  Skills: 
  Spellcraft 
  +10, 
  Concentration 
  +15, 
  Knowledge (Religion) +3 
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave, Quicken Spell 
  Possessions: Cloak of Resistance +2, +1 
  Shortspear, Heavy Shield, +1 Banded Mail, 
  Periapt of Wisdom +2 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+10 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 13 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx2, Entropic 
  Shield, Shield of Faith (+3), Bless, 
  2nd- Spiritual Weapon*, Spiritual Weapon, Sound Burst, 
  Cure Mod. Wounds, Resist Energy (20), Silence 
  3rd- Magic Vestment (+2)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge, Wind Wall 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement, Death Ward 
  5th- Flame Strike*, Quickened Divine Favor (+3), Slay 
  Living 
   
  Encounter E: EL 14  
   
   
  Orc Barbarian Captain, Brb12: CR 12; Medium 
  humanoid; HD 12d12+24; hp 107; Init +2; Spd 40 ft.; AC 
  18 (+5 Chain Shirt +2, +2 Dex), touch 12, flat-footed 16; 
  Base Atk +12; Grp +17; Atk Falchion +21 melee 
  (2d4+11/15–20) or javelin +12 ranged (1d6+5); Full Atk 
  Falchion +21/+16/+11 melee (2d4+11/15–20); SA: 
  Greater Rage, Rage 4/day; SQ: Fast Movement, Improved 
  Uncanny Dodge, Trap Sense +4, Damage Reduction 2/-,  
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +11, 
  Ref +8, Will +6; Str 23, Dex 14, Con 14, Int 8, Wis 10, Cha 
  6. 
  Languages: Orc, Giant. 
  Skills: Jump +20, Climb +20, Survival +15  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, Improved Critical (Falchion),  Cleave 
  Possessions: Guantlets of Ogre Power +2, +2 
  Falchion, +2 Chain Shirt, Cloak of Resistance +2, 5 
  javelins. 
   
  Orc Barbarian, Brb10: CR 10; Medium humanoid; 
  HD 10d12+20; hp 90; Init +2; Spd 40 ft.; AC 18 (+5 Chain 
  Shirt +2, +2 Dex), touch 12, flat-footed 16; Base Atk +10; 
  Grp +15; Atk Falchion +17 melee (2d4+8/15–20) or 
  javelin +10 ranged (1d6+5); Full Atk Falchion +17/+12 
  melee (2d4+8/15–20)   
  ; SA: Rage 3/day; SQ: Fast Movement, Improved 
  Uncanny Dodge, Trap Sense +3, Damage Reduction 2/-,  
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +10, 
  Ref +7, Will +5; Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 
  6. 
  Languages: Orc, Giant. 
  
  Eye of Gruumsh 
   
  Page 34 
  Skills: Jump +17, Climb +17, Survival +13  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, Improved Critical (Falchion) 
  Possessions: +1 Falchion, +2 Chain Shirt, Cloak of 
  Resistance +2, 5 javelins. 
   
  Encounter F: EL 12  
   
   
  Orc, Ftr10: CR 10; Medium humanoid; HD 10d10+20; 
  hp 80; Init +1; Spd 20 ft.; AC 19 (+7 Banded Mail +2, +1 
  Ring, +1 Dex), touch 11, flat-footed 18; Base Atk +10; Grp 
  +15; Atk Falchion +19 melee (2d4+11/15–20) or javelin 
  +11 ranged (1d6+5); Full Atk: Falchion +19/+14 melee 
  (2d4+11/15-20); SQ darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +9, Ref +4, Will +3; Str 20, Dex 13, Con 15, 
  Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +11, Climb +1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock Trooper, 
  Improved Critical (Falchion), Leap Attack, Greater 
  Weapon Focus (Falchion) 
  Possessions: +2 Falchion, +1 Banded Mail, Ring of 
  Protection +1, 5 javelins. 
   
  Orc, Ftr5: CR 5; Medium humanoid; HD 5d10+10; hp 
  42; Init +1; Spd 30 ft.; AC 15 (+4 Chain Shirt, +1 Dex), 
  touch 11, flat-footed 14; +1 AC when making full attack.; 
  Base Atk +5; Grp +10; Atk Halberd +12 melee 
  (1d10+10/x3) or javelin +6 ranged (1d6+5); Full Atk: 
  Halberd +12 melee (1d10+10/x3) and Halberd Butt +7 
  melee (1d6+5/x2); SQ darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +6, Ref +2, Will +1; Str 20, Dex 13, Con 
  14, Int 8, Wis 10, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills: Climb +12;  
  Feats: Weapon Focus (Halberd), Combat Reflexes, Two 
  Weapon Fighting, Spinning Halberd Style, Weapon 
  Specialization (Halberd) 
  Possessions: Falchion, chain shirt, javelin, +1 
  halberd. 
   
  Encounter G: EL 14  
   
   
  Orc, 10th level Warmage: CR 10; Medium humanoid 
  (orc); HD 10d6+16; hp 55; Init +1; Spd 20 ft.; AC 19 (+6 
  Breastplate +1, +2 buckler +1, +1 Dex), touch 11, flat-
  footed 18; Base Atk +5; Grp +6; Atk: morningstar +7 
  melee (1d8+2/x2) or javelin +6 ranged (1d6+1); Full Atk 
  (same);  
  SA: Spells; SQ: Armored Mage (light, medium), Warmage 
  Edge (+6), Advanced Learning (Shield, Wind Wall), 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +7, Ref 
  +6, Will +8; Str 12, Dex 12, Con 14, Int 16, Wis 8, Cha 16. 
  Languages: Orc, Common 
  Skills: Concentration +15 (+19 Cast defensive), 
  Spellcraft +18, Knowledge Arcana +16 
  Feats: Point Blank Shot, Precise Shot, Extra 
  Edge, 
  Sudden 
  Empower, 
  Sudden 
  Enlarge, 
  Combat Casting 
  Possessions: Masterwork morningstar, Breastplate 
  +1, Cloak of Charisma +2, Headband of Intellect +4, 
  Cloak of Resistance +2, and javelin (5). 
  Armored Mage (Ex): The warmage can wear light armor 
  and use light shields and ignore their Arcane Spell 
  Failure.  At 8th level the warmage can wear medium 
  armor and ignore it’s Arcane Spell Failure. 
  Warmage Edge (Ex): Whenever a warmage casts a spell 
  that deals hit point damage, he adds his intelligence 
  bonus (if any) to the total amount of damage dealt. 
  Advanced Learning (Ex): Warmage may add one 
  evocation spell, up to the highest level he can cast, to his 
  known spells.   He gains an extra spell at 4th, 6th, 11th, and 
  16th levels. 
  Spells Per Day: 6/7/7/6/3 
  Base Save DC: 13+ Spell Level 
  0) Acid Splash, Disrupt Undead, Light, Ray of Frost 
  1st) Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail 
  of 
  Stone, 
  Magic 
  Missile, 
   
  Lesser 
  Orb 
  of 
  Acid/Cold/Electricity/Fire/Sound, Shocking Grasp, True Strike, 
  Shield  
  2nd) Blades of Fire, Continual Flame, Fire Trap, Fire Burst, 
  Flaming Sphere, Ice Knife, Melf’s Acid Arrow, Pyrotechnics, 
  Scorching Ray, Shatter, Whirling Blade 
  3rd) Fire Shield,Fireball, Flame Arrow, Gust of Wind, Ice Storm, 
  Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking 
  Cloud, Wind Wall 
  4th) Blast of Flame, Contagion, Evard’s Black Tentacles, 
  Phantasmal 
  Killer, 
  Orb 
  of 
  Acid/Cold/Electricit/Fire/Force/Sound, Shout, Wall of Fire 
  5th) Arc of Lightning, Cloudkill, Cone of Cold, Mass Fire Shield, 
  Greater Fireburst, Flame Strike, Prismatic Ray 
  
  Eye of Gruumsh 
   
  Page 35 
  Appendix One – APL 14 
  Encounter A : EL 17  
   
   
  Half-White Dragon Ettin Ftr7: CR 15 ; Large 
  Dragon; HD 10d10+60+7d10 +42; hp 195; Init +5; Spd 40 
  ft., Fly 80 ft (Good maneuverability); AC 27 (–1 size, +1 
  Dex, +11 natural, +6 Chain Shirt+2), touch 9, flat-footed 
  18; Base Atk +14; Grp +28; Atk Morningstar +25 melee 
  (2d6+11) or javelin +24 ranged (1d8+10); (Range 
  Increment: 30’); Full Atk:  2 morningstars +25/+20/+15 
  melee (2d6+11) and 2 Bites +21 melee (1d8+5) or 2 
  javelins +24/+19/+14 ranged (1d8+10) and 2 Bites +21 
  melee (1d8+5) or 2 claws +23 melee (1d6+10) and 2 Bites 
  +21 melee (1d8+5); Space/Reach 10 ft./10 ft.; SA: 1/day – 
  30 ft. cone of cold, 6d8 cold damage, DC 21 Reflex for 
  half); SQ: Darkvision 60’,  low–light vision, superior two–
  weapon fighting, immunity to sleep, paralysis, and cold; 
  AL  CE; SV Fort +18, Ref +6, Will +9; Str 30, Dex 12, Con 
  22, Int 10, Wis 14, Cha 10. 
  Languages: Draconic, Orc, Goblin, Giant. 
  Skills: Listen +17, Search +13, Spot +17, Intimidate +20, 
  Swim +12; (An ettin’s two heads give it a +2 racial bonus 
  on Listen, Spot, and Search checks.) 
  Feats: Alertness, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (Morningstar), Quickdraw, 
  Multiattack, Brutal Throw, Improved Flight, Power 
  Throw 
  Possessions:  +1 Morningstar (2), +2 Chain Shirt, 
  masterwork javelins (30). 
  Superior Two–Weapon Fighting (Ex): An ettin 
  fights with a morningstar or javelin in each hand. 
  Because each of its two heads controls an arm, the ettin 
  does not take a penalty on attack or damage rolls for 
  attacking with two weapons. 
  Description/Combat: Ettins, or two–headed giants, 
  are vicious and unpredictable hunters that stalk the 
  night. An ettin never bathes if it can help it, which 
  usually leaves it so grimy and dirty its skin resembles 
  thick, gray hide. Adult ettins are about 13 feet tall and 
  weigh 5,200 pounds. They live about 75 years. Though 
  ettins aren’t very intelligent, they are cunning fighters. 
  They prefer to ambush their victims rather than charge 
  into a straight fight, but once the battle has started, an 
  ettin usually fights furiously until all enemies are dead. 
   
  Encounter B: EL 16  
   
   
  Mountain Troll Ftr 4: CR 14; Huge Giant; HD 
  15d8+180+4d10+48 (317 hp); Init +3; Spd 30ft.; AC: 28 (-2 
  size, +13 natural armor, +3 Dex, +4 chain shirt), touch 11, 
  flatfooted 25; Base Atk +15; Grp +37; Atk: Greatsword +24 
  melee (4d6+34)*; Full Atk: Greatsword +24/+19/+14 
  melee (4d6+34) and bite +17 melee (1d8+12) or 2 claws 
  +22 melee (1d8+19) and bite +17 melee (1d8+12)*; 
  Space/Reach 15 ft./15 ft.; SA: Knockdown; SQ: 
  Darkvision 90ft.; fast healing 9, low-light vision, scent, 
  stability.; Alignment: CE; SV Fort +25, Ref +9, Will +9; Str 
  38, Dex 16, Con 35, Int 6, Wis 12, Cha 4 
  *includes adjustments for power attack  
  Languages: Giant 
  Skills: Hide -1 (+1 in mountain settings), Listen +11, 
  Spot +11, Jump + 18 
  Feats: Alertness, Awesome Blow, Cleave, Improved Bull 
  Rush, Iron Will, Power Attack, Weapon Focus 
  (Greatsword), Great Cleave, Weapon Specialization 
  (Greatsword), Combat Reflexes 
  Possessions: Huge +1 Greatsword, chainshirt 
  Knockdown (Ex): A mountain troll that hits with a 
  weapon or claw attack can attempt to trip the opponent as 
  a free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the mountain troll.  
  Stability (Ex): Mountain trolls are exceptionally stable 
  on their feat.  A mountain troll has a +4 bonus on ability 
  checks made to resist being bull rushed or tripped when 
  standing on the ground (but not when climbing, flying, 
  riding, or otherwise not standing firmly on the ground). 
  Skills: Mountain trolls can blend in with their mountain 
  surroundings, providing them a +8 racial bonus on Hide 
  checks in the mountains.  
  Description/Combat: Mountain trolls have no concept 
  of fear or caution.  When they see something they want 
  (typically something that they want to eat), they take it.  
  If anything or anyone gets in their way, they smash it. 
     A mountain troll normally attacks using it’s power 
  attack feat, taking a -5 penalty on it’s attack rolls and 
  gaining a +5 bonus on damage rolls (+10 if using a great 
  club or other two handed weapon). 
   
  Encounter C: EL 15  
   
   
  Orc Captain, Ftr11: CR 11; Medium humanoid; HD 
  11d10+22; hp 87; Init +1; Spd 20 ft.; AC 22 (+9 Full Plate 
  +1, +1 Ring, +1 natural armor, +1 Dex), touch 11, flat-
  footed 18; Base Atk +11; Grp +16; Atk Falchion +20 melee 
  (2d4+11/15–20) or javelin +12 ranged (1d6+5); Full Atk: 
  Falchion 
  +20/+15/+10 
  melee 
  (2d4+11/15-20); 
  SQ 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +10, 
  Ref +6, Will +4; Str 20, Dex 13, Con 15, Int 8, Wis 10, Cha 
  6. 
  Languages: Orc, Giant. 
  
  Eye of Gruumsh 
   
  Page 36 
  Skills: Jump +11, Climb +1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock Trooper, 
  Improved Critical (Falchion), Leap Attack, Greater 
  Weapon Focus (Falchion) 
  Possessions: +2 Falchion, +1 Full Plate, Ring of 
  Protection +1, Amulet of Natural Armor +1,  Cloak of 
  Resistance +1, 5 javelins. 
   
  Orc Scout, Rgr11: CR 11; Medium humanoid; HD 
  11d8+22; hp 75; Init +2; Spd 30 ft.; AC 22 (+6 Chain Shirt 
  +2, +3 Heavy Shield +1, +1 ring, +2 Dex), touch 13, flat-
  footed 19; Base Atk +11; Grp +16; Atk Scimitar +17 melee 
  (1d6+6/18–20) or javelin +13 ranged (1d6+5); Full Atk: 
  +15/+10/+5 
  melee 
  Scimitar 
  (1d6+6/18-20) 
  and 
  +15/+10/+5 melee Shield of Bashing (1d8+3/x2); SA: 
  spells, Favored Enemy (Dwarf +4, Human +4, Elf +2); SQ 
  darkvision 60 ft., light sensitivity; Wild Empathy, animal 
  companion, Woodland Stride, Swift Tracker, Evasion AL 
  CE; SV Fort +10, Ref +10, Will +4; Str 20, Dex 14, Con 14, 
  Int 8, Wis 12, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Survival +12, Jump +14, Hide +12, Move Silently 
  +12, Spot +12 
  Feats: Dodge, Improved Shield Bash, Two Weapon 
  Fighting, Track, Endurance, Mobility, Improved Two 
  Weapon Fighting, Greater Two Weapon Fighting, 
  Elusive Target 
  Possessions: +1 Scimitar, +1 Heavy Shield of 
  Bashing, +2 chain shirt, Ring of Protection +1,  Cloak of 
  resistance +1, Periapt of Wisdom +2, 5 javelins. 
  Spells:  1) Resist Energy (10 points), Longstrider. 2) Blades of 
  Fire 
   
  Wolf: Medium animal; HD 2d8+4+2d8+4; hp 26; Init +3; 
  Spd 50 ft.; AC 18 (+3 Dex, +5 natural), touch 12, flat-
  footed 12; Base Atk +3; Grp +2; Atk Bite +6 melee (1d6+3); 
  Full Atk (same); SA trip; SQ: link, share spells, Evasion, 
  low–light vision, scent; AL (Always) N; SV Fort +6, Ref 
  +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; TrackB, Weapon Focus (bite). 
  (Wolves have a +4 racial bonus on Survival checks when 
  tracking by scent.) 
  Scent (Ex): Can detect approaching enemies, sniff out 
  hidden foes, and track by sense of smell. 
  Trip (Ex): A wolf that hits with a bite attack can attempt 
  to trip the opponent (+2 check modifier) as a free action 
  without making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the wolf. 
  Description/Combat: Wolves are pack hunters 
  known for their persistence and cunning. A favorite 
  tactic is to send a few individuals against the foe’s front 
  while the rest of the pack circles and attacks from the 
  flanks or rear. 
  Tricks: Attack x2, Down, Heel 
   
  Orc Warriors, Ftr7: CR 7; Medium humanoid; HD 
  7d10+14; hp 57; Init +1; Spd 30 ft.; AC 17 (+6 Banded 
  Mail, +1 Dex), touch 11, flat-footed 14; +1 AC when 
  making full attack.; Base Atk +7; Grp +12; Atk Halberd 
  +14 melee (1d10+10/x3) or javelin +6 ranged (1d6+5); 
  Full Atk: Halberd +14/+9 melee (1d10+10/x3) and 
  Halberd Butt +9 melee (1d6+5/x2); SQ darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +7, Ref +3, Will +2; Str 
  20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc.  
  Skills: Climb +8;  
  Feats: Weapon Focus (Halberd), Combat Reflexes, Two 
  Weapon Fighting, Spinning Halberd Style, Weapon 
  Specialization (Halberd), Formation Expert, Power 
  Attack 
  Possessions: Falchion, banded mail, javelin, +1 
  halberd. 
  Description/Combat: An orc’s hair usually is black. It 
  has lupine ears and reddish eyes. Orcs prefer wearing 
  vivid colors that many humans would consider 
  unpleasant, such as blood red, mustard yellow, yellow–
  green, and deep purple. Their equipment is dirty and 
  unkempt. An adult male orc is a little over 6 feet tall and 
  weighs about 210 pounds. Females are slightly smaller. 
   
  Encounter D: EL 16  
   
   
  Orc Priest, Clr14; CR: 14, Medium Humanoid 
  (Orc); Hit Dice: 14d8+28 (94 hp); Init: +5 (+1 Dex, 
  +4 Imp. Init.); Speed: 20 ft. (4 squares), AC: 20 
  (+1 Dex, + 6 Banded Mail, +3 Hvy. Shield+1), 
  touch 11, flat-footed 19; Base Atk: +10 Grp: +12; 
  Attack: Shortspear +14 melee (1d6+2/x2), or 
  javelin +11 ranged (1d6+2/x2); Full Attack: 
  Shortspear +14/+9 melee (1d6+2/x2); SA: Rebuke 
  undead, spells; SQ: darkvision 60 ft., light sensitivity; 
  AL CE; SV: Fort +13, Ref +7, Will +16; Str 14, Dex 
  13, Con 14, Int 10, Wis 20, Cha 6 
  Languages: Orc, Common 
  Skills: 
  Spellcraft 
  +10, 
  Concentration 
  +19, 
  Knowledge (Religion) +7 
  
  Eye of Gruumsh 
   
  Page 37 
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave, Quicken 
  Spell, Empower Spell 
  Possessions: Cloak of Resistance +2, +1 
  Shortspear, Heavy Shield, +1 Banded Mail, 
  Periapt of Wisdom +4 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+14 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 15 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx2, Entropic 
  Shield, Shield of Faith (+4), Bless, Sanctuary 
  2nd- Spiritual Weapon*, Spiritual Weaponx2, Sound 
  Burst, Cure Mod. Wounds, Resist Energy (20), Silence 
  3rd- Magic Vestment (+3)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge, Wind Wall, Prayer 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement, Death Ward, Greater magic Weapon (+3), 
  Summon Monster IV 
  5th- Flame Strike*, Quickened Divine Favor (+3), Slay 
  Living, Empowered Searing Light, Quickened Shield of 
  Faith (+4) 
  6th- Stoneskin*, Greater Dispel Magic, Harm, Blade 
  Barrier 
  7th- Power Word Blind*, Blasphemy, Empowered Flame 
  Strike 
   
  Orc Acolyte, Clr12; CR: 12, Medium Humanoid 
  (Orc); Hit Dice: 12d8+24 (81 hp); Initi: +5 (+1 Dex, 
  +4 Imp. Init.); Speed: 20 ft. (4 squares); AC: 20 
  (+1 Dex, + 6 Banded Mail, +3 Hvy. Shield+1), 
  touch 11, flat-footed 19; Base Atk: +9 Grp: +11; 
  Attack: Shortspear +13 melee (1d6+2/x2), or 
  javelin +10 ranged (1d6+2/x2); Full Attack: 
  Shortspear +13/+8 melee (1d6+2/x2); SA: Rebuke 
  undead, spells; SQ: darkvision 60 ft., light sensitivity; 
  AL CE; SV: Fort +12, Ref +7, Will +15; Str 14, Dex 
  13, Con 14, Int 10, Wis 20, Cha 6 
  Languages: Orc, Common 
  Skills: 
  Spellcraft 
  +10, 
  Concentration 
  +17, 
  Knowledge (Religion) +5 
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave, Quicken 
  Spell, Empower Spell 
  Possessions: Cloak of Resistance +2, +1 
  Shortspear, Heavy Shield, +1 Banded Mail, 
  Periapt of Wisdom +4 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as a 
  supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal to 
  his cleric level (+12 strength).  Activating 
  the power is a free action, the power lasts 
  1 round, and is usable once per day. 
  Base Save DC: 15 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect magic, 
  Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx2, Entropic 
  Shield, Shield of Faith (+4), Bless, Sanctuary 
  2nd- Spiritual Weapon*, Spiritual Weapon, Sound Burst, 
  Cure Mod. Wounds, Resist Energy (30), Silence 
  3rd- Magic Vestment (+3)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge, Wind Wall, Prayer 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement, Death Ward, Greater magic Weapon (+3) 
  5th- Flame Strike*, Quickened Divine Favor (+3), Slay 
  Living, Empowered Searing Light 
  6th- Stoneskin*, Greater Dispel Magic, Harm 
   
  Encounter E: EL 16  
   
   
  Orc Barbarian Captain, Brb14: CR 14; Medium 
  humanoid; HD 14d12+28; hp 124; Init +2; Spd 40 ft.; AC 
  18 (+5 Chain Shirt +2, +2 Dex), touch 12, flat-footed 16; 
  Base Atk +14; Grp +19; Atk Falchion +23 melee 
  (2d4+11/15–20) or javelin +14 ranged (1d6+5); Full Atk 
  Falchion +23/+18/+13 melee (2d4+11/15–20); SA: 
  Greater Rage, Rage 4/day; SQ: Fast Movement, Improved 
  Uncanny Dodge, Trap Sense +4, Damage Reduction 3/-, 
  Indomitable Will (+4 Will saves vs. enchantements while 
  raging), darkvision 60 ft., light sensitivity; AL CE;  SV 
  Fort +12, Ref +8, Will +6;  Str 23, Dex 14, Con 14, Int 8, 
  Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +26, Climb +22, Survival +17  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, Improved Critical (Falchion), Cleave 
  
  Eye of Gruumsh 
   
  Page 38 
  Possessions: Guantlets of Ogre Power +2, +2 
  Falchion, +2 Chain Shirt, Cloak of Resistance +2, 5 
  javelins. 
  Orc Barbarians, Brb12: CR 12; Medium humanoid; 
  HD 12d12+24; hp 107; Init +2; Spd 40 ft.;  AC 18 (+5 
  Chain Shirt +2, +2 Dex), touch 12, flat-footed 16;  Base 
  Atk +12; Grp +17; Atk Falchion +21 melee (2d4+11/15–
  20) or javelin +12 ranged (1d6+5);  Full Atk Falchion 
  +21/+16/+11 melee (2d4+11/15–20); SA: Greater Rage, 
  Rage 4/day; SQ: Fast Movement, Improved Uncanny 
  Dodge, Trap Sense +4, Damage Reduction 2/-,  darkvision 
  60 ft., light sensitivity; AL CE;  SV Fort +11, Ref +8, Will 
  +6; Str 23, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +24, Climb +20, Survival +15  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, Improved Critical (Falchion), Cleave 
  Possessions: Guantlets of Ogre Power +2, +2 
  Falchion, +2 Chain Shirt, Cloak of Resistance +2, 5 
  javelins. 
   
  Encounter F: EL 14  
   
   
  Orc Captain, Ftr12: CR 12; Medium humanoid; HD 
  12d10+24; hp 106; Init +1; Spd 20 ft.; AC 22 (+9 Full Plate 
  +1, +1 Ring, +1 natural armor, +1 Dex), touch 11, flat-
  footed 18; Base Atk +11; Grp +19; Atk Falchion +24 melee 
  (2d4+17/15–20) or javelin +13 ranged (1d6+7); Full Atk: 
  Falchion 
  +24/+19/+14 
  melee 
  (2d4+17/15-20); 
  SQ 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +11, 
  Ref +7, Will +5; Str 24, Dex 13, Con 16, Int 8, Wis 10, Cha 
  6. 
  Languages: Orc, Giant. 
  Skills: Jump +8, Climb +1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock Trooper, 
  Improved Critical (Falchion), Leap Attack, Greater 
  Weapon 
  Focus 
  (Falchion), 
  Greater 
  Weapon 
  Specialization (Falchion), Dodge 
  Possessions: +3 Falchion, +1 Full Plate, Ring of 
  Protection +1, Amulet of Natural Armor +1,  Cloak of 
  Resistance +1,  Belt of Giant Strength +4, 5 javelins. 
   
  Orc Warriors, Ftr7: CR 7; Medium humanoid; HD 
  7d10+14; hp 57; Init +1; Spd 30 ft.; AC 17 (+6 Banded 
  Mail, +1 Dex), touch 11, flat-footed 14; +1 AC when 
  making full attack; Base Atk +7; Grp +12; Atk Halberd 
  +14 melee (1d10+10/x3) or javelin +6 ranged (1d6+5); 
  Full Atk: Halberd +14/+9 melee (1d10+10/x3) and 
  Halberd Butt +9 melee (1d6+5/x2); SQ darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +7, Ref +3, Will +2; Str 
  20, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills: Climb +8;  
  Feats: Weapon Focus (Halberd), Combat Reflexes, Two 
  Weapon Fighting, Spinning Halberd Style, Weapon 
  Specialization (Halberd), Formation Expert, Power 
  Attack 
  Possessions: Falchion, banded mail, javelin, +1 
  halberd. 
   
  Encounter G: EL 16  
   
   
  Orc, 12th level Warmage: CR 12; Medium humanoid 
  (orc); HD 12d6+24; hp 66; Init +1; Spd 20 ft.; AC 21 (+8 
  Breastplate +3, +2 buckler +1, +1 Dex), touch 11, flat-
  footed 18; Base Atk +6; Grp +7; Atk: morningstar +8 
  melee (1d8+2/x2) or javelin +7 ranged (1d6+1); Full Atk 
  morningstar +8/+3 melee (1d8+2/x2); SA: Spells; SQ: 
  Armored Mage (light, medium), Warmage Edge (+7), 
  Advanced Learning (Shield, Wind Wall, Wall of Force), 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +8, Ref 
  +7, Will +9; Str 12, Dex 12, Con 14, Int 16, Wis 8, Cha 17. 
  Languages: Orc, Common 
  Skills: Concentration +17 (+21 Cast defensive), 
  Spellcraft +20, Knowledge Arcana +18 
  Feats: Point Blank Shot, Precise Shot, Extra 
  Edge, 
  Sudden 
  Empower, 
  Sudden 
  Enlarge, 
  Combat Casting,  Empower 
  Armored Mage (Ex): The warmage can wear light armor 
  and use light shields and ignore their Arcane Spell 
  Failure.  At 8th level the warmage can wear medium 
  armor and ignore it’s Arcane Spell Failure. 
  Warmage Edge (Ex): Whenever a warmage casts a spell 
  that deals hit point damage, he adds his intelligence 
  bonus (if any) to the total amount of damage dealt. 
  Advanced Learning (Ex): Warmage may add one 
  evocation spell, up to the highest level he can cast, to his 
  known spells.   He gains an extra spell at 4th, 6th, 11th, and 
  16th levels. 
  Possessions: +1 morningstar, Breastplate +3, Cloak 
  of Charisma +2, Headband of Intellect +4, Vest of 
  Resistance +2, and javelin (5). 
  Spells Per Day: 6/7/7/7/6/5/3 
  Base Save DC: 13+ Spell Level 
  0) Acid Splash, Disrupt Undead, Light, Ray of Frost 
  
  Eye of Gruumsh 
   
  Page 39 
  1st) Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail 
  of 
  Stone, 
  Magic 
  Missile, 
   
  Lesser 
  Orb 
  of 
  Acid/Cold/Electricity/Fire/Sound, Shocking Grasp, True Strike, 
  Shield  
  2nd) Blades of Fire, Continual Flame, Fire Trap, Fire Burst, 
  Flaming Sphere, Ice Knife, Melf’s Acid Arrow, Pyrotechnics, 
  Scorching Ray, Shatter, Whirling Blade 
  3rd) Fire Shield,Fireball, Flame Arrow, Gust of Wind, Ice Storm, 
  Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking 
  Cloud, Wind Wall 
  4th) Blast of Flame, Contagion, Evard’s Black Tentacles, 
  Phantasmal 
  Killer, 
  Orb 
  of 
  Acid/Cold/Electricit/Fire/Force/Sound, Shout, Wall of Fire 
  5th) Arc of Lightning, Cloudkill, Cone of Cold, Mass Fire Shield, 
  Greater Fireburst, Flame Strike, Prismatic Ray 
  6th) Acid Fog, Blade Barrier, Chain Lightning, Circle of Death, 
  Disintegrate, Fire Seeds, Otiluke’s Freezing Sphere, Tenser’s 
  Transformation, Wall of Force 
  
  Eye of Gruumsh 
   
  Page 40 
  Appendix One – APL 16 
  Encounter A: EL 19  
   
   
  Half-White Dragon Ettin Ftr9: CR 17; Large 
  Dragon; HD 10d10+60+9d10 +54; hp 218; Init +5; Spd 
  40 ft., Fly 80 ft (Good maneuverability); AC 27 (–1 size, 
  +1 Dex, +11 natural, +6 Chain Shirt+2), touch 9, flat-
  footed 18; Base Atk +16; Grp +30; Atk Morningstar +27 
  melee (2d6+13) or javelin +26 ranged (1d8+10); (Range 
  Increment: 30’); Full Atk (10 attacks total): 2 
  morningstars +27/+22/+17/+12 melee (2d6+13) and 2 
  Bites +23 melee (1d8+5) or 2 javelins +26/+21/+16/+11 
  ranged (1d8+10) and 2 Bites +23 melee (1d8+5) or 2 
  claws +25 melee (1d6+10) and 2 Bites +23 melee 
  (1d8+5) ; Space/Reach 10 ft./10 ft.; SA: 1/day – 30 ft. 
  cone of cold, 6d8 cold damage, DC 21 Reflex for half); 
  SQ: Darkvision 60’,  low–light vision, superior two–
  weapon fighting, immunity to sleep, paralysis, and 
  cold; AL  CE; SV Fort +19, Ref +9, Will +10; Str 30, Dex 
  12, Con 22, Int 10, Wis 14, Cha 10. 
  Languages: Draconic, Orc, Goblin, Giant. 
  Skills and Listen +18, Search +13, Spot +18, 
  Intimidate +20, Swim +12; (An ettin’s two heads give it 
  a +2 racial bonus on Listen, Spot, and Search checks.) 
  Feats: Alertness, Improved Initiative, Iron Will, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Morningstar), 
  Quickdraw, Multiattack, Brutal Throw, Improved 
  Flight, Power Throw, Lightning Reflexes, Weapon 
  Specialization (Morningstar) 
  Possessions:  +1 Morningstar (2), +2 Chain Shirt, 
  masterwork javelins (30). 
  Superior Two–Weapon Fighting (Ex): An ettin 
  fights with a morningstar or javelin in each hand. 
  Because each of its two heads controls an arm, the ettin 
  does not take a penalty on attack or damage rolls for 
  attacking with two weapons. 
  Description/Combat: Ettins, or two–headed giants, 
  are vicious and unpredictable hunters that stalk the 
  night. An ettin never bathes if it can help it, which 
  usually leaves it so grimy and dirty its skin resembles 
  thick, gray hide. Adult ettins are about 13 feet tall and 
  weigh 5,200 pounds. They live about 75 years. Though 
  ettins aren’t very intelligent, they are cunning fighters. 
  They prefer to ambush their victims rather than charge 
  into a straight fight, but once the battle has started, an 
  ettin usually fights furiously until all enemies are dead. 
   
  Encounter B: EL 18  
   
   
  Mountain Troll Ftr 6: CR 16; Huge Giant; HD 
  15d8+195+6d10+78 (373 hp); Init +3; Spd 30ft.; AC: 30 
  (-2 size, +13 natural armor, +3 Dex, +6 chain shirt +2), 
  touch 11, flatfooted 25; Base Atk +17; Grp +39; Atk: 
  Greatsword +24 melee (4d6+34)*; Full Atk: Greatsword 
  +26/+21/+16 melee (4d6+34) and bite +19 melee 
  (2d6+12) or 2 claws +24 melee (1d8+19) and bite +19 
  melee (2d6+12)*; Space/Reach 15 ft./15 ft.; SA: 
  Knockdown; SQ: Darkvision 90ft.; fast healing 9, low-
  light vision, scent, stability.; Alignment: CE; SV Fort 
  +25, Ref +10, Will +10; Str 38, Dex 16, Con 36, Int 6, 
  Wis 12, Cha 4 
  *includes adjustments for power attack. 
  Languages: Giant 
  Skills: Hide -1 (+1 in mountain settings), Listen +11, 
  Spot +11,  Jump + 20 
  Feats: Alertness, Awesome Blow, Cleave, Improved 
  Bull Rush, Iron Will, Power Attack, Weapon Focus 
  (Greatsword), Great Cleave, Weapon Specialization 
  (Greatsword), Combat Reflexes, Improved Natural 
  Weapon (Bite), Blind Fighting 
  Possessions: Huge +1 Greatsword, +2 chainshirt  
  Knockdown (Ex): A mountain troll that hits with a 
  weapon or claw attack can attempt to trip the opponent 
  as a free action without making a touch attack or 
  provoking an attack of opportunity.  If the attempt 
  fails, the opponent cannot react to trip the mountain 
  troll.  
  Stability (Ex): Mountain trolls are exceptionally stable 
  on their feat.  A mountain troll has a +4 bonus on 
  ability checks made to resist being bull rushed or 
  tripped when standing on the ground (but not when 
  climbing, flying, riding, or otherwise not standing 
  firmly on the ground). 
  Skills: Mountain trolls can blend in with their 
  mountain surroundings, providing them a +8 racial 
  bonus on Hide checks in the mountains.  
  Description/Combat: Mountain trolls have no 
  concept of fear or caution.  When they see something 
  they want (typically something that they want to eat), 
  they take it.  If anything or anyone gets in their way, 
  they smash it. 
     A mountain troll normally attacks using it’s power 
  attack feat, taking a -5 penalty on it’s attack rolls and 
  gaining a +5 bonus on damage rolls (+10 if using a great 
  club or other two handed weapon). 
   
  Encounter C: EL 17  
   
    
  Orc, Ftr13: CR 13; Medium humanoid; HD 
  13d10+39; hp 115; Init +1; Spd 20 ft.; AC 22 (+9 Full 
  Plate +1, +1 Ring, +1 natural armor, +1 Dex), touch 11, 
  flat-footed 18; Base Atk +13; Grp +18; Atk Falchion +23 
  
  Eye of Gruumsh 
   
  Page 41 
  melee (2d4+13/15–20) or javelin +14 ranged (1d6+5); 
  Full Atk: Falchion +23/+18/+13 melee (2d4+13/15-20); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +11, Ref +7, Will +5; Str 20, Dex 13, Con 16, Int 8, Wis 
  10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +11, Climb +1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock 
  Trooper, Improved Critical (Falchion), Leap Attack, 
  Greater Weapon Focus (Falchion), Greater Weapon 
  Specialization (Falchion), Cleave 
  Possessions: +3 Falchion, +1 Full Plate, Ring of 
  Protection +1, Amulet of Natural Armor +1, Cloak of 
  Resistance +1, 5 javelins. 
   
  Orc Scout, Rgr13: CR 11; Medium humanoid; HD 
  11d8+22; hp 75; Init +2; Spd 30 ft.; AC 22 (+6 Chain 
  Shirt +2, +3 Heavy Shield +1, +1 ring, +2 Dex), touch 
  13, flat-footed 19; Base Atk +11; Grp +16; Atk Scimitar 
  +18 melee (1d6+7/18–20) or javelin +13 ranged 
  (1d6+5); Full Atk: +16/+11/+6 melee Scimitar 
  (1d6+6/18-20) and +15/+10/+5 melee Shield of Bashing 
  (1d8+3/x2); SA: spells, Favored Enemy (Dwarf +4, 
  Human +4, Elf +2); SQ darkvision 60 ft., light 
  sensitivity; 
  Wild 
  Empathy, 
  animal 
  companion, 
  Woodland Stride, Swift Tracker, Evasion, Camouflage, 
   AL CE; SV Fort +11, Ref +11, Will +5; Str 20, Dex 14, 
  Con 14, Int 8, Wis 13, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Survival +12, Jump +14, Hide +12, Move 
  Silently +12, Spot +12 
  Feats: Dodge, Improved Shield Bash, Two Weapon 
  Fighting, Track, Endurance, Mobility, Improved Two 
  Weapon Fighting, Greater Two Weapon Fighting, 
  Elusive Target 
  Possessions: +2 Scimitar, +1 Heavy Shield of 
  Bashing, +2 chain shirt, Ring of Protection +1,  Cloak 
  of resistance +1, Periapt of Wisdom +2, 5 javelins. 
  Spells:  1) Resist Energy (10 points), Longstrider. 2) Blades 
  of Fire, 3) Bladestorm 
   
  Wolf Animal Companion: Medium animal; HD 
  2d8+4+4d8+8; hp 39; Init +3; Spd 50 ft.; AC 20 (+3 Dex, 
  +7 natural), touch 13, flat-footed 17; Base Atk +4; Grp 
  +2; Atk Bite +6 melee (1d8+3); Full Atk (same); SA trip; 
  SQ: link, share spells, Evasion, low–light vision, scent; 
  AL (Always) N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 
  17, Con 15, Int 2, Wis 12, Cha 6. 
  Skills and Feats: Hide +2, Listen +3, Move Silently 
  +3, Spot +3, Survival +1; Track, Weapon Focus (bite). 
  Improved Natural Weapon (Bite), Improved Natural 
  Armor,(Wolves have a +4 racial bonus on Survival 
  checks when tracking by scent.) 
  Scent (Ex): Can detect approaching enemies, sniff 
  out hidden foes, and track by sense of smell. 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Description/Combat: Wolves are pack hunters 
  known for their persistence and cunning. A favorite 
  tactic is to send a few individuals against the foe’s front 
  while the rest of the pack circles and attacks from the 
  flanks or rear. 
  Tricks: Attack x2, Down, Heel, Fetch 
   
  Orc Warriors, Ftr9: CR 9; Medium humanoid; HD 
  9d10+18; hp 72; Init +2; Spd 20 ft.; AC 18 (+7 Banded 
  Mail, +1 Dex), touch 11, flat-footed 14; +1 AC when 
  making full attack.; Base Atk +9; Grp +18; Atk Halberd 
  +16 melee (1d10+10/x3) or javelin +6 ranged (1d6+5); 
  Full Atk: Halberd +16/+11 melee (1d10+10/x3) and 
  Halberd Butt +11 melee (1d6+5/x2); SQ darkvision 60 
  ft., light sensitivity; AL CE; SV Fort +8, Ref +4, Will +3; 
  Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc.  
  Skills: Climb +11;  
  Feats: Weapon Focus (Halberd), Combat Reflexes, 
  Two Weapon Fighting, Spinning Halberd Style, 
  Weapon Specialization (Halberd), Formation Expert, 
  Power Attack, Improved Unarmed Attack, Improved 
  Grapple 
  Possessions: Falchion, +1 banded mail, armor 
  spikes, javelin, +1 halberd. 
  Description/Combat: An orc’s hair usually is black. 
  It has lupine ears and reddish eyes. Orcs prefer 
  wearing vivid colors that many humans would 
  consider unpleasant, such as blood red, mustard 
  yellow, yellow–green, and deep purple. Their 
  equipment is dirty and unkempt. An adult male orc is a 
  little over 6 feet tall and weighs about 210 pounds. 
  Females are slightly smaller. 
   
  Encounter D: EL 18  
   
   
  Orc, Clr16; CR: 16, Medium Humanoid (Orc); 
  Hit Dice: 16d8+32 (107 hp); Init: +7 (+2 Dex, +4 
  
  Eye of Gruumsh 
   
  Page 42 
  Imp. Init.); Speed: 20 ft. (4 squares); AC: 20 (+1 
  Dex, + 6 Banded Mail, +3 Hvy. Shield+1), touch 
  11, flat-footed 19; Base Atk: +12 Grp: +14; 
  Attack: Shortspear +16 melee (1d6+3/x2), or 
  javelin +13 ranged (1d6+2/x2); Full Attack: 
  Shortspear +16/+11/+6 melee (1d6+3/x2); SA: 
  Rebuke undead, spells; SQ: darkvision 60 ft., light 
  sensitivity; AL CE; SV: Fort +14, Ref +9, Will +17; 
  Str 14, Dex 14, Con 14, Int 10, Wis 20, Cha 6 
  Languages: Orc, Common 
  Skills: 
  Spellcraft 
  +10, 
  Concentration 
  +21, 
  Knowledge (Religion) +9 
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave, Quicken 
  Spell, Empower Spell, Craft Magic Arms and 
  Armor 
  Possessions: Cloak of Resistance +2, +1 
  Shortspear, Heavy Shield, +1 Banded Mail, 
  Periapt of Wisdom +4, Pearl of Power (3rd level 
  spells) 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as 
  a supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal 
  to his cleric level (+14 strength).  
  Activating the power is a free action, 
  the power lasts 1 round, and is usable 
  once per day. 
  Base Save DC: 15 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect 
  magic, Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx2, Entropic 
  Shield, Shield of Faith (+4), Bless, Sanctuary 
  2nd- Spiritual Weapon*, Spiritual Weaponx2, Sound 
  Burst, Cure Mod. Wounds, Resist Energy (20), Silence 
  3rd- Magic Vestment (+3)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge, Wind Wall, Prayer 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement, Death Ward, Greater magic Weapon (+3), 
  Summon Monster IV 
  5th- Flame Strike*, Quickened Divine Favor (+3), Slay 
  Living, Empowered Searing Light, Quickened Shield 
  of Faith (+4),  True Seeing 
  6th- Stoneskin*, Greater Dispel Magic, Harm, Blade 
  Barrier 
  7th- Power Word Blind*, Blasphemy, Empowered 
  Flame Strike, Quickened Inflict Critical Wounds, 
  8th- Power Word Stun*, Maximized Flame Strike, Mass 
  Cure Critical Wounds 
   
  Orc, Clr14; CR: 14, Medium Humanoid (Orc); 
  Hit Dice: 14d8+28 (94 hp); Init: +5 (+1 Dex, +4 
  Imp. Init.); Speed: 20 ft. (4 squares); AC: 20 (+1 
  Dex, + 6 Banded Mail, +3 Hvy. Shield+1), touch 
  11, flat-footed 19; Base Atk: +10 Grp: +12; 
  Attack: Shortspear +14 melee (1d6+2/x2), or 
  javelin +11 ranged (1d6+2/x2); Full Attack: 
  Shortspear +14/+9 melee (1d6+2/x2); SA: 
  Rebuke undead, spells; SQ: darkvision 60 ft., light 
  sensitivity; AL CE; SV: Fort +13, Ref +7, Will +16; 
  Str 14, Dex 13, Con 14, Int 10, Wis 20, Cha 6 
  Languages: Orc, Common 
  Skills: 
  Spellcraft 
  +10, 
  Concentration 
  +19, 
  Knowledge (Religion) +7 
  Feats:  Improved Initiative, weapon Focus 
  (Shortspear), Power Attack, Cleave, Quicken 
  Spell, Empower Spell 
  Possessions: Cloak of Resistance +2, +1 
  Shortspear, Heavy Shield, +1 Banded Mail, 
  Periapt of Wisdom +4 
   Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as 
  a supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal 
  to his cleric level (+14 strength).  
  Activating the power is a free action, 
  the power lasts 1 round, and is usable 
  once per day. 
  Base Save DC: 15 + Spell level 
  0- Cure Minor, Cure Minor, Detect Poison, Detect 
  magic, Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx2, Entropic 
  Shield, Shield of Faith (+4), Bless, Sanctuary 
  2nd- Spiritual Weapon*, Spiritual Weaponx2, Sound 
  Burst, Cure Mod. Wounds, Resist Energy (20), Silence 
  3rd- Magic Vestment (+3)*, Blindness/Deafness, Dispel 
  Magic, Invisibility Purge, Wind Wall, Prayer 
  4th- Divine Power*, Cure Critical Wounds, Freedom of 
  Movement, Death Ward, Greater magic Weapon (+3), 
  Summon Monster IV 
  5th- Flame Strike*, Quickened Divine Favor (+3), Slay 
  Living, Empowered Searing Light, Quickened Shield 
  of Faith (+4) 
  
  Eye of Gruumsh 
   
  Page 43 
  6th- Stoneskin*, Greater Dispel Magic, Harm, Blade 
  Barrier 
  7th- Power Word Blind*, Blasphemy, Empowered 
  Flame Strike 
   
  Encounter E: EL 18  
   
   
  Orc, Brb16: CR 16; Medium humanoid; HD 
  16d12+32; hp 141; Init +2; Spd 40 ft.; AC 18 (+5 Chain 
  Shirt +2, +2 Dex), touch 12, flat-footed 16; Base Atk +16; 
  Grp +22; Atk Falchion +26 melee (2d4+12/15–20) or 
  javelin +16 ranged (1d6+7); Full Atk Falchion 
  +26/+21/+16/+11 melee (2d4+12/15–20); SA: Greater 
  Rage, Rage 5/day; SQ: Fast Movement, Improved 
  Uncanny Dodge, Trap Sense +5, Damage Reduction 4/-
  , Indomitable Will (+4 Will saves vs. enchantements 
  while raging), darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +13, Ref +9, Will +7; Str 24, Dex 14, Con 
  14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +29, Climb +25, Survival +19  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, Improved Critical (Falchion), Cleave, Combat 
  Reflexes 
  Possessions: Guantlets of Ogre Power +2, +2 
  Falchion, +2 Chain Shirt, Cloak of Resistance +2, 5 
  javelins. 
   
  Orc, Brb14: CR 14; Medium humanoid; HD 
  14d12+28; hp 124; Init +2; Spd 40 ft.; AC 18 (+5 Chain 
  Shirt +2, +2 Dex), touch 12, flat-footed 16; Base Atk +14; 
  Grp +19; Atk Falchion +23 melee (2d4+11/15–20) or 
  javelin +14 ranged (1d6+5); Full Atk Falchion 
  +23/+18/+13 melee (2d4+11/15–20); SA: Greater Rage, 
  Rage 4/day; SQ: Fast Movement, Improved Uncanny 
  Dodge, Trap Sense +4, Damage Reduction 3/-, 
  Indomitable Will (+4 Will saves vs. enchantements 
  while raging), darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +12, Ref +8, Will +6; Str 23, Dex 14, Con 
  14, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +26, Climb +22, Survival +17  
  Feats: Power Attack, Weapon Focus (Falchion), Leap 
  Attack, Improved Critical (Falchion), Cleave 
  Possessions: Guantlets of Ogre Power +2, +2 
  Falchion, +2 Chain Shirt, Cloak of Resistance +2, 5 
  javelins. 
  Encounter F: EL 16  
   
   
  Orc, Ftr14: CR 14; Medium humanoid; HD 
  14d10+42; hp 123; Init +1; Spd 20 ft.; AC 27 (+9 Full 
  Plate +1, +1 Ring, +4 natural armor, +1 Dex), touch 13, 
  flat-footed 24; Base Atk +14; Grp +21; Atk Falchion +26 
  melee (2d4+17/15–20) or javelin +15 ranged (1d6+7); 
  Full Atk: Falchion +26/+21/+16 melee (2d4+17/15-20); 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +11, Ref +7, Will +5; Str 24, Dex 13, Con 16, Int 8, Wis 
  10, Cha 6. 
  Languages: Orc, Giant. 
  Skills: Jump +10, Climb +1  
  Feats: Power Attack, Weapon Focus (Falchion), 
  Improved Sunder, Improved Bull Rush, Weapon 
  Specialization (Falchion), Combat Brute, Shock 
  Trooper, Improved Critical (Falchion), Leap Attack, 
  Greater Weapon Focus (Falchion), Greater Weapon 
  Specialization (Falchion), Cleave 
  Possessions: +3 Falchion, +2 Full Plate, Ring of 
  Protection +2, Amulet of Natural Armor +4,  Cloak of 
  Resistance +1,  Belt of Giant Strength +4, 5 javelins. 
   
  Orc, Ftr9: CR 9; Medium humanoid; HD 9d10+18; 
  hp 72; Init +2; Spd 20 ft.; AC 18 (+7 Banded Mail, +1 
  Dex), touch 11, flat-footed 14; +1 AC when making full 
  attack; Base Atk +9; Grp +18; Atk Halberd +16 melee 
  (1d10+10/x3) or javelin +6 ranged (1d6+5); Full Atk: 
  Halberd +16/+11 melee (1d10+10/x3) and Halberd 
  Butt +11 melee (1d6+5/x2); SQ: darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +8, Ref +4, Will +3; Str 20, 
  Dex 14, Con 14, Int 8, Wis 10, Cha 6. 
  Languages: Orc. Some orcs know Goblin or Giant as 
  well. 
  Skills: Climb +11;  
  Feats: Weapon Focus (Halberd), Combat Reflexes, 
  Two Weapon Fighting, Spinning Halberd Style, 
  Weapon Specialization (Halberd), Formation Expert, 
  Power Attack, Improved Unarmed Attack, Improved 
  Grapple 
  Possessions: Falchion, +1 banded mail, armor 
  spikes, javelin, +1 halberd. 
   
  Encounter G: EL 18  
   
   
  Orc, 14th level Warmage: CR 14; Medium 
  humanoid (orc); HD 14d6+28; hp 77; Init +1; Spd 20 ft.; 
  AC 21 (+8 Breastplate +3, +2 buckler +1, +1 Dex), touch 
  11, flat-footed 18; Base Atk +7; Grp +8; Atk: 
  morningstar +9 melee (1d8+2/x2) or javelin +7 ranged 
  (1d6+1); Full Atk morningstar +9/+4 melee (1d8+2/x2); 
  
  Eye of Gruumsh 
   
  Page 44 
  SA: Spells; SQ: Armored Mage (light, medium), 
  Warmage Edge (+7), Advanced Learning (Shield, Wind 
  Wall, Wall of Force), darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +10, Ref +9, Will +12; Str 12, Dex 12, 
  Con 14, Int 16, Wis 8, Cha 19. 
  Languages: Orc, Common 
  Skills: Concentration +19 (+23 Cast defensive), 
  Spellcraft +22, Knowledge Arcana +20 
  Feats: Point Blank Shot, Precise Shot, Extra 
  Edge, Sudden Empower, Sudden Enlarge, 
  Combat Casting, Empower 
  Possessions: +1 morningstar, Breastplate +3, 
  Cloak of Charisma +4, Headband of Intellect +4, Vest 
  of Resistance +4, and javelin (5). 
  Armored Mage (Ex): The warmage can wear light 
  armor and use light shields and ignore their Arcane 
  Spell Failure.  At 8th level the warmage can wear 
  medium armor and ignore it’s Arcane Spell Failure. 
  Warmage Edge (Ex): Whenever a warmage casts a 
  spell that deals hit point damage, he adds his 
  intelligence bonus (if any) to the total amount of 
  damage dealt. 
  Advanced Learning (Ex): Warmage may add one 
  evocation spell, up to the highest level he can cast, to 
  his known spells.   He gains an extra spell at 4th, 6th, 
  11th, and 16th levels. 
  Spells Per Day: 6/7/7/7/7/6/5/3 
  Base Save DC: 14+ Spell Level 
  0) Acid Splash, Disrupt Undead, Light, Ray of Frost 
  1st) Accuracy, Burning Hands, Chill Touch, Fist of Stone, 
  Hail 
  of 
  Stone, 
  Magic 
  Missile, 
   
  Lesser 
  Orb 
  of 
  Acid/Cold/Electricity/Fire/Sound, Shocking Grasp, True 
  Strike, Shield  
  2nd) Blades of Fire, Continual Flame, Fire Trap, Fire Burst, 
  Flaming Sphere, Ice Knife, Melf’s Acid Arrow, Pyrotechnics, 
  Scorching Ray, Shatter, Whirling Blade 
  3rd) Fire Shield,Fireball, Flame Arrow, Gust of Wind, Ice 
  Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, 
  Stinking Cloud, Wind Wall 
  4th) Blast of Flame, Contagion, Evard’s Black Tentacles, 
  Phantasmal 
  Killer, 
  Orb 
  of 
  Acid/Cold/Electricit/Fire/Force/Sound, Shout, Wall of Fire 
  5th) Arc of Lightning, Cloudkill, Cone of Cold, Mass Fire 
  Shield, Greater Fireburst, Flame Strike, Prismatic Ray 
  6th) Acid Fog, Blade Barrier, Chain Lightning, Circle of 
  Death, Disintegrate, Fire Seeds, Otiluke’s Freezing Sphere, 
  Tenser’s Transformation, Wall of Force 
  7th) Delayed Blast Fireball, Earthquake, Finger of Death, 
  Firestorm, 
  Mordenkainen’s 
  Sword, 
  Prismatic 
  Spray, 
  Sunbeam, Waves of Exhaustion 
   
  
  Eye of Gruumsh 
   
  Page 45 
  Appendix One: Eye of Gruumsh Encounter
  Orc, Clr7/War Priest 8/Eye of Gruumsh 3 
  CR 
  18; 
  Medium 
  humanoid 
  (orc); 
  HD 
  7d8+14+8d10+16+3d12+6; hp 131; Init +5; Spd 20 ft.; 
  AC 27 (+7 Mithril Breastplate +2, +3 Animated Shield, 
  +1 natural armor, +5 Dex), touch 16, flat-footed 21; Base 
  Atk +15; Grp +21; Atk Double Axe +23 melee 
  (1d8+10/x3) or javelin +20 ranged (1d6+6); Full Atk: 
  Unholy Axe head +21/+16/+11 melee (1d8+7/x3) and 
  Anarchic Axe Head+21/+16/+11 melee (1d8+4/x3) ; 
  SA: Rebuke Undead (Level 15); SQ darkvision 60 ft., 
  light sensitivity; AL CE; SV Fort +19, Ref +13, Will +14; 
  Str 22, Dex 20, Con 14, Int 10, Wis 16, Cha 6. 
  Languages: Orc, Giant. 
  Skills: 
  Diplomacy 
  +11, 
  Sense 
  Motive 
  +8, 
  Concentration +20 (+24 cast defensive), Swim +10 
  Feats: Combat Casting, Exotic Weapon (Orc 
  Double Axe), Weapon Focus (Orc Double Axe), 
  Two Weapon Fighting, Improved Two Weapon 
  Fighting, Greater Two Weapon Fighting, blind 
  fighting, Quicken Spell 
  Possessions: 
  Mithril 
  Breastplate 
  +2, 
  +1 
  Anarchic/+1 Unholy Orc Doubleaxe., Gloves of 
  Dexterity +2, Cloak of Resistance +3, Periapt of 
  Wisdom +2, Belt of Giant Strength +4, +1 Animated 
  Heavy Steel Shield 
  Rally (Ex): A warpriest who currently is not 
  suffering from a feat effect can use this ability as 
  a standard action.  Allies within 60 feet who are 
  suffering from any fear effect and who can hear 
  the warpriest are allowed another saving throw 
  against the fear effect, with a +1 morale bonus 
  per warpriest level (+8 morale bonus).  
  Inflame (Ex): As a full-round action, the 
  warpriest can inflame the passions of his allies.  
  All who can hear the warpriest gain a morale 
  bonus on saving throws against any charm or 
  fear effect (+6 moral bonus).  The effect lasts for 
  13 minutes, and the warpriest also gains the 
  bonus.  
  Mass Cure Light Wounds (Sp): Starting at 3rd 
  level, a warpriest can use mass cure light 
  wounds once per day as a spell-like ability.  
  Treat the warpriest’s caster level for this effect 
  as equal to his highest divine caster level (level 
  10). 
  Fear Aura (Su): Once per day starting at 5th 
  level a warpriest can emanate a feat fear aura in 
  a 20’foot radius for 1 round a level.  Foes must 
  make a DC 16 Will Save or be affected as if by a 
  fear spell.  
  Heroe’s Feast (Sp): Once per day, a warpriest 
  of 6th level or higher can use heroe’s feast as a 
  spell-like ability.  
  Command the Horde (Ex): +2 morale bonus on 
  Will saves for Orc and Half-Orc followers within 
  30 feet.  
  Rage (Ex): +8 Strength, +4 Con, +2 on Will 
  Saves, -4 on AC for 7 rounds.  
  Swing Blindly (Ex): Increases the Rage 
  strength bonus, reduces AC while in a Rage.  
  Ritual Scarring (EX): +1 natural armor from 
  thick scars. 
  Domains:  War, Strength, Domination 
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as 
  a supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal 
  to his cleric level (+7 strength).  
  Activating the power is a free action, 
  the power lasts 1 round, and is usable 
  once per day. 
  • 
  Spell Focus (Enchantment) 
   
  Spells:  Caster Level = 10, Save DC = 13 
  +spell level (+1 for enchantments)  
  0) Cure minor wounds x2, Purify food and drink 
  x2, Detect Magic, Read Magic 
  1) Enlarge Person*, Bless, Protection from 
  Good, Shield of Faith, Entropic Shield, Cure 
  Light Wounds. 
  2) Spiritual Weapon*, Hold Person, Resist 
  Energy (20), Cure Moderate Woundsx2, Bear’s 
  Endurance 
  3) 
  Suggestion*, 
  Dispel 
  Magic, 
  Blindness/Deafness, Bestow Curse 
  4) Divine Power*, Death Ward, Cure Critical 
  Wounds, Freedom of Movement 
  5) Righteous Might*, Quicken Divine Favor, 
  Quicken Shield of Faith (+3), Flame Strike 
   
  
  Eye of Gruumsh 
   
  Page 46 
  Orc General, Ftr16: CR 16; Medium humanoid; 
  HD 16d10+48; hp 140; Init +2; Spd 20 ft.; AC 22 (+9 
  Full Plate +1, +1 Ring, +1 natural armor, +1 Dex), touch 
  11, flat-footed 18; Base Atk +13; Grp +18; Atk Falchion 
  +29 melee (2d4+19/15–20) or javelin +14 ranged 
  (1d6+5); Full Atk: Falchion +29/+24/+19 melee 
  (2d4+19/15-20);  SQ darkvision 60 ft., light sensitivity; 
  AL CE; SV Fort +13, Ref +9, Will +6; Str 26, Dex 14, 
  Con 16, Int 8, Wis 10, Cha 6. 
  Languages: Orc, Giant, Common. 
  Skills: Jump +11, Climb +4  
  Feats: 
  Weapon 
  Focus 
  (Falchion), 
  Weapon 
  Specialization (Falchion), Improved Critical (Falchion), 
  Greater Weapon Focus (Falchion), Greater Weapon 
  Specialization (Falchion), Improved Sunder, Improved 
  Bull Rush, Power Attack, Cleave, Dodge, Mobility, 
  Elusive Target, Combat Brute, Shock Trooper, Leap 
  Attack, 
  Possessions: +3 Falchion, Belt of Giant Strength 
  +6, +1 Full Plate, Ring of Protection +1, Amulet of 
  Natural Armor +1,  Cloak of Resistance +1, 5 javelins. 
      
  Orc High Priest, Clr16; CR: 16, Medium 
  Humanoid (Orc); Hit Dice: 16d8+32 (107 hp); 
  Init: +5 (+1 Dex, +4 Imp. Init.); Speed: 20 ft. (4 
  squares), Armor Class: 23 (+1 Dex, + 9 Full 
  Plate +1, +3 Hvy. Shield +1), touch 11, flat-
  footed 22; Base Attack/Grapple: +12/+14; 
  Attack: Shortspear +17 melee (1d6+4/x2); Full 
  Attack: 
  Shortspear 
  +17/+12/+7 
  melee 
  (1d6+4/x2); SA: spells; Saves: Fort +14, Ref +9, 
  Will +18;  Str 14, Dex 14, Con 14, Int 10, Wis 22, 
  Cha 6 
  Languages: Orc, Common 
  Skills: 
  Spellcraft 
  +13, 
  Concentration 
  +15, 
  Knowledge (Religion) +12 
  Feats:  Improved Initiative, Quicken Spell, 
  weapon Focus (Shortspear), Maximize Spell, 
  Power Attack, Cleave 
  Possessions: Periapt of Wisdom +6, Cloak of 
  Resistance +2, Shortspear +2 , Full Plate +1, 
  Heavy Shield +3 
  Domains:  War, Strength,  
  • 
  Weapon Focus (Shortspear) 
  • 
  Cleric can perform a feat of strength as 
  a supernatural ability.  Cleric gains an 
  enhancement bonus to Strength equal 
  to his cleric level (+16 strength).  
  Activating the power is a free action, 
  the power lasts 1 round, and is usable 
  once per day. 
  Base Save DC: 16 + Spell level 
   
  0- Cure Minor, Cure Minor, Mend, Detect Poison, 
  Detect magic, Detect Magic 
  1st- Enlarge Person*, Cure Lt. Woundsx3, Divine Favor 
  (+3), Shield of Faith (+4) x2, Sanctuary, 
  2nd- Spiritual Weapon*, Spiritual weaponx2, Cure Mod. 
  Woundsx2, Resist Energy x2, Silence 
  3rd- Magic Vestment (+4)*, Blindness/Deafness, Cure 
  Serious Wounds, Dispel Magic, Wind Wall, Invisibility 
  Purge, Prayer 
  4th- Divine Power*, Spell Immunity, Death Ward, Cure 
  Critical Wounds, Freedom of Movement, Greater 
  Magic Weapon (+4) 
  5th- Flame Strike*, Righteous Might, Flame Strike, 
  Spell Resistance, Quickened Divine Favor, Slay Living 
  6th- Stoneskin*, Heal, Greater Dispel Magic, Harm, 
  Blade Barrier 
  7th- Power Word Blind*, Blasphemy, Mass Cure 
  Serious Wounds, Word of Chaos 
  8th- Power Word Stun*, Maximized Flame Strike, Mass 
  Cure Critical Wounds 
  
  Eye of Gruumsh 
   
  Page 47 
  Appendix Two: New Rules Items 
  New Feats from Complete Warrior  
  Combat Brute [Tactical] 
  You employ strength and leverage to great effect. 
  Prerequisites: Improved Sunder, Power Attack, Base 
  Attack Bonus +6. 
  Benefit: The Combat Brute feat enables the use of 
  three tactical maneuvers: 
     Advancing Blows: To use this maneuver, you must 
  make a successful bull rush attempt against a foe.  
  During the next round, all of your attacks against that 
  foe gain a +1 bonus on attack and damage rolls for each 
  square your bull rush moved that foe.  For example, if 
  you pushed an orc back 10 (2 squares) feet with bull 
  rush; you would gain a +2 bonus on attack and damage 
  rolls against that orc on the following round. 
     Sundering Cleave: To use this maneuver, you must 
  destroy a foe’s weapon or shield with a successful 
  sunder attempt (see page 158 of the Player’s 
  Handbook).  If you do so, you gain an immediate 
  additional melee attack against the foe.  The additional 
  attack is with the same weapon and at the same attack 
  bonus as the attack that destroyed the weapon or 
  shield. 
     Momentum Swing: To use this maneuver, you must 
  charge a foe in the first round, and must make an 
  attack using your Power Attack feat in the second 
  round.  The penalty you take on your attack roll must 
  be -5 or worse.  Your attacks during the second round 
  gain a bonus equal to your attack roll penalty x 1.5 for 
  x3 if you’re using a two-handed weapon or a one-
  handed weapon wielded in two hands.  For instance, if 
  you choose to take a -6 penalty on your attack roll, you 
  can deal an extra 9 points of damage, or an extra 18 
  points if you’re using a two-handed weapon or a one-
  handed weapon wielded in two hands.  
  Special: A fighter may select Combat Brute as one of 
  his fighter bonus feats. 
   
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience. 
  Prerequisites: Dodge, Mobility, Base Attack Bonus +6. 
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
     Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge 
  feat.  If that foe uses the Power Attack feat against you, 
  the foe gains no bonus on the damage roll but still 
  takes the corresponding penalty on the attack roll.   
     Diverting Defense: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat.  The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; The attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed.  If the designated attack is making a full attack 
  against you, its second and subsequent attacks function 
  normally. 
     Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square.  If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails.  
  Special: A fighter may select Elusive Target as one of 
  his fighter bonus feats. 
   
  Formation Expert [Tactical] 
  You are trained at fighting in ranks and files. 
  Prerequisites: Base Attack Bonus +6. 
  Benefit: The Formation Expert feat enables the use of 
  three tactical maneuvers.  You gain the benefit of the 
  feat even if you are fighting in formation with allies 
  that do not have this feat. 
     Lock Shields: To use this maneuver, you must have a 
  ready shield, and adjacent allies on opposite sides of 
  you must have ready shields.  You gain a +1 bonus to 
  Armor Class. 
     Step into the Breach: To use this maneuver, you must be 
  within a single move of an ally who falls in combat, and 
  an ally must occupy every square between you and the 
  fallen comrade.  You can immediately take a single 
  move action (as if you had readied an action to do so) to 
  move into the square the fallen ally occupies. 
     Wall of Polearms: To use this maneuver, you must be 
  wielding a shortspear, loingspear, trident, glaive, 
  guisarme, halberd, or ranseur, and you must have 
  adjacent allies on opposite sides of you.  You gain a +2 
  bonus on attack rolls.  
  Special: A fighter may select Formation Expert as one 
  of his fighter bonus feats. 
   
  Shock Trooper [Tactical] 
  
  Eye of Gruumsh 
   
  Page 48 
  You are adept at breaking up formations of soldiers 
  when you rush into battle. 
  Prerequisites: Improved Bull Rush, Power Attack, 
  Base Attack Bonus +6 
  Benefit: The Shock Trooper Feat enables the use of 
  three tactical maneuvers 
     Directed Bull Rush: To use this maneuver, you must 
  make a successful bull rush attempt as part of a charge. 
   For every square you push your foe back, you may also 
  push that foe back one square to the left or right. 
     Domino Rush: To use this maneuver, you must make a 
  successful bull rush attempt that forces a foe into the 
  same square as another foe.  You may make a free trip 
  attempt against both foes at the same time, and neither 
  foe gets a chance to trip you if your attempt fails. 
     Heedless Charge: To use this maneuver, you must 
  charge and make the attack at the end of the charge 
  using your Power Attack feat.  The penalty you take on 
  your attack roll must be -5 or worse.  In addition to 
  normal charge modifiers (which gives you a -2 penalty 
  to AC and +2 bonus on the attack roll), you can assign 
  any portion of the attack roll penalty from Power 
  Attack to your Armor Class instead, up to a maximum 
  equal to your base attack bonus. 
  Special: A fighter may select Shock Trooper as one of 
  his fighter bonus feats. 
   
  Spinning Halberd Style [Style] 
  You have mastered the style of fighting with a halberd 
  and can use all parts of the weapon – Blade, Spike, 
  Hook, or Butt – to strike devastating blows. 
  Prerequisites: 
  Combat 
  Reflexes, 
  Two 
  Weapon 
  Fighting, Weapon Focus (Halberd). 
  Benefit: When you make a full attack with your 
  halberd, you gain a +1dodge bonus to your Armor Class 
  as well as an additional attack with the weapon at a -5 
  penalty.  This attack deals points of Bludgeoning 
  damage equal to 1d6+1/2 your strength modifier. 
   
  New Feats from Complete Adventurer 
  Brutal Throw  
  You have learned how to hurl weapons to deadly effect. 
  Benefit: You can add your Strength modifier (instead 
  of your Dexterity modifier) to attack rolls with thrown 
  weapons. 
  Normal: A character attacking with a ranged weapon 
  adds his dexterity modifier to the attack roll. 
  Special: a fighter may select Brutal Throw as one of his 
  fighter bonus feats.  
   
  Power Throw 
  You have learned how to hurl weapons to deadly effect. 
  Prerequisite: Str 13, Brutal Throw, Power Attack 
  Benefit: On your turn, before making any attack rolls, 
  you can choose to subtrack a number from all thrown 
  weapon attack rolls and add the same number to all 
  thrown weapon damage rolls.  This number may not 
  exceed your base attack bonus.  The penalty on attack 
  rolls and the bonus on damage rolls applies until your 
  next turn. 
  Special: A fighter may select Power Throw as one of 
  his fighter bonus feats. 
   
  Leap Attack 
  You can combine a powerful charge and a mighty leap 
  into one devastating attack. 
  Benefit: You can combine a jump with a carge atianst 
  an opponent.  If you cover at least 10 feet of horizontal 
  distance with your jump, and you end your jump in a 
  square from which you threaten you target, you can 
  double the extra damage dealt by your use of the power 
  attack feat.  If you use this tactic with a two-handed 
  weapon, you instead triple the extra damage from 
  Power Attack.  (Example:  With a one-handed weapon this 
  feat allows you to do +2 damage for every -1 penalty on your 
  attack roll, with a two-handed weapon you do +3 damage for 
  every -1 penalty on your attack roll.) 
   
  Improved Flight 
  You gain greater maneuverability when flying than you 
  would normally have. 
  Prerequisite: Ability to fly (naturally, magically, or 
  through shapechanging). 
  Benefit: Your maneuverability class while flying 
  improves by one step.  Average becomes Good.  
   
  New Spells from Complete Arcane  
  Blades of Fire – Conjuration (Creation) [Fire] 
  Level: Ranger 2, sorcerer/wizard 2, warmage 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Touch 
  Targets: Up to two melee weapons you are wielding. 
  Duration: 1 round 
  
  Eye of Gruumsh 
   
  Page 49 
  Saving Throw: None 
  Spell Resistance: No 
  Flames sheathe your melee weapons, harming neither 
  you nor the weapons but possibly burning your 
  opponents.  Your melee weapons each deal an extra 
  1d6 points of fire damage.  This damage stacks with any 
  energy damage your weapons already deal. 
   
  New Spells from Complete Adventurer 
   
   
   
   
   
  Blades of Fire – Transmutation 
  Level: Ranger 3 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Targets: You 
  Duration: 1 round 
  You can cast this spell only at the beginning of your 
  turn, before you take any other actions.  After casting 
  bladestorm, you can take a full-round action to make 
  one attack with each melee weapon you are currently 
  wielding against every foe within reach.  If you wield 
  two weapons, or a double weapon, you can attack each 
  foe once with each weapon or end, using the normal 
  rules for two-weapon fighting.  So, a ranger wielding a 
  longsword and a short sword could attack each 
  opponent he can reach with both weapons.  You can 
  attack a maximum number of individual targets equal 
  to your character level.  If you choose not to spend a 
  full-round action in this fashion after casting the spell, 
  the spell has no effect.  
   
  Added Monsters 
   
   
   
   
  Troll, mountain 
  Large Giant 
  Hit Dice: 15d8+150 (217 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 22 (-2 size, +13 natural armor, +1 
  Dex), touch 9, flat-footed 21 
  Base Attack/Grapple: +11/+31 
  Attack: Greatclub +16 melee (3d8+28)* 
  Full Attack: Greatclub +16/+11/+6 (3d8+28) and 
  bite +11 melee (1d8+11); or 2 claws +16 melee 
  (1d8+17) and bite +11 melee (1d8+11)* 
  Space/Reach: 15ft./15ft 
  Special Attacks: Knockdown 
  Special Qualities: Darkvision 90 ft., fast healing 9, 
  low-light vision, scent, stability 
  Saves: Fort +19, Ref +6, Will +7 
  Abilities: Str 35, Dex 12, Con 31, Int 6, Wis 11, 
  Cha 6 
  Skills: Hide -7 (+1 in mountain settings), Listen 
  +11, Spot +11 
  Feats: 
  Alertness, 
  Awesome 
  Blow, 
  Cleave, 
  Improved Bull Rush, Iron Will, Power Attack. 
  Environment: Any mountains 
  Organization: Solitary or pair 
  Challenge Rating: 10 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +5 
  *Includes adjustments for Power Attack feat 
   
  This hulking creature has thick, grey skin and the 
  rough features of a troll.  Its hunched, apelike 
  posture emphasizes its massive bulk and hits at 
  the power of its huge fists. 
   
  The massive mountain trolls are the largest 
  members of the troll family.  They dwell near 
  mountain peaks and stir from their lairs only to 
  gather food.  Like other trolls, mountain trolls 
  have voracious appetites. 
   
  Mountain trolls are rarely encountered alone. 
   Brutes and bullies, they casually push around 
  giants, ogres, and smaller trolls.  Although giants 
  and ogres make reluctant minions at best, the 
  slow-thinking mountain trolls simply eat any 
  creatures that fail to follow their simplistic 
  commands.  A typical mountain troll stands 17 
  feet tall and weighs 2 tons. 
   
  Mountain trolls speak Giant. 
  
  Eye of Gruumsh 
   
  Page 50 
  Combat 
   
  Mountain trolls have no concept of fear or 
  caution.  When they see something they want 
  (typically something that they want to eat), they 
  take it.  If anything or anyone gets in their way, 
  they smash it. 
   
  A mountain troll normally attacks using its 
  Power Attack feat, taking a -5 penalty on its attack 
  rolls and gaining a +5 bonus on damage rolls (+10 
  if using a greatclub).  
   
  Knockdown (Ex):  A mountain troll that hits 
  with a weapon or claw attack can attempt to trip 
  the opponent as a free action without making a 
  touch attack or provoking attacks of opportunity.  
  If the attempt fails, the opponent cannot react to 
  trip the mountain troll. 
   
  Stability 
  (Ex): 
  Mountain 
  trolls 
  are 
  exceptionally stable on their feet.  A mountain 
  troll has a +4 bonus on ability checks made to 
  resist being bull rushed or tripped when standing 
  on the ground (but not when climbing, flying, 
  riding, or otherwise not standing firmly on the 
  ground). 
   
  Skills: Mountain trolls can blend in with their 
  mountain surroundings, providing them a +8 
  racial bonus on Hide checks in the mountains. 
  
  Eye of Gruumsh 
   
  Page 51 
  War Mage 
   
   
   
   
   
   
   
   
   
   
   
  Some spellcasters care for only one thing: war.  They dream of steel and mighty blasts of devastating magic, 
  the march of troops, and the unleashed destruction found on battlefields everywhere.  Graduates of special 
  arcane war colleges, those known as warmages are drilled only and utterly in the casting of spells most useful 
  for laying down destruction, confusing an enemy, or screening an allied action.  The utilitarian spells used by 
  wizards and sorcerers have little importance to a warmage’s way of thinking.  What are support casters for, 
  after all?  A warmage cares only for success on the battlefield, or, in some cases, in the series of smaller 
  campaigns favored by adventuring companies.  
  Adventures:  Warmages sign up for stints with adventuring companies that require straightforward, military-
  style blasting magic.  Warmages hone and develop their arts through action rather than study, so without 
  prolonged use of their powers in combat they cannot reach the pinnacle of their profession.  Good-aligned 
  warmages are concerned with rebuffing the movements of warlike groups—who better to blast into smoking 
  ruin than those who have it coming?  Evil-aligned warmages feel no constraints on who might become 
  targets of their spells.  They adventure to gain destructive power. 
  Characteristics:  Warmages access their magic peculiarly, at least compared to the way wiards, sorcerers, and 
  clerics do.  A warmage selects his spells from a limited pool of knowledge that rarely changes.  Early in their 
  difficult training warmages instill deep within themselves the knowledge of all the spells they will ever need. 
   Warmages know fewer spells than wizards and even sorcerors, but the spells they do know are enhanced.  
  Warmages do no need to study spellbooks, but they do need to prepare their spells each day by spending time 
  to call up the knowledge from their unconscious minds.  Warmages do not specialize in schools of magic the 
  way wizards can. 
  In their training, warmages also learn a few mundane warlike skills.  They develop proficiency with some 
  weapons and armor, learning to use such items without incurring a risk of arcane spell failure. 
  Alignment: Because all alignments must be prepared to fight for their causes, warmages might be found 
  among virtually any army that uses spellcasting ability on the battlefield. 
  Religion: Some warmages favor Boccob (deity of magic), while others follow Wee Jas (deity of death and 
  magic).  Many warmages revere no deity at all. 
  Background:  Warmages are chosen (or apply) to attend special arcane war colleges.  Such colleges are not for 
  the weak of spirit.  The rigors of both body and mind bear little resemblance to the apprenticeship undergone 
  by regular wizards, or the self-taught fumblings of sorcerers.  Warmage colleges are more similar to boot 
  camps sponsored by large nation-states.  Throughout their traning, warmages are forced to wear ponderous 
  garments (meant to familiarize their bodies with the limitations of movement in armor) while drilling 
  constantly with spells, most of which are too high in level to be cast by the student.  This vigorous drilling 
  instills the spells in a warmage’s unconscious mind, so that as he grows in power later in live, those spells 
  become available for his use without his needing a spellbook. 
  After their training, warmages share a deep feeling of camaraderie with their fellow students and continue to 
  feel a slight affection for any well-run military outfit. 
  Races: Most warmages are humans or half-elves.  But the toughness of spirit needed to survive a term at an 
  arcane war college can manifest itself in any of the common races.  It is rare for savage humanoids to be 
  accepted into a war college, though some of the more organized societies might set up their own war colleges 
  for arcane spellcasters. 
  Other Classes:  Warmages find they have little in common with sorcerers and wizards, who learn their craft 
  without the rigors or discipline of a warmage’s apprenticeship.  In fact, warmages are likely to be more 
  comfortable with the regimented classes—those that appreciate military training—such as paladins, monks 
  and fighters. 
  Role:  The warmage’s spell selection is already determined.  He is the ranged magical artillery that military 
  troops rely on, or the center of a smaller adventuring company’s offensive power.  An adventuring company 
  
  Eye of Gruumsh 
   
  Page 52 
  with a warmage should strongly consider including a second spellcaster, such as a bard, cleric, druid, or even 
  a wizard, to complement the warmage’s offensive focus with defensive and utilitarian abilities. 
   
  Game Rule Information 
  Warmages have the following game statistics. 
  Abilities: Charisma determines how powerful a spell a warmage can cast, how many spells a warmage can 
  cast per day, and how hard those spells are to resist (see Spells, below).  A warmage’s Intelligence bonus is 
  added to damage dealt by spells through his warmage edge ability.  Like a sorcerer or wizard, a warmage 
  benefits from high Dexterity and Constitution scores. 
  Alignment: Any 
  Hit Die: d6 
  Class Skills 
  The warmage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate 
  (Cha), Knowledge(Arcana) (Int), Knowedge (history) (Int), Profession (Wis), and Spellcraft (Int). 
  Skill Points at 1st Level: (2+Int modifier) X 4. 
  Skill Points at Each Additional Level: 2+ Int modifier. 
   
  
  Eye of Gruumsh 
   
  Page 53 
  Class Features 
  Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light 
  shields.  At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below). 
  Spells:  A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are 
  drawn from the warmage spell list given below.  He can cast any spell he knows without preparing it ahead of 
  time the way a cleric or wizard must.  When a warmage gains access to a new level of spells, he automatically 
  knows all the spells for that level listed on the warmage’s spell list.  Essentially, his spell list is the same as his 
  spells known list.  Warmages also have the option of adding to their existing spell list through their advanced 
  learning ability as they increase in level (see below).  See page 90 for the warmage’s spell list. 
  To cast a spell, a warmage must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 
  for 1st-level spells, and so forth).  The Difficulty Class for a saving throw against a warmage’s spell is 10 + the 
  spell’s level + the warmage’s Charisma modifier.  Like other spellcasters, a warmage can cast only a certain 
  number of spells of each spell level per day.  His base daily spell allotment is given on Table 1-1: The 
  Warmage.  In addition, he receive bonus spells for a high Charisma score (see Table 1-1, page 8 of the Player’s 
  Handbook). 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  Armored mage (light), warmage edge 
  2nd 
  +1 
  +0 
  +0 
  +3 
  -- 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Advanced learning 
  4th 
  +2 
  +1 
  +1 
  +4 
  -- 
  5th 
  +2 
  +1 
  +1 
  +4 
  -- 
  6th 
  +3 
  +2 
  +2 
  +5 
  Advanced learning 
  7th 
  +3 
  +2 
  +2 
  +5 
  Sudden Empower 
  8th 
  +4 
  +2 
  +2 
  +6 
  Armored mage (medium) 
  9th 
  +4 
  +3 
  +3 
  +6 
  -- 
  10th 
  +5 
  +3 
  +3 
  +7 
  Sudden Enlarge 
  11th 
  +5 
  +3 
  +3 
  +7 
  Advanced learning 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  -- 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  -- 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  -- 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Sudden Widen 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Advanced learning 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  -- 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  -- 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  -- 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Sudden Maximize 
  
  Eye of Gruumsh 
   
  Page 54 
  Unlike a cleric or wizard, a 
  warmage need not prepare his 
  spells in advance.  He can cast 
  any spell he knows at any time, 
  assuming he has not yet used 
  up his spells per day for that 
  spell level. 
  Armored 
  Mage 
  (Ex):  
  Normally, armor of any type 
  interferes 
  with 
  an 
  arcane 
  spellcaster’s gestures, which 
  can cause his spells to fail (if 
  those 
  spells 
  have 
  somatic 
  components).  A warmage’s 
  limited focus and specialized 
  training, however, allows him 
  to avoid arcane spell failure as 
  long as he sticks to light armor 
  and light shields.  This training 
  does not extend to medium or 
  heavier armors, nor to heavy 
  shields.  Nor does this ability 
  apply to spells gained from a 
  different spellcasting class. 
  At 8th level, a warmage learns to 
  use medium armor with no 
  chance of arcane spell failure. 
  Warmage Edge (Ex):  A 
  warmage 
  is 
  specialized 
  in 
  dealing damage with his spells. 
   Whenever a warmage casts a 
  spell that deals hit point 
  damage, 
  he 
  adds 
  his 
  Intelligence bonus (if any) to the amount of damage dealt.  For instance, if a 1st-level warmage with 17 
  Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage 
  due to his Intelligence bonus.  The bonus from the warmage edge special ability applies only to spells that he 
  casts as a warmage, not to those he might have by virtue of levels in another class. 
  A single spell can never gain this extra damage more than once per casting.  For instance a fireball deals the 
  extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts  magic missile and 
  produces two missiles, only one of them (of the warmage’s choice) gains the extra damage, even if both 
  missiles are directed at the same target.  If a spell deals damage for more than 1 round, it deals this extra 
  damage in each round. 
  Scrolls scribed by a warmage do not gain any benefit from warmage edge.  Scrolls activated by a warmage also 
  gain no benefit from warmage edge.  The same is true for most other magic items, such as wands and potions. 
   However staffs activated by a warmage use not only the warmage’s caster level, but also gain the benefits of 
  warmage edge, if applicable. 
  Advanced Learning (Ex):  At 3rd, 6th, 11th, and 16th level, a warmage can add a new spell to his list, 
  representing the result of personal study and experimentation.  The spell must be a wizard or sorcerer spell of 
  the evocation school, and of a level no higher than that of the highest-level spell the warmage already knows. 
   Once a new spell is selected, it is forever added to that warmage’s spell list and can be cast just like any other 
  spell on the warmage’s list. 
  Spells per Day 
  Level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1st 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2nd 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3rd 
  6 
  5 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4th 
  6 
  6 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5th 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6th 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  7th 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  8th 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  9th 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  10th 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  11th 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  12th 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  13th 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  14th 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  15th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  16th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  17th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  18th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  
  Eye of Gruumsh 
   
  Page 55 
  Sudden Empower: At 7th level, a warmage gains Sudden Empower (described in Chapter 3) as a bonus feat.  
  If he already has the feat, he can choose a different metamagic feat. 
  Sudden Enlarge: At 10th level, a warmage gains Sudden Enlarge (described in Chapter 3) as a bonus feat.  If 
  he already has the feat, he can choose a different metamagic feat. 
  Sudden Widen: At 15th level, a warmage gains Sudden Widen (describe in Chapter 3) as a bonus feat.  If he 
  already has the feat, he can choose a different metamagic feat. 
  Sudden Maximize:  At 20th level, a warmage gains Sudden Maximize (described in Chapter 3) as a bonus 
  feat.  If he already has the feat, he can choose a different metamagic feat. 
   
  Warpriest (Complete Divine) 
   
   
   
   
   
   
   
   
   
  Warpriests are fierce, earthy clerics who pray for peace but prepare for war.  Their strong wills, powerful personalities, 
  and devotion to their deities make them fearsome combatants.  Clerics make good warpriests; members of other classes 
  need levels as a cleric before they can qualify as warpriests because of the domain requirements. 
   
  Most NPC warpriests spend their time preparing for war.  This effort includes personal training for combat, prayer, 
  training with the local ruler’s army, and studying military history or tactics.  Warpriests tend to have the more 
  extroverted characteristics associated with their deities.  Occasionally they can be found scouting terrain in peacetime, 
  and some have been known to hide their identities to spy on enemy nations.  They rarely go on adventures, and when 
  they do it’s to obtain some artifact or wondrous weapon to increase their prowess. 
   
  Adaptation: This prestige class is designed to represent the cleric who leads large numbers of troops into battle.  
  Accordingly, members of this class are likely to be part of a military organization.  It’s probable, though not strictly 
  necessary, that the followers are also members of the faith as the warpriest. 
   
  Hit Die: d10 
  REQUIREMENTS 
  To qualify to become a warpriest, a character must fulfill all the following criteria. 
   
  Base Attack Bonus: +5. 
   
  Skills: Diplomacy 8 ranks, Sense Motive 5 ranks. 
   
  Feats: Combat Casting 
   
  Spells: Able to cast at least one divine spell from one of the following domains’ spell lists: Destruction, Protection, 
  Strength, or War.  A character who can cast at least one spell from a domain counts a having access 
  for this purpose. 
   
  Special: Ability to turn or rebuke undead. 
  CLASS SKILLS 
  The warpriest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), 
  Handle Animal (Cha), Knowledge (history) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).  See 
  Chapter 4 of the Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  
  Eye of Gruumsh 
   
  Page 56 
   
  CLASS FEATURES 
  All of the following are class features of the warpriest prestige class. 
   
  Weapon and Armor Proficiency:  Warpriests gain proficiency with all simple and martial weapons, with all types 
  of armor, and shields (including tower shields). 
   
  Spells per Day / Spells Known: A warpriest continues advancing in divine spellcasting ability.  When a warpriest 
  gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he 
  had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class.  He does 
  not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or 
  rebuking undead, more frequent remove disease, and so on). 
   
  For example, an 8th-level cleric / 2nd level warpriest gains divine spells per day as if he had risen to 9th level as a 
  cleric.  When he next gains a level as a warpriest, making him an 8th-level cleric / 3rd-level warpriest, his number of 
  divine spells does not change; but when he improves his warpriest levels to 4th, he gains divine spells per day as if he 
  had risen to 10th level as a cleric. 
   
  If a character had more than one divine spellcasting class before he became a warpriest, the play must decide which 
  class to assign each even-numbered level of warpriest for the purpose of determining divine spells per day and spells 
  known. 
   
  Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead) or the Domination domain 
  (if he rebukes undead). 
   
  Rally (Ex): A warpriest who is currently not suffering from a fear effect can use this ability as a standard action.  
  Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving 
  throw against the fear effect, with a +1 morale bonus per warpriest level. 
   
  Turn or Rebuke Undead (Su): Levels of warpriest stack with any of the character’s cleric or paladin levels when 
  turning or rebuking undead. 
   
  Inflame (Ex): As a full-round action, the warpriest can inflame the passions of his allies.  All who can hear the 
  warpriest gain a morale bonus on saving throws against any charm or fear effect.  The bonus begins at +2 for a 2nd-level 
  warpriest and increases by +2 for each even-numbered level thereafter (+4 at 4th level, +6 at 6th level, and so on).  The 
  effect lasts for 5 minutes after the speech ends, plus 1 minute per level of the warpriest.  The warpriest also gains this 
  bonus. 
  Class 
  Level 
  BAB 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
   
  Spells per Day 
  1 
  +1 
  +2 
  +0 
  +0 
  Bonus domain, rally, turn or 
  rebuke undead 
  -- 
  2 
  +2 
  +3 
  +0 
  +0 
  Inflame +2 
  +1 level of existing divine 
  spellcasting class 
  3 
  +3 
  +3 
  +1 
  +1 
  Mass cure light wounds 
  -- 
  4 
  +4 
  +4 
  +1 
  +1 
  Inflame +4 
  +1 level of existing divine 
  spellcasting class 
  5 
  +5 
  +4 
  +1 
  +1 
  Fear aura 
  -- 
  6 
  +6 
  +5 
  +2 
  +2 
  Heroes’ feast, inflame +6 
  +1 level of existing divine 
  spellcasting class 
  7 
  +7 
  +5 
  +2 
  +2 
  Haste 
  -- 
  8 
  +8 
  +6 
  +2 
  +2 
   
  +1 level of existing divine 
  spellcasting class 
  9 
  +9 
  +6 
  +3 
  +3 
  Mass heal 
  -- 
  10 
  +10 
  +7 
  +3 
  +3 
  Implacable foe, inflame +8 
  +1 level of existing divine 
  spellcasting class 
  
  Eye of Gruumsh 
   
  Page 57 
   
  Mass Cure Light Wounds (Sp): Starting at 3rd level, a warpriest can use mass cure light wounds once per day as a 
  spell like ability.  Treat the warpriest’s caster level for this effect as equal to his highest divine caster level. 
   
  Fear Aura (Su): Once per day starting at 5th level, a warpriest can emanate a fear aura in a 20-foot radius for 1 
  round per level.  Foes must make a Will save (DC 10 + warpriest’s class level + warpriest’s Cha modifier) or be affected as 
  if by a fear spell. 
   
  Heroes’ Feast (Sp): Once per day, a warpriest of 6th level or higher can use heroes’ feast as a spell-like ability. 
   
  Haste (Sp): At 7th level, a warpriest gains the ability to use haste three times per day as a spell-like ability. 
   
  Mass Heal (Sp): Once per day, a warpriest of 9th level or higher can use heroes’ feast as a spell-like ability. Treat the 
  warpriest’s caster level for this effect as equal to his highest divine caster level. 
   
  Implacable Foe (Su): At 10th level the warpriest can channel positive (or negative) energy to keep allies fighting 
  even after suffering mortal wounds.  Activating this ability requires only a move action, but the warpriest must 
  concentrate to maintain it each round after that. 
   
  Wile active, the warpriest emanates an aura with a 100-foot radius.  Allies within the radius may ignore the effects 
  of being reduced to 0 or less hp.  However, any creature reduced to –20 hp dies immediately.  When the effect ends, or 
  if a creature moves more than 100 feet from he warpriest, the normal effects of the damage apply immediately. 
   
  If the warpriest normally turns undead, this ability affects living allies.  If the warpriest normally rebukes undead, 
  this ability affects undead allies. 
   
  
  Eye of Gruumsh 
   
  Page 58 
  Eye of Gruumsh 
   
   
   
   
   
   
   
   
   
   
   
  Most people think they have seen the worst that orcs can breed when an orc barbarian comes raging over a hilltop—
  until they see a one-eyed orc barbarian come raging over a hilltop.  This creature may well be an eye of Gruumsh, an orc 
  so devoted to his evil deity that he has disfigured himself in Gruumsh’s name. 
  In an epic battle at the dawn of time, the elven deity Corellon Larethian stabbed out Gruumsh’s left eye.  Filled 
  with rage and hatred, the orc deity called for followers loyal enough to serve in his image.  Those who heed this call are 
  known as the eyes of Gruumsh.  They sacrifice their right eyes instead of their left ones so that their impaired vision 
  complements that of their deity.  Thus, symbolically at least, eyes of Gruumsh can see what Gruumsh cannot.  These 
  living martyrs are some of the toughest orcs and half-orcs in the world. 
  The eye of Gruumsh is a true prestige class in the sense that all orcs respect those who achieve it.  If a 
  candidate proves capable with the orc double axe and has no moral code to stand in the way of his service, only the test 
  remains – to put out his own right eye in a special ceremony.  This is a bloody and painful ritual, the details of which are 
  best left undescribed.  If the candidate makes a sound during the process, he fails the rest.  No consequences for failure 
  exist, except that the candidate can never thereafter become an eye of Gruumsh—and he has lost an eye. 
  Barbarians gain the most value from this prestige class, since it encourages raging as a fighting style.  Fighters, 
  clerics, rangers, and even rogues also heed this calling.  Some orc tribes whisper of barbarians from other races who 
  have adopted this mantle.  Of course, these may just be legends meant to inspire young orcs to jealous rage. 
  Hit Die: d12. 
  Requirements 
  To qualify to become an eye of Gruumsh, a character must fulfill all of the following criteria. 
   
  Race: Orc or half-orc 
   
  Alignment: Chaotic evil, chaotic neutral, or neutral evil. 
   
  Base Attack Bonus:  +6. 
   
  Feats: Exotic Weapon Proficiency (orc double axe), Weapon Focus (orc double axe). 
   
  Special: The character must be a worshiper of Gruumsh and must put out his own right eye in a special ritual.  
  None of the eye of Gruumsh’s special abilities function if the character regains sight in both eyes. 
  Class Skills 
  The eye of Gruumsh’s class skills (and the key ability for each skill) are Climb(Str), Intimidate (Cha), Jump(Str), 
  Ride(Dex), Survival(Wis), and Swim(Str). See Chapter 4: Skills in the Players Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2+ Int Modifier 
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref Save 
  Will 
  Save  
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Blind-Fight, command the horde, rage 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Swing blindly 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Ritual scarring +1 
  4th 
  +4 
  +4 
  +1 
  +1 
  Blinding spittle 2/day 
  5th 
  +5 
  +4 
  +1 
  +1 
  Blindsight 5ft. 
  6th 
  +6 
  +5 
  +2 
  +2 
  Ritual scarring +2 
  7th 
  +7 
  +5 
  +2 
  +2 
  Blinding spittle 4/day 
  8th 
  +8 
  +6 
  +2 
  +2 
  Blindsight 10 ft. 
  
  Eye of Gruumsh 
   
  Page 59 
  9th 
  +9 
  +6 
  +3 
  +3 
  Ritual scarring +3 
  10th 
  +10 
  +7 
  +3 
  +3 
  Sight of Gruumsh 
   
  Class Features 
  All of the following are class features of the eye of Gruumsh prestige class. 
  Weapon and Armor Proficiency: Eyes of Gruumsh gain no proficiency with any weapon or armor. 
  Blind-Fight:  An eye of Gruumsh gains Blind-Fight as a bonus feat.  In addition, he suffers no adverse effects 
  from the loss of one of his eyes. 
  Command the Horde (Ex):  An eye of Gruumsh can direct the actions of any nongood orcs or half-orcs that 
  are within 30 feet of him and whose Hit Dice are lower than his character level.  Those who follow the character’s orders 
  gain a +2 morale bonus on Will saves.  Any eligible orc or half-orc who willingly goes against the eye of Gruumsh’s 
  directions loses this bonus immediately. 
  Rage (Ex):  An eye of Gruumsh can fly into a rage just as a barbarian can, with all the same benefits and 
  drawbacks (see page 25 of the Player’s Handbook).  An eye of Gruumsh’s class levels stack with his barbarian levels (if any) 
  for determining the number of times per day he can use his rage ability.  Add together the character’s levels in the eye of 
  Gruumsh and barbarian classes and refer to Table 3-3: The Barbarian on page 25 of the Player’s Handbook to determine 
  the number of rages per day.  For example, a 6th-level barbarian/2nd-level eye of Gruumsh could rage three times per day 
  (the same as an 8th-level barbarian), while a 4th-level eye of Gruumsh with no levels in barbarian could rage twice per day 
  (the same as a 4th-level barbarian). 
  Swing Blindly (Ex):  An eye of Gruumsh’s rage becomes more powerful when he reaches 2nd level, but at the 
  cost of lowered defenses.  The character adds an extra +4 to Strength while in a rage, but his Armor Class penalty goes 
  from -2 to -4. 
  Ritual Scarring (Ex):  Through frequent disfiguration of his own skin, an eye of Gruumsh’s natural armor 
  bonus improves by +1 at 3rd level (or to +1 if he didn’t already have a natural armor bonus).  This bonus increases by 
  another +1 for every three eye of Gruumsh levels gained thereafter. 
  Blinding Spittle (Ex):  An eye of Gruumsh of 4th level or higher can launch blinding spittle at any opponent 
  within 20 feet.  With a successful ranged touch attack (at a -4 penalty), he spits his stomach acid into the target’s eyes.  
  An opponent who fails a Reflex save (DC 10 + eye of Gruumsh’s class level + eye of Gruumsh’s Con modifier) is blinded 
  until he or she can rinse away the spittle.  This attack has no effect on creatures that don’t have eyes or don’t depend on 
  vision.  Blinding spittle is usable twice per day at 4th level and four times per day at 7th level. 
  Blindsight (Ex):  At 5th level, an eye of Gruumsh gains Blindsight (see page 306 of the Monster Manual) out to 
  5 feet.  The range increases to 10 feet at 8th level. 
  Sight of Gruumsh (Ex):  At 10th level, an eye of Gruumsh gains the ability to see the moment of his own 
  death through his missing eyes.  This foreknowledge gives him a +2 morale bonus on all saving throws and Armor Class 
  from then on.  He also does not go unconscious when reduced to negative hit points; however, the character still dies at 
  -10 hit points.  (Whether or not the vision is accurate is irrelevant-the character believes it to be true.) 
  
  Eye of Gruumsh 
   
  Page 60 
  Appendix Three: Maps 
  Map One: Ogre Encounter  
   
   
   
   
   
   
   
   
   
   
  
  Eye of Gruumsh 
   
  Page 61 
  Map Two: Ettin Encounter  
   
   
   
   
   
   
   
   
   
   
   
  
  Eye of Gruumsh 
   
  Page 62 
  Map Three: The City of Garel Grendal 
   
   
   
   
   
   
   
   
   
   
   
  
  Eye of Gruumsh 
   
  Page 63 
  Map Four: Eye of Gruumsh’s Palace 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Eye of Gruumsh 
   
  Page 64 
  Appendix Four: Player Handouts 
  Orc Orders (Written in Orc)  
   
   
   
   
   
   
   
   
   
  You are to discover the strength and 
  position of the enemy armies.   Be 
  subtle and do not expose yourselves or 
  by Gruumsh you will suffer. 
   
   
   
   
   
  Dwarven Letter 
   
   
   
   
   
   
   
   
   
   
   
  My esteemed Pholtans: 
   This letter is to inform you that an army of well trained 
  and fanatical Orcs is poised to overrun your towns and 
  villages within a week or two.  I hope this letter finds you in 
  time!  Please make the necessary arrangements or by the 
  beard of Moradin there will be excessive bloodshed. 
  May the Light of Pholtus guide your path and The 
  Hammer of Moradin protect you, 
     
   
  Gramlin 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/594/Normal Scenarios/NMR4-07 - The Eye of Gruumsh (APL 6-16)/NMR4-07 - The Eye of Gruumsh.pdf