TEXT: 1
  BLACK FIST ORCS    
  1
  ADVENTURE TOOLKIT: ORGANIZATIONS BOOK 1
  Written and Designed by Steven Palmer Peterson
  BLACK FIST ORCS
  USING THIS BOOK
  This book is designed with the goal of making something that facilitates running and pre-
  paring for a game session. When I gamemaster I typically have a few ideas about what 
  I want to do and exploring those ideas is fun. However, going through the long process 
  of writing up all the NPC opponents and putting teams together winds up feeling too 
  much like work. I enjoy writing up the major villains; but I could use some help with the 
  henchmen and lackies. That’s what this book is for. Hopefully you can use this book to 
  save some time while making up a scenario, or use the NPCs here to beef up another 
  module you own, or put together a quick ad hoc encounter when you need something on 
  the fly. I’ve structured the book so that you can run encounters directly from it. You can 
  simply keep track of hit points, initiative, and spells in either the margins of the character 
  write-ups or by using the control sheet.
  This books draws on material from other Second World Simulations products; many of 
  the rules needed, however, can be downloaded for free from the Second World Simula-
  tions website.
  Since this book is designed as a PDF it spreads information across a greater number 
  of pages. This should make it easier to print out the sections you want to use or make 
  extra copies of the most relevant bits.
  
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  ORGANIZATIONS BOOK I
  BLACK FIST ORCS
  Organization Skill: Intimidation
  Orcs fight. That’s what they do. Fighting is their job. At least 
  that’s what they’ll tell you. More realistically orcs bully. 
  They like to boss others around. But bullying requires a kind 
  of power that individuals typically lack. Thus, orcs gang up. 
  But, and any orc will tell you this, when you’re a gang you 
  need a cool name, one that strikes fear in the hearts of the 
  timid, one that represents power and strength, a name to 
  make people tremble. Unfortunately, orcs also tend to lack 
  much in imagination. To get into the mindset go back a bit, 
  perhaps to your junior high school days and think about the 
  representation of power. What were its symbols? Weapons 
  are good but there are lots of weapons; perhaps a bigger 
  weapon then but when used as a symbol all weapons look 
  about the same size. Perhaps an exotic weapon then; well, 
  it’d be pretty messed up to have your symbol be a weapon 
  that no one in your gang could pronounce. Armor simply 
  won’t do at all since that implies people will be hitting you 
  and not the other way around. What’s left then? The fist. 
  The fist represents the most simple raw form of power; 
  through the fist one exerts one’s strength. The fist wields 
  the sword and the axe. The fist is all you have left when 
  stripped naked. A plain old fist won’t do; perhaps its wield-
  ing some lightning, or wearing a gauntlet (Iron Fist tends to 
  be popular) but, if you’re an orc you’re going to be asking 
  someone distinctly lacking in artistic talent to paint this on 
  your shield or tattoo it on your chest. That leaves you with 
  a simple color. And, like everything else in orc life, colors 
  occupy their own hierarchy with black clearly at the top (red 
  comes close but you know it simply doesn’t strike dread the 
  way black does). All this has led to a brutal social Darwinism 
  over nothing more than the fight over gang names. If you 
  want to be in the Black Fist gang you need to make sure 
  no one else uses the symbol. Think of it as a very personal 
  form of trademark protection. And once you’ve established 
  yourself as the Black Fist orcs you’ve got to make sure you 
  only recruit the best, the meanest, and the toughest orcs out 
  there. They’ve got to chew iron and spit nails. They’ve got 
  to have a ruthless streak a league wide and they’ve got to be 
  the kind of orc that won’t let anyone else call themselves a 
  Black Fist without spilling some blood.
  Black Fist orcs display their colors proudly. If they use a 
  shield it bears the Black Fist symbol. It shows up on flags 
  and banners; they carve it on bathroom walls and the doors 
  of taverns and houses in the night. Other orcs, if they know 
  what’s best for them, get out of the way of the Black Fist. 
  Show your Black Fist tattoo and you’ll get immediate re-
  spect, the kind of respect you deserve. Despite all this power 
  and authority Black Fists lack the magical backing that other 
  groups enjoy. They don’t recruit well enough to get talented 
  sorcerers or wizards. But, more importantly, a cabal of adepts 
  has taken control of magical matters within the gang. The 
  minor demon lord Vale Narosh cut a deal with the cabal 
  some time back and has been their patron ever since. He 
  now supplies them with diabolic power. In order to secure 
  their position the cabal actively persecutes more powerful 
  magic wielders such as focused clerics, druids, sorcerers, 
  and wizards. The cabal also makes sure that the rest of the 
  Black Fists do this too.
  This book includes influence attributes for the groups. Full 
  rules regarding influence and organizations are offered in the 
  Second World Sourcebook and an outline of the system can 
  be downloaded from www.Second-World-Simulations.com. 
  Many groups in the Organizations books won’t be the sorts 
  of groups players want to join. However, in case they do 
  (and what kind of campaign are you running anyway?) 
  what you need to run the group as an organization will be 
  available. Also, players might gain some external influence 
  over an organization; perhaps they’ve co-opted a low rank-
  ing (or even high-ranking) member. If this happens you’ll 
  be prepared. Finally, you might use some of the organiza-
  tional attributes when determining the actions of the group. 
  For instance, an adversary might call on a favor from his 
  organization when plotting against the player characters. 
  Typically, I don’t include positions for organizations at the 
  very top rungs of power. You can simply assume that those 
  in charge have the best access bonuses to all favors within 
  the organization with perhaps an additional bonus. It’s not a 
  good idea to let a player purchase external access to those of 
  such high rank with a mere influence expenditure anyway; 
  however, gaining such access through roleplaying can make 
  for enjoyable adventures.
  POSITIONS
  BLACK FIST THUG
  DC: 15
  IP Cost: 1
  Commitment: 2
  External Access Cost: 2 ip
  Ya gotta be tough to join the Black Fists. And you better 
  have some orc blood as well. Other orc groups are more 
  prone to accepting non-orcs as members (though almost none 
  would tolerate an elf or dwarf). The Black Fists operate a 
  bit differently though. In fact, they won’t even accept ogres, 
  trolls, or giants in their group (there’s too high a chance the 
  monster will take over). They will accept half-orcs into the 
  organization but a half-orc must pay twice the normal IP 
  cost and takes a -5 on their influence check to acquire the 
  position. This applies for all positions within the organiza-
  tion. More than likely, any player involvement in the group 
  will come via external access. You get nothing for simply 
  joining the gang other than the right to bear the Black Fist 
  symbol. You’re expected to do so proudly and make sure 
  that no one unauthorized is also using the symbol.
  Roleplaying Access: Er, roleplaying is that thing where you 
  ACT right? Well, if you can act like a thuggish brute who 
  just likes to get into fights maybe that would count as gain-
  ing roleplaying access to the thugs. Beat up some five or so 
  Fists (at once) and have some orc blood inside you (maybe 
  on you too) and they’ll probably let you in.
  
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  BLACK FIST ORCS    
  3
  BLACK FIST BOSS
  DC: 20
  IP Cost: 4
  Commitment: 2
  External Access Cost: 8 ip
  Black Fist bosses occupy a position of 
  power in the group. They can shove other 
  orcs around pretty much at will. Typically, 
  the bosses come from the ranks of Axes, 
  Guisarme Masters, and Hammers. None 
  of the bosses trusts a Hammer or is will-
  ing to eat with one. When you’re a boss 
  you can make orcs clean stuff for you, do 
  push-ups, dig latrines, run around the dun-
  geon, take their hands out of their pockets, 
  and so on. Typically you do need some 
  piddling excuse for this. If there’s no real 
  reason to punish an orc in this way make 
  an Intelligence check (DC 10) to see if 
  you can come up with one. If that fails 
  you don’t get a retry unless the orc does 
  something stupid, such as laugh at you for not being able to 
  come up with an excuse for punishment; the orc targeted by 
  the failed attempt should make a Will save (DC 6) to avoid 
  laughing at the failed attempt.
  Roleplaying Access: The Black Fist does not have a stan-
  dardized test or program for advancement. In fact, someone’s 
  usually a boss informally well before they become one offi-
  cially. Get other orcs to follow your orders and you’ve made 
  some headway; the best method of doing this is finding them 
  some loot, keeping them in booze, and helping them beat 
  up weak opponents. Getting part of the gang out of a tough 
  situation when the old boss goes down or can’t perform his 
  job well could also work.
  HAND OF THE CABAL
  DC: 20
  IP Cost: 5
  Commitment: 2
  External Access Cost: 10 ip
  The cabal runs the whole show from the shadows; they’re 
  the puppet master pulling the strings and they’re the only 
  ones with a direct line to Vale Narosh. At least they’d like 
  to think so. What power they possess comes from the fact 
  that they supply the potions and they provide the ritual for 
  bonding an orc. In practice they’re so weak that the other 
  Black Fist members mostly ignore them just so they can 
  stay on their good side in case they want something later. 
  If anyone pulls the strings it’s most likely the bound orcs, 
  or perhaps even Vale Narosh himself. A hand represents 
  a moderately ranking member of the cabal; lesser adepts 
  should hold the Thug position.
  Roleplaying Access: The funny thing about getting into the 
  cabal is that it takes a certain lack of talent to get in; they 
  don’t like smart boys or those who get pious and yak about 
  how you should spend more time making blood sacrifices 
  and oaths to evil when all you really want to do is get drunk 
  and beat up smaller humanoids. If you fit the profile for the 
  cabal you’re already on the right track but you should also 
  demonstrate a blind obedience to them. This would likely re-
  quire some foolhardy mission or flat-out stupid sacrifice (like 
  cutting off some fingers to prove you mean business).
  Favors marked with an asterisk (*) can be found in the 
  Second World Campaign Sourcebook.
  NEW FAVORS
  The following favors can be accessed via Black Fist posi-
  tions. I include particular influence skills for each favor for 
  purposes of completeness. The Black Fist uses Intimidation 
  for all requests.
  CALL ON BLACK FISTS
  Skill: Intimidation
  DC: varies
  Use Cost: varies
  Request Time: 1 hour
  Implementation Time: 1d6 hours
  Duration: 48 hours
  Access Cost: 10 ip
  With this favor you call in some Black Fist members to help 
  you intimidate someone or simply beat them up. The cost is 
  equal to the total IP cost of all the Fists you call up. The dif-
  ficulty is equal to the highest difficulty class of any particular 
  member you request. These guys will fight for you.
  Black Fist Access Chart
  Requests
  Thug
  Boss
  Cabal
  Favors
  Fighter Retraining*
  -5
  +0
  Call on Black Fists
  -5
  +5
  +0
  Nobody wears the Black Fist but us
  +0
  +5
  -5
  Send in the Scouts
  -5
  +0
  -5
  Worg Tracking Team
  +0
  +0
  Magical Library I*
  -5
  -5
  +0
  Vale Narosh Conference
  -5
  +0
  Bounding
  +0
  Equipment
  Arms and armor, Wiz5/Clr5
  +0
  +0
  Potions, Wiz3/Clr3
  -5
  +0
  +0
  Scrolls, Wiz3/Clr3
  -5
  +0
  +0
  
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  ORGANIZATIONS BOOK I
  Fist Member
  Cost
  DC
  Recruit (scout or thug)
  1 stress
  15
  Veteran (scout or thug)
  3 stress
  20
  Elite (scout or thug)
  6 stress
  25
  Bound Worg
  10 stress
  25
  Bound Adept
  1 ip
  30
  Bound Warrior
  1 ip
  30
  NOBODY WEARS THE BLACK FIST BUT US
  Skill: Intimidation
  DC: 15
  Use Cost: 1 Stress
  Request Time: 1 hour
  Implementation Time: 30 minutes
  Duration: 24 hours
  Access Cost: 5 ip
  If you catch someone using the Black Fist emblem who 
  isn’t authorized you can quickly get together a gang of four 
  recruits and one veteran to help you teach the miscreant a 
  lesson.
  SEND IN THE SCOUTS
  Skill: Intimidation
  DC: 15
  Use Cost: 3 Stress
  Request Time: 1 hour
  Implementation Time: according to mission
  Duration: 4 days
  Access Cost: 6 ip
  With this favor you tell the scouts to send someone out to 
  check a location or area. The master scouts, in turn, tell one 
  of the lesser scouts to do this unless it looks very safe or 
  there’s the possibility of some good loot. One scout stealths 
  out to the location, looks around, then returns. The location 
  should lie within 2 days travel.
  WORG TRACKING TEAM
  Skill: Intimidation
  DC: 20
  Use Cost: 5 Stress
  Request Time: 1 hour
  Implementation Time: immediate
  Duration: 1 week
  Access Cost: 10 ip
  Sometimes you need to hunt someone down to teach them 
  not to mess with the Black Fist. This favor allows you to call 
  up a Worg team to help you track someone or something. The 
  team consists of two worgs plus a standard worg handler. 
  They won’t fight unless the opposition is pretty weak and 
  elves or dwarves are involved.
  VALE NAROSH CONFERENCE
  Skill: Intimidation
  DC: 20
  Use Cost: 1 ip + 5 stress
  Request Time: 1d6 hours
  Implementation Time: 1d6 days
  Duration: 2 hours
  Access Cost: 20 ip
  Sometimes the cabal needs to speak more personally with 
  Vale Narosh; this is what they use to do that. This favor calls 
  up enough cabal members to perform a contact ritual. The 
  ritual involves sacrificing an animal on a pyre; Vale Narosh 
  then appears in the smoke of the pyre. He’ll discuss with 
  you any issues salient to him or that might expand his power 
  in the world. He’s not a font of information like Zetas, but 
  knows a fair bit about the Ruby Rift and some Deep Forge 
  creatures. By spending 2 additional IP and succeeding at 
  a Diplomacy check (DC 20) you can get him to open a 
  gate through the smoke to his realm, to the Ruby Rift, or 
  to the Deep Forge. This can be useful for exploring. He’ll 
  also provide you with one free trip back to the site of the 
  original contact.
  BONDING
  Skill: Diplomacy
  DC: 25
  Use Cost: 10 ip
  Request Time: 1d6 hours
  Implementation Time: 2d6 days
  Access Cost: 50 ip
  This favor is typically used to bond someone else; if you 
  want to be bound (the orcs call it a bonding ritual but those 
  subjected to it are called “bound”) you’ll likely be handing 
  your character sheet over to the gamemaster fairly soon 
  afterwards. You may use this favor to create either a Bound 
  Worg, Bound Adept, or Bound Warrior. You do not gain any 
  control over the bound creature other than that given by your 
  position within the organization (which ain’t much). The 
  cost derives from the cost for material components and the 
  cost to get Vale Narosh to arrange the process.
  STRATEGIES
  Huh? Whuzzat?!? The Black Fist ain’t so big on strategy. In 
  fact, the front line tactics of the fists, spears, and gauntlets 
  is a bit much for most orcs. This means they’ll seldom act 
  in some large, organized way and lack much of a standard 
  operating procedure. However, as an organization they do 
  appear to strive towards a purpose. This mainly comes from 
  on high; the adepts and Vale Narosh tell the Black Fist where 
  to go and what to pillage and they quite likely have a plan 
  they follow.
  Assault: The Fists know enough to wait a day in order to 
  get a full dose of spells and buffing magic before going 
  after a place. They tend to get really excited about an op-
  portunity to fight and hate it when potential victims escape. 
  This means they’ll move outside the target area as soon 
  as possible and try to surround it. They’ll stay far enough 
  back to avoid missile fire but the enemy will surely know 
  that the orcs plan to attack. Even if the target happens to be 
  blind for some reason (or incredibly obtuse) the bonfires and 
  
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  BLACK FIST ORCS    
  5
  pounding drums should provide a subtle hint. During this 
  preparation time they take extra care to make sure no one 
  gets out of the target zone. Some overly rambunctious orcs 
  may also launch a little preliminary strike. You can use this 
  to help thin their ranks a bit before the big fight.
  Hasty Assault: Charge!
  Meeting Engagement: Charge! But the adepts and bound 
  creatures hang back to see how the battle develops before 
  committing themselves. These encounters leave the Fists 
  the most vulnerable. They move in and attack anything op-
  portune, which means that they’ll frequently fail to set up 
  their lines properly. Moreover, their magical support hangs 
  back and they don’t even get to cast buffing magic on the 
  front line troops.
  Defend: The Black Fist hates to defend but if orders come 
  down from on high they’ll follow them. A Defend mission 
  typically just means setting up lines of battle using the front 
  line tactics and graphic described a bit later. If any adepts 
  can do so they’ll create some undead. Mostly though they 
  turn invisible and try to cast healing on those who need some 
  help. If the battle goes bad they have no compunctions about 
  leaving the front-liners to hold the rear while they escape. 
  For traps set up pretty simple military fortifications such as 
  ditches and low walls. When fighting someone coming up 
  from a ditch give the person outside the ditch a +1 circum-
  stance bonus to hit (higher ground) and a +1 circumstance 
  bonus to armor class.
  SITUATIONS
  INVERT THE DUNGEON
  Have the Black Fist follow the players into a dungeon. The 
  players finish off their mission and then, instead of being 
  able to simply walk back out, they need to fight their way 
  back out through the orcs. Naturally, this doesn’t work too 
  well if the players have access to teleport or similar powers. 
  Also, the players should be pretty beat up by the time they 
  finish a module so give them some rest time at the bottom 
  or make sure to keep the encounter levels a bit lower than 
  normal. The orcs might come in purely by accident and 
  scratch their heads at the sight of all the dead bodies or 
  they might follow the players in expectation of having them 
  clear the place.
  Complications: 1) You could pare down the Fist team 
  to just a few higher powered members, making them the 
  equivalent of an adventuring group. They come in after the 
  players seeking the exact same thing (loot and experience 
  points). 2) The Fists consider the ruined site a sacred place 
  and move to prevent or avenge its defilement. The place 
  actually could be sacred (or profane really) and perhaps the 
  lost god it venerates calls in the Black Fist to deal with the 
  intruders. 3) This probably requires that you develop your 
  own dungeon or use one that already includes orcs; what 
  you do is start normally, with the players moving into the 
  dungeon and clearing out the Black Fist inhabitants. When 
  they get near the end they come across a strange room that 
  transports them back in time to before the Black Fists ever 
  entered the dungeon. This works particularly well if the 
  backstory of the dungeon suggests that dwarves or some 
  other friendly race previously held the place. The players 
  can then ally with the dwarves to prevent the initial invasion. 
  Perhaps the dwarves specifically placed the stone or artifact 
  that causes the time travel in order to rescue them in case 
  they lost. When the players successfully fend off the Black 
  Fist invaders they return to their own time to discover the 
  place a thriving community and gain some staunch allies. 
  For those worried about time travel paradoxes you can pass 
  it off as world travel or alternate timeline creation.
  STRATEGIES FORMAT
  When describing the strategies for a group I list four types of scenarios in which they might find themselves 
  and how they typically react in those situations. These should help give an idea of how to respond dur-
  ing an ad hoc scenario. I focus on just four situations, Assault, Hasty Assault, Meeting Engagement, and 
  Defend. Assault situations are simply where the group has plenty of time to prepare for an attack against 
  the players. They should have at least one day of prep time for the situation to count as an assault since 
  this gives them time to prepare spells specific to their purpose and use spells for recon without expending 
  their resources in the coming battle. A hasty assault is just an attack that the group has less than one day 
  for preparation. Obviously, the goal must be pretty time sensitive for anyone to resort to a hasty assault. 
  The group can only use the resources at its immediate disposal for this and cannot change its prepared 
  spells. Typically, most spellcasters have a list of traveling spells useful for most situations and some alter-
  nate preparation formats tailored to a particular case; traveling spells frequently include some spells that 
  aren’t particularly combat effective since you more likely need general utility and divination spells when 
  you don’t expect a long slew of fights. A meeting engagement is much like a hasty assault but the group 
  typically has little or no preparation time and should be ready to retreat; this is the kind of encounter you’d 
  probably get from a wandering monster table. You can also apply this to times when the players attack the 
  group and the group didn’t see it coming. Use the defend strategy when the group expects a player attack 
  and has time to prepare for it. This may also indicate how they generally set up their base.
  
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  ORGANIZATIONS BOOK I
  SNIPE HUNT
  Sometimes the bosses decide they need some pretty weird 
  material components; in particular, the bonding rituals re-
  quire some odd stuff. When the need comes up they send 
  the thugs out trawling the swamp or some other miserable 
  place (forests work too but they’re not quite so miserable). 
  The orcs hunt either an animal or some sort of plant in this 
  process, most often a bit of both. They’ll do the standard 
  hunter trick and line a bunch of orcs up at each end of the 
  swamp, one of the lines then crouches down and waits in 
  hiding with bows or crossbows while the other line advances 
  through the swamp driving the creatures in their direction. 
  A simple enough scenario simply puts the players in the 
  swamp or forest when this happens.
  Complications: 1) The players could be tasked to protect 
  the snipe (that’s just a generic term for whatever critter the 
  orcs happen to hunt this time around). When using this 
  complication assume that just one of the creatures exists 
  and they need to either find it or stop the orcs from find-
  ing it. 2) The forest or swamp itself might get upset at a 
  crowd of orcs flushing its creatures and respond violently. 
  The players could get caught in the middle; if the players 
  happen to feel orc-friendly at the moment they might even 
  negotiate a truce between the forest and the Black Fists. 
  3) What if the snipe weren’t some small harmless bird but 
  something a little bit larger, like a griffon? The snipe could 
  be a tough monster and it gets flushed by the orcs sending 
  it on a rampage. Alternately, in the process of snipe hunting 
  the orcs might flush some other monster (who also goes on a 
  rampage; rampaging seems to be part of the job description 
  for a monster). 4) You could place a tomb or entrance to a 
  cavern in the swamp and use the Black Fist orcs to herd the 
  players towards it. Unfortunately, players seldom, if ever, 
  run away from trouble, especially when the trouble consists 
  of orcs so if you really want to get them to the dungeon put 
  a crowd of orcs around the entrance.
  MASS SUICIDE
  A group, or perhaps even all, of the Black Fist orcs commit 
  mass suicide. The players might find the camp with all the 
  bodies neatly laid out or even be present when the event 
  occurs. If you somehow manage to get the players captured 
  (I’m sure I don’t need to tell you how difficult it is to capture 
  a player without invoking gamemaster fiat) they could sud-
  denly find their captors all dead. One can find any number 
  of reasons for this but most of them will probably have 
  something to do with Vale Narosh. If the players discover the 
  mass suicide after it happens they could run an investigation, 
  or at least loot the bodies.
  Complications: 1) The players could discover the plot 
  ahead of time and might even feel the need to prevent it 
  from happening. 2) Place the players in the camp when the 
  event happens; the mass-death breaks down the dimensional 
  barriers and pulls either the place or the spirits of those in 
  the area into another world. They then need to find a way 
  back; they might even meet and deal with Vale Narosh dur-
  ing this. 3) The orcs didn’t commit suicide at all. Someone 
  else has started hunting the Black Fists and decided that 
  by staging their deaths he could cover his vendetta against 
  them. Perhaps a paladin intent on justice lies behind the plot; 
  unfortunately for him Narosh grows suspicious. The players 
  could get involved to protect the paladin from Narosh.
  WILL BULLY FOR FOOD
  While the Black Fists have their own patron now (sort of) 
  they still like to make some money on the side. Moreover, 
  master villains can always use some relatively cheap thugs 
  to help them dominate their surroundings. Simply write up 
  your favorite bad guy and give him some Black Fist sup-
  port. You can also use this to bolster the encounter levels in 
  a scenario you already own.
  Complications: 1) The Black Fist cabal rents the orcs in 
  order to infiltrate the villain’s fortifications and find out about 
  his plans. They might swoop in to take over or even help 
  the players in subtle ways. Alternately, the lower ranking 
  Fists might try to cut a deal with their new boss to rid them 
  of the cabal. After all, they’d much rather have real wizards 
  or evil priests supplying their magic. 2) The Fists’ new boss 
  might actually plan to sacrifice the orcs or use them for awful 
  experiments. The players then discover strange, mutated orcs 
  during the adventure. 3) Their new boss is actually a good 
  king or baron in desperate need of mercenaries to face down 
  some other threat. This could put the Fists and the players 
  on the same side for an adventure or two. The Fists suffer 
  under the onslaught but with the help of the player group 
  they might drive back an even worse enemy.
  GOALS
  The Fists themselves have some pretty simple goals. Get 
  drunk, beat things up, make sure no one else wears the Black 
  Fist, and steal other people’s money. You can throw in a bit 
  of ravishing too if you run a mature game. If you’re looking 
  for more complex goals go up a stage and look at what the 
  cabal and Vale Narosh have planned. The cabal wants power; 
  unfortunately they lack skill, talent, intelligence, wisdom, 
  experience, magic items, etc. etc. They’ve managed to tap 
  into power through their alliance with Vale Narosh and by 
  using the bondings; but they’re dumb enough to want more, 
  to think that they might be able to pull a fast one on Narosh. 
  They could decide to cut another deal with someone else and 
  this could lead to a massive shakedown and drastic change 
  in the direction of the Black Fists (that is, the bound adepts 
  take over and Narosh gains more direct control over the 
  movements of the Fists). For the real goals you need to look 
  into Narosh’s psyche though. What could he possibly want? 
  I’ll offer a couple suggestions here. I might have went a bit 
  overboard with the off-the-wallness of these suggestions but 
  I figure you don’t need me to tell you that Narosh wants to 
  get more powerful or invade the world.
  Echoes of Thunder: Vale Narosh needs a door opened. Of 
  course, the kinds of doors demon lords need opened tend 
  to be the kinds of doors you’d like to keep closed. The door 
  
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  BLACK FIST ORCS    
  7
  resides somewhere in the Forge or one of the outer planes 
  and you need a pretty special key to open the door. Narosh 
  needs a song sung and some drums played in the Second 
  World. He needs it performed just right; he needs a massive 
  conjunction of primal dances fueled by some of the most 
  beautiful voices in the world. To this end he directs the Fists 
  to expand because he needs the song raised from a variety 
  of places. He also directs the ranking members of the Fists 
  to kidnap musicians and bards to form his choir. What lies 
  on the other side of the door? Perhaps an artifact, or Vale 
  Narosh’s mother, or the Tower, or an interstice with a horde 
  of demons ready to serve him, or just nothingness.
  The Mirror Chessboard: The movements of the Black Fists 
  and their purposes can seem completely random. They make 
  no sense, on the surface anyway. Vale Narosh discovered a 
  correlation some time back you see. The movements of the 
  orcs affect the movements of certain creatures within the 
  Forge and by manipulating the orcs he can manipulate those 
  creatures. They don’t have a direct correlation so part of this 
  process involves Narosh experimenting to figure out what 
  actions and motions of the Black Fist cause the motions of 
  the target group in the Forge. Narosh moves the Fist around 
  like a piece on a chessboard but you can’t see the chessboard 
  or know its topography unless you also know the relation 
  between the orcs and the outsiders.
  The Stooges: You’re chaotic, evil, powerful, and immortal; 
  what more do you really need? Well, you could always use 
  some more power but sometimes ya gotta take a break and 
  find some light entertainment. What better source of hilarity 
  than a bunch of orcs and their sometimes hapless victims. 
  Under this plan Narosh backs the orcs because they make 
  him laugh. Being chaotic evil he laughs the most when they 
  suffer terrible but absurd calamities. I believe it was Mel 
  Brooks who said “comedy is when you fall down an open 
  manhole cover and die; tragedy is when I cut my little finger” 
  and Narosh takes this to heart. He’ll keep the Fists strong and 
  protect them from total elimination (unless they get boring, 
  in which case they might get cancelled). But he’ll also send 
  them on ludicrous missions. He might even have a staff of 
  demons coming up with new plots for them. For example, 
  he might require them to build some vast complex temple or 
  monument, knowing they lack any kind of engineering skills. 
  He might task them with a carefully timed stealth operation, 
  like a technothriller op, then just wait for the hilarity. He 
  could send them on real snipe hunts; if so he’ll likely have 
  the hunt near the lair of some awful beast, or awful group 
  of player characters, or awful tomb. Naturally, this can get 
  as silly as you want but if you treat it seriously during the 
  scenario, for even a moment, what started out funny can turn 
  pretty macabre once the players realize that Narosh actu-
  ally does send his servants to die and commit genocide for 
  nothing more than a laugh. If you like this idea but want to 
  use the Black Fists for more serious purposes too you could 
  just toss it in for an occasional scenario.
  BLACK FIST CHARACTERS
  The NPCs and monsters on the following pages are members 
  of the Black Fist.
  In many of the NPC tables the names of spells and magic 
  items have not been italicized in order to improve legibil-
  ity.
  IMPOSING FIGURE (GENERAL FEAT)
  Your arrogance and ego are strong enough to 
  be both intimidating to others, and fortifying for 
  yourself.
  Benefit: You gain a +2 competence bonus to 
  Intimidation checks and a +1 competence bonus 
  to Will saves.
  
  8
  8
  ORGANIZATIONS BOOK I
  BLACK FIST THUG
  Description: The Black Fist recruits only those who have 
  already proven themselves in some way; this makes them 
  a bit tougher than the run of the mill orc. While they lack 
  the strong coordination that other evil races enjoy (such as 
  goblin-kind) the Black Fist does separate out the fighting 
  responsibilities to a certain degree. Gauntlets hold breaches 
  and the ends of a line while the Fists do the hard hitting. 
  The Spears provide support, putting an extra weapon on 
  target. The Spears attempt to trip more powerful opponents 
  in order to set the victim up for attacks by the more danger-
  ous Fists. Typically the Black fist tries to stagger Gauntlets 
  and Fists in the front lines so that when a Fist goes down 
  the attacker remains engaged; a new Fist will then take up 
  the slot. Gauntlets try to spread out with 10 feet separating 
  them since there tends to be more Fists than gauntlets. The 
  Spears stagger themselves behind the front troops in order to 
  provide front line access for any reserves. Naturally, adepts 
  lurk somewhere behind the Spears, well protected by a wall 
  of orc-flesh. All this can sometimes be a bit complicated for 
  orcs so you might want to have one of the leaders make a 
  Knowledge (Tactics) check against DC 10 to see if they can 
  actually manage the arrangement.
  Black Fist Thug
  Recruit
  Veteran
  Elite
  Spear
  Orc Fighter 2 
  Orc Fighter 4 
  Orc Fighter 6
  Medium-size Humanoid 
  Medium-size Humanoid
  Medium-size Humanoid
  Hit Dice:
  2d10+2 (18 hp)
  4d10+4 (32 hp) 
  6d10+6 (45 hp) 
  Initiative:
  +0
  +0
  +0
  Speed:
  20 ft.
  20 ft.
  20 ft.
  AC:
  15 (+5 chainmail) 
  16 (+6 banded) 
  16 (+6 banded) 
  Attacks:
  Guisarme +5 (2d4+3; 20/x3; 
  10 ft. reach) or Axe (Throw-
  ing) +2 (1d6+2; 20/x2)
  Guisarme +9 (2d4+6; 20/x3; 
  10 ft. reach) or Throwing Axe 
  +4 (1d6+3; 20/x2)
  Guisarme +11/+6 (2d4+6; 20/
  x3; 10 ft. reach) or Throwing 
  Axe +6/+1 (1d6+3; 20/x2)
  Special Abilities:
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’) 
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’)
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’)
  Saves:
  Fort +4, Ref +0, Will +0
  Fort +5, Ref +1, Will +0 
  Fort +6, Ref +2, Will +3 
  Abilities:
  Str 15, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 8 
  Str 17, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 10 
  Str 17, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 10 
  Skills:
  Climb -1 (+4), Intimidate +2, 
  Jump -2 (+3)
  Climb +0 (+5), Intimidate +3, 
  Jump -1 (+4)
  Climb +0 (+5), Intimidate +4, 
  Jump +0 (+5)
  Feats:
  Imposing Figure, Power At-
  tack, Weapon Focus (Gui-
  sarme)
  Imposing Figure, Power 
  Attack, Run, Weapon Focus 
  (Guisarme), Weapon Special-
  ization (Guisarme)
  Imposing Figure, Power 
  Attack, Run, Weapon Focus 
  (Guisarme), Weapon Special-
  ization (Guisarme), Iron Will, 
  Sunder
  Possessions:
  Guisarme, 3 Throwing Axes,  
  Chainmail
  MW Guisarme, 3 Throw-
  ing axes, MW Banded Armor
  MW Guisarme, 3 Throw-
  ing axes, MW Banded Armor, 
  Potion (Bull’s Strength), Po-
  tion (Endurance), Potion (Cure 
  moderate wounds), Potion 
  (Haste)
  Challenge Rating:
  1 
  3 
  5 
  Alignment:
  Chaotic Evil
  Chaotic Evil
  Chaotic Evil
  Initiative
  HP
  Notes
  
  9
  BLACK FIST ORCS    
  9
  Black Fist Veterans: Black Fist veterans grow out of the 
  ranks of the recruits. Given the large number of recruits that 
  choose to focus with the greataxe one might think that most 
  veterans would also have that talent. However, in a fight, 
  the orcs with the greataxes are not only the most dangerous, 
  but they’re also the easiest to hit. While this fact might be 
  lost on the Black Fist, it’s not lost on their enemies. Thus, 
  at the veteran level, the number of orcs focusing with the 
  great axe drop drastically, replaced by the orcs who actually 
  carried shields or stayed away from the fray.
  Black Fist Elite: You won’t see quite as many of these as 
  you do for the lesser orcs. Most spears capable of making 
  this level make the transition to guisarme masters. Fists 
  at this stage get themselves bound. But those without the 
  necessary talent just sort of hang around, becoming big fish 
  in as small pond.
  Black Fist Thug
  Recruit
  Veteran
  Elite
  Fist
  Orc Fighter 2 
  Orc Fighter 4 
  Orc Fighter 6
  Medium-size Humanoid 
  Medium-size Humanoid
  Medium-size Humanoid
  Hit Dice:
  2d10+2 (18 hp)
  4d10+4 (32 hp) 
  6d10+6 (45 hp) 
  Initiative:
  +0
  +0
  +0
  Speed:
  20 ft.
  20 ft.
  20 ft.
  AC:
  15 (+5 chainmail) 
  16 (+6 banded)
  16 (+6 banded)
  Attacks:
  Great Axe +5 (1d12+3; 20/x3) 
  or Axe (Throwing) +2 (1d6+2; 
  20/x2)
  Great Axe +9 (1d12+6; 20/x3) 
  or Axe (Throwing) +4 (1d6+3; 
  20/x2)
  Great Axe +11/+6 (1d12+6; 
  20/x3) or Axe (Throwing) 
  +6/+1 (1d6+3; 20/x2)
  Special Abilities:
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’) 
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’)
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’)
  Saves:
  Fort +4, Ref +0, Will +0
  Fort +5, Ref +1, Will +0 
  Fort +6, Ref +2, Will +3 
  Abilities:
  Str 15, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 8 
  Str 17, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 10 
  Str 17, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 10 
  Skills:
  Climb -1 (+4), Intimidate +2, 
  Jump -2 (+3)
  Climb +0 (+5), Intimidate +3, 
  Jump -1 (+4)
  Climb +0 (+5), Intimidate +4, 
  Jump +0 (+5)
  Feats:
  Imposing Figure, Power 
  Attack, Weapon Focus 
  (Greataxe)
  Imposing Figure, Power 
  Attack, Weapon Focus 
  (Greataxe), Weapon Special-
  ization (Greataxe), Cleave
  Imposing Figure, Power 
  Attack, Weapon Focus 
  (Greataxe), Weapon Special-
  ization (Greataxe), Cleave, 
  Iron Will, Great Cleave
  Possessions:
  Greataxe, 3 Throwing Axes,  
  Chainmail
  MW Greataxe, 3 Throwing 
  Axes,  MW Banded Armor
  MW Greataxe, 3 Throwing 
  Axes,  MW Banded Armor, 
  Potion (Bull’s Strength), Po-
  tion (Endurance), Potion (Cure 
  moderate wounds), Potion 
  (Haste)
  Initiative
  HP
  Notes
  
  10
  10
  ORGANIZATIONS BOOK I
  Black Fist Thug
  Recruit
  Veteran
  Elite
  Gauntlet
  Orc Fighter 2 
  Orc Fighter 4 
  Orc Fighter 6
  Medium-size Humanoid 
  Medium-size Humanoid
  Medium-size Humanoid
  Hit Dice:
  2d10+2 (18 hp)
  4d10+4 (32 hp) 
  6d10+6 (45 hp) 
  Initiative:
  +0
  +0
  +0
  Speed:
  20 ft.
  20 ft.
  20 ft.
  AC:
  17 (+5 armor, +2 shield)
  18 (+6 banded, +2 large 
  wooden shield)
  19 (+7 banded, +2 large 
  wooden shield)
  Attacks:
  Dwarven Waraxe +5 (1d10+2; 
  20/x3); naturally the Black 
  Fist calls this weapon the Or-
  cish Waraxe; or Axe (Throw-
  ing) +2 (1d6+2; 20/x2)
  Dwarven Waraxe +9 (1d10+6; 
  20/x3) or Throwing Axe +4 
  (1d6+3; 20/x2)
  Dwarven Waraxe +11/+6 
  (1d10+6; 20/x3) or Throwing 
  Axe +6/+1 (1d6+3; 20/x2)
  Special Abilities:
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’) 
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’)
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Darkvision 
  (60’)
  Saves:
  Fort +4, Ref +0, Will +0
  Fort +5, Ref +1, Will +0 
  Fort +6, Ref +2, Will +3 
  Abilities:
  Str 15, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 8 
  Str 17, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 10 
  Str 17, Dex 10, Con 12, Int 8, 
  Wis 8, Cha 10 
  Skills:
  Climb -1 (+4), Intimidate +2, 
  Jump -2 (+3)
  Climb +0 (+5), Intimidate +3, 
  Jump -1 (+4)
  Climb +0 (+5), Intimidate +4, 
  Jump +0 (+5)
  Feats:
  Imposing Figure, Exotic 
  Weapon Proficiency (Dwarven 
  Waraxe), Weapon Focus 
  (Dwarven Waraxe)
  Imposing Figure, Exotic 
  Weapon Proficiency (Dwarven 
  Waraxe), Weapon Focus 
  (Dwarven Waraxe), Power At-
  tack, Weapon Specialization 
  (Dwarven Waraxe)
  Imposing Figure, Exotic 
  Weapon Proficiency (Dwarven 
  Waraxe), Weapon Focus 
  (Dwarven Waraxe), Power At-
  tack, Weapon Specialization 
  (Dwarven Waraxe) , Iron Will, 
  Improved Bull Rush
  Possessions:
  Orc Waraxe, Large Wooden 
  Shield, 3 Throwing Axes,  
  Chainmail
  MW Orc Waraxe, Large 
  Wooden Shield, 3 Throwing 
  Axes,  MW Banded armor
  MW Orc Waraxe, MW Large 
  Steel Shield, 3 Throwing 
  Axes,  +1 Banded armor, Po-
  tion (Endurance), Potion (Cure 
  moderate wounds)
  Challenge Rating:
  1 
  3 
  5 
  Alignment:
  Chaotic Evil
  Chaotic Evil
  Chaotic Evil
  Initiative
  HP
  Notes
  Initiative
  HP
  Notes
  
  11
  BLACK FIST ORCS    
  11
  BLACK FIST SCOUT 
  Description: Black Fist scouts serve both as forward recon-
  naissance and as missile support. They’ll typically be the 
  first orcs to see the enemy and, when they’re clumsy, the 
  first orcs the enemy sees. After locating the enemy they’ll 
  return to the main group and relate what they’ve learned. 
  At that point in time the Black Fist debates whether or not 
  they think the enemy is a pushover, and, if positive, goes 
  into action. During a fight with support the scouts let the 
  others man the front lines while they close to within 30 feet 
  and use their bows. When an encounter turns dangerous 
  they’ll move into melee and attempt to flank opponents. If 
  they’re caught on their own they’ll typically just try to run, 
  relying on their good movement speed to get them back to 
  the safety of their gang.
  Black Fist Scout
  Recruit
  Veteran
  Elite
  Orc Rogue2/Barbarian1 
  Orc Rogue3/Barbarian2 
  Orc Rogue5/Barbarian2
  Medium Humanoid 
  Medium Humanoid 
  Medium Humanoid 
  Hit Dice:
  2d6+1d12 (17 hp) 
  3d6+2d12 (27 hp) 
  5d6+2d12 (36 hp) 
  Initiative:
  +1 (+1 Dex) 
  +2 (+2 Dex) 
  +2 (+2 Dex) 
  Speed:
  40 ft.
  40 ft.
  40 ft.
  AC:
  15 (+4 chain shirt, +1 Dex) 
  16 (+4 chain shirt, +2 Dex)
  17 (+5 chain shirt, +2 Dex) 
  Attacks:
  Battleaxe +4 (1d8+2; 20/x3) 
  or Composite Longbow +4 
  (1d8; 20/x3)
  Battleaxe +7 (1d8+2; 20/x3) 
  or Composite Longbow +7 
  (1d8+2; 20/x3)
  Battleaxe +8 (1d8+2; 20/x3) 
  or Composite Longbow +8 
  (1d8+3; 20/x3)
  Special Abilities:
  Sneak Attack +1d6, Evasion, 
  Rage 1/day, Orc Blood, -1 
  to all attack rolls, saves, and 
  checks while in bright light; 
  Darkvision (60’) 
  Sneak Attack +2d6, Evasion, 
  Rage 1/day, Uncanny Dodge 
  (Dex bonus to AC), Orc 
  Blood, -1 to all attack rolls, 
  saves, and checks while in 
  bright light; Darkvision (60’) 
  Sneak Attack +3d6, Evasion, 
  Rage 1/day, Uncanny Dodge 
  (Dex bonus to AC, no flank-
  ing), Orc Blood, -1 to all 
  attack rolls, saves, and checks 
  while in bright light; Darkvi-
  sion (60’) 
  Saves:
  Fort +2, Ref +4, Will +0 
  Fort +4, Ref +5, Will +1 
  Fort +4, Ref +6, Will +1
  Abilities:
  Str 14, Dex 13, Con 10, Int 8, 
  Wis 10, Cha 8 
  Str 14, Dex 14, Con 10, Int 8, 
  Wis 10, Cha 8 
  Str 14, Dex 14, Con 10, Int 8, 
  Wis 10, Cha 8 
  Skills:
  Disable Device +3, Gather 
  Information +3, Hide +3 (+5), 
  Listen +4, Move Silently +3 
  (+5), Search +3, Spot +4, 
  Wilderness Lore +3
  Disable Device +4, Gather 
  Information +4, Hide +6 (+7), 
  Listen +5, Move Silently +6 
  (+7), Search +4, Spot +5, 
  Wilderness Lore +6
  Disable Device +6, Gather 
  Information +6, Hide +8 (+9), 
  Listen +7, Move Silently +8 
  (+9), Search +6, Spot +7, 
  Wilderness Lore +6
  Feats:
  Point Blank Shot, Shield 
  Proficiency, Simple Weapon 
  Proficiency, Track 
  Point Blank Shot, Precise 
  Shot, Shield Proficiency, 
  Simple Weapon Proficiency, 
  Track
  Point Blank Shot, Precise 
  Shot, Shield Proficiency, 
  Simple Weapon Proficiency, 
  Track
  Challenge Rating:
  2
  4
  6
  Alignment:
  Chaotic Evil
  Chaotic Evil
  Chaotic Evil 
  Possessions:
  Battleaxe, Chain Shirt, MW 
  Composite Longbow
  MW Battleaxe, MW Chain 
  Shirt, MW Mighty Composite 
  Longbow (+2)
  Battleaxe +1, Chain Shirt +1, 
  Mighty Composite Longbow 
  +1 (+2)
  Initiative
  HP
  Notes
  
  12
  12
  ORGANIZATIONS BOOK I
  Black Fist Adept Black Fist Lesser Adept
  Black Fist Full Adept
  Black Fist Cabalist
  Orc Cleric 2/Wizard 2 
  Orc Cleric 3/Wizard 3
  Orc Cleric 4/Wizard 4
  Medium Humanoid 
  Medium Humanoid 
  Medium Humanoid 
  Hit Dice: 
  2d8+2d4 (19 hp) 
  3d8+3d4 (27 hp) 
  4d8+4d4 (34 hp)
  Initiative: 
  +0
  +0
  +0
  Speed: 
  20 ft.
  20 ft.
  20 ft.
  AC: 
  16 (+6 banded)
  20 (+8 half plate, +2 shield)
  21 (+8 half plate, +3 shield)
  Attacks: 
  Heavy mace +3 (1d8+1; 20/x2)
  Heavy mace +4 (1d8+1; 20/x2)
  Heavy mace +7 (1d8+2; 20/x2)
  Special Abilities: Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Rebuke Undead 
  2/day; Summon Familiar (Ra-
  ven); Darkvision (60’) 
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Rebuke Undead 
  2/day; Summon Familiar (Ra-
  ven); Darkvision (60’) 
  Orc Blood, -1 to all attack 
  rolls, saves, and checks while 
  in bright light; Rebuke Undead 
  2/day; Summon Familiar (Ra-
  ven); Darkvision (60’) 
  Saves: 
  Fort +3, Ref +0, Will +7
  Fort +4, Ref +2, Will +7 
  Fort +5, Ref +2, Will +9 
  Abilities: 
  Str 13, Dex 10, Con 10, Int 12, 
  Wis 13, Cha 8 
  Str 13, Dex 10, Con 10, Int 12, 
  Wis 13, Cha 8 
  Str 12, Dex 10, Con 10, Int 13, 
  Wis 13, Cha 8
  Skills:   
  Alchemy +3, Concentration +6, 
  Heal +8, Spellcraft +7 
  Alchemy +4, Concentration +8, 
  Heal +9, Spellcraft +9
  Alchemy +5, Concentration 
  +10, Heal +10, Spellcraft +11
  Feats: 
  Brew Potion; Power Attack; 
  Scribe Scroll
  Brew Potion; Power Attack; 
  Still Spell; Scribe Scroll
  Brew Potion; Power Attack; 
  Still Spell; Scribe Scroll
  Challenge Rat-
  ing: 
  3
  5
  7
  Alignment: 
  Chaotic Evil 
  Chaotic Evil 
  Chaotic Evil 
  Possessions:  
  Banded Mail, large wooden 
  shield Heavy mace
  Half Plate +1, Large Steel 
  Shield, masterwork Heavy 
  mace
  Half Plate +1, +1 Large Steel 
  Shield, +1 Heavy mace
  Cleric Spellbook 
  Level 0:
  Cure Minor Wounds (x2); De-
  tect Magic (x1); Guidance (x1); 
  Cure Minor Wounds (x2); De-
  tect Magic (x1); Guidance (x1); 
  Cure Minor Wounds (x2); De-
  tect Magic (x1); Guidance (x1); 
  Create Water (x1)
  Level 1:
  Cure Light Wounds (x1); Doom 
  (x1); Obscuring Mist (x1); Pro-
  tection from Good (x1)
  Cure Light Wounds (x1); Doom 
  (x1); Obscuring Mist (x1); Pro-
  tection from Good (x1)
  Cure Light Wounds (x2); Doom 
  (x1); Obscuring Mist (x1); Pro-
  tection from Good (x1)
  Level 2: 
  Shatter (x1); Bull’s Strength 
  (x1)
  Shatter (x1); Bull’s Strength 
  (x1); Endurance (x1)
  Wizard Spell-
  book
  Level 0: 
  Detect Magic (x2); Flare* (x1); 
  Mage Hand (x1); 
  Flare* (x3) Read Magic (x1)
  Flare* (x3) Read Magic (x1)
  Level 1:
  Hold Portal* (x1); True Strike* 
  (x2)
  Hold Portal* (x1); True Strike* 
  (x2)
  Hold Portal* (x1); True Strike* 
  (x2); Feather Fall*
  Level 2:
  Sleep, stilled* (x1)
  Sleep, stilled* (x1); Blur* (x1)
  Initiative
  HP
  Notes
  
  13
  BLACK FIST ORCS    
  13
  BLACK FIST ADEPTS
  Description: Black Fist adepts don’t have much going for 
  them; being an orc makes it difficult to be an effective spell-
  caster. However they do possess an untamed ruthlessness 
  that motivates them to systematically seek out and destroy all 
  those with greater talent. They also get the rest of the Black 
  Fist to buy into this attitude (vague threats about powerful 
  wizards and their orc servitors combined with plentiful 
  examples of such). What power they have within the gang 
  stems mainly from their connection with Vale Narosh and 
  ability to brew potions. Still, the bound orcs don’t take their 
  orders from the adepts and neither do the mundane ones. 
  Spells marked with an asterisk lack a somatic component 
  and thus are not vulnerable to arcane spell failure. When 
  pressed the full adept may cast a spell (such as detect magic) 
  while wearing armor; their Arcane Spell Failure Chance is 
  a monstrous 50%.
  Deity: Vale Narosh Domains: Chaos: cast chaos spells at +1 
  caster level. Evil: cast evil spells at +1 caster level.
  Advanced Adepts: As an adept advances to full adept status 
  they develop the Still Spell feat; they then use this for most 
  of their wizard magic so that they can wear armor. Spells 
  marked with an asterisk lack a somatic component and thus 
  are not vulnerable to arcane spell failure. When pressed the 
  full adept may cast a spell (such as read magic) while wear-
  ing armor; their Arcane Spell Failure Chance is 55%. Full 
  adepts typically boost one of their allies with Bull’s Strength 
  prior to a fight. The cabal adepts have enough magical power 
  and fighting skill to actually be dangerous in a fight. They 
  like to lead with a blur spell and then use true strike liber-
  ally in a combat. The cabalists are typically the somewhat 
  sharper ones who managed to avoid the temptation to bond 
  with a Fell Icon.
  
  14
  14
  ORGANIZATIONS BOOK I
  BLACK FIST WORG MASTER
  Description: The Black Fist Worg Masters work with their 
  creatures as they’re being raised and help train them. A single 
  worg master works with two trained worgs; they’re pretty 
  much inseparable.
  Worg Master
  Worg Master
  Elite Worg Master
  Orc Ranger 5 
  Orc Ranger 6/Barbarian 2
  Medium Humanoid 
  Medium Humanoid 
  Hit Dice: 
  5d10 (34 hp) 
  6d10+2d12+8 (59 hp) 
  Initiative: 
  +1 (+1 Dex) 
  +2 (+2 Dex) 
  Speed: 
  30 ft.
  40 ft.
  AC: 
  16 (+5 magical chain shirt, +1 Dex) 
  17 (+5 magical chain shirt, +2 Dex) 
  Attacks: 
  Orc double axe +7/+7 (1d8+4/1d8+2; 20/x3) 
  or composite longbow +7 (1d8+3; 20/x3)
  Orc double axe +11/+11/+6 (1d8+4/1d8+2; 
  20/x3) or composite longbow +10/+5 (1d8+3; 
  20/x3)
  Special Abilities: 
  Orc Blood, -1 to all attack rolls, saves, and 
  checks while in bright light, Favored Enemy 
  (Elf +2), Favored Enemy (Dwarf +1); Darkvi-
  sion (60’) 
  Orc Blood, -1 to all attack rolls, saves, and 
  checks while in bright light, Favored Enemy 
  (Elf +2), Favored Enemy (Dwarf +1); Dark-
  vision (60’); Rage 1/day; fast movement; 
  uncanny dodge (Dex bonus to AC)
  Saves: 
  Fort +4, Ref +2, Will +1 
  Fort +8, Ref +3, Will +2 
  Abilities: 
  Str 16, Dex 13, Con 10, Int 8, Wis 10, Cha 8 
  Str 16, Dex 14, Con 12, Int 8, Wis 10, Cha 8 
  Skills:  
  Animal Empathy +7, Handle Animal +7, Lis-
  ten +2, Search +1, Spot +2, Wilderness Lore 
  +2 
  Animal Empathy +8, Handle Animal +10, 
  Listen +4, Search +1, Spot +2, Wilderness 
  Lore +5
  Feats: 
  Ambidexterity, Exotic Weapon Proficiency 
  (Double-axe), Point Blank Shot, Track, Two-
  Weapon Fighting 
  Ambidexterity, Exotic Weapon Proficiency 
  (Double-axe), Point Blank Shot, Track, Two-
  Weapon Fighting, Weapon Focus (Double 
  Axe)
  Challenge Rating: 
  4
  7
  Alignment: 
  Chaotic Evil 
  Chaotic Evil 
  Possessions:  
  Orc Double Axe +1, Chain Shirt +1,  Mas-
  terwork Mighty Composite Longbow (+3), 
  2 Bull’s Strength potions (for the worgs), an 
  oiled bag of rancid meat.
  Orc Double Axe +1, Bracers of Health (+2), 
  Chain Shirt +1,  Masterwork Mighty Compos-
  ite Longbow (+3), 2 Bull’s Strength potions 
  (for the worgs), an oiled bag of rancid meat.
  Initiative
  HP
  Notes
  
  15
  BLACK FIST ORCS    
  15
  TRAINED WORG
  Description: The Black Fist worg trainers grow their beasts 
  large and mean. A special diet of choice meat laced with 
  some herbs, a special potion every season, and even a few 
  vegetables helps the Black Fist worgs grow larger than nor-
  mal. During the growing period the trainer shapes the beast’s 
  skills, emphasizing their tracking abilities, and keeps them 
  busy with battle training (thus the additional feat).
  Equipment: The Black Fist equip their worgs with studded 
  leather barding for battle. The worg masters also carry a 
  bag with some rancid meat that they can soak with a potion 
  of Bull’s Strength; they’ll feed this to a worg prior to an 
  important fight.
  Trip (Ex): A worg that hits with a bite 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 worg.
  Skills: A worg receives a +1 racial bonus to Listen, Move 
  Silently, and Spot checks, and a +2 racial bonus to Hide 
  checks. A worg has a +4 racial bonus to Wilderness Lore 
  checks when tracking by scent.
  Bite Disarm (Ex, Combination): This two-step combina-
  tion attack takes advantage of the tendency to block bites 
  with one’s arm. The first step consists of a standard bite 
  attack at -2 on the attack check. If the initial bite hits you 
  then follow with an opposed Strength check and if you win 
  this check the victim drops their weapon. The target gets a 
  +4 to this check if they hold their weapon two-handed. You 
  receive a +2 to the Strength check if you cause 6 or more 
  points of damage with the bite.
  Trained Worg
  Standard
  Alpha Worg
  Medium-size Magical Beast 
  Medium-size Magical Beast/Alpha Beast 3
  Hit Dice: 
  6d8+12 (42 hp) 
  6d8+3d10+18 (65 hp) 
  Initiative: 
  +2 (Dex)
  +2 (Dex)
  Speed: 
  50 ft.
  50 ft.
  AC: 
  17 (+2 Dex, +3 studded leather barding, +2 
  natural) 
  18 (+2 Dex, +4 studded leather barding, +2 
  natural) 
  Attacks: 
  Bite +10 melee (1d6+4)
  Bite +13/+8 melee (1d6+4)
  Special Attacks: 
  Trip
  Trip
  Special Qualities: 
  Scent
  Scent
  Saves: 
  Fort +7, Ref +7, Will +4
  Fort +10, Ref +8, Will +5
  Abilities: 
  Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
  Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
  Skills:  
  Hide +6, Listen +7, Move Silent +6, Spot +7, 
  Wilderness Lore +8*
  Hide +6, Listen +8, Move Silent +7, Spot +8, 
  Wilderness Lore +8*
  Feats: 
  Alertness, Weapon Focus (Bite)
  Alertness, Weapon Focus (Bite), Improved At-
  tack Sequence, Bite Disarm
  Challenge Rating: 
  5
  8
  Alignment: 
  Neutral Evil 
  Neutral Evil 
  Special Equipment:
  Studded leather barding
  Studded leather barding +1
  Initiative
  HP
  Notes
  
  16
  16
  ORGANIZATIONS BOOK I
  BLACK FIST AXE
  Description: The Black Fist axes are pretty much the pen-
  ultimate version of the earlier gauntlets. They’re elite, can 
  be quite dangerous, and they’re the most common kind of 
  upper level orc in the Black Fists. They’ll use their potions 
  in an encounter that looks like it might be even close to 
  an even fight. If they’re already in a fight they’ll typically 
  use the haste potion and not spend an action on the Bull’s 
  Strength potion. The axes are the orcs you usually see boss-
  ing around the other orcs.
  Black Fist Axe
  Elite
  Master
  Orc Fighter 9
  Orc Fighter 12
  Medium Humanoid
  Medium Humanoid 
  Hit Dice:
  9d10+9 (67 hp)
  12d10+12 (88 hp) 
  Initiative:
  +0
  +0
  Speed:
  20 ft.
  20 ft.
  AC:
  22 (+1 full plate, +3 shield)
  24 (+2 full plate, +4 shield)
  Attacks:
  Dwarven Waraxe +15/+10 (1d10+7; 20/x3) or 
  Throwing Axe +9 (1d6+4; 20/x2)
  Dwarven Waraxe +19/+14/+9 (1d10+8; 19-
  20/x3) or Throwing Axe +12 (1d6+4; 20/x2)
  Special Abilities:
  Orc Blood, -1 to all attack rolls, saves, and 
  checks while in bright light; Darkvision (60’)
  Orc Blood, -1 to all attack rolls, saves, and 
  checks while in bright light; Darkvision (60’)
  Saves:
  Fort +8, Ref +6, Will +6
  Fort +11, Ref +8, Will +8
  Abilities:
  Str 18, Dex 10, Con 12, Int 8, Wis 8, Cha 10
  Str 19, Dex 10, Con 12, Int 8, Wis 8, Cha 10 
  Skills:
  Climb +2, Intimidate +8, Jump +2
  Climb +3, Intimidate +9, Jump +3
  Feats:
  Exotic Weapon Proficiency (Dwarven 
  Waraxe), Imposing Figure; Power Attack, 
  Cleave, Weapon Focus (Dwarven Waraxe), 
  Weapon Specialization (Dwarven Waraxe), 
  Improved Bull Rush, Lightning Reflexes, 
  Iron Will
  Exotic Weapon Proficiency (Dwarven 
  Waraxe), Imposing Figure; Power Attack, 
  Cleave, Weapon Focus (Dwarven Waraxe), 
  Weapon Specialization (Dwarven Waraxe), 
  Improved Bull Rush, Lightning Reflexes, 
  Iron Will, Improved Critical (Dwarven 
  Waraxe), Great Cleave, Endurance
  Challenge Rating:
  8
  11
  Alignment:
  Chaotic Evil
  Chaotic Evil
  Possessions:
  3 Throwing axes,  Full Plate +1, Large steel 
  shield +1, Cloak of Resistance +1, Potion of 
  Haste, Potion of Bull’s Strength, Dwarven 
  Waraxe +1
  3 Throwing axes,  Full Plate +2, Large steel 
  shield +2, Cloak of Resistance +2, Potion of 
  Haste, Potion of Bull’s Strength, Dwarven 
  Waraxe +2
  Initiative
  HP
  Notes
  
  17
  BLACK FIST ORCS    
  17
  GUISARME MASTER
  Description: On the face of it 
  the guisarme can be pretty lack-
  ing as a weapon. It doesn’t do 
  much damage; it requires two 
  hands; close quarters make 
  using it quite inconvenient. 
  However, its complex blade 
  and plenty of haft grant one op-
  portunities that you just won’t 
  find with a more straight-for-
  ward weapon. One can spin the 
  guisarme to clear some room; 
  one can push an opponent away 
  with the butt; acrobatic people 
  can even use the weapon to pole 
  vault. The guisarme master trains solely with the weapon, 
  mastering its intricacies and developing new methods for 
  using it both in a fight, and outside of battle.
  The Spears of the Black Fist orcs master this weapon to 
  make them more valuable in battle; where before they mainly 
  served a support role, specialized training with the guisarme 
  makes them formidable opponents in their own right.
    Hit Die: d10.
  REQUIREMENTS
    To qualify to become a guisarme master, a character 
  must fulfill all of the following criteria.
    Base Attack Bonus: +5
    Jump: 8 ranks
    Feats: Run, Weapon Focus (Guisarme)
  CLASS SKILLS
  The guisarme master’s class skills (and the key ability for 
  each skill) are Balance (Dex), Climb (Str), Jump (Str), 
  Profession (Soldier) (Int), Swim (Str), and Tumble (Dex).
  Skill Points at Each Level: 2 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the guisarme 
  master.
  Weapon and Armor Proficiency: The guisarme master is 
  proficient in the use of all simple and martial weapons and 
  with light armor.
  Shove (Ex): With this maneuver (a standard attack action) 
  you push an opponent using the butt end of your weapon. 
  Make a standard touch attack. If that succeeds you and the 
  defender make opposed Strength checks. Each of you add a 
  +4 bonus for each size category that you are above Medium-
  size or a -4 penalty for each size category that you are below 
  Medium-size. The defender gets a +4 stability bonus if he has 
  more than two legs or is otherwise exceptionally stable.
  If you beat the defender, you push the defender back 5 feet. 
  The defender may choose to fall prone instead of being 
  pushed back (for instance, if the square behind the defender 
  is a wall, occupied, or the defender is standing at the edge 
  of a cliff).
  Vault (Ex): You plant the butt of the guisarme into the 
  ground and use it to vault. This adds a +10 equipment bonus 
  to your Jump check and eliminates your usual maximum dis-
  tances. You’re also so comfortable with doing this in extreme 
  circumstances that you may take 10 on the Jump check.
  Damage Bonus (Ex): You receive a +1 competence bonus to 
  damage with the guisarme. This bonus increases to +2 at 6th 
  level and +3 at 9th level. This bonus derives from your ability 
  to maximize the leverage behind attacks with the guisarme, 
  and thus applies to creatures immune to critical hits.
  Desperation Hook (Ex): If you’re falling and within ten feet 
  of a protrusion you may reach out with your guisarme and 
  hook the protrusion. This requires a DC 15 Reflex save. You 
  take half the damage for the distance you’ve fallen in doing 
  this. You may also use this in response to a pit, effectively 
  granting you a second saving throw though you take 1d6 
  damage from slamming against the wall when doing this.
  Improved Trip (Ex): You receive improved trip, as the feat, 
  for use with the guisarme. You receive this even if you would 
  not normally satisfy the prerequisites for the feat.
  Hook Shield (Ex): You can use the hook end to yank an 
  opponent’s shield away from them. Treat this as a standard 
  disarm attack but it does not provoke an attack of oppor-
  tunity. The defender treats their shield as a weapon for 
  determining the counter-check and adds any enhancement 
  bonus from the shield to the check. If you succeed you not 
  only yank the shield away but also break the straps holding 
  it to the defender’s arm. If, for some reason, the straps are 
  unbreakable you knock the opponent prone and knock the 
  shield out of position so that the defender must spend a move 
  equivalent action adjusting his grip.
  Clear Area (Ex): You swing the guisarme around in a wide 
  arc, allowing you to clear the area within five feet of you (all 
  Guisarme Master
  Class 
  Level
  Base Attack
  Fort 
  Save
  Ref Save Will 
  Save
  Special
  1
  +1
  +2
  +2
  +0
  Shove
  2
  +2
  +3
  +3
  +0
  Vault
  3
  +3
  +3
  +3
  +1
  Damage Bonus +1
  4
  +4
  +4
  +4
  +1
  Desperation Hook, 
  Improved Trip
  5
  +5
  +4
  +4
  +1
  Hook Shield
  6
  +6/+1
  +5
  +5
  +2
  Damage Bonus +2
  7
  +7/+2
  +5
  +5
  +2
  Clear Area
  8
  +8/+3
  +6
  +6
  +2
  Improved Vault
  9
  +9/+4
  +6
  +6
  +3
  Damage Bonus +3
  10
  +10/+5
  +7
  +7
  +3
  Shortening the Grip
  
  18
  18
  ORGANIZATIONS BOOK I
  adjacent squares) of opponents. This allows you to use the 
  equivalent of a Shove maneuver on all adjacent opponents. 
  This counts as a full attack action. People avoid guisarme 
  masters on ledges…
  Improved Vault (Ex): As vault but the bonus goes up to 
  +20.
  Shortening the Grip (Ex): By shortening your grip on the 
  guisarme you can use the haft to help protect you from at-
  tacks. It takes a move equivalent action to shorten the grip 
  and doing so eliminates the guisarme’s reach advantage but 
  grants you a +2 shield bonus to armor class as if you were 
  using a large shield; enhancement bonuses of the guisarme 
  do not increase this. It requires a free action to return to a 
  normal grip.
  
  19
  BLACK FIST ORCS    
  19
  BLACK FIST GUISARME MASTER 
  Description: It takes an awfully long time for a spear to earn 
  some respect and, frankly, even once they join the ranks of 
  the masters they still don’t get it. However, they can catch 
  of glimmer of respect when a cadre of them charges an 
  enemy line, plants their weapons, and vaults to the rear to 
  hack wildly away at the mages lurking there. And no one 
  harasses guisarme master blocking a bridge. The guisarme 
  masters will fight from the rear ranks in most encounters, 
  letting the gauntlets absorb the brunt of the assault while 
  they attack the target’s weapons and shield using Sunder. 
  If tactical position becomes important they’ll Shove the 
  target around the battle field, trying to pin him in a corridor 
  or alcove or even push him into a pit. Finally, they’ll throw 
  caution to the wind when facing a mage (especially given 
  the typical orcish vulnerability to charms) and vault over 
  the front lines, attempting to straddle the mage landing to 
  his left and right.
  Master Jumping notes: the guisarme masters make liberal 
  use of jumping so a quick refresher is in order here. When 
  vaulting they take a full round run action and make their 
  leap, this allows them to jump 5 ft. + 1 ft. per point their 
  Jump check exceeds 10, this distance is then increased by 
  25% for the run feat. They always use the take 10 feature 
  of their Vault ability so they typically can leap up to 36 feet 
  (or seven grid squares). They’ll run to the last point they can 
  jump from (usually just behind their own front lines) before 
  making the vault. For a standing jump they can clear 15 feet. 
  They can clear 8 ft. jumping up this way as well.
  Grandmaster Jumping notes: Grand Masters can make a 
  running leap up to 39 feet (or seven grid squares). For a 
  standing jump they can clear 16 feet. They can clear 9 ft. 
  up with a running jump.
  Guisarme Master
  Guisarme Master
  Guisarme Grand Master
  Orc Fighter 5/Guisarme Master 3
  Orc Fighter 5/Guisarme Master 6
  Medium-Size Humanoid
  Medium-Size Humanoid
  Hit Dice:
  8d10+8 (60 hp)
  11d10+11 (81 hp)
  Initiative:
  +0
  +0
  Speed:
  30 ft.
  30 ft.
  AC:
  16 (+5 chain shirt, +1 deflection)
  18 (+6 chain shirt, +1 deflection, +1 natural)
  Attacks:
  Guisarme +14/+9 (2d4+10; 20/x3) or Throw-
  ing Axe +8 (1d6+4; 20/x2)
  Guisarme +18/+13/+8 (2d4+12; 20/x3) or 
  Throwing Axe +11 (1d6+4; 20/x2)
  Special Abilities:
  Orc Blood,-1 to all attack rolls, saves, and 
  checks while in bright light; Darkvision (60’); 
  Shove; Vault
  Orc Blood,-1 to all attack rolls, saves, and 
  checks while in bright light; Darkvision (60’); 
  Shove; Vault; Desperation Hook; Improved 
  Trip; Hook Shield
  Saves:
  Fort +9, Ref +5, Will +3
  Fort +12, Ref +8, Will +7
  Abilities:
  Str 18, Dex 10, Con 12, Int 8, Wis 8, Cha 10
  Str 18, Dex 10, Con 12, Int 8, Wis 8, Cha 10
  Skills:
  Jump +14 (+24), Intimidate +1
  Jump +17 (+27), Intimidate +1
  Feats:
  Imposing Figure; Power Attack, Run, 
  Sunder, Weapon Focus (Guisarme), Weapon 
  Specialization (Guisarme)
  Imposing Figure, Power Attack, Run, 
  Sunder, Weapon Focus (Guisarme), Weapon 
  Specialization (Guisarme), Iron Will
  Challenge Rating:
  7
  10
  Alignment:
  Chaotic Evil
  Chaotic Evil
  Possessions:
  3 Throwing axes, Chain Shirt +1, Ring of 
  Protection +1, Cloak of Resistance +1, Potion 
  of Haste, +1 Guisarme
  3 Throwing axes, Chain Shirt +2, Ring of 
  Protection +1, Amulet of Natural Armor +1, 
  Cloak of Resistance +2, Potion of Haste, 
  Guisarme +2
  Initiative
  HP
  Notes
  
  20
  20
  ORGANIZATIONS BOOK I
  Black Fist Hammer
  Hammer
  Sledge
  Orc Fighter 4/Bard 3/Blackguard 3
  Orc Fighter 4/Bard 3/Blackguard 6
  Medium Humanoid 
  Medium Humanoid 
  Hit Dice: 
  7d10+3d6+10 (68 hp) 
  10d10+3d6+13 (88 hp) 
  Initiative: 
  +0
  +1 (+1 Dex)
  Speed: 
  20 ft.
  20 ft.
  AC: 
  24 (+10 full plate, +3 shield, +1 natural 
  armor) 
  26 (+10 full plate, +4 shield, +1 natural 
  armor, +1 Dex) 
  Attacks: 
  Bastard Sword +16/+11 (1d10+8; 19-20/x2)
  Bastard Sword +21/+16/+11 (1d10+10; 17-
  20/x2)
  Special Abilities: 
  Orc Blood, -1 to all attack rolls, saves, and 
  checks while in bright light; Bardic music; 
  Bardic knowledge; Detect Good; Poison 
  Use; Smite Good 1/day (+2 to hit, +3 dam-
  age), Dark Blessing; Command Undead; 
  Aura of Despair (-2 to enemy saves in a 10 
  ft. radius); Darkvision (60’) 
  Orc Blood, -1 to all attack rolls, saves, and 
  checks while in bright light; Bardic music; 
  Bardic knowledge; Detect Good; Poison 
  Use; Smite Good 1/day (+2 to hit, +3 dam-
  age), Dark Blessing; Command Undead; 
  Aura of Despair (-2 to enemy saves in a 10 
  ft. radius); Darkvision (60’); Sneak attack 
  +1d6; Fiendish servant (bat)
  Saves: 
  Fort +11, Ref +7, Will +8 
  Fort +13, Ref +9, Will +9 
  Abilities: 
  Str 20, Dex 11, Con 12, Int 8, Wis 12, Cha 
  14 
  Str 22, Dex 12, Con 12, Int 8, Wis 12, Cha 
  14
  Skills: 
  Climb +1, Handle Animal +5, Hide -1 (+), 
  Intimidate +5, Knowledge (Religion) +1, 
  Sense Motive +4 
  Climb +2, Handle Animal +5, Hide +0 (+), 
  Intimidate +8, Knowledge (Religion) +1, 
  Sense Motive +4 
  Feats: 
  Cleave, Exotic Weapon Proficiency (Bastard 
  Sword), Power Attack, Still Spell, Sunder, 
  Weapon Focus (Bastard Sword),Weapon 
  Specialization (Bastard Sword) 
  Cleave, Exotic Weapon Proficiency (Bastard 
  Sword), Power Attack, Still Spell, Sunder, 
  Weapon Focus (Bastard Sword),Weapon 
  Specialization (Bastard Sword), Improved 
  Critical (Bastard Sword)
  Challenge Rating: 
  10
  13
  Alignment: 
  Chaotic Evil 
  Chaotic Evil 
  Possessions: 
  Amulet of Natural Armor +1; Cloak of Cha-
  risma +2; Full Plate +2; Large Steel Shield 
  +1; Bastard Sword +1; 1 vial of Giant Scor-
  pion Venom (Injury, DC 18, 1d6 Strength 
  then 1d6 Strength); 1 vial of Dark Reaver 
  Powder (Ingested, DC 18, 2d6 Con then 1d6 
  Con + 1d6 Str)
  Amulet of Natural Armor +1; Gauntlets 
  of Ogre Power (+2); Cloak of Charisma 
  (+2); Full Plate +2; Large Steel Shield +2; 
  Bastard Sword +2; Boots of Speed; 1 vial of 
  Giant Scorpion Venom (Injury, DC 18, 1d6 
  Strength then 1d6 Strength); 1 vial of Dark 
  Reaver Powder (Ingested, DC 18, 2d6 Con 
  then 1d6 Con + 1d6 Str)
  Bard Spellbook (castable/
  known) 
  Level 0 (3/6): 
  Detect Magic; Flare*; Mage Hand; Mend-
  ing; Prestidigitation; Read Magic
  Detect Magic; Flare*; Mage Hand; Mend-
  ing; Prestidigitation; Read Magic
  Level 1 (2/3): 
  Feather Fall*; Identify; Ventriloquism*
  Feather Fall*; Identify; Ventriloquism*
  Blackguard Spellbook
  Level 1: 
  Cause Fear (x1); Summon Monster I (x1)
  Cause Fear (x1); Summon Monster I (x1)
  Level 2:
  Cure moderate wounds (x1)
  Level 3:
  Contagion (x1)
  Initiative
  HP
  Notes
  
  21
  BLACK FIST ORCS    
  21
  BLACK FIST HAMMER
  Description: Somewhere along the line an upcoming young 
  Fist learns the value of subterfuge. Or, more precisely, the 
  value of lying and stabbing others in the back. These tal-
  ented orcs start down the dark path, first dabbling in minor 
  sorceries, learning a bit about the forbidden mysteries of the 
  world, then finally initiation into the Hammers themselves. 
  Hammers love poison; they always have a couple vials se-
  creted at various places around their body. They frequently 
  use either prestidigitation or mage hand (stilled) to get stuff 
  from a vial into someone else’s food, sometimes preceded 
  with a diversion made with ventriloquism; needless to say, 
  not many people invite them to dinner.
  FIENDISH BAT (SERVANT)
  Diminutive Magical Beast
  Hit Dice: 4d8 ( hp) 
  Initiative: +2 (Dex)
  Speed: 5 ft., fly 40 ft. (good)
  AC: 19 (+4 size, +2 Dex, +3 natural armor) 
  Attacks: Bite +4 (no damage unless using Smite Good)
  Face/Reach: 1 ft. by 1 ft./0 ft.
  Special Attacks: Smite good
  Special Qualities: Blindsight; Darkvision (60 ft.); Cold 
  and Fire resistance 10; DR 5/+1; SR 8; improved evasion; 
  share spells; empathic link; share saving throws; speak 
  with blackguard
  Saves: Fort +10, Ref +8, Will +8
  Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 14, Cha 4
  Skills:  Listen +9*, Move Silent +6, Spot +9*
  Challenge Rating: 3 (if alone)
  Alignment: Chaotic Evil
  You’d be amazed at the amount of time and effort the 
  Sledge’s put into finding a way to get bat’s to put poison in 
  objects. Fortunately, the fiendish bats get pretty god saves 
  against poison. Most Sledge’s use their servants as scouts 
  and sentinels; their Blindsight makes them quite useful for 
  that.
  Smite Good: Once per day the bat can make a normal attack 
  to deal additional damage equal to its HD total (i.e. +4) 
  against a good foe.
  Skills: Bats receive a +4 racial bonus to Listen and Spot 
  checks. They lose this if their Blindsight is negated.
  
  22
  22
  ORGANIZATIONS BOOK I
  BOUND CREATURES
  The cabal takes some of the most able members of the 
  Black Fist and bonds a demon to them. The orc agree-
  ing to this does so hoping for untamed demonic power 
  and instead becomes a prisoner in his own body (until 
  he dies, at which point he becomes a prisoner in an even 
  worse place). The cabal singles out the strongest, tough-
  est, and weakest willed orcs for this process. A few adepts 
  also agree to the bonding; typically these adepts have 
  overwhelming ambition and believe that they can master 
  the demon. Finally, the cabal bonds a few worgs; these 
  are prized beasts and more often than not their “masters” 
  actually serve them. The variety of bound creatures is 
  ultimately as extensive as the variety of demons; however, 
  Vale Narosh commands only a small cadre of monsters 
  and, of these, even fewer can bond effectively with an 
  orc. Due to this you’ll notice some extensive variation in 
  the abilities of bound characters; only certain demons can 
  bond to worgs. Others bond effectively with plain orcs 
  and a third kind is used for bonding with someone who 
  already possesses magical abilities. The effects of the 
  process are similar to those of a magic jar but the binding 
  creature retains use of some of the bound creature’s spe-
  cial abilities since they “share” the body. Bound creatures 
  typically take a -2 to all saving throws due to their internal 
  struggle (not for worgs though since they are all too 
  willing to cooperate). The binding demon also loses its 
  ability to summon other demons (few demons are willing 
  to answer the call of an orc, no matter how powered up). 
  The cabal calls the benefactors of this process “bound” 
  but explains to unbound orcs that the name refers to the 
  capture of a demon; fortunately orcs aren’t too keen on 
  how adjectives work.
  BOUND WORG
  Medium-size Magical Beast/Outsider [Succubus] 
  (Chaotic, Evil)
  Hit Dice: 6d8+6 (33 hp) 
  Initiative: +2 (Dex)
  Speed: 50 ft.
  AC: 19 (+2 Dex, +5 magical studded leather barding, +2 
  natural) 
  Attacks: Bite +10/+5 melee (1d6+4)
  Special Attacks: Spell-like abilities, energy drain, trip
  Special Qualities: Damage reduction 20/+2, SR 12, 
  demon qualities, scent
  Saves: Fort +8, Ref +8, Will +8
  Abilities: Str 17, Dex 15, Con 15, Int 16, Wis 14, Cha 20
  Skills:  Bluff +11, Concentration +8, Disguise +11, Es-
  cape Artist +8, Hide +10, Knowledge (any one) +9, Listen 
  +16, Move Silent +9, Ride +8, Search +9, Spot +16, 
  Wilderness Lore +8*
  Feats: Alertness, Dodge, Mobility, Weapon Focus (Bite)
  Challenge Rating: 9
  Alignment: Chaotic Evil 
  Oddly enough, Succubi fit well with the trained worgs, 
  perhaps they enjoy the natural obedience. Regardless, 
  bound worgs enjoy the benefits of a demon with superla-
  tive magical and mental capabilities matched to their own 
  physical power. Bound worgs behave oddly, almost cat-
  like in their affection. They’ll rub up against you, attempt 
  to lick your face (note though that this counts as a kiss…) 
  and so on, seducing even in this form.
  Trip (Ex): A bound worg that hits with a bite attack can 
  attempt to trip the opponent as a free action without mak-
  ing a touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to trip the 
  worg.
  Immunities (Ex): Bound worgs are immune to poison 
  and electricity.
  Resistances (Ex): Bound worgs have cold, fire, and acid 
  resistance 20.
  Telepathy (Su): Bound worgs can communicate tele-
  pathically with any creature within 100 feet that has a 
  language.
  Spell-Like Abilities: At will-charm monster, 
  clairaudience/clairvoyance, darkness, desecrate, detect 
  good, detect thoughts, doom, ethereal jaunt (self plus 50 
  pounds of objects only), suggestion, and teleport without 
  error (self plus 50 pounds of objects only); 1/day unholy 
  blight. These abilities are as the spells cast by a 12th-level 
  sorcerer (save DC 15 + spell level).
  Energy Drain (Su): A bound worg drains energy from a 
  mortal by simply biting its victim. A successful bite attack 
  inflicts one negative level. The Fortitude save to remove 
  the negative level has a DC of 18.
  Alternate Form (Su): Bound worgs can assume any 
  humanoid form of Small to Large size as a standard ac-
  tion. This ability is similar to the polymorph self spell but 
  allows only humanoid forms. While using this ability, a 
  bound worg gains a +10 circumstance bonus to Disguise 
  checks.
  Tongues (Su): A bound worg has a permanent tongues 
  ability as the spell cast by a 12th-level sorcerer. Bound 
  worgs usually use telepathic communication when in their 
  normal form but speak normally using their tongues abil-
  ity when in a humanoid form.
  Skills: Bound worgs receive a +8 racial bonus to Listen 
  and Spot checks, a +1 racial bonus to Move Silently 
  checks, and a +2 racial bonus to Hide checks. A bound 
  worg has a +4 racial bonus to Wilderness Lore checks 
  when tracking by scent. 
  Equipment: The Black Fist equip bound worgs with 
  enchanted studded leather barding (+2) for battle.
  Initiative
  HP
  Notes
  
  23
  BLACK FIST ORCS    
  23
  BLACK FIST BOUND ADEPT 
  Orc Cleric 3 Wizard 3/Vasc Fell Icon
  Medium Humanoid 
  Hit Dice: 10d6 (40 hp) 
  Initiative: +0
  Speed: 30 ft.
  AC: 16 (+4 mage armor, +2 deflection)
  Attacks: Heavy mace +8 (1d8+3; 20/x2)
  Special Attacks: Fell Sorcery
  Special Qualities: Damage reduction 20/+2; SR 25; 
  Evasion; Flare; Resistances; Blindsight (100 ft.); Orc 
  Blood,-1 to all attack rolls, saves, and checks while in 
  bright light; Rebuke Undead 2/day; Summon Famil-
  iar (Raven); Darkvision (60’)
  Saves: Fort +8, Ref +8, Will +11
  Abilities: Str 13, Dex 10, Con 10, Int 16, Wis 16, Cha 20
  Skills:   Alchemy +13, Appraise +13, Concentration +10, 
  Intuit Direction +13, Knowledge (Arcana) +13, Knowl-
  edge (Forge) +13, Knowledge (Necromancy) +13, Heal 
  +9, Search +13, Spot +13, Spellcraft +13, Wilderness 
  Lore +13
  Feats: Brew Potion; Dodge (not usable in this form due to 
  low Dexterity); Power Attack; Scribe Scroll; Spell Focus 
  (Necromancy); Spell Penetration; Still Spell
  Challenge Rating: 11
  Alignment: Chaotic Evil
  Description: Adepts with an inflated opinion of their 
  abilities volunteer to become bound to a Vasc Fell Icon. 
  This provides them with substantial power, and provides 
  the Icon with a more sturdy shell. The synergy between 
  the adept and the Icon allows the icon to use the Adepts 
  greater Constitution score for determining hit points. After 
  the bonding the adept seems to behave in much the same 
  way, but their eyes always drift away when you speak 
  with them and one happens across the bound adepts a bit 
  too frequently talking amongst themselves. The lack of 
  overt signs of possession leads other adepts to think that 
  their personality might survive the process. Baron Firenzo 
  Milan points out though that any Black Fist orc whose 
  personality survived the process would certainly change 
  their behavior; they’d start lording it over everyone else.
  Possessions:  Ring of Protection +2, Cloak of Resistance 
  +2, Heavy mace +2
  Deity: Vale Narosh Domains: Chaos: cast chaos spells at 
  +1 caster level. Evil: cast evil spells at +1 caster level.
  Cleric Spellbook
  Level 0: Cure Minor Wounds (x2); Detect Magic (x1); 
  Guidance (x1); 
  Level 1: Cure Light Wounds (x1); Doom (x1); Obscuring 
  Mist (x1); Protection from Good (x1)
  Level 2:  Shatter; Bull’s Strength
  Wizard Spellbook
  Level 0: Flare (x3); Read Magic (x1)
  Level 1: Mage Armor (x2); True Strike* (x1)
  Level 2: Blur* (x1)
  Blindsight (Ex): A bound adept can sense objects within 100 
  feet as a sighted creature would; this ability doesn’t seem to 
  operate through any known medium. Thus the bound adept 
  can use this to even “see” through solid objects. However, 
  certain materials do seem to be invisible to the bound adept; 
  of particular note, the bound adept cannot perceive ordinary 
  plastics (for those places that have plastics).
  Resistances (Ex): Bound adepts have cold, electricity, fire, 
  and acid resistance of 20.
  Fell Sorcery (Sp): Bound adepts can also cast spells as a 
  sorcerer; however they have access to a fairly large list of 
  spells. They can choose from any spell of the necromantic 
  school, or any spell on the Chaos, Evil or Death domain 
  lists. They also receive the special benefits of their domains: 
  death touch 1/day (make a touch attack, if it hits roll 10d6, 
  if that damage exceeds the victim’s current hit points he 
  dies). The bound adept depicted here receives spells as a 
  10th level sorcerer, thus: 6x 0-level; 6x 1st level; 6x 2nd 
  level; 6x 3rd level; 5x 4th level; and 3x 5th level. The save 
  DC for these spells is 15 + spell level (17 + spell level for 
  necromantic spells).
  Initiative
  HP
  Notes
  
  24
  24
  ORGANIZATIONS BOOK I
  BLACK FIST BOUND WARRIOR
  Orc/Vale Sapphire demon Fighter 4 
  Medium Humanoid/Outsider (Chaotic, Evil)
  Hit Dice: 12d8+24 (78 hp) 
  Initiative: +0
  Speed: 20 ft.
  AC: 22 (+1 Dex, +9 magical full plate, +2 natural armor)
  Attacks: Greataxe +20/+15/+10 (1d12+11; 20/x3)
  Special Abilities: Spell-like abilities
  Special Qualities: Damage Reduction 20/+2; SR 23; 
  Tension Cables; Blue Stone Synergy; Resistances; 
  Darkvision (60 ft.), Orc Blood, -1 to all attack rolls, 
  saves, and checks while in bright light
  Saves: Fort +7, Ref +7, Will +9
  Abilities: Str 21, Dex 13, Con 12, Int 14, Wis 14, Cha 14
  Skills:   Climb +12, Concentration +13, Escape Artist +8, 
  Hide +8, Intimidate +5, Jump +12, Listen +14, Move 
  Silently +8, Search +14, Spellcraft +14, Spot +14, 
  Swim +17 
  Feats: Imposing Figure, Weapon Focus (Greataxe), 
  Weapon Specialization (Greataxe), Power Attack, 
  Cleave, Dodge, Expertise, Mobility, Spring Attack
  Challenge Rating: 12
  Alignment: Chaotic Evil
  Description: Another reason you don’t see many veteran 
  Black Fist orcs wielding greataxes is that they’re the ones 
  best suited to having a Vale Sapphire demon bound to them. 
  Bound Warriors acquire the steel cables of the Vale demons, 
  but more thin. Also, the sapphire of the demon doesn’t trans-
  late fully; instead it infuses the orc’s skeleton. However, one 
  can see the sapphire emerge on the surface of the orc in their 
  eyes and teeth, and finger and toenails.
  Tension Cables (Su): This ability grants a +4 enhance-
  ment bonus to Strength, a +2 Enhancement bonus to 
  Dexterity (already included), and counts as +4 armor (this 
  isn’t included because the full plate armor the orc wears 
  supersedes it).
  Blue Stone Synergy (Su): The infusion of interstitial sap-
  phire makes the Bound Warrior immune to electricity and 
  cold attacks, grants him constant free action, as the spell, 
  and grants him a +2 natural armor bonus. The infusion also 
  generates a certain synergy with the bound warrior; this 
  makes him immune to blinding effects and lets the Bound 
  Warrior use his fingernails as a 1d3 melee claw attack (slash-
  ing damage).
  Resistances (Ex): Bound orcs have fire and acid resistance 
  of 20.
  Spell-like Abilities: At will- fog cloud, control water, ice 
  storm, solid fog, wall of ice, quench; 2/day- haste, cone of 
  cold. These abilities are as the spells cast by a 12th-level 
  sorcerer (save DC 12 + spell level).
  Possessions:  +1 Full Plate,  +2 Greataxe
  Initiative
  HP
  Notes
  
  25
  BLACK FIST ORCS    
  25
  THE BOUNDING DEMONS
  Vale Narosh’s demons aren’t like the typical tanar’ri, they 
  lack the summoning and teleporting powers common to 
  such creatures. Narosh’s demons have powers, but more 
  up close and personal kinds of powers. This makes them 
  significantly more vulnerable, significantly less flexible, 
  but sometimes more dangerous in an actual encounter. In 
  preparation for their use as bounding demons I’ve broken 
  down their personal powers into supernatural abilities. For 
  instance, the physical power of a typical demon stems in part 
  from their form, but also depends on the magic investing 
  them. I assume that most standard demons simply collapse 
  these effects into their attributes.
  DEMON: VALE SAPPHIRE
  Large Outsider (Chaotic, Evil)
  Hit Dice: 12d8+24 (78 hp)
  Initiative: +5 (Dex)
  Speed: 40 ft.
  AC: 25 (+5 Dex, +6 armor, +4 natural armor)
  Attacks: Ruby Blade +19/+14/+9 (2 pen) or slam +17/
  +12/+7
  Damage: Ruby Blade 2d8+9+1d6 cold (critical 17-20/
  x2); Slam 1d6+5
  Face/Reach: 5 ft. by 5 ft./10 ft.
  Special Attacks: Spell-like abilities; Sever Magic
  Special Qualities: Damage reduction 20/+2; SR 23; Ten-
  sion Cables; Blue Stone; Body of Water; Resistances; 
  Darkvision (120 ft.)
  Saves: Fort +10, Ref +13, Will +10
  Abilities: Str 20, Dex 20, Con 14, Int 14, Wis 14, Cha 14
  Skills: Climb +17, Concentration +14, Escape Artist +17, 
  Hide +17, Jump +17, Listen +14, Move Silently +17, 
  Search +14, Spellcraft +14, Spot +14, Swim +17
  Feats: Dodge, Expertise, Mobility, Spring Attack
  Climate/Terrain: Any land and underground
  Organization: Solitary or team (4)
  Challenge Rating: 14
  Treasure: Ruby Blade
  Alignment: Always chaotic evil
  Advancement: by character class
  Description: “A great jagged man-thing detached itself from 
  the wall of the rift. It didn’t blend in well here anyway; its 
  sapphire body stood out in stark contrast against the red cliffs 
  of the Ruby Rift. It stood perhaps nine feet tall, a crystal 
  blue stone core wrapped in thick steel cables that twitched 
  and pulled like visible muscle. As it pulled away from the 
  wall it took a chunk of stone in one hand and flicked pieces 
  off it with its thumb, as if carving a weapon.”
  Vale Sapphire demons enter combat wielding ruby blades 
  hand forged from the cliffs of the Ruby Rift Canyon. They 
  temper these blades in a fall of raw cold called the Winter 
  Cataract, found near the edge of the canyon. The blue-white 
  intensity of this place makes ones eyes freeze in their sockets 
  just to look at it; the cold itself is so intense that air freezes 
  and breaks apart, forming sheets of lightning that play across 
  the falls. The ruby blades that survive this process hold a 
  razor’s edge and skilled Vale Sapphire demons can use the 
  blade to disrupt magic.
  Tension Cables (Ex): This ability grants a +4 enhancement 
  bonus to Strength, a +2 Enhancement bonus to Dexterity 
  (already included), and count as +6 armor.
  Blue Stone (Ex): The core stone of the Vale Sapphire makes 
  them immune to electricity and cold attacks; grants them 
  constant free action, as the spell; and grants them a +4 
  natural armor bonus.
  Body of Water (Su): Vale Sapphire demons can transform 
  their flesh to water almost instantaneously. They constantly 
  do this in response to attacks as Spontaneous actions, making 
  them practically incorporeal. However, since their cables 
  remain vulnerable the miss chance is reduced to 30%. They 
  may also use this ability to move freely through threatened 
  or even occupied areas without drawing an attack of op-
  portunity. They cannot move through fully solid barriers 
  though, nor pass through narrow openings.
  Resistances (Ex):Vale Sapphire demons have fire and acid 
  resistance of 20.
  Spell-like Abilities: At will- fog cloud, control water, ice 
  storm, solid fog, wall of ice, quench; 2/day- haste, cone of 
  cold. These abilities are as the spells cast by a 12th-level 
  sorcerer (save DC 12 + spell level).
  Sever Magic: Twice per day the Vale Sapphire can attack 
  a spell or magic effect with their ruby blade. This works 
  like a single target greater dispelling but takes a standard 
  action (that does not provoke an attack of opportunity) and 
  requires a successful touch attack. When using this ability 
  the Vale Sapphire demon dispels with an effective caster 
  level equal to its hit dice +2 (the enhancement bonus of their 
  blade; more powerful blades would grant a larger bonus to 
  this as well).
  Ruby Blade: These are typically huge greatswords. Forged 
  in absolute cold, their crystalline surface drips with conden-
  sation. They have both the frost and keen bonuses as well 
  as 2 points of penetration; otherwise they count as a +2 
  weapon. Anyone touching the weapon takes 1d6 points of 
  cold damage per round of contact, when actually wielding 
  the weapon increase the damage to 3d6 per round.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Ar-
  mor, endure the forging process; Market Price: +5 bonus
  
  26
  26
  ORGANIZATIONS BOOK I
  DEMON: VASC FELL ICON
  Medium-Size Outsider (Chaotic, Evil)
  Hit Dice: 10d6-10 (30 hp)
  Initiative: +10 (Dex)
  Speed: Fly 60 ft. (perfect)
  AC: 20 (+10 Dex)
  Attacks: Electric Touch +3
  Damage: Slam 1d4-2+1d6 electrical
  Face/Reach: 5 ft. by 5 ft./5 ft.
  Special Attacks: Fell Sorcery
  Special Qualities: Damage reduction 30/+3; SR 25; Eva-
  sion; Flare; Resistances; Blindsight (100 ft.)
  Saves: Fort +9, Ref +20, Will +13
  Abilities: Str 6, Dex 30, Con 8, Int 16, Wis 16, Cha 20
  Skills: Alchemy +13, Appraise +13, Concentration +9, 
  Intuit Direction +13, Knowledge (Arcana) +13, 
  Knowledge (Forge) +13, Knowledge (Necromancy) 
  +13, Search +13, Spot +13, Spellcraft +13, Wilder-
  ness Lore +13
  Feats: Dodge, Spell Focus (Necromancy), Spell Penetra-
  tion
  Climate/Terrain: Any land and underground
  Organization: Solitary or Collage (2-12)
  Challenge Rating: 10
  Treasure: none
  Alignment: Always chaotic evil
  Advancement: 11-14 HD (Medium), 15-20 HD (Large)
  Description: 
  “In the pitch black of the deep Forge it stood out, a neon-
  electric pattern that thrummed and shook slightly as it spoke. 
  The vibrations of its lines mapped out the structure and 
  pattern of its voice. Here, in the deeps, native creatures are 
  reduced to their most basic symbolic structure.”
  The deeps of the Forge, like the depths of our own ocean, 
  house some of the strangest and most alien creatures. Icons 
  and sigils may perhaps be some of the most unusual of an 
  already unusual lot. Icons are like the pure expression of 
  concepts, symbolic creatures that have evolved away from 
  the secondary properties and accidents with which we’re 
  most familiar. They exist as living runes, fragile like gos-
  samer and so magically invested that they couldn’t exist 
  outside of the Forge for long without a host or some kind 
  of special protection. To them, the atmosphere of the earth 
  would be like the atmosphere of Venus to a human. However, 
  this fragility buys them immense sorcerous power; they are 
  akin to the living form of a field of magic. The Vasc Fell 
  Icon embodies raw necromantic power. For the gamemaster: 
  the difficulty when facing a Vasc Fell Icon depends largely 
  on the circumstances; in many situations they can be quite 
  vulnerable but in some they can be very dangerous. Adjust 
  the encounter level accordingly.
  Blindsight (Ex): A Fell Icon can sense objects within 100 
  feet as a sighted creature would; this ability doesn’t seem 
  to operate through any known medium. Thus the Fell Icon 
  can use this to even “see” through solid objects. However, 
  certain materials do seem to be invisible to the Fell Icon; 
  of particular note, the Fell Icon cannot perceive ordinary 
  plastics (for those places that have plastics).
  Flare (Ex): Fell Icons can increase the brightness of their 
  glow to an unbearable level. Creatures that rely on sight to 
  attack and that lack counter-measures (such as smoked lenses 
  to cover the eyes) suffer a 20% miss chance against a Fell 
  Icon that’s flaring. Flaring itself is a free action and can be 
  sustained the way a human can sustain a jogging pace.
  Resistances (Ex): Vasc Fell Icons have cold, electricity, fire, 
  and acid resistance of 20.
  Fell Sorcery (Sp): Vasc Fell Icons cast spells as a sorcerer; 
  however they have access to a fairly large list of spells. They 
  can choose from any spell of the necromantic school, or any 
  spell on the Chaos, Evil or Death domain lists. They also 
  receive the special benefits of their domains: +1 to effective 
  caster level with Chaos and Evil spells; death touch 1/day 
  (make a touch attack, if it hits roll 10d6, if that damage 
  exceeds the victim’s current hit points he dies). The Icon 
  depicted here receives spells as a 10th level sorcerer, thus: 
  6x 0-level; 6x 1st level; 6x 2nd level; 6x 3rd level; 5x 4th 
  level; and 3x 5th level. The save DC for these spells is 15 + 
  spell level (17 + spell level for necromantic spells).
  
  Black Fists
  Saves
  Init
  Hit Points
  Challenge Stuff
  Total 
  CP
  Name
  Main Attack
  Key Specials
  F
  R
  W
  AC Bonus
  Roll
  Base
  Left
  CR
  CP
  #
  Spear 1
  +5 (2d4+3; x3)
  PowA
  +4
  +0
  +0
  15
  +0
  18
  1
  1
  Spear 2
  +9 (2d4+6; x3)
  PowA
  +5
  +1
  +0
  16
  +0
  32
  3
  2
  Spear 3
  +11/+6 (2d4+6; x3)
  PowA
  +6
  +2
  +3
  16
  +0
  45
  5
  4
  Fist 1
  +5 (1d12+3; x3)
  PowA
  +4
  +0
  +0
  15
  +0
  18
  1
  1
  Fist 2
  +9 (1d12+6; x3)
  PowA, Clv
  +5
  +1
  +0
  16
  +0
  32
  3
  2
  Fist 3
  +11/+6 (1d12+6; x3)
  PowA, Clv
  +6
  +2
  +3
  16
  +0
  45
  5
  4
  Gauntlet 1
  +5 (1d10+2; x3)
  +4
  +0
  +0
  17
  +0
  18
  1
  1
  Gauntlet 2
  +9 (1d10+6; x3)
  PowA
  +5
  +1
  +0
  18
  +0
  32
  3
  2
  Gauntlet 3
  +11/+6 (1d10+6; x3)
  PowA, Imp Bull
  +6
  +2
  +3
  19
  +0
  45
  5
  4
  Scout 1
  +4 (1d8; x3); B or A
  SnkA, PntBlnk
  +2
  +4
  +0
  15
  +1
  17
  2
  1.5
  Scout 2
  +7 (1d8+2; x3); B or A
  SnkA, Precise
  +4
  +5
  +1
  16
  +2
  27
  4
  3
  Scout 3
  +8 (1d8+2; x3); B or A
  SnkA, Precise
  +4
  +6
  +1
  17
  +2
  36
  6
  6
  Adept 1
  +3 (1d8+1)
  PowA
  +3
  +0
  +7
  16
  +0
  19
  3
  2
  Adept 2
  +4 (1d8+1)
  PowA
  +4
  +2
  +7
  20
  +0
  27
  5
  4
  Adept 3
  +7 (1d8+2)
  PowA
  +5
  +2
  +9
  21
  +0
  34
  7
  8
  Worg Master
  +7/+7 (1d8+4/1d8+2; x3) 
  or +7 (1d8+3; x3)
  PntBlnk
  +4
  +2
  +1
  16
  +1
  34
  4
  3
  Elite WM
  +11/+11/+6 (1d8+4/
  1d8+2; x3) or +10/+5 
  (1d8+3; x3)
  PntBlnk
  +8
  +3
  +2
  17
  +2
  59
  7
  8
  Worg
  +10 (1d6+4)
  Trip
  +7
  +7
  +4
  17
  +2
  42
  5
  4
  Alpha Worg
  +13/+8 (1d6+4)
  Bite disarm
  +10
  +8
  +5
  18
  +2
  65
  8
  12
  Elite Axe
  +15/+10 (1d10+7; x3)
  PowA, Clv
  +8
  +6
  +6
  22
  +0
  67
  8
  12
  Master Axe
  +19/+14/+9 (1d10+8; 
  19+/x3)
  Grt Clv, Imp 
  Bull
  +11
  +8
  +8
  24
  +0
  88
  11
  32
  Guisarme Master +14/+9 (2d4+10; x3)
  Jump +24
  +9
  +5
  +3
  16
  +0
  60
  7
  8
  Guisarme GM
  +14/+9 (2d4+10; x3)
  Jump +27
  +12
  +8
  +7
  18
  +0
  81
  10
  24
  Hammer
  +16/+11 (1d10+8; 19+)
  Poison
  +11
  +7
  +8
  24
  +0
  68
  10
  24
  Sledge
  +21/+16/+11 (1d10+8; 
  17+)
  Boots of Speed
  +13
  +9
  +9
  26
  +1
  88
  13
  64
  Bound Worg
  +10/+5 (1d6+4)
  20/+2, SR 12
  +8
  +8
  +8
  19
  +2
  33
  9
  16
  Bound Adept
  Fell Sorcery
  20/+2, SR 25
  +8
  +8
  +11
  16
  +0
  40
  11
  32
  Bound Warrior
  +20/+15/+10 (1d12+11; 
  x3)
  20/+2, SR 23
  +7
  +7
  +9
  22
  +0
  78
  12
  48
  Extra Thugs
  Spear 1
  +5 (2d4+3; x3)
  PowA
  +4
  +0
  +0
  15
  +0
  18
  1
  1
  Spear 1
  +5 (2d4+3; x3)
  PowA
  +4
  +0
  +0
  15
  +0
  18
  1
  1
  Spear 2
  +9 (2d4+6; x3)
  PowA
  +5
  +1
  +0
  16
  +0
  32
  3
  2
  Fist 1
  +5 (1d12+3; x3)
  PowA
  +4
  +0
  +0
  15
  +0
  18
  1
  1
  Fist 1
  +5 (1d12+3; x3)
  PowA
  +4
  +0
  +0
  15
  +0
  18
  1
  1
  Fist 2
  +9 (1d12+6; x3)
  PowA, Clv
  +5
  +1
  +0
  16
  +0
  32
  3
  2
  Gauntlet 1
  +5 (1d10+2; x3)
  +4
  +0
  +0
  17
  +0
  18
  1
  1
  Gauntlet 1
  +5 (1d10+2; x3)
  +4
  +0
  +0
  17
  +0
  18
  1
  1
  Gauntlet 2
  +9 (1d10+6; x3)
  PowA
  +5
  +1
  +0
  18
  +0
  32
  3
  2
  Scout 1
  +4 (1d8; x3); B or A
  SnkA, PntBlnk
  +2
  +4
  +0
  15
  +1
  17
  2
  1.5
  Scout 1
  +4 (1d8; x3); B or A
  SnkA, PntBlnk
  +2
  +4
  +0
  15
  +1
  17
  2
  1.5
  Scout 2
  +7 (1d8+2; x3); B or A
  SnkA, Precise
  +4
  +5
  +1
  16
  +2
  27
  4
  3
  Extra Spaces
  CP Grand Total
  Encounter Level
  CR/EL
  1/2
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  CP
  1/2
  1
  1.5
  2
  3
  4
  6
  8
  12
  16
  24
  32
  48
  64
  96
  128
  190
  250
  375
  500
  750
  1000
  
  APPENDIX: LEGAL NOTICE
  Written and designed by Steven Palmer Peterson
  (sppeters@optonline.net)
  Second World Simulations
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  This printing of Adventure Toolkit (Organizations 1): Black Fist Orcs is done under version 1.0a 
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  Designation of Open Content: It is the intention of the developer to add as much as possible to the 
  body of open game content. As such, subject to the Product Identity designation above, all text in the 
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  Copyright © 2002 Steven Palmer Peterson
  OPEN GAME LICENSE Version 1.0a
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  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document (Draft Version) Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Adventure Toolkit (Organizations 1): Black Fist Orcs and Amethyst Legion Copyright 2002, 
  Steven Palmer Peterson.
  END OF LICENSE 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Second World Simulations/Adventure Toolkit Organizations Book 1 - Black Fist Orcs.pdf