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| bobsan10-28-05, 05:21 PM | If you are one a member of the Company of the Combustable Commode - STOP READING NOW!!! What's presented here may become a part of the campagin and I don't want you to ruin it for yourself. As for everyone else... What I'm presenting here is one of several villians I'm planning on using for my current campaign. I've a couple of story arcs that are intertwining with each other and this is one of the big bad villians. One thing to note is that I mention something called Iceholme. This is something one of my players came up with and I allowed into my game. It was a dwarven stronghold in the Spine of the World that was conquered by the Villian presented here. What I'm wondering is if anyone sees anything I've missed as well as people's opnions about him (constructive criticism only please - Let's be civil about this ^_^). Yes he's powerful. He's suppose to be. He's someone they'll end up facing once they're much higher level (Unless they get foolish). Orkag Red-Axe (10th Level Orog – Ftr 10, Orc Warlord 2) HD: 12 (10d10+30 Ftr / 2d12+6 Orc Warlord) HP: 123 Init: +5 Move: 30’ AC: 12 (+2 natural) Base Attack: +19 / +14 / +9 Grapple: +19 Attack: Blood Fang - Great Axe +21 Melee (1d12+10 / 19-20 x3 [+4 to Crit Check] + 2d6 to same target on additional hits after 1st) Full Attack: Blood Fang - Great Axe +21 / +16 / +10 Melee (1d12+10 / 19-20 x3 [+4 to Crit Check] + 2d6 to same target on additional hits after 1st) Saves: Fort +13, Ref +5, Will +6 Abilities: Str 24(+7), Dex 13(+1), Int 14(+2), Con 17(+3), Wis 11(+0), Cha 15(+2) Skills: Climb +9, Craft (Weaponsmith) +4, Craft (Armorsmith) +4, Bluff +6, Intimidate +10, Jump +8, Ride +3, Spot +5, Survival +5, Listen +4, Sense Motive +3, Diplomacy +5, Search +6 Feats: Daylight Adaptation, Weapon Focus (Great Axe), Weapon Specialization (Great Axe), Might Makes Right, Leadership, Close Quarter Fighting, Blood of the Warlord (+1 Morale bonus on Att and Will Saves for followers), Improved Initiative, Improved Critical (Great Axe), Improved Unarmed Strike, Improved Grapple Special Qualities: Darkvision 120’, Orc Blood, Fire Resistance 5, Cold Resistance 5, Light Blindness (RoF 73), Inspire Courage (like Bard Ability for followers: +2 Morale Sv vs Charm/Fear, +1 Morale bonus on Att and Dmg rolls), Gather Horde (x150%) Possesions: Blood Fang (+1 Ravenous Greataxe), +1 Banded Mail (w/ Armor Spikes), Boots of the Winterlands, Amulet of Might Fists (+1) Background: Orkag Red Axe: conquerer of Iceholme, leader of mighty armies, a Warlord to be feared and respected. Until recently, this was what Orkag the Orog could be refered to if you asked any orc about him. He was reputed to be unbeatable in unarmed combat (some say he wrestled a white dragon for 3 days before the dragon tired out and Orkag snapped its neck) and his skill with Blood Fang, Orkag’s mighty Greataxe, was said to know no equal. Orkag’s rise to power began with his claim to leadership over the Blood Fang tribe of orcs (originally called the Broken arrow tribe until Orkag took over and renamed them) that resided in the Spine of the World. He took over the tribe during a campaign to take control of a dwarven stronghold known as Iceholme. Orkag’s chieftain at the time did not believe the plans he put forth were plausible. His intent was to charge the fortress and overwhelm the dwarves within; a standard orcish tactic. However, Orkag was a smart Orog, something he was known for amongst the tribe, and saw something in the plans that he devised. The argument with the chieftain was short; ending with Orkag’s axe buried within the chief’s chest (and munching quite contently). Orkag took control over the tribe and led them in the march against the Dwarves of Iceholme, utilizing the tactics he devised. In the end, the Dwarves of Iceholme were eliminated (almost down to the dwarf) and Orkag’s reputation among the tribe, and throught the north, began to grow. He expanded his territory, convincing other tribes to join with him either through guile or force (usually force). Orkag’s plan to create his own kingdom felt like a heartbeat away. That is until the appearance of Obould Many-Arrows. When Obould began to gather the tribes to him to conquer the north, Orkag and the Blood Fang Tribe refused to go. Orkag did not believe that this upstart could be greater than he and had no interest in underminign his own plans for conquest. Even those tribes who joined him were hesitant, mainly out of fear for Orkag. However, when Obould’s reputation as being the incarnation of Grummish, the orc god, began to spread, Orkag’s plans of conquest began to creep further and further out of his grasp. Many of those who initially feared Orkag’s wrath for defiance found confidence in their newly reborn God and they turned from him to join Obould. This effect spread until all the followers Orkag had left were those of the original Blood Fang Tribe. All Orkag had left was a handful of orcs and a reputation that paled in comparison to a new-born god. Furious, but not wanting to challenge the all of the orcs of the north (and not beleiving Obould was Grummish), Orkag left the Spine of the World and set out to build his own kingdom. He wanted to build a kingdom that dwarfed Obould’s conquest and create a reputation that would be known realms-wide. He traveled south with his tribe, looking for the one thing that would become the focus of his plans and the center of his kingdom. It was a short while later that he found that one thing. A place that, if conquered by Orkag, would give him a reputation that would overshadow the great Obould/Grummish; Waterdeep: The City of Splendors. Those who followed him initially thought him to be mad. To try and conquer one of the greatest cities in the north was a fool’s errand and they did not want to have a part of it. However, Orkag showed them the error of his ways and explained his plans for conquering the City of Splendors. The plan was lengthy, as any conquest would be. But it was Orkag’s confidence in his abilities that truly turned the tribe around and showed them that anything was possible. And so, an unknown threat to Waterdeep began to grow; waiting for the right moment to strike the city and take down one of the greatest cities Faerun has ever known. |