Showing posts with label orc. Show all posts
Showing posts with label orc. Show all posts

Friday, May 2, 2008

Orcs - Recommended




The first two parts of this series:
1. Orcs - Considered
2. Orcs - Defended

Made the case that Orcs are not only popular and useful, but a good opponent for adventurers.

I will go one step further and recommend that you use them in a game, very soon.

First, there are a lot of orc resources available. If you don't have the miniatures to use, then these paper figures are an excellent resource. As are these, by the same artist. If you would like to include allies for your orcs, then there are also goblin figures and kobold figures.

Second, there are great online dungeon and treasure generators. If you want excellent, free, maps of dungeons and castles - and any other encounter location - then you could do much worse than to check the online Map archive at the Wizards of the Coast website.

Now, take your dungeon, with treasures. Add some traps (difficulty to find and disarm appropriate to the level of the scenario, and also to the likelihood of a thief being with the players). More if you like them. A couple of magic fountains, and some interesting dungeon flora and fauna (fungus with magic effects; natural dungeon dwellers such as bats, giant ticks, stirges, or other party guests) should round out things nicely. Help from AEG's Toolbox, or the (most excellent) 1st Ed. AD&D DM's Guide, or the new Engineering Dungeons title from Troll Lord games should all help.

Once the basic environment is set, then you can add your orcs. Lots of them. In interesting and diabolical combinations. Have a good half dozen or more per populated room (about 50-70% of the rooms should have some sort of challenge in it - either a monster, some orcs, or a puzzle/trap). Make the Orcs have a level approximately 1-2 HD lower than the players. If you need lesser creatures, then a subservient tribe of orcs, or lower caste orcs, or some of the lesser beings - such as goblins or kobolds can be used.

When placing the orcs in the dungeon rooms, and setting up the architecture of the rooms, consider it a challenge. The Orcs aren't stupid, and are quite martial minded, and they would set up all sorts of defensive mechanisms. So you have a few trapped hallways? The orcs should know the way around. They can dig (in a fashion) and if taking up a semi-permanent residence in a dungeon complex, they would set all sorts of traps, ambush points, and escape tunnels. In other words make it a Challenge for the players.

Example Room:

43 - This room once served as the meditation room for the priestess of lolth who built the dungeon. It contains some lovely tapestries on the wall with Drow artwork and motiffs in the designs (very heavy, but worth approx 900gp to a collector). The room has a stone gargoyle carved in the north wall, with a fountain flowing out. The water in the fountain is magical, and will serve to immaculately clean any metal implement (and restore it to perfect working condition - sharp, repaired, shined) that is placed in it. In the room, seated at a heavy wooden table, in chairs that were once upholstered, are four orc warriors {4HD, 25hp, AC16, +6 to hit, broadsword (init+8, dam2d4+3)}. Around the upper level of the room, on the east and west walls there are small eyeslits that can be viewed from the gallery level of the third level of the dungeon (rooms 32 and 34). There might be anywhere between 4 and 8 goblin archers {1HD, 5hp, AC13, +2 to hit, short bow (init+6, ROF2, dam1d6)} on each side. In a hollow compartment of one of the table legs there is a potion of heroism and a map through the ankheg maze on level 6.


The Heroes in the game are tough enough. So when designing a challenging adventure, make it nasty, make it fun, and make it surprising. I recommend the orcs. If they aren't enough, toughen them up with magic, bugbears, or trolls. Yeah, trolls. ooooooh.....

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Friday, April 25, 2008

Orcs - Defended


Orcs are cooler. Nuff sed.

Here are some stats (increasingly levels of interest) of orc warriors. Note these use the houserules from our C&C campaign - which means weapon specialization, advanced initiative rules, and non-weapon proficiencies

1st Level - warrior
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1HD 6HP AC15 (scale mail and shield), broadsword (+2, 3/2 att, init+6, 2d4+2dam), throwing axe (+1, rng10, init+4, 1d6dam) saves:Phys, skills: fire building, direction sense, language(common), animal lore

3rd Level - hunter
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3HD 18HP AC16 (scale mail, shield, dex), short bow (+6, rng60ft, 2 att, init+6, 1d6+1dam), large mace (+4, init+8, 1d10+1dam), dagger (+4, init+2, 1d4+1dam), saves:Phys, skills: tracking, running, bowyer/fletcher, language(common)

5th Level - mercenary
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5HD 30HP AC16 (steel breastplate, dex), flamberge (+7, 3/2 att, init+8, 2d4+6dam), hvy crossbow (+6, 1/2 att, init+10, 1d10+1dam), battle axe (+6, init+6, 1d8+2dam), saves:Phys, skills: riding, gaming, weather sense, direction sense, language(common)

7th Level - captain
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7HD 49HP AC18 (full chain, shield, dex), long sword (+10, 2 att, init+6, 1d8+4dam), godentag (+9, 3/2 att, init+6, 1d6+5dam), saves:Phys, skills: healing, language(common), rope use

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Monday, April 21, 2008

Orcs - Considered


Orcs are probably one of the favorite races in mine (and most people's) Roleplaying (see my article below about the Extensive influence Tolkien has had on my gaming history). Bad guys, foils, cheap sword-fodder - sure, but they are also a fascinating thing to consider. Imagine a race that is (perhaps) created as a shadow of other more gifted races; have a short lifespan; dwell in the nastier parts of the world; are not gifted with magic, intelligence, nor culture; live and die by the sword alone. Could such a race exist? I mean, outside of Stalinist era Russia.

I have portrayed them (and seen them portrayed) as elemental embodiments of filth and hatred; as a variation on Neanderthal man; as anti-Elves; as just another fantastic humanoid "why-can't-we-all-get-along" race; and as the comic relief bad guys that pale before the true evil (as in the Warhammer universe). I believe I will continue with my strange mix of perhaps the first three concepts I listed above. Some sort of embodiment of filth - a primitive sort of man with stone age abilities thrust into an age of iron - and the antithesis of the harmonious and magical Fey folk.

One last thought - a great old friend of mine summed them up thus: "An orc is often not encountered unless he (and it almost always males encountered, outside of a lair is performing some task for the tribe - be it scouting, hunting or raiding. Even the practice of exiling the weaklings serves the tribe - for it continually tests the lands bordering the tribe for their strength to contain stray orcs. A patrol of orcs is a cunning, animalistic machine that seeks the best advantage against any foe, and will seek to strip all manner of weapons, armor, food, goods, and wealth - all the while reveling in the most brutal techniques of taking these. On the other hand, an army of orcs is a fearsome sight - it is the whole tribe, on the move, for the single purpose of accomplishing some fearsome martial feat. Destruction of a neighbor, establishing a new tribal home, or performing the bidding of some stronger, charismatic ally - these are but a few of the possible motives that a tribe could have for going to war. As it represents the life of the tribe - for all of the warriors (the strength of the tribe, and also its ability to recreate and propagate) are involved, and the stakes in this game are life and death. The next level of organization - a host of tribes - is almost too terrible to consider, when one thinks of the effects it would have on a civilized land."

Hail the filthy orc, my friends, and do not underestimate him.

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