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Castles & Crusades - Encounters - Bands of Orcs
Castles & Crusades - Encounters - Bands of Orcs
BY DAVIS CHENAULT
EDITOR: STEPHEN CHENAULT
ART DIRECTION/INTERIOR ART/LAYOUT/PRODUCTION: PETER BRADLEY
OGL
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ORCS AT THE GATE
ORC ENCOUNTERS FOR YOUR EVERYDAY GAMING NEEDS Another common attribute of orcs is a desire to bunch up tightly
when defending themselves. They rarely use two handed weapons
INTRODUCTION or large weapons for close combat. They have a preference for
This game supplement is a description of numerous orc encounters. shorter stabbing or bashing weapons. The bashing weapons take
It is often the case that orc encounters are simply standard affairs advantage of the orc’s inherent strength. For orcs are strong. In
with little or no thought put into the orc, their motivations, or why the middle of a group bunched for defense are those with longer
they are where they are. With that in mind, when you, the Castle pole arms. This tactic does make them vulnerable to area effect
Keeper, happen to roll a random orc encounter, choosing one from spells, but in their own communities spell casters are rare so a fear
those presented below should provide you with all the information of such is not ingrained into their tactical maneuvers.
you need and, in addition, leave you with an adventure hook. The
hooks are posed as questions and their development is entirely up Orcs also try to take advantage of their foes by coming at them
to the Castle Keeper but they should provide enough idea fodder from several directions. They attempt to swarm an opponent to
to create one or more adventures for the characters. do this but are capable of acting as a group with some drawing
opponents out in order to surround them.
ORCS AND BATTLE
Although considered cowardly, orcs have a keen sense of mortality
Orcs are not stupid brutes. They are not geniuses either. Orcs are and a healthy desire to live. They do not consider running away
challenging opponents in combat because they are capable of using from combat, groveling, surrendering, or anything of that nature
rudimentary tactics and strategies when confronting a foe. If at all a character flaw. Rather, they view such actions (when they
possible they attempt to attack their opponents unawares. They also engender survival) to be wise choices. The choice is not often
tend to focus on one opponent at a time in combat. This hoarding there though. Most of an orc’s mortal enemies simply slaughter
principle is a reflection of their upbringing, demeanor, and an instinctual them outright should they surrender or grovel so they run away if
drive to act collectively (if a little disorganized) when attempting to do they feel they the business end of a sword is the end result.
something. A good example is watching orcs cut down a large tree.
Rather than two orcs working at the tree’s base from either end, there The basic bestial bloodlust most orcs have overrides the drive
are usually half a dozen whacking away at the tree in a somewhat to survive. All orcs, even the most peaceful of the lot, enjoy the
haphazard manner to get it down as quickly as possible. slaughter and ring of battle. It’s simply in their blood. They love
HD WEAPON/DMG ARMOR AC HP Rope (20 feet) x3 section (1gp), metal buckler (1gp), nose ring (1gp),
11-20sp each, and one carries a pouch with good tobacco in it (5sp).
mace/d6
1 1d8 none 11 3
Shortbow (20)/d6 ADVENTURE H OOK: Do the orcs fight or run? Where do
2 1d8 mace/d6 leather coat/shield 13 4 they run to? Can the orc tracker hide their tracks? Do the
3 1d8 mace/d6 leather coat/shield 13 3 characters, instead of running across the orcs, come across a
kill site. Perhaps they are holed up with several other orcs in
4 1d8 hammer/d4 leather/shield 14 4
an old tower, a cave or abandoned hovel.
5 1d8 spear/d6 studded leather 14 6
6 1d8 spear/d6 leather 13 3 BAND OF ORCS WARRIORS
7 1d8+2 broadsword/2d4 mail shirt/shield 16 9 ENCOUNTER LEVEL: 2
NO ENCOUNTERED: 9
TREASURE/EQUIPMENT: Each orc carries a small pack or sack with AVERAGE HP: 6
some food in it, sleeping roll or sleeping skin, knife or dagger, some AVERAGE ARMOR: 14
tender for a fir or a pan or two. Spread amongst the orcs is 80gp
worth of material in addition to the armor (which is worth 1/10 This is a war band or raiding party going out on a raid or attack.
the listed price due to its make and their being so filthy). They are fully armed and ready for battle.
BAND OF ORCS 3
HD WEAPON ARMOR AC HP ** These orcs are fairly burly and strong even for their kind. They all
axe/d6+1 receive a +1 to damage
1 1d8 leather coat/shield 13 6
Javalin x2/d6
TREASURE/EQUIPMENT: The orcs carry bedrolls and personal items such
mace/d6 as daggers, pots, pans, forks, or knives, sacks and other sundry items.
2 1d8 leather coat/shield 13 5
Javalin x2/d6
axe/d6+1 Wagon (35gp), 4x oxen (36gp), 10 pick axes (30gp), barrel of nails (25gp),
3 1d8 leather coat/shield 13 8
Javalin x2/d6 barrel of oil (30gp), 500 feet of rope (10gp), 60 feet of chain (90gp), 10
axe/d6+1 shovels (20gp), a dozen buckets (1gp), wheelbarrow (5gp), 2x cutting
3 1d8 leather coat/shield 13 6
Javalin x2/d6 saws (10gp), 2x splitting axes (10gp), food and provisions (10gp) for the 8
shortsword/d6 eight orcs for 1 week each. Each of the orcs (#1-7) carry 2-20cp and the
5 1d8 leather /shield 14 6
Javalin x2/d6 lead orc carries 31cp, 21sp, a gold ingot (3gp) and a map to a mine. The
axe/d6+1 latter may or not be there depending upon the Castle Keeper’s desire.
6 1d8 leather /shield 14 4
Javalin x2/d6
ADVENTURE HOOK: Are the orcs leaving a mine or heading to a
axe/d6+1
7 1d8 leather /shield 14 7 mine? Does the mine have a lot of ore in it and what type? Who
Javalin x2/d6
is at the mine, dwarves, orcs, ogres or others? This encounter cold
shortsword/d6
8 1d8 leather /shield 14 6 be used for low levels characters as a one spot adventure or high
Javalin x2/d6
level characters who find a large mining complex.
9 1d8+2 broadsword/2d4 mail shirt/shield 16 10
WAR PARTY
TREASURE/EQUIPMENT: Each orc carries a small pack or sack with
some food in it, sleeping roll or sleeping skin, knife or dagger, some ENCOUNTER LEVEL: 3-5
tender for a fir or a pan or two. Spread amongst the orcs is 90gp NO ENCOUNTERED: 37
worth of material in addition to the armor (which is worth 1/10 AVERAGE HP: 6
the listed price due to its make and their being so filthy). AVERAGE ARMOR: 13
50 feet of rope x4 (4gp), crowbar x2 (4gp), grappling hook This is a war party heading to or in the process of attacking a village
– three prong (4gp), large hammer (2gp), 10 flasks of oil (10gp), or thorp. They are fully armed and ready for battle. The orcs travel
whetstones x3 (3gp), pick axe (3gp) and manacles x2 (30gp). The together with four acting as scouts moving ahead of the main group.
leader has a jade pendant attached to a leather strap hanging from The scouts have special abilities and may spot the characters before the
his neck worth 30gp and 42cp, 10sp and 1gp in a pouch. characters spot them. They range up to a mile ahead of the main party
and do not intend to make contact but report back to the main party
ADVENTURE HOOK: Where are the orcs heading? A lonely outpost, should they encounter anything unusual. They do not travel in a group,
a small thorp, a copper mine? Were they given ‘inside’ information? but dispersed over several hundred yards. If one of the orcs is attacked
Are they after one thing or person or just raiding for pleasure? or found, the others head back to inform the main group. Each also
carries a horn to warn the main group should an attack be immanent.
BAND OF ORC MINERS
ENCOUNTER LEVEL: 1 HD WEAPON ARMOR AC HP
NO ENCOUNTERED: 8 axe/d6
1x5 1d8 leather coat 12 6
AVERAGE HP: 4 Guisarme/2d4
AVERAGE ARMOR: 13 mace/d6
2x5 1d8 leather coat 12 5
Glaive/d8
Place this band of orcs where mines or ores which orcs would mine are
axe/d6+1
located. The band either is on their way to/from a mine or is heading 3x5 1d8 leather coat 12 4
Shortbow (20)/d6
to an abandoned mine. They have a wagon pulled by four oxen.
shortsword/d6
3x10 1d8 leather/shield 14 6
Javalin x2/d6
HD* WEAPON** ARMOR AC HP
axe/d6+1
1 1d6 axe/d6+1 leather coat/shield 13 4 4x5 1d8 leather /shield 14 6
Javalin x2/d6
2 1d6 mace/d6 leather coat/shield 13 3
7x4* 1d8 shortsword/d6 leather 13 7
3 1d6 axe/d6+1 leather coat/shield 13 5
morningstar/d8
3 1d6 axe/d6+1 leather coat/shield 13 1 8x2 1d8+1 scale mail /shield 15 9
Cat-o-nine tails/d3
5 1d6 shortsword/d6 leather /shield 14 3 9 1d8+3 broadsword/2d4 splint mail/shield 18 11
6 1d6 axe/d6+1 leather /shield 14 2
*These orcs are scouts. They are able to track, move silently,
7 1d8 axe/d6+1 leather /shield 14 4 and conceal themselves as a 1st level ranger. They have a sense
8 1d8 broadsword/2d4 mail shirt/shield 16 6 of smell similar to a half orc. They carry horns to warn the
*These orcs, not being the warriors of their kind, do not receive a +1 main party of trouble should they encounter it. They travel in a
to hit on their ‘to hit’ die rolls. dispersed pattern in front of the main party.
BAND OF ORCS 5
HD WEAPON ARMOR AC HP TREASURE/EQUIPMENT: Each orc owns a small pack or sack with
some food in it, sleeping roll or sleeping skin, knife, dagger or small
axe/d6+1
1 x20 1d8 leather coat/shield 13 5 axe, some tender for a fire and a pan or two. This equipment is
Javalin x2/d6
usually left in the compound in one of the longhouses. The orc
mace/d6 regulars carry 10-40cp each. The personal guard carry 10-40cp
2 x20 1d8 none 11 4
Shortbow (20)/d6
and 10-20sp. The lieutenants carry 10-40cp, 10-20sp and 1-2gp.
3 x20 1d8 axe/d6+1 leather/shield 14 5 The sergeants carry 10-40cp, 10-20sp, and 2-8gp.
4 x20 1d8 broadsword/2d4 leather/shield 14 6
Spread amongst the orcs is about 450gp worth of material in
5 x5† 1d8 Winged Spear*/1d8 scale mail 15 6
addition to the armor (which is worth 1/10 the listed price due to its
6 x5† 1d8 bastard sword/1d10 scale mail 15 7 make and their being so filthy). 500 feet of rope (10gp), crowbar x10
7 x8** 2d6 mace, heavy/1d8 scale mail/shield 16 9 (10gp), grappling hook – three prong x4 (16gp), large hammer x10
8 x4*** 2d6 battle axe/1d8+1 breastplate/shield 17 11 (20gp), 30 flasks of oil (30gp), sharpening stone/grinder (20gp), pick
axe x5 (15gp), shovels x20 (20gp), broad cutting axes x20 (30gp),
*The winged spear is a two handed weapon that can be used to
dismount an opponent or to pull a shield out of an opponent’s hand.
two loads of food provisions (50gp do to poor quality), four oxen
If attempting either of these maneuvers, the attack occurs with the (72gp), two large carts (30gp), arrow barrels x2 with 100 arrows in
opponent receiving a 10 AC + dexterity bonus only. If the attack hits, each (20gp), small wooden shields x10 (30gp), large wooden shield
the opponent must make a dexterity check or become dismounted or x5 (36gp), 20 spears (20gp), 40 javelins (40gp).
lose their shield.
ADVENTURE HOOK: What brings this war group to where they are?
† personal guard to war band leader
Is a conquest in the making? Is a larger band following them? Are
** Lieutenant they outcasts? Are they simply out for plunder? How will the party
*** sergeant deal with them? How will the locals react to the presence of such
a large group of orcs? Do they have allies?
JREEJAD, ORC CHIEF (He is a lawful evil orc whose vital stats are
HD 3d8, HP 19, AC 18. His prime attributes are physical. He ORC NAMES
receives a +1 to hit and to damage rolls. He carries banded mail,
shield, a +2 morningstar/2d4+2, a gem studded helm worth Orcs usually have very short one or two syllable names. Should
100gp, jewelry worth 150gp and one potion of sanctuary that he the need ever arise, a list of orc names is provided.
believes is a potion of healing. He also carries 22gp and 78sp.)
Aag’ut Grunj Mulk’du Vlitch
SHAMAN (This is a lawful evil orc whose vital stats are: hd 3d6, Agj Gurt’ig Rag’jek Vluk
hp 14, ac 12. Its prime attributes are: mental. Special: this shaman
can cast spells as a 4th level cleric or druid from the list below. It Azk’vlag Jid’nag Ruz’lij Zark
wears leather armor, carries a light mace and wears six silver cast Blj Jurz Rulk’j Zug
holy symbols worth 20gp each. Spell list: 0 – detect good, darkness, Brazk Kerg’drul Ulthlu Zuv’grit
putrify food and drink; 1st – bless, cure light wounds, protection from
Dragt Kark’etj Utlg
good, sanctuary, shield of faith, obscuring mist; 2nd – aid, darkness,
speed poison, spiritual weapon, produce flame. He carries 2x potions Drulg Kugl Uznag
of healing and a thunder stick. The thunder stick can be thrown and Grag Kudz’u Vlag’nith
becomes a bolt of energy in path to its target causing 1d6 damage.)