Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

ENCOUNTERS: BANDS OF ORCS

BY DAVIS CHENAULT
EDITOR: STEPHEN CHENAULT
ART DIRECTION/INTERIOR ART/LAYOUT/PRODUCTION: PETER BRADLEY

P. O Box 251171, Little Rock,


AR 72225
email: www.trolllord.com
website: www.trolllord.com or
www.castlesandcrusades.com
This game supplement is a description of
Interested in Castles & Crusades ® the role playing game? Want to learn more? There is a large online numerous orc encounters.
community of gamers who post home brewed rules, adventure discussion and help incoming players
disgest the game and it’s potential. Please visit our online forums at the web address mentioned above
and get involved. All are welcome!!!
© 2009Troll Lord Games. All Rights Reserved. Castles & Crusades ® is a Registered Trademark
of Troll Lord Games. All Rights Reserved. C&C, Castle Keeper, SEIGE engine, Troll Lord Games,
and the Castles & Crusades, SEIGE engine, and Troll Lord Games logos are Trademark of Troll
Lord Games. All Rights Reserved.

OGL

This book is published under the Open Game License version 1.0a by permission means copyrighted material including derivative works and translations (including except as expressly licensed in another, independent Agreement with the owner of
of Wizards of the Coast, Inc. The Open Game Content appearing in this book into other computer languages), potation, modification, correction, addition, such Trademark or Registered Trademark. The use of any Product Identity in Open
is derived from the System Reference Document v 3.0, copyright 2000 Wizards extension, upgrade, improvement, compilation, abridgment or other form in which Game Content does not constitute a challenge to the ownership of that Product
of the Coast, Inc. an existing work may be recast, transformed or adapted; (c) “Distribute” means to Identity. The owner of any Product Identity used in Open Game Content shall
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise retain all rights, title and interest in and to that Product Identity.
DESIGNATION OF OPEN GAME CONTENT: The following is designated Open distribute; (d)”Open Game Content” means the game mechanic and includes the 8. Identification: If you distribute Open Game Content You must clearly indicate
Game Content: all stat block information of characters, monsters, and traps that methods, procedures, processes and routines to the extent such content does not which portions of the work that you are distributing are Open Game Content.
appears in the parenthetical following the character, monster, or trap, including embody the Product Identity and is an enhancement over the prior art and any
the names of items and spells; and the general names of monsters, but not any additional content clearly identified as Open Game Content by the Contributor, 9. Updating the License: Wizards or its designated Agents may publish
unique named NPC, character, or monster, appearing in any table or preceding and means any work covered by this License, including translations and derivative updated versions of this License. You may use any authorized version of this License
any stat block. Also, the following open game content related words, phrases, and works under copyright law, but specifically excludes Product Identity. (e) “Product to copy, modify and distribute any Open Game Content originally distributed under
abbreviations wherever they appear: Strength (Str), Dexterity (Dex), Constitution Identity” means product and product line names, logos and identifying marks any version of this License.
(Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha), Class, Fighter, Ranger, including trade dress; artifacts; creatures characters; stories, storylines, plots, 10 Copy of this License: You MUST include a copy of this License with every
Rogue, Assassin, Barbarian, Monk, Wizard, Illusionist, Cleric, Druid, Knight, Bard, thematic elements, dialogue, incidents, language, artwork, symbols, designs, copy of the Open Game Content You Distribute.
Paladin, Race, Demi-human, Dwarf, Elf, Gnome, Half-Elf, Halfling, Half-Orc, Hit depictions, likenesses, formats, poses, concepts, themes and graphic, photographic
Dice (HD), Hit Points (HP), Alignment, Lawful Good (LG), Lawful Neutral (LN), and other visual or audio representations; names and descriptions of characters, 11. Use of Contributor Credits: You may not market or advertise the
Lawful Evil (LE), Neutral (N), Neutral Good (NG), Neutral Evil (NE), Chaotic spells, enchantments, personalities, teams, personas, likenesses and special abilities; Open Game Content using the name of any Contributor unless You have written
Good (CG), Chaotic Neutral (CN), Chaotic Evil (CE), Level, “to hit”, Damage, places, locations, environments, creatures, equipment, magical or supernatural permission from the Contributor to do so.
Experience Point, Saving Throw, Player Character (PC), Non-player Character abilities or effects, logos, symbols, or graphic designs; and any other trademark 12 Inability to Comply: If it is impossible for You to comply with any of the
(NPC), Turn Undead, Spell, Arcane, Divine, Magic, Spell Resistance, Item, or registered trademark clearly identified as Product identity by the owner of terms of this License with respect to some or all of the Open Game Content due to
Equipment, Armor, Weapon, Potion, Rod, Staff, Wand, Scroll, Ring, Wondrous the Product Identity, and which specifically excludes the Open Game Content; statute, judicial order, or governmental regulation then You may not Use any Open
Item, Artifact, Cursed,d4, d6, d8, d10, d12, d20, d%, round, and turn. (f) “Trademark” means the logos, names, mark, sign, motto, designs that are Game Material so affected.
used by a Contributor to identify itself or its products or the associated products
DESIGNATION OF PRODUCT IDENTITY: Product identity is not Open Game Content. 13 Termination: This License will terminate automatically if You fail to
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or
The following is designated as product identity pursuant to OGL v1.0a(1)(e) and comply with all terms herein and fail to cure such breach within 30 days of becoming
“Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise
(7): (A) product and product line names and other names, including Castles & aware of the breach. All sublicenses shall survive the termination of this License.
create Derivative Material of Open Game Content. (h) “You” or “Your” means the
Crusades, C&C, Castle Keeper (CK), Castles & Crusades: Player’s Handbook,
licensee in terms of this agreement. 14 Reformation: If any provision of this License is held to be unenforceable, such
Castles & Crusades: Monsters and Treasures, Castles & Crusades: Castle Keeper’s
provision shall be reformed only to the extent necessary to make it enforceable.
Guide, Into the Unknown: Vakhund (B) logos, identifying marks, and trade dress; 2. The License: This License applies to any Open Game Content that contains
(C) all artwork, logos, symbols, graphic designs, depictions, likenesses, formats, a notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
15 COPYRIGHT NOTICE
poses, concepts, themes and graphic, photographic and other visual representations;
(D) logos and trademarks, including Castles & Crusades, Castle Keeper, SIEGE that you Use. No terms may be added to or subtracted from this License except as
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
engine, and Troll Lord Games, any and all Trigee Enterprises Company logos, described by the License itself. No other terms or conditions may be applied to any
identifying marks and trade dress, or any other trademark or registered trademark Open Game Content distributed using this License. System Reference Document Copyright 2000, Wizards of the Coast,
clearly identified as product identity by the owner of the product identity, and 3.Offer and Acceptance: By Using the Open Game Content You indicate
which specifically excludes the open game content; (E) the story, storylines, plots,
Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
Your acceptance of the terms of this License. original material by E. Gary Gygax and Dave Arneson.
thematic elements, dialogue, incidents, language, depictions, likenesses, concepts,
world and campaign descriptions, proper names of the characters, creatures, groups, 4. Grant and Consideration: In consideration for agreeing to use this License,
spells, enchantments, personalities, teams, personas, likenesses, skills, items, deities, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Castles & Crusades: Players Handbook, Copyright 2005, Troll Lord
and special abilities other than those designated as open game content above, as license with the exact terms of this License to Use, the Open Game Content. Games; Authors Davis Chenault and Mac Golden.
well as places, locations, settings, and environments and their descriptions and 5.Representation of Authority to Contribute: If You are contributing original
other accompanying text, though not their stat blocks. material as Open Game Content, You represent that Your Contributions are Your
Castles & Crusades: Players Handbook, 2nd Printing, Copyright 2006,
original creation and/or You have sufficient rights to grant the rights conveyed by Troll Lord Games; Authors Davis Chenault and Mac Golden.
All text, artwork, and maps appearing in this book is property of and copyright
this License.
2007 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Castles & Crusades: Players Handbook, 3rd Printing, Copyright 2007,
Keeper, Troll Lord Games, and the Castles & Crusades and Troll Lord Games 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
Troll Lord Games; Authors Davis Chenault and Mac Golden.
logos, and products published by Troll Lord Games are Trademarks of Troll Lord portion of this License to include the exact text of the COPYRIGHT NOTICE
Games. All Rights Reserved. of any Open Game Content You are copying, modifying or distributing, and You Castles & Crusades Monsters & Treasure, Copyright 2005, Troll Lord
must add the title, the copyright date, and the copyright holder’s name to the
OPEN GAME LICENSE VERSION 1.0A COPYRIGHT NOTICE of any original Open Game Content you Distribute. Games; Authors Robert Doyel Stephen Chenault.

The following text is the property of Wizards of the Coast, Inc. and is Copyright 7. Use of Product Identity: You agree not to Use any Product Identity, Castles & Crusades Monsters & Treasure, 2nd Printing Copyright
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. including as an indication as to compatibility, except as expressly licensed in another, 2007, Troll Lord Games; Authors Robert Doyel Stephen Chenault.
independent Agreement with the owner of each element of that Product Identity.
1. Definitions: (a)”Contributors” means the copyright and/or trademark You agree not to indicate compatibility or co-adaptability with any Trademark or Band of Orcs, Copyright 2009, Troll Lord Games; Author Davis Chenault.
owners who have contributed Open Game Content; (b)”Derivative Material” Registered Trademark in conjunction with a work containing Open Game Content
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

2 CASTLES & CRUSADES


to attack others. They especially love to attack their mortal foes, 50 feet of rope (1gp), Shovel (2gp), Oil flask (1gp), Donkey x2 (16gp),
dwarves and elves. They have a penchant for raiding human Iron kettle (1gp), Hooded lantern (7), Chisels (1gp), Chopping axe
villages because the looting tends to be so easy. (2gp), Shortbow* (30gp), Arrows* (2gp), Small tent (10gp). The
leader (#7) carries all of the coin and valuables captured. In a pouch
Orcs also have a preference for unseating mounted opponents at his side are a ring (2gp), silver necklace (3gp), gold necklace (6),
and knocking all opponents to the ground and then jumping upon 6gp, 52 sp, 38cp and a silver lamp worth 6gp.
them. When engaging in this maneuver (knocking an opponent
prone), the orcs receive a +1 to the overbearing roll as reflecting ADVENTURE HOOK: Where have the orcs come from? Is the village
their strength and experience in undertaking this battle tactic. or thorp they attacked in need of aid? Did they waylay a band of
dwarves? These orcs may even have a prisoner or two. Where
When using orcs in combat, use them as if they possessed a are they going? How far is their encampment? Who is at their
survival instinct, they should not to be used as experience fodder. encampment? Perhaps an orc war band has moved into the area.
Rather, orcs often can be used in unique and interesting manners
to enhance adventures, add intrigue etc. to any encounter. Orcs BAND OF ORC HUNTERS
are, if nothing else, always up to something and planning some
ENCOUNTER LEVEL: 1
depraved deed. Discovering their intent and even who is behind
NO ENCOUNTERED: 3
it can be a great source for adventures. Also, do not hesitate to
AVERAGE HP: 3
have high level characters encounter small and medium bands of
AVERAGE ARMOR: 12
orcs. This solidifies their presence in the world and breaks with
the traditional powering up of encounters to challenge characters. This band of orcs is a hunting party searching for boar or deer or
The characters should know they are heroes and capable of great other animals. They are gathering food for their war or raiding party.
things at some point. And on this point, numerous orcs used They attempt to avoid an encounter but leave an obvious trail.
wisely can be a very challenging encounter for any party.
HD WEAPON ARMOR AC HP
ORCS STATISTICAL INFORMATION
mace/d6
All orcs have a natural armor class of 11. All armor worn adds to this. 1 1d8 none 11 7
Shortbow (20)/d6
Orcs carry a variety of weapons. Most are functional but not well made. short sword/d6
On a roll of 1-2 on their ‘to hit’ roll the weapons should break. A +x 2 1d8 leather coat 12 5
Shortbow (20)/d6
after an orc’s hit die indicates he adds the bonus to his ‘to hit’ roll.
short sword/d6
3* 1d8 leather coat/shield 12 4
Shortbow (20)/d6
BAND OF ORC RAIDERS
ENCOUNTER LEVEL: 1-2 *This orc can track as a 1st level ranger.
NO ENCOUNTERED: 7
AVERAGE HP: 5 TREASURE/EQUIPMENT: Each orc carries a small pack or sack
AVERAGE ARMOR: 13 with some food in it and a knife or dagger. Spread amongst the
orcs is about 5gp worth of material in addition to the weapons
This is a raiding band returning from a series of successful raids and armor (which is worth 1/10 the listed price due to its make
against farms or travelers, so is generally lightly armed. and their being so filthy).

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.

4 CASTLES & CRUSADES


Each orc carries a small pack or sack with some food in it, sleeping S HAMAN L EADER : These shamans can cast 5x 0-level spells,
roll or sleeping skin, knife or dagger, some tender for a fire or a pan 3x 1 st level spells, 3x 2 nd level spells and 2x 3 rd level spell
or two. Spread amongst the orcs is about 100gp worth of material from the list above.
in addition to the armor (which is worth 1/10 the listed price due
to its make and their being so filthy). TREASURE /E QUIPMENT : Each orc carries a small pack or sack
with some food in it, sleeping roll or sleeping skin, knife
TREASURE: These orcs do not carry much treasure as they intend to find or dagger, some tender for a fire or a pan or two. Spread
some and take it back to there home. They have about 100gp worth of amongst the orcs is several hundred gold worth of material
material amongst the lot of them in addition to their armor. in addition to the armor (which is worth 1/10 the listed
price due to its make and their being so filthy).
50 feet of rope x5 (5gp), crowbar x3 (6gp), grappling hook – three
prongx2 (8gp), 20 flasks of oil (20gp), whetstones x5 (5gp), and Each orc guard in the retinue carries 3-30cp and 1-20sp as well
manacles x1 (30gp). The leader has an emerald pendant attached as wearing 1-10gp worth of jewelry. The shamans all carry 2-20sp
to a silver necklace hanging from his neck worth 40gp and 22cp and and 1-10gp and are wearing 4-40gp worth of jewelry. They also
5sp in a pouch. The two sergeants have 16cp apiece in pouches. have collectively 4 lamps (12gp), 1 large tent (45gp), 10 sheets of
vellum (15gp), inks and quills (5gp), oxe (18gp), and an iron kettle
ADVENTURE HOOK: Where are these orcs going? Where are they (1gp). The shaman leader is carrying a silver holy symbol worth
coming from? Why are they doing what they are doing? Is the 50gp and carries 22sp, 14gp and wears 53gp worth of jewelry.
destination a tower, a fort, a thorp, a small armed party or are they
just seeking a strike of opportunity? Are the characters at a village All the orcs have provisions for themselves.
or thorp or lonely outpost which is about to come under attack?
ADVENTURE HOOK: Where is this orc retinue headed? Where are
ORC SHAMANS they coming from? Is it a temple? Have they found and intend to
desecrate a temple? Are they traveling to or from a stronghold?
ENCOUNTER LEVEL: 3-4
Are they in the employ of an evil cleric? These orc shaman are
NO ENCOUNTERED: 25
headed somewhere and, since they are battle shaman, it seems
AVERAGE HP: 7
likely they are preparing to go to war.
AVERAGE ARMOR: 14
SPECIAL: spell casting WAR BAND ENCAMPMENT
This band of orcs is located where a holy site, temple, or other ENCOUNTER LEVEL: 4-6
religious activities may be occurring. This group of orc shamans is NO ENCOUNTERED: 20-80
traveling to or from a holy site. Though armed for battle they do AVERAGE HP: 6
not expect any problems. AVERAGE ARMOR: 14

HD WEAPON ARMOR AC HP This is a semi-permanent encampment of an orc war band.


They have built a barricade of thorny brush and small
shortsword/d6
1x10 1d8
Javalin x2/d6
leather/shield 14 7 timber walls around a series of four log framed long houses
and one central log house. From this base, the war band
axe/d6+1
2x5 1d8 leather /shield 14 7 conducts raids on all others in the vicinity. This is a band
Javalin x2/d6
of warriors from a larger tribe tasked with clearing the
morningstar/d8 region of threats, prior to the arrival of the rest of the tribe
4x5 1d8+1 scale mail /shield 15 9
Cat-o-nine tails/d3 which several months hence.
5x4 1d6* scimitar/d6 leather coat 12 4
6 2d6** scimitar/d6 leather armor 13 10 There are 80 orc warriors who belong to the war band. At any
given time, 20-60 (1d6) will be out raiding while the others
* war shaman, see below
remain in the encampment resting, fixing weapons, arguing and
** war shaman leader fighting. The first time the characters arrive there are three bands
out raiding, so only one band, consisting of 20 orcs are in the
SHAMANS: These shamans can cast 4x 0-level spells, 2x 1st level spells, compound. The shaman always remains in the encampment.
2x 2nd level spells and 1x 3rd level spell from the following list:
Each war band consists of 5 of each type or orc regular, 2
0-LEVEL: darkness, detect poison, ghost sound, mage hand, and lieutenants and one sergeant. Each war band has its own
endure elements. longhouse with their gear stored therein. The chief and shaman
1ST- LEVEL: burning hands, magic missile, shield, cause light reside in the central log house. A guard is on watch at all times.
wounds, remove fear and sound burst. The thorny wall is 6-10 feet high. A gate stands at one end.
There is one tower, 30 feet high, located behind the central log
2ND LEVEL: aid, consecrate, speak with dead, acid arrow, and fog cloud. house which is always manned by at least two orcs with a bow
3RD-LEVEL: fireball, lightning bolt, cause serious wounds and and another with a javelin.
animate dead.

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.)

6 CASTLES & CRUSADES

You might also like