- Ral Partha

Transcription

- Ral Partha
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS RPG MODULE
AUTHORED BY TIM KASK
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
A DIVISION OF
ORCS ARE PEOPLE, TOO… SORT OF, A CHAOS WARS MODULE
Written by:
Tim Kask
Artwork by:
Chad Thorson
Gennifer Bone
Bill Stolpin
Cynthia Kirk
Loren Muzzy
Gamer Common is ©
Eldritch Enterprises.
Used with permission.
www.eldritchent.com
ORCS ARE PEOPLE, TOO… SORT OF,
A CHAOS WARS MODULE
Contact and Commission information for these
artists can be found on the back cover.
Artwork based on sculpting by:
Copyright © 2015 Iron Wind metals.
All rights reserved.
Tom Meier
Dennis Mize
Bob Charrette
Jeff Wilhelm
Material may be reproduced for
non-commercial use only.
Reproduction of this material for
commercial use is prohibited.
Cover by Gennifer Bone
Ral Partha and Chaos Wars are
trademarks of Iron Wind Metals.
2
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
Foreword by the Author
As Lou Reed so famously said, we all need to occasionally
”… take a walk on the wild side”. The time to take that walk on the wild side has come. The PC’s I created
for use with this adventure are not dumb meat-sacks waiting to be slaughtered for their Exp. Pt (XP) value.
These are not your Momma’s Orcs.1 As Attribute scores (or ratings) are a relative assessment, so should you,
the GM, allow these PC’s to be played in such a manner. Do not let them use any meta-knowledge (anything
that their Player Characters could not plausibly know), but do not encourage them to play as bloodthirsty,
mindless brutes, either. As an example, an orc with an Intelligence score of 9-12 (45% to 60%) is considered
average, for an orc. Goblins, on the other hand, are known for their craftiness and guile, but not always their
smarts. I chose to measure this trait as Cunning. Goblins have high ratings for dexterity or agility due to their
zippy, speedy behavior (it’s why you often see them out of the corner of your eye but seldom full on). Both of
these races are known for being hard to kill; you can look at what I call Strength of Will. Their relative strength
I see as Ferocity; in here sometimes that can be artificially altered. Or, you could reverse the two if you would
rather.
RPG’s rely on interpretation; I leave much of that to your tender mercies. Due to their sheer muscularity,
orcs deliver hard blows with hand weapons; some goblins, due to their speed and agility, can shoot twice in a
turn (even from the second rank shooting between the taller orcs, although their weapons lack much stopping
power in themselves). Part of their guile is their fondness for dipping some of their arrows in toxins;
unfortunately, the accuracy of normal goblins is no more than average, at best; these exemplars are the crème
de la crème. Remember that in the Great Cosmic Scheme of Things, orcs and goblins are Evil.
To that end, I have provided two potential encounters that will let them “get their evil on”. How gruesome
and hideous they become will be left to your tender mercy and your Player Character’s level of depravity. Have
fun with this trip to the
evil side of town. If the
players don’t fall into the
swing of things and get
evil, start hampering them
here and there, just as you
would a regular “good”
Player Characterplaying
under the cloud of a curse
or geas.
Tim Kask
July 10, 2015
Orc Shaman by Cynthia Kirk
1
For a completely new take on these “monsters”, I highly recommend Stan Nicholls’ book Orcs and its sequels
3
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
Gamer Common ©
Nomenclature as used in products from Eldritch Enterprises
“You” refers to the Game Master, the presumed
reader of this work. Some text may be read aloud, it then
being in a designated section in boldface type.
Percentile statistics are used in some game systems. When
divided by five, each percentile rating also applies to
systems designed for a 1-20 range. Both figures are given
here. Example: Power 6 (30%).
In most game systems, the Stats—the features of
player characters—are given in ranges of either 1-20
(sometimes 3-18) or 1-100. Common stats include Physical
and Mental characteristics—the traits of Strength, Agility
(Dexterity), Attractiveness, and so forth. ‘Tests’ of such
traits are commonly used in variable situations.
Example: Strength to open: 22 (110%).
Goblin Archer by Loren Muzzy
Eldritch Enterprises designed this to be fast and painless.
This is the minimum needed to use this work in the game system of your choice. You may need to add a few system-specific
details —your system’s ‘language’—but the most important information is here.
Appearance
…is the first impression when a creature is encountered. It
may be incomplete (lacking hidden items, for example) but
will include general height, garb (if any), and immediately
noticeable features.
Health
…indicates the amount of damage a creature can
withstand before dying. This is often 1-4 per point of
Power. AH health is 1 to 4.
Demeanor
…describes the general attitude (and often intelligence) of
a creature, for use in determining its actions.
Move
… is how far the creature moves per second,
measured in feet. AH move is 6 to 12.
AH
Initiative
…is a bonus or penalty that may determine a sequence
of events. In extreme cases Initiative may be listed as an
absolute: “always first” or “always last”.
AH initiative is zero (no bonus or penalty).
…is an average, stay-at-home human.
Power
…is an overall rating describing the challenge a creature
presents. For example, a creature with Power 5 (25%)
presents about 5 times the challenge as one with Power 1
(5%). AH Power is ½ (1-5%).
Damage
…is the amount deducted from an opponent’s Health score
if an attack roll indicates success (when compared to
Defense). Each attack form is followed by the dice used to
determine the damage. Numbers in parentheses indicate
multiple attacks of one type. Example: “Claw 1d4 (x2)”
indicates two claw attacks, each inflicting 1d4 damage. AH
(unarmed) damage is usually 1 or 2.
Defense
…is a measure of the difficulty of damaging a creature.
In most systems, a die roll equal to or greater than the
Defense stat indicates that an attack is successful and
inflicts Damage. AH defense (no protective armor) is 1 (5%).
Note: In some game systems, a defense rating starts at
zero (unarmored) and rises; in others, it starts at a
positive number and decreases. If your defense system
decreases, subtract this Defense rating from the starting
number.
Special
… is a brief listing of any abilities not explained previously.
AH may have none, though basic survival skills may be notable.
4
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
PLAYER-CHARACTERS
Droo-Bokk
One of the finest under-officers in the Orc & Goblin
army, Droo and his two-handed axe (d8 +3), pried from
the still-twitching fingers of the corpse of the dwarven
warrior that once wielded it, are feared throughout the
horde, as is his reputation for relentlessness. He also
carries a sword (d6) and dagger (d4).
Power
Ferocity
Health
Smarts
Defense
Cunning
Strength of Will
Nimbleness
30%
16
32
11
25%
13
17
10
Urza-Og “Dwarfbane”
Power
35%
Covered in filth and stinking of corruption as all
Ferocity
8
dark-delvers of his kind are, Urza is feared to the extent
Health
19
that no orc with half a functioning brain-pan would think
Smarts
17
of mentioning that nauseating fact in his presence. His
Defense
10%
lair, under the Mountain of Despair, is said to be crusted
Cunning
16
in gore and plagued by the echoes of screams that never
Strength of Will 16
completely die away. His most prized possession is his
Nimbleness
9
staff; with it Urza can strike for 3d4 Health loss and twice
per day cast a Web of gummy strands 5’ in diameter. (The
webbing is particularly resistant to fire and completely impervious to impact weapons such as maces or hammers.) He wears an
amulet made of the finger bones of dwarven children (all of whom died of natural causes, or so he said, that imparts a 20% bonus to
resisting charms, cantrips and spells of control or compulsion. A locket around his neck that prevents him from being surprised
contains the spleen and pancreas of an unborn pixie. He carries a wand containing three charges that allows him to not only detect
the presence of magic but also gives strong indication of the type of magic involved.
Drull
Drull emerged about three years ago from the
Fighting Pit at Snarlarf’l unbeaten in 12 fights. His fine
was paid by a seemingly sympathetic orc who then
enlisted him into the orc army almost before he realized
he’d been freed. He took to the army like a Glur beetle
takes to slime. Inside his shield is concealed a short
thrusting spear that will inflict d8 Health loss whose tip
has been dipped in the poison of that aforementioned
Glur beetle. (Avoid vs. Poison).
Power
Ferocity
Health
Smarts
Defense
Cunning
Strength of Will
Nimbleness
20%
14
21
14
25%
14
11
15
Zoduzz
Power
20%
Too clever by half for his own good, Zoduzz was
Ferocity
11
considered a sorry soldier until he met up with Drull when he
Health
19
was assigned to Harg’ls Horrors, a very tough band of
Smarts
11
raiders. He now seldom leaves Drull’s side and his low
Defense
25%
cunning has shown its worth several times. The bottom third
Cunning
16
of the edge of his shield has been sharpened to inflict 2d6
Strength of Will 10
Health loss the first time (Surprise!) he uses it in lieu of his
Nimbleness
13
blade, and 2d4 on any subsequent successful strikes against
the same opponent. First use of the edge gains a 25% (+5)
bonus to hit his opponent. Disdaining any weapons but his shield and blade, he has capped his talons with steel and can inflict d4
Health loss with either hand.
5
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
PLAYER-CHARACTERS
Glarr
Glarr first attracted attention when he was a stripling and cornered
by a pair of mature bugbears, which he then killed with their own
weapons and ate. He is inordinately fond of the greaves he wears; he took
them from the corpse of the human that had been wearing them after a
swordfight lasting almost 40 minutes. He also carries two throwing knives
+10% (2) To Hit (d6 +2) tucked into his greaves.
Hobb
Power
Ferocity
Health
Smarts
Defense
Cunning
Strength of Will
Nimbleness
Power
Ferocity
Health
Smarts
Defense
Cunning
Strength of Will
Nimbleness
25%
15
17
8
30%
9
13
10
20%
(Spec)
18
14
30%
11
14
14
One of two surviving members of Turok’s
Terrors, along with his littermate Mundo, Hobb
does not dwell on that day when the other 48
orcs of that gallant band that held off thrice
their number of elves for 17 days died, one after
the other. He sleeps fitfully, if at all. He and his
shadow, Mundo, carry a specialized weapon and
shield unique to their band. The weapon, about
4.5” long, has a head somewhat like a form of polearm with an axe blade, a spike and a metal hook on the top. It can inflict 5d4
Health loss. Their band also used a shield-bashing move that often caught their foes off guard; the shield’s wicked spike can inflict d8
Health loss on the unwary or unready. He also carries a shortsword (d6). See ‘The Terror’s Rage’ below.
Mundo
Power
Ferocity
Health
Smarts
Defense
Cunning
Strength of Will
Nimbleness
20%
(Spec)
19
15
30%
12
16
12
Mundo is an orc of few words. He rarely goes
anywhere that would take him out of sight of Hobb.
Their shared history is a very powerful bond and Mundo
seems to be able to anticipate Hobb. Like his littermate,
he carries a specialized weapon and shield unique to
their band. The weapon, about 4.5” long, has a head
somewhat like a form of polearm with an axe blade, a
spike and a metal hook on the top. It can inflict 5d4 Health
loss. Their band also used a shield-bashing move that often caught their foes off guard; the shield’s wicked spike can inflict d8 Health
loss on the unwary or unready. He also carries a shortsword (d6). See ‘The Terror’s Rage’ below.
Special: The Terrors’ Rage
The members of Turok’s Terrors had a pre-battle ritual that went with a concoction they drank that
enabled them to boost their strength and resistance to pain for up to two hours. This frenzy is such that
while in it, any Health loss is halved during the episode. Their speed increases 20%, as does their ability
to inflict damage. Hobb & Mundo are each capable of inducing this state twice per day.
6
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
PLAYER-CHARACTERS
Nhee-Ghul
Power
Ferocity
Health
Smarts
Defense
Cunning
Strength of Will
Nimbleness
20%
8
14 (Spec)
15
35%
13
9
15
The oldest of the Ghul clan, renowned for their archery
skills, Nhee is typical of his sept of goblin-kind; very nimble,
able to climb any but the smoothest surfaces and so hard to
hurt that you would think him armored far better than his
well-cured and stiffened leathers. He is insufferably proud of
his cape, stolen from an enchantress, that enables him to
hide in Shadows completely. His skill with the wicked little
goblin war bow is legendary (+3). While his hand-made
arrows only inflict d4 +1 Health loss, he is known for dabbling in vile concoctions in which he dips their vicious little barbed heads.
Like all of his clan, he is so skilled that he can loose his nasty little missiles from a rear rank by shooting between his companions. He
also carries a short sword (d6) and dagger (d4).
See ‘The Ghul Clan’ below.
Shlee-Ghul
Power
Ferocity
Health
Smarts
Defense
Cunning
Strength of Will
Nimbleness
20%
8
12 (Spec)
16
25%
12
14
17
Even having seen some of the things he has done with his
bow with their own eyes, members of his clan refer to Shlee as
“uncanny”. He can loose a one-man cloud of arrows; he can
shoot twice per round and every third round he can shoot three
times; his accuracy is uncanny (+2) given his speed. He carries a
very special quiver that is seemingly bottomless and always
enables him to select the certain arrow he wants each time. He
carries arrows that contain small smoke bombs, or can be
attached to a very fine rope (he carries 40’) that will support the weight of up to three goblins. He also carries arrows that make a
shrieking noise and arrows that will sedate anything up to the size of a water buffalo. He does not share his clansmen’s fascination
with poison. He carries a wallet with 8 throwing knives (d6). In hand-to-hand, he always has initiative.
See ‘The Ghul Clan’ below.
Mhee-Ghul
Power
25%
Of the three members of the Ghul clan, Mhee is by far the
Ferocity
7
most dangerous. He fashions uniquely barbed heads for his
Health
11 (Spec)
arrows that 25% of the time do double damage (2d4 instead of
Smarts
15
1d4, +2). He carries a limited number of barbed killers (d4 +3) that
Defense
25%
carry a poison so toxic (-25%/-5) few survive. While usually silent,
Cunning
17
it is his cunning and quick mind that have preserved both his life
Strength of Will 16
and those of his companions in times past. He wears a pair of
Nimbleness
14
bracers taken from a slain brownie that absorb 4 Health loss and
then become ineffective for 24 hours; he also carries a well- kept
and –honed sword (d8). Mhee has preternaturally good hearing and can hear at a distance at least twice as far as the rest of his kind,
making it impossible for him to be surprised. See ‘The Ghul Clan’ below.
Special: The Ghul Clan
The Ghul clan of goblins have for generations dabbled in botanicals, but not only poisons.
Over the generations the Ghul clan has concocted a syrupy liquid which they call “rejjib”. One
dose can restore 1-4 Health and no self-respecting Ghul would leave home with less than six (d4
+5) on their person; they share them willingly if circumstance warrant. They will restore 1-3 (d6
divided by 2) for orcs.
7
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
THE BATTLE OF FELL DINGLE
Slightly less than two centuries ago the forces of Darkness, under the fell wizard Mize, drove the forces of Law before them,
scoring one victory after another, enslaving and murdering thousands. When they enlisted the last three Stone Giants, the forces of
Law despaired. Battered, bloody and beaten, the forces of Law were driven to their last refuge, the Sarum Forest, when they were
pushed from the mountains called, in the language of the Elder Ones, The World’s Spine.
They met the forces arrayed against them on what
had been called up until that time The Fair Dingle; a
fairly clear crease in the land between the final foothills
of The Spine and the edge of Sarum Forest. It was in
this bottom land that the battle raged for two days and
two nights, the dead piling like windrows of grain felled
with a scythe. Upon the dawn of the third day, a flock
of griffons from the north arrived and tipped the
balance in favor of Law. The two small mounds on the
floor of the dingle are said to be the bones of the
Giants. Since that day, it was known as the Fell Dingle
and preserved as a memorial to the dead that gave
their lives for the preservation of Law.
Once more, the forces of Darkness have driven the
forces of Law to this dire strait; backs against the Sarum
Forest in an all-or-nothing fight for existence. The
stakes are even higher this time, some orcs and goblins
have hared off on a side mission. They seek the tomb of
one of the dwarf heroes of that long-ago time. It has
been rumored for generations that a Great Weapon lies
Your adventurers begin here.
entombed with him.
BEGINNING YOUR ADVENTURE
This Chaos Wars Tabletop scenario is an optional game for
you to play prior to the start of your RPG adventure.
MAP
The game is played on a 6’x4’ board. A 14” no-man’s-land
should divide the board diagonally.
Deploy both armies according to positioning on the map.
ELF ARMY DEPLOYMENT:
E1: Swordsmen
E2: Bowmen
E3: Spearmen
E4: Honor Guard
E5: Heavy Cavalry
E6: Fast Cavalry
E7: Chariot
E8: Griffin
ORCS & GOBLIN ARMY DEPLOYMENT:
O1: Goblin Archers
O2: Orc Warriors
O3: Goblin Warriors
O4: Lesser Goblins
O5: Goblin Wolf Riders
O6: Goblin Wolf Riders
O7: Ogre on War Elephant
O8: Wyvern
Elf Warlord by Gennifer Bone
8
*dingle: a deep dell or hollow
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
THE BATTLE OF FELL DINGLE
EXPANSION ARMIES
These armies are built in a manner that allows players to
incrementally increase the size of the army in a way that allows for
the game to be expanded easily for new players. These Armies were
specifically designed to be used with the Narrative Campaign
‘Ancient Rivalry’ (See. 38:1.1 thru 38:1.14).
Each force is broken into multiple parts:
 Required Forces,
 Expansion Forces I,
 Expansion Forces II,
Players must field the ‘Required Forces’ portion of the list.
If both players agree, they can field any or all of the Expansion
Forces # I and/or #2 as part of their armies.
The expansion forces at each level balance each other. Be sure
that both players play the same numbered Expansion Forces.
Players should agree ahead of time as to what size forces are
being used in the game.
Elves by Gennifer Bone
MISSION
The goal of the Orcs &
Goblins is to get one of
their Orc or Goblin units
off the Elf’s board edge,
at the point shown on
the map with the large
arrow.
If any Orc or Goblin
unit leaves the board
through that point, the
Orcs & Goblins are
victorious.
The Ogre on War
Elephant, Wyvern, and
Characters accomplish
nothing by leaving the
board.
After 12 full turns, if
no Orc or Goblin unit has
left the board by way of
the path shown on the
map, the Elves are
victorious.
Orc Shaman by Loren Muzzy
9
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
THE BATTLE OF FELL DINGLE
ORC & GOBLIN ARMY
Required
Goblin Archers
Qty
Race
Type
12
Goblin
Peasant
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Inf
8"
1
-1
0
36
Upgrades: Long Bows (Range: 18. +1 Ranged Modifier)
Orc Warriors
Qty
Race
12
Orc
Type
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Inf
6"
3
+2
0
48
Knight
Upgrades: Swords (benefit already reflected on stat line)
Required
Orc Warlord
Qty
Race
Type
Rank
Inf /
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
F
T
1
Orc
Champion
4
Inf
8"
n/a
8
8
4
2 (D)
3
3
0
Upgrades: Army Commander (one free per army)
Upgrade Rank 1 to Rank 4. (1st rank free for one Character)
Orc Mage
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
1
Orc
Wizard
3
Inf
8"
n/a
1.5
1.5
3
9
2
12
2
Upgrades: Captain to Goblin Archers
Goblin Warriors
Qty
Race
Expansion Forces I
12
Goblin
Type
Yeoman
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Inf
8"
2
0
0
84
Upgrades: Great Weapons (Reduces target's Armor Value by 2)
Berserkers: (Roll two dice when attacking in melee combat. The higher of the two dice rolls is used as
the unit’s melee result. )
Lesser Goblins
Qty
Race
12
Goblin
Type
Peasant
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Inf
8"
1
-1
0
12
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Cav
12"
3
+1
0
30 (each)
2 Units of Goblin Wolf Riders
Qty
Race
6
Goblin
Type
Yeoman
Upgrades: Cavalry Spears: (When charging, on the first turn of Melee Combat, the spear
reduces the target's armor value by 1.)
Expansion Forces II
Ogre on War Elephant
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
Titan
War
Elephant
n/a
Cav
8"
n/a
8
n/a
6
0
3
5
0
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
Creature
Lesser
Dragon
2
n/a
8"
16"
6
0
4
0
3
5
0
1
Wyvern
Qty
1
10
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
THE BATTLE OF FELL DINGLE
ELF ARMY
Elf Archers
Required
Qty.
Race
12
Type
Elf
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Inf
8"
2
0
0
48
Yeoman
Upgrades: Common Bows (Range: 12”).
Elf Swordsmen
Qty.
Race
12
Type
Elf
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Inf
8"
2
0
0
36
Yeoman
Required
Elf Warlord
Qty
Race
Type
Rank
Inf /
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
1
Elf
Champion
4
Inf
8"
n/a
8
8
4
2 (D)
3
Upgrades:
Points
F
T
3
0
Army Commander (one free per army).
Upgrade Rank 1 to Rank 4. (1st rank free for one Character).
Elf Mage
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
1
Elf
Wizard
4
Inf
8"
n/a
2
2
4
13
2
12
2
Upgrades: Captain to _____________________ (Delcare one unit prior to the game).
Elf Spearmen
Qty.
Race
12
Type
Elf
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Inf
8"
2
0
0
36
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Inf
6"
3
+1
0
60
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Cav
12"
4
+1
0
30
Inf / Cav
Move
Armor
Base Combat Modifier
Points (F)
Points (T)
Cav
12"
2
0
0
30
Yeoman
Expansion Forces I
Elf Honor Guard
Qty.
Race
12
Type
Elf
Knight
Elf Heavy Cavalry
Qty.
Race
6
Type
Elf
Yeoman
Elf Cavalry Archers
Qty.
Race
6
Elf
Type
Peasant
Upgrades: Long Bows (Range: 18”, +1 Ranged Modifier)
Expansion Forces II
Elf Chariot
Qty
Race
Type
Rank
Inf/
Cav
Ground
Move
Flying
Move
Melee
Prowess
Range
Prowess
Vitality
Magic
Armor
Value
1
Elf
Machine
n/a
n/a
10"
n/a
6
2
3
1
Points
F
T
3
4
2
Notes: Crew equipped with Common Bows (Range 12”).
Griffin
Qty
Race
Type
Rank
I/C
Move
Flying
M Prow
R Prow
Vitality
Magic
Armor
F
T
1
Monster
Griffin
n/a
n/a
8"
12"
4
n/a
5
0
2
4
0
11
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
THE ADVENTURE BEGINS
Having sneaked past the right flank of the Orc & Goblin Army
undetected by the Elves…
Address to the Party
You have been selected for a very special job by
your various commanders; you are deemed to be
some of our best fighters, but more importantly,
you are all noted for being thinkers.
Borgrunn, High Commander of the Orc & Goblin
army, has succeeded in driving the pointy-ears out
of the Grumbling Mountains and onto the Plain of
Scells. This has enabled our forces, for the first
time in several generations, to press the hated
prancers hard against the Sarum Forest, their
ancestral homeland. This means that we finally
have within our grasp a better-than-even chance
of crushing those hated Elves to dust. By forcing
them out, we have gained access to Volgrim
Mountain; the most sacred mountain of the dirt
eating dwarves and location of the tombs of some
of their greatest heroes. Located deep within the
mountain is the tomb of Cletus Cleverhand, the
greatest artificer the dirt-eaters ever produced. It
was his infernal devices that so devastated our
kind in the Great Wars of our forefathers some six
generations past.
Buried with this cursed goblin killer is one of his
fiendish devices, the last of its kind known to
exist. The tales and legends tell of a monstrous
device called, as best we can translate those
horrible noises that pass for language for the
stone-suckers, Wall Eater, whatever that means.
Our goblin artificers are certain that they can
make abundant replicas of anything the pebblechewers can produce. With that weapon in the
hands of the goblin craftsmen and tinkerers, we
can produce enough of them to finish off our
mortal enemies for once and all.
The tomb is lit with an ever-burning flame,
fashioned by the dirt-delvers from a source of
flammable gas that escapes from the rocks.
Find the tomb; we know where
the entrance was widely reported to
be. Find the device and bring it back.
At this point let the party gird their loins, hone their
weapons and ruck up. When that settles, begin with this:
The rough sketch that you were provided has
led you off into one of the many valleys pocking
this land. After a short search you were able to
find the nearly hidden cleft in the rock that
debouches into the valley; at the head of the
valley, in the distance some 25 miles away, at the
very end, you see a singular mountain, stark and
forbidding. This can only be Mount Volgrim, last
resting place of Cletus. The valley is covered in
fruit trees and shrubs of all sizes; in the infrequent
clearings or meadows is a riot of color garbing the
thousands upon thousands of sickeningly sweet
blossoms.
The Journey Begins by Cynthia Kirk
12
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
Too Juicy To Pass Up
A Light Snack
DM Note: This encounter can take place anywhere along
the way to the tomb of Cletus, at your discretion, or not at all
if you find it too gratuitous for your taste.
DM Note: This encounter can take place anywhere along
the way to the tomb of Cletus, at your discretion, or not at all
if you find it too gruesome for your taste.
As you are approaching the place where you
are to seek the mouth of the valley containing the
tomb, you spy a small party in the distance,
making their way towards you. Upon closer study
you espy half a dozen humans leading a string of
over-burdened donkeys heavily laden with packs
of goods.
As you approach a clearing in the woods you
hear a brook burbling and another odd noise you
cannot quite place. As you stealthily approach the
mini-meadow you see sprawled around the area
nearly a score of small (1’ 6” to 2’) nearly naked
humanoid creatures, seemingly sleeping (and
snoring) off the revels of the previous evening.
DM Note: These are simple human traders, with one
exception. Traveling with the party is a mage’s apprentice
who possesses a necklace from which depend two charms
shaped like a sundisk. They are 5d8 Fireballs with a blast
radius of 40’ and a range limited by his arm (DM discretion).
Scattered about the clearing are at least a dozen (12 +d8)
Wood-pixies (aka woopix) in various stages of inebriation and
its after-effects. Most appear to have passed out; a couple
can be seen holding their heads and moving very slowly.
WOOD-PIXIE
Appearance Clad in next to nothing, woopix most
TRAVELERS
Appearance Looking much the worse for wear, the
Demeanor
Power
Defense
Initiative
Special
closely resemble pre-pubescent human
children, although very slender and all
possessed of long, flowing hair. To nonwoopix their sex is indistinguishable; they
all fight equally with shortsword (as a
dagger) and bow.
party consists of 6 humans and 11
donkeys. None of the humans look
extraordinary in any way.
The merchants will attempt to flee; failing
that they will stand and fight to protect
their goods.
1 (5%)
d6
Health
1 (5%)
n/a
Move
Damage
Demeanor
8
shortsword d6
The caravan will yield 100 + d20 X 2 GP. It
also contains 14 bales of silks and brocades
worth d4 X 100 GP each. Too bad orcs and
goblins have little appreciation for fine
fabrics.
Power
Defense
Initiative
Special
Woopix are Chaotic Good personified; they
live to party and frolic. They are all
business when it comes to destroying
anything that they find particularly ugly,
like orcs and goblins, who they consider to
be a major buzz-kill as they have no sense
of humor. They are crafty and once set
upon a task, relentless.
2(10%)
d4 +1
Health
4 (20%)
+3 (+15%)
(when
sober)
Move
Damage
11
Dagger d6;
arrow d4
(range
limited to
20’)
Like some of their woodland kith and kin,
there is a 20% chance that their tiny arrow
is dipped in a soporific that will put the
victim to Sleep for d6 hours unless an
Avoidance Roll vs. Poison is successfully
made.
DM Note: Woopix are considered a gourmet treat by both
goblins and orcs. Their favorite method of preparation is to
impale them on a long skewer and then gently roast over an
open fire, carefully turning and basting them until done to a
crackly finish-Pixie sticks!
Goblin Archer by Loren Muzzy
13
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
A Prickly Business
As you descend into the valley you have the
feeling that you are being spied upon.
The sides of the valley are a riot of fruit trees, some edible
and some not. (This would also depend on the species of the
consumer; goblins love bitter cherries, which nearly all
humanoids find unpalatable.) Some of the fruits have
deleterious effects on various species, some have enhancing
effects. It is entirely up to the GM to have fun with this or
completely ignore it. There are many devious possibilities
present here, including the fact that the goblin archers are
continually looking for nasty stuff to smear on their arrows
and darts.
About midway down the valley there lies a
forbidding thicket of locust trees and briars that
stretches the width of the valley.
The locusts have thorns some four inches long that are stiff
as steel and capable of inflicting light wounds. There is a
colony of particularly irascible bugbears living in the center;
the cleverly disguised openings make it appear impenetrable.
Bugbear by Loren Muzzy
As these nasty little critters specialize in ambush and
sneakiness, you might consider surprising the party
somewhere in sight of The Thicket. It could go something like
this:
This band of noisome nuisances has been busy locating
and plundering small tombs around the valley. If overcome,
their thicket will yield their gleanings of gold, gems and
artifacts to the sum of 600 GP, jewelry worth about 2200 GP
and various and assorted weapons and artifacts such as plate
ware and drinking vessels worth another 1200 GP.
As you approach the thicket of thorns, looking
for a way around or through, from the trees on
side of the valley comes a hail of small dart-like
projectiles.
BUGBEARS (4-7 at GM’s discretion)
Appearance With ears that could pose a problem in high winds, eyes the size of teacups and spindly arms and legs better suited to
Demeanor
Power
Defense
Initiative
Special
a spider, bugbears are possessed of faces only their mothers could love, if only the female that spawned them cared
a whit. Somewhat larger than their goblin cousins, they are considerably more irascible and violent. Normally clad in
remnants of stinking hides, their pale skin blends well into shadows further facilitating their unique skills at
ambushing.
Bugbears are the archetypical creature of Chaos, to the extreme that they cannot get along with other species of any
type without a life-and-death, overarching impact on their existence. While one can never be absolutely certain how
a bugbear will react to anything, it is safer to assume that they will feel provoked. Bugbears are not renowned for
having stout hearts. When a second bugbear is wounded. There is a 15% chance their courage will fail and they flee.
Once the confrontation begins to go badly for them, (1/3 KIA or ½ wounded), they will try to retreat (75% chance)
through their warren and escape. However, if and when the PC’s return, they will be waiting with four new friends.
3(15%)
19, 16, 14, 12, 13, 11, 14
Health
5 (25%)
9
Move
+2 (+10%)
Damage Claw (x2) 1-3; Bite d4; Club d6 +1; Thrusting spear d8; shortsword d6; see Special
If unarmed, a bugbear may make three attacks per turn with his claws and fangs. These bugbears all carry 1-4 Darts;
the darts themselves seem insignificant but are dipped in a mild soporific which has the effect of Slowing any PC that
fails an Avoidance Roll to half speed for 10-60 minutes. Due to their flimsy construction, once thrown they cannot be
retrieved and thrown again. Due to their fondness for these weapons, they are 20% (+4) more likely to hit.
14
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
The Crumbling Mountains
After some searching, you have found the spot
on the mountain that seems to correspond with
your crude map. The opening mechanism, a
simple lever that seems to pull down, is found
after much peering and poking into cracks.
Yes, it really is this easy. No dwarf ever envisioned the
forces of Chaos ever reaching the Crumbling Mtns. That did
not mean that they failed to provide several safeguards to the
tomb. Let the PC’s drive themselves nuts looking for that
which is not there.
The Dwarven Tombs
The 5’ stone slab that serves as a door drops
out of sight revealing a dark opening leading
straight into the very base of the mountain. The
air that wafts out is dank and stale, redolent with
the stench of the long dead. Peering into the
darkness you see an oddly shaped entrance
leading to a 6’ corridor going straight ahead.
KEY
A) Collapsable walls
B) 3 Paths to choose from
C) Sets of 3 large Dwarven Doors, Sealed
D) Central entrance is obscured
E) Chamber witrh Lava Pool and Fire Breathing Salamander
F) Wraith
G) Pile of Bones – Skeletal Sabretooth
H) 4 Dwarven Statues
I) The Dwarf Steam Cannon
This narrow stretch of hall actually moves, out, to a width
of about 9’. These moving walls are so cleverly constructed
that there is only a 5% chance of “just noticing” them; careful
searching with reveal two moving pieces of stone that cause
the walls to expand. This will become very important to a
successful party trying to drag something out over 8’ wide.
All the walls, floors and ceilings are hewn from
the living stone of the mountain; the surfaces are
nearly glass-like so fine is the finishing.
Exploring the Dwarven Tombs by Chad Thorson
15
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
The Pits of Fire
Each of these areas is lit by the flames lapping out of a
roughly 5 foot pit of lava. The walls of these areas are not
finished and smooth, nor are the floor or ceiling. There are
pieces of rock scattered about, several of which are capable
of providing cover for its occupant.
The Left / Right Diversion
The passages to the left and right are mirror-images of
themselves and end in a strangely shaped area with three
metal doors set in the wall; all are hinged so as to open out,
but the hinges are not visible. The “doors” conceal a one foot
deep indentation in the stone. They are made of differing
materials; one is stout oak banded with iron, another is cast
in bronze and the third is solid iron. Each door has an intricate
locking mechanism.
Each of the doors is designed to baffle would-be openers
The iron door is relatively easy to open, a base 20% chance in
addition to any specialized skills; when opened a spear shoots
out 5’ above the ground.
The bronze door is somewhat more intricate as it features
dozens of gear and pawls all seemingly interlocked
irrationally. It will have to be figured out the hard way and
can emit a cloud of Sleep gas 10’ x 10’.
The wooden door is covered with the most intricate gears,
ratchets and pawls imaginable; it is as though a demented
clockmaker used up all his oversized parts. This door is so
complex that it poses a challenge of -20% (-4) to mundane
attempts to open it. Nothing bad happens when it is opened.
The doors in both Diversions are identical in every respect.
FIRE-BREATHING SALAMANDER (1 in each area)
Demeanor As these are a mated pair, they will come to
one another’s aid if aware of a threat. If one
should use its special ability, the other will
know instantly and seek to join its mate.
They are defensive and hostile by nature.
On the far wall of the chamber you see three
doors: one of stout oak banded with iron, one of
bronze and one of iron. Each of them is secured
with an intricate mechanism of gears, levers and
pawls, all of brass.
The only way that the curtain wall will be revealed and
dropped is if one of each of the three door types is opened; it
matters not what side, nor do they all have to be on the same
wall.
Power
Defense
Initiative
6 (30%)
6 (30%)
-1 (-5%)
Special
The fiery salamander can spit a corrosive
saliva to a distance of about 30’ with
amazing accuracy (+4 (20%). A successful hit
on the torso or down (90%) will inflict d8
loss of Health; a hit above the shoulders
(10%) inflicts 3d4 loss to Health and
obscures the target’s vision of d6 Turns. The
fiery salamander has another weapon it may
use once per day. Located near the tip of the
nose is an organ that can flood an area 100’
square with a wave of near paralyzing
psionic energy requiring an Avoidance roll
versus Death Ray. A successful Avoidance
roll will still force the PC to suffer 1d4 Health
loss and 1d4 Turns of being Slowed 33%.
Failure to Avoid results in the victim
becoming rooted in place for 2d6 turns and
suffering 4d4 Health loss. (A rather
successful way to hunt.)
Health
Move
Damage
21,19
7
Bite 3d4; Spit
see Special
The Curtain Wall
This is a 10’ wide and 9’ tall slab of the mountain that is
three feet thick, defeating any attempts to knock on walls
listening for hollow spots. If and when it finally drops to
reveal the corridor to Cletus’ tomb it will do so completely
silently with not even the slightest seismic rumble. There is a
10% chance of discovering a seam, but there is no way to
physically force it open.
Fire Breathing Salamander
by Bill Stolpin
16
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
Fire-Breathing Salamander by Bill Stolpin
The Iron Keys
Ten feet past the now-dropped stone wall you
come to an intersection where the tunnel seems
to go off to the right and to the left. You see
flickering shadows playing over the walls lit from
inside the openings at the end of a 20’ long, 5’
wide corridor. You feel a slight bit of heat coming
from the opening.
When you reach the end of the passage you see
a roughly 25’ square area of unfinished stone. In
the far corner you see what looks to be a firepit of
some sort with flames licking out. Scattered about
the floor are several large chunks of rock. Hanging
on the wall behind the firepit is a large iron key.
It will be necessary to obtain both keys. When brought
together at the point where the two tunnels branched off, two
slots will appear in what looked to be a solid rock face. Both
must be inserted and turned; the left slot clockwise, the right
counter-clockwise. This opens into a 10’ wide and 20’ long
passage. The walls are covered in carvings and inlaid with
gold, silver, platinum, rare gems and aromatic woods. How
much wealth they wrench out of the walls I leave entirely to
the GM. That, of course, will depend on their next encounter.
Goblin Archer by Cynthia Kirk
17
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
The Wraith
As the two keys click into place,
a deep rumbling sounds and the face
of the rock wall slides away into a
slot in the floor. The area revealed is
completely dark; your mundane light
sources fail to penetrate the swirling
gloom. There is a dank, chilled feel to
the air that seeps out; it is noticeably
colder.
WRAITH
Appearance Not quite of our plane,
Demeanor
Power
Health
Defense
Move
Initiative
Damage
Special
wraiths are difficult to see
in anything less than bright
light, looking like a swirling,
flowing outline of
something vaguely
humanoid.
This wraith hates all living
things, and some already
dead, like the wizard who
bound it to this obligation
of guarding the tomb.
6 (30%)
19 (see Special)
4 (20%) (Can only be hit by
silver or enchanted
weapons)
12/18
Always gets Surprise on
first contact with party
1d6 Touch
This creature starts out
rather weak, but can gain
strength and Health with
each successful touch of a
living opponent. Each time
that the wraith scores a hit
there is a 33% chance of
draining one Life Level
from the character. Should
that happen, the wraith
will gain 6 Health; on a
simple hit the wraith gets 1
Health, while inflicting 1d6
Health loss.
Encountering the Wraith
by Chad Thorson
18
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
Entering the Tomb
The Pile of Bones
(actually the skeletal remains of his pet)
Having defeated the wraith the room lightens
enough for you to see a double wooden door
straight ahead. It has a simple handle on the door
and is hinged to swing outward. There are two
large keyholes in the doors.
SKELETAL SABRETOOTH
Appearance What looks to be a jumbled pile of large
(The keys found with the salamanders will open these as
well.)
Demeanor
As the perfectly balanced doors swing
noiselessly open you see a room about 10’ by 20’
deep. In the center of the room is a block of pure
white marble laced with threads of red and gold;
it is about 7’ long, 4’ wide and 3’ tall. It is flanked
by 4 granite statues 3 feet tall of a heroic-looking
dwarf wielding a giant axe.
Power
Defense
Initiative
Special
At the foot of the marble block there is a
curious device affixed to floor from which a long
orange and blue flame swirls and dances some 6’
into the air. Next to the flame is a large pile of
bones and behind the block is a large lumpy
something covered with canvas and leather
coverings and crisscrossed with ropes.
bones is, in fact, a skeletal saber toothed
beast of some sort.
If anyone touches the sarcophagus of white
marble the bones will animate into a
fiercely devoted guard and companion that
will immediately attack the nearest party
member, regardless of who actually
touched it.
6 (30%)
21
Health
10 (50%)
15
Move
Always get
Damage Bite 4d4;
Surprise when
Claw (x2)
animates; +2
1d8
(10%) thereafter
Dangling from a chain of steel links around
where the skeleton’s throat would be is a
glowing purple stone the size of a pigeon
egg. That stone keeps the skeleton
animated; while the stone is in contact with
the skeleton it will never go below 1 Health
point. Should the skull be separated from
the rest of the skeleton, the chain will fall
off and the bones un-join and tumble to
the floor.
Encountering the Skeletal Sabretooth by Chad Thorson
19
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
The Rule of Four
If combat lasts more
than four Rounds, the dead
cat’s battle will animate
the four statues, one at a
time, every four Rounds
it lasts.
Once the first statue
animates the others will
do so also, one at a time,
unless the first one
animated is dispatched
in less than four Rounds.
If that happens, the
remainder remain
inanimate.
Myrmidons Attack by Chad Thorson
MYRMIDON STATUES
Appearance The four statues are identical. They depict a ferocious looking 3’ 10” dwarf warrior encased in an
Demeanor
Power
Defense
Initiative
Special
elaborate set of curiously shaped scale and plate armor and gripping a particularly nasty looking
bearded, two-handed (for a dwarf) axe. The axe mostly closely resembles a headsman’s axe with the
addition of a razor sharp 9” spike to counter-weight the 11” inch edge.
These dwarven myrmidons will remain motionless unless triggered by the circumstances described with
the skeletal guard animal. If activated they will immediately attack the nearest party member.
7 (35%)
12
Health
14 (70%) see Special
First activated always gains Surprise; subsequent statues have
20% (+4) chance for Surprise
Move
Damage
6
4d4
The physical composition of the statues makes them very difficult to hit effectively (hence the good
Def). Once hit they are relatively fragile. Crushing weapons such as hammers, mauls, large clubs or axes
will inflict +50% Health loss.
20
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
The Weapon
Stored behind the sarcophagus is a wheeled platform upon which a curious iron bell of monstrous size,
brass tubing and a large brass ball are arranged and fastened. The front of the device has some sort of
sloped wall structure, split in the middle, through which the bell protrudes; the bell lacks a clapper. The
whole thing is about 9’
wide. There are 8”
hoops of iron fastened
all around. There are
several coils of
Dwarven Cable stacked
beneath it.
Dwarven cable is made
of the finest hemp, bound
with fine wire and therefore
very strong. (It is also
valuable as the process for
making it has long since
been abandoned).
Retrieving the
Weapon
The party will have a
great deal of difficulty
retrieving the weapon when
they get to the exit, unless
they have figured out how to
expand the walls. If they
have not, they may have to
disassemble the device to
get the pieces through the
squeeze. Unless there is at
least one goblin left alive,
there is a 50% chance that
the Orcs will botch up the
fine parts.
The Adventurers Discover the Weapon
by Gennifer Bone
21
ORCS ARE PEOPLE, TOO… SORT OF
A CHAOS WARS MODULE
Gone, But Not To Be Forgotten
If any of the bugbears from the thicket survived, they will
have regrouped and will be plotting revenge. The survivors
will have been joined by a wandering band of four more
bugbears (8,8,9,10 Health) all armed with spears.
DM Note: This is your last chance to present to the party
some final chances to die. The nasty little bugbears may have
rigged snares or other booby traps. That I leave entirely to
your discretion.
Bugbears by Loren Muzzy
Elf Swordsman
by Cynthia Kirk
Shields by Cynthia Kirk
22
A CHAOS WARS MODULE
ORCS ARE PEOPLE, TOO… SORT OF
RETURN TO FELL DINGLE
After completing the adventure; either victorious with the Dwarf weapon in tow, or gasping for air as a Bugbear loots your
corpse; the Battle at Fell Dingle will still play out.
This scenario gives the three paths that the battle can take:
ADVENTURE FAILED
If your adventurers failed, the Orcs & Goblin’s side must struggle to finish off the Elves without the aid of the Dwarven super
weapon. Unfortunately for you, some nearby Elf Rangers heard the screams of your dying Warband, and entered the Dwarven
Tombs to investigate. They return to their battle lines with the Dwarf Steam Cannon, and may use it in the battle.
ADVENTURE SUCCESSFUL: RUSH TO BATTLE
Having successfully retrieved the Steam Cannon, you and your green-skinned allies drag it quickly to the battle. The Orc and
Goblin force may use the Steam Cannon in the battle.
ADVENTURE SUCCESSFUL: THE LONG GAME
Fighting back against the urge to rush head-long into battle, your Warband pushes and pulls the machine to the Orc forges.
There, the Goblin underlings use their nimble fingers to take the machine apart and reverse engineer it. Orc Smiths hammer hot
metal into form, and rip lumber, while the screeching Goblins rebuild the finer parts.
After several week’s work, the Warband returns to the battle, with three fully-functioning Steam Cannons.
However, during the elapsed time, reinforcements from a neighboring Elf kingdom have arrived. Two units of Elf Yeomen
(equipped with undefined weapons) may be added to the Elf Army.
Ground Move Melee Prowess Ranged Prowess Vitality Magic
Dwarf Steam Cannon
6"
2
6**
10
2
Armor Value
4
** Range distance is 36”. Target suffers -1 to Armor Value against this Ranged Attack.
May fire and move at full speed during the same turn.
The Dwarf Steam Cannon, Ready for Battle
by Bill Stolpin
23
AUTHOR INFO
Tim Kask has been in the fantasy gaming field since its inception, having
been a game editor, magazine editor and publisher, game writer, developer
and designer, since 1975. He has been a wargamer for more than 50 years,
and is still active writing FRPG’s. He holds three degrees and taught school
before his retirement.
He is father of two, grandfather of four and great-grandfather of one. He
currently writes for Eldritch Enterprises and is an Editor at Gygax Magazine.
He travels East of the Rockies to several cons each year and runs games for
all comers. He is resolutely “Old School” when it comes to RPG’ing; fewer
rules make room for more fun.
ARTIST INFO
Bill Stolpin
Contributed Artwork for:
Fire-Breathing Salamander
page 16
Fire-Breathing Salamander
page 17
Dwarf Steam Cannon
page 23
Commission and Contact info at:
Email:
[email protected]
Website:
StolpinArt.com
Cynthia Kirk
Contributed Artwork for:
Orc Shaman
page 3
The Journey Begins
page 12
Goblin Archer
page 17
Shields
page 22
Elf Swordsman
page 22
Commission and Contact info at:
Email:
[email protected]
Phone:
740-253-1691
Facebook:
Facebook.com/vanystuff
Twitter:
twitter.com/vanyell1967
Chad Thorson
Contributed Artwork for:
Exploring the Dwarven Tombs
page 15
Encountering the Wraith
page 18
The Skeletal Sabretooth
page 19
Myrmidons Attack
page 20
Commission and Contact info at:
Black and White Illustrator
Email:
[email protected]
Website: MaximumRockRolePlaying.blogspot.com/
Gennifer Bone
Contributed Artwork for:
Orc Adventurers
cover
Elf Warlord
page 8
Elf Study
page 9
Adventurers Discover the Weapon
page 21
Commission and Contact info at:
Email:
[email protected]
Website:
onwingsofink.blogspot.com/
Patreon:
patreon.com/ladyredfingers?ty=h
Miniatures available at:
www.IronWindMetals.com
Loren Muzzy
Contributed Artwork for:
Goblin Archer
page 4
Orc Shaman
page 9
Cloaked Goblin Archer
page 13
Bugbear
page 14
Bugbears
page 22
Commission and Contact info at:
Email:
[email protected]
Facebook:
FaceBook.com/Loren.the.Black
Orcs: 51-101, 51-102, 51-111, 51-112, 51-121, 51-172
Goblins: 51-001, 51-002, 51-003
Bugbears: 49-453, 49-454, 49-455
Wood Pixies (pair): 67-008
Human Caravan (4 Animals, 3 humans): 01-128
Fire Breathing Salamander: DF-292
Wraith: 01-030
Skeletal Sabretooth: DF-745
Dwarf Living Statues (pair): 01-159
Dwarf Steam Cannon: Will be a Stretch Goal for our
Dwarf & Undead Kickstarter, coming in February.