- 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.