STONE GRAVE
A Fantasy Core and
D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the
Fantasy Core Playtest Rules.)
The Orc Camp
3) Orcs are the most pointlessly belligerent of the Humanoid
races. Being trapped and hungry has not
improved their disposition. They expend
all of their strength in senseless raids and then fighting each other over the
spoils. Their defenses usually consist
of indifferently manned posts, while the rest of the tribe plans the next
raid. The Gnolls have found it almost
effortless to sneak past them.
The known presence of humans on the level may drive them
into berserker fury. Of course, they’ll start
attacking each if it looks like they have an advantage on the adventurers. Further, the smarter Hobgoblins and Gnolls
may take the opportunity to wipe out the remainder of the Orc camp and flank
attack the Orcs attacking the humans to have them for themselves.
[They’re Orcs. Dumb,
aggressive Orcs.]
Orc (FC) (x 25)
HD 1+1, Hp 5, AC 14 (Leather, Light Wooden Shield)
Fort +3, Ref +0, Will –2
Melee: Short Sword +3 to hit 1d6+1
Ranged: Javelin +1 to hit 1d6
Orc (5e) (x 21)
HD 2d8 + 6, Hp 15, AC 13
(hide armor)
Str +3, Dex +1, Con +3, Int −2, Wis +0, Cha
+0
Intimidation +2, Passive
Perception 10
Darkvision
Aggressive: As a bonus action, the Orc can move up to its speed toward a hostile
creature that it can see.
Melee: Greataxe +5 to hit 9 (1d12 + 3) slashing
Ranged: Javelin +5 to hit, range 30/120 ft., 6 (1d6 + 3) piercing
[Fat,
lazy, and stupid, but rather powerful, the Ogre rallies the troops to combat
when hungry, which is to say, all the time.
His presence likely ensures the relative safety of the camp from being
overrun and some small success in any raid for food.]
Ogre (FC)
HD 4d8+11, Hp 29, AC 16 (Hide Armor)
Fort +6, Ref +0, Will +1
Melee: Greatclub +8 to hit 2d8+7
Ranged: Large Spear +1 to hit 1d12
Ogre (5e)
HD 7d10 + 21, Hp 59, AC 11 (hide armor)
Str +4, Dex −1, Con +3, Int −3, Wis −2, Cha −2
Darkvision
60 ft.
Passive
Perception 8
Melee: Greatclub +6
to hit 13 (2d8 + 4) bludgeoning
Ranged: Javelin
+6 to hit, range 30/120 ft., 11 (2d6 + 4) piercing
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