Wednesday, December 9, 2015

Southland Adventure: Stone Grave-Orc Camp

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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