Adventure Shorts #12: Orc Quest

The request was not uncommon: recover a lost talisman of some ancient tribe. But the requester was uncommon: a lean and mean orc tribe chief. And the side requests was even more unique: the orcs wanted to join in this quest themselves, using our heroes as guides.

What may occur next:
  • The orc war group is quite large, and would be a tough challenge to the heroes if they had to fight them. But they seem peaceful enough. They also say they never harmed no men, and never will. But they do fight another tribe of orcs who have taken their tribe talisman. And they will reward the heroes well, if they are brave enough to join them.
  • He other orcs guard the talisman, a gruesome necklace of shrunk heads, as if their existence depended on it. So the heroes will either have to use guile, or excellent combat tactics with their own company of orcs to help them.
  • When the heroes have secured the talisman, and have taken their reward, the orc chief thankfully takes the talisman. Then he begins to laugh “thank you, measly humans, with the heads of invincibility we can finally defeat you! ATTAAAAACK!!!” And the company of orcs who had just become their friends now charges the heroes.

Orcs are a foul species of humanoid. According to legend they were a twisted creation kin to the elves, but now they have degenerated even further. Usually the type humans encounter are those that travel around in war bands, plundering and killing on their way. However, between the two first wars of destruction, their peoples proved to be able to live peacefully among humans as well.

OSR: AC 7, HD 1, Dam 1d6+1, Move 90', Save: F1, #app 2d6-1
DD2: reinforced leather (armour class 2), heavy club or long knife 3 (weapon class 2), STR 3

Update: You can find all shorts of this series and more in Unpleasant Encounters at RPGNow

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