Orcs are green-skinned creatures that have a natural lust for war and bloodshed, also for vast quantities of gold and riches, unfortunate for the Dwarves who fell to rampaging hordes of these monsters as they flooded forth from the Dark Lands into the Worlds Edge mountains, where the Dwarves live.
They didn't manage to find what they expected, however. The Dwarves had either hidden their treasures away in very deep, dark caverns, or taken it with them.
The reason for the Orc to travel out on his own
has two explanations: He is after his own pile of glittering
gold and treasure, he is spying on the other races to tryand find
weaknesses in their defences or society, or both. The first is
the most probable, as Orcs are not very smart.
Starting as an Orc Warrior
Level 1 Orc (Novice)
Wounds: 1d6+9
Move: 4
Weapon Skill:4
Ballistic Skill: 4+
Strength: 3
Toughness: 4 (6)
Initiative: 2
Attacks: 1
Dam. Dice: 1d6+str.
| Enemy Ws | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| To Hit | 2 | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 6 |
Weapon: The Orc is armed with a Sword which causes 1d6+str. Wounds
Armour: The Orc wields a shield (+1 toughness) and Orc Armour (+1 Toughness)
Equipment: The Orc carries a rope, 3 pieces of Squig meat
(1d6+2 wounds) and a Lantern if he is adventuring alone or is
the leader. He may use 'Barbarian Only' weapons as well as bows
and 'Dwarf Only' Weapons.
Special Rules
Pet Snotling
The pet Snotling has the Following Stats:
Wounds: 1d6+3
Move: 5
Weapons Skill: 2
BS: 6+
Strength: 3
Toughness: 3
Initiative:1
Attacks:1
Willpower:2
Pinning: 3+
| Enemy WS | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| To Hit | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 |
The Snotling is under the complete control of his master and will do anything his master commands.
He has the following skills available to him:
Investigate: The snotling can climb throught the porthole in the door to explore the next dungeon room, he will not be attacked by the monsters in that room, and may skamper around freely, he cannot go farther than 1 room away from his master or the one holding the lantern.
Distract: The snotling may attempt to distract an enemy and draw his fire away from his master, to do this, roll 2d6, if the score is over the monsters dungeon level, then he is successfully distracted and the monster attacks him rather than his master.
Pickpocket: While in a settlement, the Orc may command his Snotling to go out and steal gold from the Humans, he does this in all manner of ingenious, yet sometimes unwitty ways. If you choose to do this, roll 1d6:
| Score on 1d6 | Event |
| 1 | The Snotling tries to steal from a wealthy looking warrior, but is caught in the act! roll 1d6 immediately: on a roll of 1-2 the Snotling is quickly crushed by the warrior, you must buy a new one now. |
| 2-3 | The little Snotling manages to steal 1d6x10 gold from the Humans. |
| 4-5 | The Snotling pleases his master by stealing 1d6x50 gold from the Humans. |
| 6 | The Snotling slowly drags a huge bag to his master, inside is 1d6x100 gold! the snotling has greatly impressed his master and is given some Squig Meat as a reward. |
The snotling may only pickpocket once each day.
An Orc may only ever have one snotling at his command.
Orcs in Settlements.
Orcs are similar to Barbarians in build and voice, though they
have a bit of an accent, all they need to disguise themselves
is some heavy cloaks! However, sometimes as luck would have it,
someone somewhere manages to notice that you are an Orc, this
ussually happens at the gate, and so when entering a settlement,
roll 1d6, on a roll of one the gate guards have noticed the fact
that he is an Orc! he must flee immediately, but not before stealing
1d6x50 gold from the stupid Humans! He must either go to the next
dungeon or find another settlement.
Orcs, of course, have their own settlements where they are welcome.
While journeying between dungeons or settlements, or even while
at a settlement, roll 1d6 for each day/week of travel or stay
at a settelement:
| Score on 1D6 | Event |
| 1 | The Orc finds no Orc Settlements this week/day |
| 2-3 | The Orc knows the location of an Orc settlement two weeks journey from here. |
| 4-6 | The Orc knows of an Orc settlement one weeks journey from here. |
Only Orcs may go inside Orc Settlements, his party members must
wait outside. He may of course go in and buy Orc merchandise
for his party members. If the rest of party does not wish to
accompany the Orc to an Orc Camp, they meet him at the next settlement.
Note that he finds them at the next settlement, as he is in diguise.
Orc Encampment
The Orc may visit anyone of the locations at the Orc settlement.
His Snotling may NOT pickpocket in an Orc Camp, as Orcs guard
their gold very well, not trusting other Orcs and their pets too
much.
| Item | Cost (buy) | Cost (sell) | Stock | What it does |
| 1D6 Squig meat portions | 50 | 15 | 4 | Recovers 1d6+2 wounds per piece, may be eaten at any time |
| 1D6 Tid-Bits | 25 | 5 | 2 | Feed to Snotling, heals back to full wounds |
| Orc Armour | 100 | 20 | 6 | +1 Toughness |
| Orc Light Armour | 600 | 120 | 7 | +2 Toughness |
| Orc 'Eavy Armour | 2000 | 400 | 9 | +4 Toughness, -1 move |
| Orc Helmet | 300 | 60 | 6 | +1 Toughness |
| Orc WarHelm | 1000 | 200 | 8 | +3 Toughness |
| Orc Blade | 500 | 100 | 4 | 1D6+Str wounds |
| Orc Bow | 300 | 60 | 6 | Needs arrows, Strength 4 |
| Orc Arrows | 100 | 20 | 3 | Enough arrows for one adventure, causes 1D6+bows strength wounds per hit |
| 1D6 Orc Shaman Magik Bags | 50 | 10 | 8 | Confuses enemy just like flash powder. Makes pet snotling run and hide until combat is over. |
| Orc Gizikblitzelnob | 400 | 80 | 9 | This odd little item makes the Orc invisible at any point in the game, the effects last one whole turn, which he cannot be attacked in any way, but may attack other monsters. |
| Riding Boar | 1500 | - | 6 | The Riding boar is like a Warhorse, it reduces your travel time by two weeks, increases living expenses by 3, any fights you encounter in your travel you gain +3 to ou result as the boar is very powerful and unpredictable. No one in his right mind would ever try and steal a War Boar. Once a boar is bought the dealer will never accept it back. |
The Snotling Training Pen
At this location the Orc may attempt to train his snotling to do new tricks at a cost of 1d6+2x50 gold. This might give the Snotling a new simple trick to do. (A replacement snotling may be purchased here at a cost of 50gp.)
To see if the Snotling learns anything after you train him, roll
1D6 and consult the following table:
| Score on 1D6 | Event |
| 1-2 | The snotling is too stupid to have learnt his own name. He learns nothing this session. |
| 3-4 | The snotling learns 1 new skill |
| 5-6 | The snotling is especially intelligent today and learns two new skills. |
The snotling may only learn one Simple Trick for every battle
level his master is at.
To learn exactly what simple trick the snotling has learnt, roll
2D6 and consult the following table:
2 Treasure Thief The Snotling may now steal one item of treasure instead of pickpocketing, this can only be done once per settlement in the place of the days pickpocketing. Roll once on the Dungeon room Treasure table to determine exactly what he has stolen.
3 Expert Pickpocket The Snotling has become especially good at pickpocketing, able to haul in more gold than before. From now on he steals 2D6x # gold for each result, instead of just 1D6 worth of gold.
4 Entertainment The Snotling may now entertain in settlements, Orc or Human, and earns 1D6x50 gold per day. This takes the place of pickpocketing for the day and is much safer.
5 Hunt for Food The Snotling may now hunt for food during the time between dungeons. Roll 1D6 to see what he has retrieved, roll once per week:
| Score on 1D6 | Event |
| 1 | The Snotling has had an uneventful day hunting |
| 2-3 | The Snotling brings in a small mouse, equivalent to 1D3 Tid-Bits |
| 4-5 | The Snotling has killed a rabbit, equal to 1d3 squig meat portions |
| 6 | The Snotling not only killed a rabbit as above, but has found a large gemstone as well! It is worth a staggering 1D6x200 gold!!! |
6 Kookamunga! Whenever an event turns up that requires
fighting, roll 1D6 fot the Snotling:
| Score on 1D6 | Event |
| 1 | The Snotling conritbutes nothing to the combat. |
| 2-3 | The snotling jumps up and down, squealing and yelling and generally making a nuisance of himself, add +1 to your result |
| 4-5 | The Snotling jumps up and down, making all manner of strange and profound noises, add +2 to your result. |
| 6 | The Snotling jumps up and down and runs in all directions, making hundreds of strange noises, even to an Orc, and making faces, whatever the event, the attackers are scared off and the warriors have essentially won the event. |
7 Gold-Sense The snotling somehow can sense the presence of gold anywhere, so when you are traveling, once for each journey, he finds 1D6x50 gold, if he rolls a one, he finds nothing.
8 Routemaster In efforts to impress his master, he follows
his instincts and leads his master on a route that he believes
is shorter, roll 1D6:
| Score on 1D6 | Event |
| 1-3 | The route takes 1 week longer, so much for impressing the master! |
| 4-6 | The route is indeed faster, and the warriors reach their destination 1 week ahead of time. |
9 Steal Monster Item The Snotling, when investigating a room for his master, may steal a monsters magic item of your choice if any monsters have magic items. Roll 1D6, on a score of 5-6 he succeeds, but the master may not use the item, neither can the monster though!
10 Lucky The Snotling now has a luck of 1
11 See in the Dark The Snotling can now see in the dark, and adventure farther than 1 room away from the master/one holding the lantern. When he decides to return to his master, roll 1D6, on a
score of one, he has lost his way and must wait for his master in that room.
12 Rat-Rider The Snotling can now ride a giant rat, this
gives him +1D6 wounds, and +2 attacks, they attack together as
one creature. Rats can be bought at any settlement for 50 gold
each, they have a stock value of 5.
Orc Training:
The Orc may train only at any Orc settlement, and his skills are
the same as the Troll Slayer.
| Battle
Level | Gold | Title | Weapon Skill | BS | Str | Dice | T | W | I | A | Luk | WP | Skils | Pin | ||