I used perchance to craft a orc history and tribes generator:
https://perchance.org/orchistory
You can also generate some cute orc babies to break the heart of your paladins:
https://perchance.org/orcbaby
Showing posts with label orcs. Show all posts
Showing posts with label orcs. Show all posts
Monday, September 9, 2019
Thursday, July 18, 2019
Campaign: Mothers of the Borderlands
I thought of revisiting my first blog post: a illustration of room #B12 of the B2 module Keep of the Borderlands.
For me, the most interesting thing in B2 are all of these "non combatants females" and their young, I often wondered what was their stories. Why not play them to find out?
"Orc losses cannot be replaced"
This detail gave me the idea of running a campaign about the survivors of the Chaos Caves.
The players characters are the orcs females who survived these raids.
I would use Macchiato Monsters to run this campaign as the system is flexible and can easily be used to create different orc characters. But naturally any old school system could work.
Character creation (Macchiato Monsters)
1) Roll your attributes but don't determine anything else. You start with the trait "orc".
2) Generate your family
You have 1d4-1 mates (you can add -1 or +1 if your prefer fewer or more mates)
(Roll 1d6 to determine their gender: 1-4 male, 5-6 female)
2A) If you have no mate chose one option or roll a d6
Add +1 by mates (you may take a additional -1 or +1 if you want a smaller or bigger family)
You have:
You also have 1d4-1 elderly parents. (Roll 1d6 to determine their gender: 1-3 male, 4-6 female)
4) Roll who survived the raids.
5) The tribe have been decimated, chose the path you will now follow (or roll a d6)
(If you already have a path, skip this step)
When you roll a piece of equipment determine who it belonged to...
7) Your path determine your character options, you start with your path as a second trait plus the option associated with your path. (These are your two starting character options)
For me, the most interesting thing in B2 are all of these "non combatants females" and their young, I often wondered what was their stories. Why not play them to find out?
"Orc losses cannot be replaced"
This detail gave me the idea of running a campaign about the survivors of the Chaos Caves.
Mothers of the Borderlands Campaign
Supported by the keep, adventurers raided the Caves of Chaos multiple times, the dust settle but the orcs tribe have been decimated, forgotten by the adventurers, the orcs females gather their young and try to rebuilt the tribe.The players characters are the orcs females who survived these raids.
I would use Macchiato Monsters to run this campaign as the system is flexible and can easily be used to create different orc characters. But naturally any old school system could work.
Character creation (Macchiato Monsters)
1) Roll your attributes but don't determine anything else. You start with the trait "orc".
2) Generate your family
You have 1d4-1 mates (you can add -1 or +1 if your prefer fewer or more mates)
(Roll 1d6 to determine their gender: 1-4 male, 5-6 female)
2A) If you have no mate chose one option or roll a d6
- You took the blood oath and follow the path of the warrior. (start with a wound)
- You took a spirit as a mate and follow the path of the shaman.
- You did a crime and are shun for it, you follow the path of the outcast.
- You vowed to take no mate to follow the path of the witches.
- You consume the moist mother shrooms and follow the path of the gender change.
- Your mate died and you follow the mourning path of the wailing.
Add +1 by mates (you may take a additional -1 or +1 if you want a smaller or bigger family)
You have:
- 1d6-2 daughters
- 1d6-2 sons
You also have 1d4-1 elderly parents. (Roll 1d6 to determine their gender: 1-3 male, 4-6 female)
4) Roll who survived the raids.
- Adult males survived on a roll of 1 on a d6, survivors are wounded and incapacitated.
- Adult females survived on a roll of 1-4 on a d6
- Young survived on a roll of 1-5 on a d6
- Elders survived on a roll of 1-2 on a d6, survivors are wounded and incapacitated.
5) The tribe have been decimated, chose the path you will now follow (or roll a d6)
(If you already have a path, skip this step)
- You will take the blood oath and follow the path of the warrior.
- You will take a spirit as a mate and follow they path of the shaman.
- You will consume the moist mother shrooms and follow the path of the gender change.
- Your will mourn the deaths and follow path of the wailing.
- You will protect the tribe and follow the path of the guardian.
- You will take care of the young and follow the path of the mother.
When you roll a piece of equipment determine who it belonged to...
- my family or clan
- a dead or wounded orc
- a adventurer
- a denizen of the caves
- no one, I found it while I was exploring area ...
- myself, I crafted it
The gm can ask you questions to get more details to craft plot or exploration hooks.
7) Your path determine your character options, you start with your path as a second trait plus the option associated with your path. (These are your two starting character options)
- The warrior (take martial training, you are good with war and weapons)
- The shaman (take magic training, you are good with spirits, bones and blessings)
- The outcast (take specialist training, you are good at sneaking, tricks and traps)
- The witches (take magic training, you are good with herbs, curses and the occult)
- The change (add d6 to a stat of 10 or less, you are transitioning and you are good with mushrooms, drugs, poisons and transformations)
- The wailing (take specialist training (wailing), you are good at mourning, remembering, raging and scaring others)
- The guardian (take martial training, you are good with defenses, protecting and armors)
- The mother (gain a hit die, you are good with healing, nurturing, teaching and organization)
- Humans (common tongue)
- Lizardmen or Troglodyte
- Spider or Boar
- Kobold
- Goblin
- Hobgoblin
- Bugbear
- Gnoll
- Troglodyte
- Ogre
- Minotaur
- Ghoul or Harpy
- You lost something that you need to find back.
- You lost someone that you need to find back.
- You saw a opportunity to gain something.
- You found something that you must keep secret.
- Someone helped you, could they help you again?
- You saw something that worry you.
The gm can ask you questions to get more details to craft rumors.
10) Players should write goals about their tribe, their family, their path and the caves.
10) Players should write goals about their tribe, their family, their path and the caves.
Running the Campaign
The Caves of Chaos have been hit hard by adventurers from the keep, those who are still alive are those non combatants that the adventurers ignored. Now that most of the combatants are dead, the survivors must reorganize themselves to survive.
Run the B2 Module as a sandbox, present the caves as a place that have been hit by a disaster. Monsters are protective and desperate, this may open doors to new alliances.
You can start play in room C15.
Present the chaos cult as a cursed gift, gaining it favor bring power but it will also corrupt the tribe and endanger the young. Deciding to follow the cult or to abandon it should be a major theme.
Present the chaotic humanoids as brutal and territorial but also give them things that they respect and care about. They are more like people with a lot of issues than evil ones. Show that they have a lot of resentments toward humankind and how chaos is feeding on these wounds.
Use random encounters as troubles that need to be deal with. Like if they encounter a carrion crawler maybe this is the sign of a carrion crawler infestation coming up, encountering other humanoids or NPC may be signs of all kind of troubles.
Run the B2 Module as a sandbox, present the caves as a place that have been hit by a disaster. Monsters are protective and desperate, this may open doors to new alliances.
You can start play in room C15.
- Monsters survived the adventurers raids on a roll of 1 up to their HD on a d6.
- Combatant humanoids only survived on a roll of 1 on a d6.
- Non combatants humanoids survived on a roll of 1-4 on a d6.
- Neutral creatures or NPCs survived on a roll of 1-3 on a d6.
- You may also decide that a important or interesting creature is severely wounded and can be nurtured back to health with assistance.
- Treasures have not been looted on a roll of 1-2 on a d6.
- Traps are still activated on a roll of 1-2 on a d6, activated traps contain the corpse of a adventurer on a roll of 1-3 on a d6.
Present the chaos cult as a cursed gift, gaining it favor bring power but it will also corrupt the tribe and endanger the young. Deciding to follow the cult or to abandon it should be a major theme.
Present the chaotic humanoids as brutal and territorial but also give them things that they respect and care about. They are more like people with a lot of issues than evil ones. Show that they have a lot of resentments toward humankind and how chaos is feeding on these wounds.
Use random encounters as troubles that need to be deal with. Like if they encounter a carrion crawler maybe this is the sign of a carrion crawler infestation coming up, encountering other humanoids or NPC may be signs of all kind of troubles.
Sunday, May 13, 2018
Why the Shadow-Hands orcs are "evil".
I rolled a couple of times on the "Why these orcs are evil" random tables I previously posted.
This is the tale of the Shadow-Hands orcs.
4000 years ago: a Dark Lord befriended and subjugated the people for his own dark goals.
But his half-orc daughter, Ulra Shadow-Fang defeated him and liberated the tribes.
Humans have their own version of this story and tell how the alliance of the five blades defeated the Dark Lord.
600 years ago: a long and disastrous civil war violently teared them apart. The Shadow-Fang bloodline desired to create a alliance with the Winter-Moon barbarians but human interference and propaganda caused the downfall of the heroic blood-line of Ulra.
400 year ago: scarcity of a key resource destroyed their new way of living. The surviving tribes became aurocs herders but a disease destroyed the great herds and the clans became mercenaries.
100 year ago: scarcity of a key resource destroyed their new way of living. The new Empire dispersed the great human-orc mercenaries warbands and the orcs military houses lost everything, most of them became bandits.
4 years ago: rise of a populist leader: a populist orc leader target the humans and blame everything on them to gain political momentum. His clan raise in power and is seen as a menace by the alliance of five blades.
3 month ago: break of treaty: the alliance of five blade broke the treaty that let orcs work in human cities.
3 days ago: border disputes and skirmishes. The declining Empire start moving troops in the orcs territories to reclaim one of their former states.
Why they are not always seen as evil?
Some tribe members are know to work for humans (or to hire humans) and are appreciated for their competence. But since the break of the treaty they can't work in human cities anymore, this anger a lot of people on both side.
Outcasts from their tribe live with humans and adopted human culture. These are mostly descendants of the fallen Shadow-Fang bloodline.
Why it is complicated to deal with them?
They have a special character class that do something that seem repulsive. The Dark Hands still remember some of the rites of the Dark Lord. When becoming one, their hands wither and shrivel and grant them special necromantic powers.
They ritualise a specific activity and it take a longer time to do it. This is a remaining ritual from their herding days. To become the owner of a horse or to ride a new one, one must make a old ritual of bounding that take 1d6 days. The ritual give a advantage to any check made with that horse. Riding a horse without doing this ritual ensue severe reaction penalties.
This is the tale of the Shadow-Hands orcs.
4000 years ago: a Dark Lord befriended and subjugated the people for his own dark goals.
But his half-orc daughter, Ulra Shadow-Fang defeated him and liberated the tribes.
Humans have their own version of this story and tell how the alliance of the five blades defeated the Dark Lord.
600 years ago: a long and disastrous civil war violently teared them apart. The Shadow-Fang bloodline desired to create a alliance with the Winter-Moon barbarians but human interference and propaganda caused the downfall of the heroic blood-line of Ulra.
400 year ago: scarcity of a key resource destroyed their new way of living. The surviving tribes became aurocs herders but a disease destroyed the great herds and the clans became mercenaries.
100 year ago: scarcity of a key resource destroyed their new way of living. The new Empire dispersed the great human-orc mercenaries warbands and the orcs military houses lost everything, most of them became bandits.
4 years ago: rise of a populist leader: a populist orc leader target the humans and blame everything on them to gain political momentum. His clan raise in power and is seen as a menace by the alliance of five blades.
3 month ago: break of treaty: the alliance of five blade broke the treaty that let orcs work in human cities.
3 days ago: border disputes and skirmishes. The declining Empire start moving troops in the orcs territories to reclaim one of their former states.
Why they are not always seen as evil?
Some tribe members are know to work for humans (or to hire humans) and are appreciated for their competence. But since the break of the treaty they can't work in human cities anymore, this anger a lot of people on both side.
Outcasts from their tribe live with humans and adopted human culture. These are mostly descendants of the fallen Shadow-Fang bloodline.
Why it is complicated to deal with them?
They have a special character class that do something that seem repulsive. The Dark Hands still remember some of the rites of the Dark Lord. When becoming one, their hands wither and shrivel and grant them special necromantic powers.
They ritualise a specific activity and it take a longer time to do it. This is a remaining ritual from their herding days. To become the owner of a horse or to ride a new one, one must make a old ritual of bounding that take 1d6 days. The ritual give a advantage to any check made with that horse. Riding a horse without doing this ritual ensue severe reaction penalties.
Why these orcs are "evil"?
Recently there was some interesting discussions about evil monsters and I thought of writing some random tables that tell why a group of humanoids monsters are considered "evil" or more interestingly "enemies".
My goal is with these tables is to help make that tribe or orcs or bugbears you just rolled more interesting then just being "evil" or "chaotic". That said, a other solution can be to simply avoid using humanoids monsters and to use human factions instead.
Other interesting readings:
http://zedecksiew.tumblr.com/post/172688967221/of-palm-wine-women-and-war
https://coinsandscrolls.blogspot.ca/2018/05/osr-invading-orcs-part-1.html
What happened?
These tables assume that these monsters were simply "neutral" in the past and that something happened to constantly put them in harsh situations that lead to them becoming harsh and being considered evil by humans.
You can roll multiple times on each tables if you want to generate a harsher and more complex history.
The mystical past (d10) (These events happened a very long time ago, maybe 1d6 x 1000 years ago. Their stories focus on how their heroes have free their people from these hardships. There is also the possibility that the supernatural elements of these legends are interpretation of more mundane historical events)
My goal is with these tables is to help make that tribe or orcs or bugbears you just rolled more interesting then just being "evil" or "chaotic". That said, a other solution can be to simply avoid using humanoids monsters and to use human factions instead.
Other interesting readings:
http://zedecksiew.tumblr.com/post/172688967221/of-palm-wine-women-and-war
https://coinsandscrolls.blogspot.ca/2018/05/osr-invading-orcs-part-1.html
What happened?
These tables assume that these monsters were simply "neutral" in the past and that something happened to constantly put them in harsh situations that lead to them becoming harsh and being considered evil by humans.
You can roll multiple times on each tables if you want to generate a harsher and more complex history.
The mystical past (d10) (These events happened a very long time ago, maybe 1d6 x 1000 years ago. Their stories focus on how their heroes have free their people from these hardships. There is also the possibility that the supernatural elements of these legends are interpretation of more mundane historical events)
- Their greatest guide or champion was corrupted by a powerful magical item.
- Their leaders were under the control of a supernatural influence (mind parasites, demons, etc).
- A evil deity or demon took over their old religion and corrupted their priests.
- A giant monster (dragon, giant, kraken, etc) ruled over them for many generations.
- A dark lord befriended or subjugated them for his or her own dark goals.
- A petty and vengeful deity cursed them for the "sin" of a important hero.
- A greedy or misguided leader made a dark pact with a dark deity and regretted it.
- They pursued a dangerous art or science that unleashed a disaster or a curse.
- They exploited a corrupted resource that slowly corrupted their bodies and their civilization.
- They were hunted or enslaved by a magic using civilization (elves, dwarfs, titans, immortals, etc)
The distant past (d10) (These events happened at least a 1d6 x 100 years ago) (different factions may have different interpretations of these events)
- They were exiled and forced to settle in a harsh or hostile environment.
- They were allied with a human faction that lost a major war.
- Their land was colonized by a human faction that was considered a enemy.
- The great war happened over their territory and devastated their lands.
- A positive leader or champion was assassinated and this created a moral vacuum.
- A corrupt dynasty supported by a outside faction ruled over them for generation.
- A natural disaster or calamity destroyed the new city they were building.
- Scarcity of a key resource destroyed their new way of living and pushed them toward harsher work.
- A booming and ruthless economy followed by a crash destroyed or ruined the new society they were building.
- A long and disastrous civil war violently teared them apart. The original conflict may be about allying themselves or not with a human faction.
What recently happened to stir the anger? (d20) (The first event happened 1d6 years ago, the second one 1d6 months ago and the third one 1d6 days ago)
- Trespassing: a human faction is establishing a route through their territory.
- Murder or hateful crime: a murder was committed on the tribe territory and accusations go both ways. (it could be a accident).
- Border dispute & skirmishes: local factions fight over the their territory.
- Land appropriation: a human faction claim ownership over their land and want to sell or exploit it.
- Population movement: the arrival of human refugees or settlers into their territory.
- Criminals: local criminals are hiding in the tribe territory. Humans accuse them of protecting them.
- Mercenaries: a mercenary band arrived in their territory to recruit new blood. Humans (and some of their own kind) fear their militarization.
- Rise of a biter leader: a biter and vengeful leader is rising in their ranks (or in a human faction targeting them).
- Scapegoating: someone have been wrongly accused of a crime or blamed for a accident.
- Rise of a populist leader: a populist leader target the other side and blame everything on them to gain political momentum.
- Corruption: a criminal or outside faction influence one of their clan or leader.
- Calamity: a natural disaster or plague devastate the land, blames go on both sides.
- Scarcity: a local resource is becoming rarer and force them to venture outside of their territory or human to venture into their territory.
- Succession war: a important clan leader died and the power vacuum risk to trigger a succession war.
- Bad trade: a trade with a human faction went very badly or was very exploitative.
- New predator: the arrival of a new monster push some of them toward human territories.
- Harsh competition: the tribe and the human compete over a trade or the use of a resource or a location.
- Attacks: orcs or human travelers were attacked by unknown assaillants.
- Rumors: new rumors about the tribe or the humans circulate and generate fear.
- Break of treaty or pact: a pact or a treaty was not respected or broken (by necessity, accident or malice).
How they are not always seen as evil? (d20) (You can roll multiple times)
- They respect the quality of one of the six attributes (STR, DEX, CON, INT, WIS, CHA) (You may use this stat for reaction adjustments).
- They master a craft and respect who master or respect it.
- They respect a common historical figure meaningful to a faction allied with the PCs.
- They respect the teachings of a old and still respected philosophy, religion, school, guild, army or faction.
- Some tribe members are know to work for humans (or to hire humans) and are appreciated for their competence.
- They like to trade goods and enjoy a good trade.
- The tribe have a mutual relationship with a faction allied with the humans.
- They always help strangers in a bad situation.
- Outcasts from their tribe live with humans and adopted human culture.
- They oppose a common enemy (for a relatable reason).
- They create and trade a unique resource.
- They have a good mentor of one of the PC class and respect members of the same class.
- They always show great hospitality and like to share food, drinks and laughters.
- They have beast companions that they respect and they show the same respect for other beast companions.
- They are very curious about the world and like to trade knowledge.
- They respect a old historical location set on their territory and respect history and who also respect it.
- They take great care of their sick and wounded.
- They show respect for their dead and to the land.
- They always honor a special greeting or sign that reference a historical alliance.
- They do everything as a family unit, children or elders are always present.
How dealing with them can be complicated? (d20) (again you can roll multiple times)
- Their language is complex and hard to master and require skill rolls to avoid errors.
- They eat something strange and hard to digest (but delicious).
- They dislike a type of gear and look down on it use, they may use a alternate solution.
- Some members of their society have specific greeting or introduction habits that can be complicated to honor.
- They dislike a type of teachings or religion from the PC's culture.
- They dislike a historical figure or hero from the PC's culture.
- They dislike a type of creature allied or beneficial for the PC's.
- They dislike a type of spells or magic.
- They dislike a allied faction.
- They respect a enemy faction for their own reasons.
- They have beast companions that seem repulsive or dangerous.
- They have a special character class that do something that seem repulsive. Like fire bugs eaters who vomit fire. They can eventually offer to teach that class.
- They have a dangerous combat tradition that buy social currency.
- They dont eat or drink a type of food.
- They frown on the use of certain material for a specific function. Like gold can be good for sacred jewelry but they frown on it use for coins.
- They have a different version of a specific historical event.
- They don't trust a character class and it methods (but they could be actually good at it)
- They ritualise a specific activity and it take a longer time to do it.
- They do a specific activity only at a specific time, location or with a specific person.
- They respect and refuse to kill a specific monster (or type of monsters) that the PCs have to deal with.
Wednesday, May 9, 2018
Orc baby generator
Roll a d4, d6, d8, d10 and d12 to complete the phrase:
You see a (d4) little thing with (d6), (d8) with (d10), [he/she] look at you and (d12).
You see a (d4) little thing
You see a (d4) little thing with (d6), (d8) with (d10), [he/she] look at you and (d12).
You see a (d4) little thing
- giggling
- crying
- sleepy
- hungry
- crusty eyes
- large ears
- a running snout
- chubby arms
- a missing tooth
- large fangs
(d8)
- playing
- eating
- hiding
- breaking things
- crawling
- running
- hugging
- fighting
with (d10)
- a tired [rat/badger]
- a dirty [blanket/boot]
- a big [club/knife]
- a old [bone/sword]
- a large [tooth/claw]
- a ball of [snots/dried dung]
- a fat [centipede/grub]
- a blood soaked [doll/rattle]
- a dented [shield/helm]
- [his/her] little snotty [brother/sister]
[he/she] look at you and (d12).
- smile
- blink
- scream
- yawn
- belch
- laugh
- fall down
- growl
- wince
- say "GRUG!"
- wave
- point at your feet
Monday, January 15, 2018
Sunday, February 26, 2017
Wednesday, September 2, 2015
Monday, July 20, 2015
Narwhal woman turning a orc.
Thursday, July 16, 2015
Wednesday, October 8, 2014
Rhinoceros Hornbill Clanker Knight
Tuesday, June 24, 2014
Mixing liquid from the orcs spawning pools with healing potions.
Remember the pool of spawning pig-orc ooze?
Bottles of alchemical essence of pig-orc:
You can fill a bottle with enough essence to maybe spawn a small misshapen pig-orc.
Just throw the bottle like a flask of oil (to check if it break) and roll a d6 to see what you have spawned:
You can dilute the pig-orc essence with ordinary oil to roll a d4 instead of a d6.
Note that you don't control the pig-orcs, if you don't charm them they will probably attack you like any other orcs.
Mixing essence of pig-orc with healing potion!
If you mix 1 dose of orc essence with 1 dose of potion you get 2 doses of healing orc essence.
2 doses of orc esssence with a dose of healing potion give you 3 doses of healing orc essence -1
1 doses of orc essence with 2 doses of healing potion give you 3 doses of healing orc essence +1
The +1 or -1 help or hinder you saving throw when you drink the cocktail.
Adding more doses of essence or of healing potion give you a additional dose and a additional -1 or +1
Drinking pure pig-orc essence: -3 to your saving throw, you don't get the d6 healing effect but you get the regeneration effect and the side effects. On a failed save you get d6 side effects instead of only a d3.
Drinking the mix:
You heal a d6 hp and you regenerate 1 hp by round for 2d6 rounds + your CON bonus.
But you also need to make a saving throw VS poison (or polymorph):
Pig-Orc Polymorphing Effects (roll 4d10):
-Benjamin B:
Can you carry that stuff in a bottle? Distilled alchemical essence of pig-orc. Making it is... gruesome. But it is ever so useful for the morally flexible wizard on the go.
-Evlyn:
But dont mix your orcs spawning bottles with your healing potions.
-Benjamin B:
Hmmm... or perhaps you'd want to do that. Mix up a little healing and orc, to make a shapechange cocktail. "It tastes terrible, so I added a shot of dwarven brandy.""Dwarven brandy tastes terrible by itself!""That's why I didn't waste the Elven mead on it. Drink up buddy."
Bottles of alchemical essence of pig-orc:
You can fill a bottle with enough essence to maybe spawn a small misshapen pig-orc.
Just throw the bottle like a flask of oil (to check if it break) and roll a d6 to see what you have spawned:
- a splash of pig-orc organs and blinking eyes.
- a splash of squealing pig snouts that attract monsters like shrieking fungus.
- a d3 orc hands holding oozing orc's weapons that will solidify in a round or two.
- a kobold stated misshapen pig-orc, probably only a head with feet or arms.
- a goblin stated misshapen pig-orc that miss some anatomical features.
- a pig-orc who have -1 on it hp, if it get 0 hp, it die after trashing around a bit.
- a fully grow and armed pig-orc ready for battle.
- a fully grown pig-orc and roll a d4 for the left-overs.
If you use more than one bottle in the same spot, add +1 to the roll for each additional bottles.
(Exp.: If you throw 3 bottles in a corner, roll a d6+2)
You can dilute the pig-orc essence with ordinary oil to roll a d4 instead of a d6.
Note that you don't control the pig-orcs, if you don't charm them they will probably attack you like any other orcs.
Mixing essence of pig-orc with healing potion!
If you mix 1 dose of orc essence with 1 dose of potion you get 2 doses of healing orc essence.
2 doses of orc esssence with a dose of healing potion give you 3 doses of healing orc essence -1
1 doses of orc essence with 2 doses of healing potion give you 3 doses of healing orc essence +1
The +1 or -1 help or hinder you saving throw when you drink the cocktail.
Adding more doses of essence or of healing potion give you a additional dose and a additional -1 or +1
Drinking pure pig-orc essence: -3 to your saving throw, you don't get the d6 healing effect but you get the regeneration effect and the side effects. On a failed save you get d6 side effects instead of only a d3.
Drinking the mix:
You heal a d6 hp and you regenerate 1 hp by round for 2d6 rounds + your CON bonus.
But you also need to make a saving throw VS poison (or polymorph):
- On a successful save: you get 1 random pig-orc polymorphing effect that last for 2d6 days.
- On a failed save: you get d3 permanent pig-orc polymorphing effects. One effect will trigger each time you get wounded. The good news is that you will also trigger the regeneration effect of the potion each time you trigger a polymorphing effect.
- Adding dwarven brandy: add a d10 to the result of the pig-orc polymorphing effect roll
- Adding elven mead: remove a d10 from the result of the pig-orc polymorphing effect roll.
- Adding other interesting alcoholic beverages: before drinking, you choose if this beverage add or remove a d6. (can add up with other drinks)
Pig-Orc Polymorphing Effects (roll 4d10):
- You become a sublime human sow hybrid. +1 CON, +1 CHA, reroll your hit dice for the best. And you can choose one other polymorphing effect between 3 to 20. After this, any new polymorphing side effects will be temporary.
- You become a sublime human sow hybrid. +1 CON, +1 CHA, reroll your hit dice for the best.
- You become pregnant with 2d6 orcs. You will give birth in 2d6 days. You will smell like the great Sow-Orc-Mother for those orcs. If you are male, it ok, you will vomit blood as the ooze will regenerate your organs into the organs needed to give birth and to feed the squealing orklings.
- You vomit a +1 oozing orc shield that will solidify in d6 days. If it take it 6 days to solidify you end up with a magnificent shield ornamented with beautiful heraldry representing sows that give +3AC to defend pig-like creatures and +2AC against orcs and ogres (and their cousins).
- You develop d4 new pair of breasts. If something suck on them for 1 turn, they heal 1hp. If you feed orklings they +1 to their maximum HP.
- d6 orcs spawn from your flesh. You take d2 dmg for each orc that you spawn.
- You turn into a healthy sow in 2d6 painful rounds. (use d8 to reroll your HD). After 2d6 days you learn back how to walk on 2 legs and to hold weapons.
- Healing factor: you regen 1 hp by hour.
- You smell like the great Sow-Orc-Mother. Orcs want to protect you: +2 steps on reaction test results with orcs.
- Vomit d6 orc foetus. Each have 1 on a d6 chance to remain alive. They grow fast! They will be able to attack you in 2d6 turns.
- You gain a few extra pounds and get rounder shapes: +1 CON.
- You vomit a oozing orc shield that will solidify in d6 rounds.
- Heal a other d6 HP, get cramps and throw up for as many rounds (-2 all actions).
- You grow a pig tail and smell sexy: +2 for carousing.
- You grow a soft pig duvet. +1 saving throw against cold.
- Hungry, you need to eat three time more food to sustain yourself. The good new is that you can now eat nearly anything.
- Vomit black ooze, roll a d6 on the table for throwing bottles of pig-orc essence.
- Vomit d6 doses of black ooze that ca be bottled, take 1 damage for each dose you vomit.
- Regen for a extra d6 rounds.
- Orcs like your smell: add a bonus point to your reaction test with them.
- Heal a extra d6 hp instead of regenerating.
- You tend to squeal a lot and you can now speak orc.
- Your eyes transform into orc’s eyes and your gain infravision. Sometime you see weird orcish things.
- You can’t stop squealing for 2d6 rounds and attract monsters.
- While you regenerate, your flesh bubble with pig snouts and eyes: -2 for all actions.
- You grow a pig snout and pig ears: -1 CHA, you can easily sniff out food.
- It hard to think, your mind become duller: -1 INT
- You become selfish and coward: -1 WIS
- Your arms turn into strong pig like arms: +1 STR -2 DEX
- You grow boar teeth & defenses. (gain a tusk attack)
- You grow a additional orc’s arm.
- You vomit a set of orc armor that will solidify in d6 rounds.
- You vomit d6 oozing orcs weapons that will solidify in d3 rounds.
- You smell stronger and grow one size bigger: gain a orc hit dice. It harder to surprise monsters with a good sense of smell.
- You get overall very hairy and stronger: gain +1 STR
- You get hungry for orc flesh. If you feast on a orc for a whole turn, roll it HD to heal you.
- You can smell orcs like a bloodhound, this get you bloodthirsty: +1 to hit & damage & surprise rolls against them. -2 step to reaction test result when dealing with them.
- You feel the rage taking over you: you enter into frenzy for 3d6 rounds. (+1 step of STR, fight in negative hp and make WIS test at -2 to avoid attacking your friends).
- You smell like the great Hog-Orc-Father. Orcs will fear you. +2 step to reaction test result to intimidate orcs.
- You become chaotic. If you are already chaotic, you turn mad and think that you are a orc.
- Each time you are wounded for at least 2 damage in a fight, your blood have 1 on a d6 chance of acting like a bottle of pig-orc essence.
- When you die, your body spawn a d6 combat ready orcs.
- You turn into a wild board in 2d6 painful rounds. (use d8 to reroll your HD). After 2d6 days you learn back how to walk on 2 legs and to hold weapons.
- Like a satire, your lower half turn into the lower half of a wild boar. You get horny and run faster. You will sire half-orcs.
- You grow a pig head with large boar’s defenses and can only speak orc: +1 tusk attack, +1 hp, -2 CHA.
- You vomit a +1 oozing orc weapon that will solidify in d6 days. If it take it 6 days to solidify you end up with a pig headed mace that give +2 while allied with orcs or to fight against them.
- You turn into a half-orc.
- You turn into a burly orc. Reroll your hp for the better.
- You become a mighty were-boar. Getting wounded and receiving magic healing trigger the change.
- You become a mighty were-boar. Getting wounded and receiving magic healing trigger the change. And you can choose one other polymorphing effect between 21 to 48. After this, any new polymorphing side effects will be temporary.
Labels:
mixing potions,
orcs,
pigs,
polymorphing,
pools.,
potion
Friday, April 18, 2014
Pig like Orcs and Pools of Evil.
A brutish pig like orc armed with his Pig-Hammer:
And some grotesques pig-orcs spawning from pools of evil.
(naturally, liquid evil drip down below into the lower levels of the dungeon).
Thursday, February 16, 2012
Dungeon module B2, Content of room B12
This week there was some talk about how to deal with the non-combattant orcs in Keep on the Borderlands and somebody mentioned the room B12 and the orc leader with his two combattant concubines. Don't ask why but I wanted to try to drawn the occupants of the room as they hear the adventurers coming toward their location, so here is the result.
12. ORC LEADER’S ROOM: This large creature is clad in chain mail, has a shield +1, and carries a mace. He carries 31 gold pieces, and wears a ring set with a gem (total value 700 g.p.). The room is carpeted, has tapestries upon the walls (note one of these covers the entrance to the small cave to the west), and battered but still serviceable furniture and a cot. His two mates sleep on cushions at the foot of his resting place. The chests and other furniture have nothing of value.
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