Color by Tim Galioto
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| Monster Manual | - | - | - | AD&&D |
FREQUENCY: Common
1.
ORC (Average orc)
NO. APPEARING: 30-300 <(ogrillons:
II, illriggers)>
ARMOR CLASS: 6 <1 off?>
<check the other humanoids/demi-humans>
MOVE: 9"
HIT DICE: 1
% IN LAIR: 35%
(80 Orcs: forest, TPL24:4th, REF3.34)
TREASURE TYPE: Individuals
L;
C,
O,
Q
(x 10), S in lair
NO. OF ATTACKS: 1 ~ 19
DAMAGE/ATTACK: 1-6 or by
weapon <incl. oil>
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
STRENGTH: 10 (d26: 9-12)
INTELLIGENCE: Average (low)
WISDOM: <(3-12+2-8)/2>
ALIGNMENT: Lawful evil <(bully,
cruel)>
SIZE: M (6'+ tall)
LEVEL/X.P. VALUE:
I | 10 + 1
DEITY: Gruumsh
SAVES: 14.15.16.17.17
MORALE: 55%
ARMOR CLASS: 6
HIT DICE: 11 hp <(2 HD)>
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 2-7 or by
weapon
INTELLIGENCE: Average
SIZE: M
LEVEL/X.P. VALUE:
I | 20 + 2
SAVES: 14.15.16.17.17
3.
ORC (Bodyguard or Chief)
ARMOR CLASS: 4
HIT DICE: 13-16 hp <(2
HD, or 3 HD if 16 HP)>
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 2-8 or by
weapon
INTELLIGENCE: High-average
SIZE: M
LEVEL/X.P. VALUE:
I | 20 + 2
SAVES, 2 HD: 14.15.16.17.17
SAVES, 3 HD: 13.14.15.16.16
4. ORC (Tribal
Spell Caster)
Tribal Spell Casters : Shamen (C5 maximum) OR witch doctors (C5 / MU4 maximum). Not recommended for random encounters.
Orc tribes are fiercely competitive,
and when they meet it is 75% likely that
they will fight each other
unless a strong leader (such as a wizard,
evil
<high> priest, evil lord)
with sufficient force behind him is on hand to control the
orcs. Being bullies, the
stronger will always intimidate && dominate the
weaker. (If goblins
are near, for example, and the orcs are strong enough,
they will happily bully
them.)
(The Silmarillion indicates that orcs are twisted and perverted elves)
Orcs
dwell in places where sunlight is dim or
non-existent,
for they hate the
light.
In
full daylight they must deduct 1 from their dice rolls to hit opponents,
but they see well even in total darkness (infravision).
Known orc tribes include
the following: Vile Rune, Bloody
Head, Death
Moon,
Broken
Bone, Evil Eye, Leprous Hand, Rotting Eye,
Dripping
Blade. If
orcs from one of those tribes
are encountered in an AREA, it is likely that all
other orcs nearby will also
be from this tribe.
For every 30 orcs encountered
there will be a leader and 3 assistants.
These orcs will have 8 HP
each (being the biggest/strongest/meanest in their group).
If 150 or more orcs are
encountered there will be the following additional figures with the band:
a subchief and 3-18 guards,
each having AC 4, 11 HP, and fighting as monsters
with 2 HD (doing 2-7 HP damage). <(THACO
16)>
CARAVAN:
If the orcs are not in their
lair there is a 20% chance they will be escorting a train of 1-6 carts
and 10-60 slave bearers <(slaves)>
bringing supplies and loot to their chief or to a stronger orc tribe.
The carts will hold goods
worth from 10 to 1,000
gp, and each slave will bear goods worth from 5
to 30 gp.
If such a train is indicated,
double
the number of leaders and assistants,
add 10
normal orcs for each cart in the train,
and a
subchief with 5-30 guards will always be in charge.
The
weaponry of orcs is shown typically below:
| 5% | sword & flail | 01-05 |
| 10% | sword & spear | 06-15 |
| 10% | axe & spear | 16-25 |
| 10% | axe & pole arm | 26-35 |
| 10% | axe & crossbow | 36-45 |
| 10% | axe & bow | 46-55 |
| 5% | sword & battleaxe (E) | 56-60 |
| 10% | spear | 61-70 |
| 10% | axe (C) | 71-80 |
| 20% | polearm | 81-00 |
Orcish Face Dicer, Orcish Body Grader (Inert Weapons)
<footmans
flail, horseman's flail>
<50% handaxe,
50% battleaxe>
<70% of swords are longswords
(1-8), 20% are broadswords (2-8),
5% are short (small) swords
(1-6), 4% are bastard swords (2-8),
1% are two-handed swords (1-10)>
<25% of broadswords are
falchions>
<100 orcs>
<leader w/ sword &
flail><assistant w/ sword & spear><assistant w/ sword & spear><assistant
w/ axe & spear>
<leader w/ axe &
spear><assistant w/ axe & pole arm><assistant w/ axe & pole
arm><assistant w/ axe & crossbow>
<leader w/ axe &
crossbow><assistant w/ axe & bow><assistant w/ axe & bow><assistant
w/ sword & battleax>
[use this pattern again
at 180 orcs, and again at 270 : sword & battleax could be moved to
the 3rd leader]
Ral Partha
Leaders and above will always
have two weapons.
If a subchief is with a
group the tribal standard will be present 40% of the time.
The standard is always present
when the tribal chief is.
The standard will cause
all orcs within 6" to fight more fiercely (+ 1 on hit dice and <+05%
on> morale check dice).
Orcs are cruel and hate living
things in general, <apply Antipathy modifier to TALK attempts>
but they particularly hate
elves
and will always attack them in preference to other creatures.
They take slaves
for work, food, and entertainment (torture,
etc.) but not elves whom they kill immediately.
Orcs are accomplished tunnelers
and miners.
They note new or unusual
constructions underground 35% of the time and spot sloping passages 25%
of the time.
The majority of orcs speak goblin, hobgoblin, and ogre in addition to the languages of orcs and lawful evil.
Description: Orcs
appear particularly disgusting because their coloration
-- brown or brownish green
with a bluish sheen -- highlights their pinkish
snouts
and ears. Their bristly hair is dark brown
or
black, sometimes with
tan patches. Even their
armor tends to be unattractive -- dirty and often a
bit rusty. Orcs favor unpleasant
colors in general. Their garments are in
tribal colors, as are shield
devices or trim. Typical colors are blood red,
rust
red, mustard yellow, yellow
green, moss green, greenish purple, and
blackish brown. They live
for 40 years. (images)
Orc lairs are underground
75% of the time, in an above ground village 25% of the time.
There will always be the
following additional orcs when the encounter is in the creatures' lair:
a chief and 5-30 bodyguards
(AC 4, 13-16 HP, attack as monsters with 3
hit dice and do 2-8 hit points damage),
females equal to 50% of
the number of males,
young equal to 100% of the
number of males.
If the lair is underground,
there is a 50% chance that there will be from 2-5 ogres
living with the orcs.
If the lair is above ground
it will be a rude village of wooden huts protected by a ditch,
rampart,
and log palisade.
The village will have from
1-4 watch towers and single
gate.
There will be 1 catapult
and 1 ballista for each 100 male
orcs (round to the nearest hundred).
<>
<note: orcs are not green!>
Question: A couple
of friends and I are planning on taking
over our DM’s island. So
far our plan is working. Unfortunately,
we have encountered some
problems. What we want to know
is how to spawn orcs? We
need an army at the moment.
Answer: Orcs are mammals
and therefore do not spawn.
You will have to find some
other way to raise your army.
FREQUENCY: Common ([Dungeon Level I])
FREQUENCY:
Common ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness
Forest], [Cold Wilderness Swamp]) <(not found on Krynn)>
FREQUENCY:
Rare ([Cold Wilderness Plains], [Cold Wilderness Desert])
FREQUENCY: Common ([Temperate
Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness
Forest], [Temperate Wilderness Swamp])
FREQUENCY: Rare ([Temperate
Wilderness Plains], [Temperate Wilderness Desert])
FREQUENCY: Common
([Tropical Wilderness Mountains], [Tropical Wilderness Forest], [Tropical
Wilderness Swamp], [Tropical Wilderness Plains])
FREQUENCY: Rare
([Tropical Wilderness Desert])
Half-Orcs:
As orcs will breed with anything, there are any number of
unsavory mongrels with orcish
blood, particularly orc-goblins, orc-
hobgoblins, <orc-ogres
(ogrillons)>, and orc-humans. Orcs cannot
cross-breed with elves. Half-orcs
tend to favor the orcish
strain heavily, so such sorts are basically orcs
although they can sometimes
(10%) pass themselves off as true creatures
of their other stock (goblins,
hobgoblins, humans, etc.).
My vision of orc ears
is a somewhat lop-eared look as was the case in the LotR films. - Gary
As for the ears of an
orc, i envisiage them as being rather loped, but that's another DM call.
they might be large,
rounded, and look like a chimp's to some GMs :lol:
Cheers,
Gary
by Otherworld Minis
If these orcs are all from the same tribe, it would be the Dripping Blade ...
<Dilemma: Dragon #129 suggests the existence of 1st level orcs, not 1 HD orcs?>
<Dilemma: White Dwarf suggests that orcs should have 2 to 5 HD!>
BATTLESYSTEM ROSTERS

| 1. Sword && Flail | 2. Sword && Spear | 3. Axe && Spear | 4. Axe && Pole Arm | 5. Axe && Crossbow |
| 6. Axe && Bow | 7. Sword && Battleaxe | 8. Spear | 9. Axe | 10. Pole Arm |
PLAYER NAME:
ARMY:
BRIGADE:
UNIT NAME: Sword & light crossbow
UNIT TYPE:
AC:
#FIG:
UNIT COMMANDER/DEPUTY:
HD/fig:
RATIO:
LEVEL/RACE/CLASS:
MV:
SIZE:
MR%:
PPD:
P/P:
RSW:
BW:
SP
AR:
AR Modifiers:
ML:
ML Modifiers:
DL:
Wpn/Dmg:
SPECIAL ABILITIES AND LIMITATIONS:
I am writing in defense of
what I believe to be
the most maligned, mistreated,
and disrespected
creature in the D&D
game world -- the orc.
This ugly, small, foul-mouthed,
and immoral
being seems to be a standard
source of ridicule
in an age when heroes carry
out mighty deeds,
where dread magicians plot
intrigue and subterfuge,
where entire nations seek
to enlarge their
borders, and so on and so
forth. So how does
the orc fit into this situation?
Where would the
Lord of the Rings
have been without the orc?
Undoubtedly, Frodo would
have reached Mount
Doom 6 months early.
In a few of the campaigns
I have been involved in,
things got so out
of hand that if our party
of well-seasoned adventurers
came across a band of orcs
marauding
the local talent, the encounter
would be
resolved amidst general laughter
and joking. For
example: "I cut down 3 orcs
ruthlessly while
giving my trusty steed a
pedicure." There would
be minimal dice throwing,
probably no damage
sustained, and a heap of
ex-orcs scattered
around the general area.
This is hardly fair and
often proves to be a waste
of valuable game
time. But orcs most
certainly are not wastes of
time. Let's face it:
an orc's prime ability is to
make life very difficult
for people. They terrorize
regions by acts of pillage
and willful destruction.
The ruin farms, raze villages,
and make
off with the women and children.
Thier only joy
is had by causing unhappiness
to anyone they
can. Thus, orcs should
be treated with the
respect they deserve and
dealt with accordingly.
I personally don't like orcs
because my very 1st
character, a paladin, ended
up being served as
canapes at an orc cocktail
party. Since then,
they have served subsequent
characters of mine
as useful (if untrustworthy)
allies, and have
even formed the major part
of an army I gathered
to (unsuccessfully) beseige
a walled town.
But matters don't just end
there. Have you ever
been to an orc town?
Decorum really prevents
me from repeating the acts
of profanity and
perversion committed therein
-- suffice it to say
that you definitely need
strong guts and strong
arms to survive the experience,
and to stay in
full possession of your faculties.
So, let's give
these creatures a break.
Your magazine has only
twice mentioned or given
an article detoed to
them (once for the
orc gods, and that's a bit too
astral for earth campaigning).
Let's create
higher orc awareness so that
when we do
slaughter them, we can honestly
believe that
we've done something fairly
worthwhile, rather
than just practice our backhand
reserve butterfly
thrusts with our faithful
blood-caked long
swords.
Patrick Sieff
New York, NY
(Dragon
#119)
I am writing in response to
Steven Van Veen?s
Forum suggestion concerning
orcs. It seems to
me that if anyone wants a
humanoid challenging
to the players, they may
take an ogre or troll.
These orcs that are supposed
to have achieved
3rd level or above ? let?s
call them ?super-orcs?
? are very similar in terms
of nastiness and
strength to many humanoids
we already have.
So what?s the point? Orcs
are for lower-level
characters and were always
meant to be. For
anyone who still insists
on stronger orcs, then
take a look at this: Even
without super-orcs,
there are tough orcs already,
though these are
seldom used. It seems to
me that an average
3rd-level party with five
players wouldn?t exactly
be ?laughing and joking?
when confronted
with a council of 4th/5th-level
orcish witch
doctors and their guards!
Furthermore, you
must remember that orcs aren?t
exactly the
most intelligent creatures.
If an orc sees a
sword +2 that is chopping
his friends to pieces,
and his morale check succeeds,
he may well try
to grab for it. While this
would be stupid for a
party member to do, that?s
just what orcs are:
stupid. And if enough orcs
tried it, you never
know. Also, as orcs have
a craving for strong
drink, suppose they smelled
the beer the party
magic-user was carrying in
a flagon, and happened
to make a mistake and steal/drink
the
party magic-user's potion
of MIND CONTROL?
To wrap it up, enough can
happen without
super-orcs. Although I can
understand an orc
leader being above average
in fighting ability, I
honestly cannot see a tribe
of 100 or so superorcs
rampaging the countryside.
Toby Myers
Hamilton NY
(Dragon
#126)
In regards to the letter from
Mr. Van Veen in
the "Forum" of issue #123,
I have to disagree
with his handling of orcs.
Orcs are not meant to
fight high-level characters;
they are the cannon
fodder of the AD&D
game, just like zero-level
humans.
Instead of increasing the
number of orcs, or
making the orcs more powerful,
change the
monster. Use gnolls, ogres,
trolls, even hill
giants. These are the types
of monsters that
mid- to high-level characters
should be facing --
that is, assuming you want
to stick with humanoid
monsters. The lists of monsters
that are not
humanoid are too lengthy
to get into here.
Furthermore, a DM could be
really mean and
give the party something
really dangerous:
human opponents. These will
definitely not be
laughed at – not if the party
has any intelligent
members.
Following these suggestions
will enable you to
use orcs as they are meant
to be used – as
threats to low-level parties,
and as the main
force in any large battles
that may occur. Admittedly,
goblins and other smaller
monsters are
also found as cannon fodder
in the large battles,
but they are not the threat
that orcs are.
Against the same size force,
orcs will do much
more damage than the smaller
humanoids; and
the orcs still have a high
enough rate of birth to
keep their population replaced.
This makes
them ideal for use as shock
troops and for
harassing smaller parties
of characters.
Tom Brincefield
Bridgewater VA
(Dragon
#130)
I am writing in response to
Jason Dunn?s
letter in issue #152. Jason
is right: Humanoids
aren?t wimpy if used properly.
But he must
remember that his example
was, as he said, a
solo adventure. I have recently
purchased
GAZ10 The Orcs of Thar.
This is adaptable to
the AD&D game
and will prove highly successful
in both systems. This supplement
lets orcs
and other humanoids reach
higher hit dice and
actually obtain power equal
to even the most
powerful of characters. This
does not make
them invincible, but from
what I?ve seen so far,
they can be close to it.
I have just stocked a
dungeon full of these, and
I will soon see what
my friends think when their
36th-level characters
cast a few 20d6 damage fireballs?
and these
creatures survive! I would
recommend using
these at high levels, but
using normal creatures
for lower levels (1-5).
Also, in response to Dan Humphries'
letter in
the same issue, I would like
to say this: I have
played both as a player and
a DM in both AD&D
and D&D games since I
was five years old (I am
13 now). I see nothing wrong
with having evil or
chaotic characters in an
adventuring party. I
have to admit that when I
made my first chaotic
character in a D&D game,
I was a little shaky.
But after a while I got used
to it (I changed his
alignment soon after; it
didn?t fit his personality).
Then I was introduced to
the AD&D game,
and I found nothing wrong
with evil characters.
Sometimes my friends have
a hard time playing
them, but then I show them
the description of
evil in the 1st Edition
Players Handbook, and
they get the idea. These
characters do tend to
try to take over the party,
but I find that the evil
characters are usually the
only ones that have
to be assassins, and these
aren't strong enough
to fight off the good paladins
and fighters.
Benson Syphrit
Harvard IL
(Dragon
#157)
Quote:
Originally posted by Clangador
I always thought that idea came for the black speech of the orcs in Middle Earth.
Noppers. That's merely justification
for a separate orcish language.
Gary
Quote:
Originally Posted by ScottGLXIX
Gary, I have a question
about orc tribes in your campaign. Were the orcs encountered in the Greyhawk
dungeon supposed to be part of one or more of the orc tribes listed in
the original MM? As the published version of the Greyhawk setting was detailed
the Vile Rune and Death Moon tribes were placed
in the Bone March, and the Rotting Eye tribe was set in the Yatils, but
I've always wondered about the orcs in and around the Greyhawk dungeons.
Scott
They orcs in the dungeon
were of two separate tribes, but I have forgotten the names I gave them.
As near as I can recollect,
one was the Grinning Skull and the other was the Bloody
Axe.
they were all cut down or
made into vassals by Robilar and Terik, with a good deal of assistance
from Tenser.
Cheers,
Gary
Quote:
Originally Posted by dcas
Yes. "Orc" sounds much more
serious than "goblin," don't you think? He even created a phony etymology
for "orc."
Absolutely!
The dictionary has an orc
defined as a kind of ogre, and ogre is a seriously
menacing word.
In all events, gamers have
taken to "orc" like ducks to water <EEK!>
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
Gary,
Speaking of hobbits, hobgoblins,
etc.
I was wondering how Orcs
made it into the D&D family of games (and every other fantasy RPG I
can think of off hand).
After all, the Tolkien estate
didn't want you to use the term "hobbit" (although JRRT used "halfling"
as well, although to a lesser extent).
Any idea why "orc" made
the cut but "hobbit" did not?
Gray Mouser
Heh, Gray Mouser
That's an easy one.
Saul Zaents division of
Elan Merchandising, representing the Tokien Estate, didn't want TSR to
use dwarf, elf, goblin, orc, troll, or wraith, etc.
besides objecting to our
use of balrog, ent, and hobbit.
Because all the rest were
in the dictionary (orc as "an ogre"), and the D&D depiction of those
creatures was not the same as JRRT's they were happy to settle for TSR
dropping balrog, ent, and hobbit.
FWIW, balrog was the only
name of the whole bunch unique to Tolkien;
"ent" is an old Anglo-Saxon word meaning "giant."
JRRT's depiction of them
as tree-like was very unique and most compelling IMO.
Cheers,
Gary
Quote:
Originally Posted by John
Drake
Interesting, I wondered
about that too. A related question: is that how you personally imagined
orcs etc, to look like or did you have a completely different conception
of how such creatures were to look? Myself, I guess being influenced by
LOTR the book saw them appearing very much as they did in the film. Thanks
Gary!
Actually I envisioned the
D&D
game orcs ase porcine in appearancem but not actually pig faced--more like
largfe, upturned noses and small tushes jutting from their mouths, heavy
bodies and small, pig-live eyes. Hobgoblins
I saw as apish in visage and build.
Cheers,
Gary
Quote:
Originally Posted by JamesM
Gary,
Two somewhat related questions, if I may:
1. Early portrayals of orcs in AD&D gave them decidedly porcine physical attributes. Was this done intentionally or was it simply the whim of the illustrators?
2. In Greyhawk, you often used alternate names for the various humanoid races, such as Euroz for orcs and Jebli for goblins. What was the origin of this practice? I always liked it and felt it contributed just enough flavor to the setting without becoming obsessive, so I'd be curious as to your rationale for having introduced these terms.
Thanks.
Heh...
I mentioned "pig-like faces" to Dave Sutherland, and he took me far too literally as far as I was concerned.
I created the names you mention
for humanoids so as to make those of the Oerth
setting more distinct and unique to the world.
less folklorish if you will.
Cheers,
Gary