The Long Caverns: Orc Lair (3, 4, 5)

  1. Karuat Lair (2)
  2. The Long Caverns
  3. Dangerous Treasure (6)

These Orcs entered through the tree in various locations in the Deep Forest. They were sent into the caverns by the Blue Sun. The Orcs are the strongest contingent in the caverns, but not the smartest. They tend to stand alone in any fights.

They sometimes try to take over the passage leading between the entrance and Kelelmien’s cavern. When they do this, the others combine against them, as this is an important travel route.

There are three chieftains, each leading a “tribe” of normal Orcs. Each tribe keeps to their own circle for living space, but interacts daily with the other tribes.

The Fat Maggot Orcs (3)

Gigliva leads these Orcs. He is probably the most approachable of the three chiefs. He has five Orcs under his command. Though still evil, he is almost Dwarvish in demeanor.

Orcs (Fantastic: 2+1; Survival: 11, 10, 14, 17, 8; Move: 12; Attack: spears; Damage: d6; Defense: 3)

Gigliva (Fantastic: 2+1; Survival: 17; Move: 12; Attack: spear; Damage: d6+2; Defense: 4)

The High Orcs (4)

Balgor is the High Chief of these small tribes. He leads seven Orcs, some of whom were originally part of the other tribes. He carries a Ring of Reflection. See the appendix for a full description of the spell-reflecting ring. He also wields a somewhat battered scimitar, which he took from the ruins of a pyramid in the Deep Forest. His pouch contains the orc’s treasure of 198 shillings, and he is never without it.

Orcs (Fantastic: 2+1; Survival: 11, 15, 13, 15, 16, 14, 10; Move: 12; Attack: spears; Damage: d6; Defense: 3)

Balgor (Fantastic: 2+1; Survival: 16; Move: 12; Attack: spear or scimitar; Damage: d6+1 or d8+1; Defense: 4)

The Roach and Skull Orcs (5)

Gelobus leads only three Orcs, but he and his remaining followers are especially cruel and frightening. Gelobus carries the Roach Sword (see appendix), which itself is a frightening weapon in combat.

These Orcs decorate their part of the cavern with skulls, and candles jammed into them. They try to conserve the candles by not burning them, but they’re scary enough unlit. If the Orcs expect non-Orc company or are meeting with the other Orcs, they’ll light the candles. There are currently seven skulls with candles and several skulls without candles.

One of the skulls that doesn’t have a candle hangs from the west wall of the cavern. It is haunted by an evil spirit that can talk. It can detect any living creature within twelve yards, and knows the relative strength and moral code of such creatures. It will warn Gelobus about any approaching creatures. If the Orcs are killed, it will try to convince any reasonably powerful creature to take it, though it is likely to betray any good “owner” as soon as possible. It knows the caverns fairly well.

Orcs (Fantastic: 2+1; Survival: 15, 13, 16; Move: 12; Attack: spears; Damage: d6+1; Defense: 3)

Gelobus (Fantastic: 2+1; Survival: 16; Move: 12; Attack: Roach Sword+2; Damage: d8+2; Defense: 4)

Skull: (Level 2; Survival 11; no attacks; Defense +4)

  1. Karuat Lair (2)
  2. The Long Caverns
  3. Dangerous Treasure (6)