AD&D2E/Five Leagues - Chapter 2 Cont’d – Upriver to Sites Unknown - Y1, M4, D9 -> D12

Chapter 2 Cont’d – Upriver to Sites Unknown - Y1, M4, D9 -> D12

What did I forget last time?

As is becoming tradition for these, there’s a few things I forgot to wrap up from the last chapter – namely looting the upstairs of the warehouse and a few of the incidental rooms on the second level like the kitchens.

In the kitchens we’ll say the party found enough food to make 2 ration sets (each ration set is worth enough food for 1 person, for 1 week). Those will get shoved in Borden the mule’s saddlebags for now.

Upstairs in the warehouse office was a locked desk and chest – although given we didn’t focus on those at the time with the rush to try and stop the auction, we’ll say the city guard took possession of those and whatever was in them.

Two weeks of rations is nothing to sniff at though – they can be quite pricey and we’ll certainly need more of them for travel.

Keeping Track of Costs – Days in the City

We’ve also spent a couple of days in the city – 1 day to generate the contract, meet the locals, follow up on news, etc. and another where we played out the contract – staking out the warehouse, freeing the prisoners, reporting to the guard. We’ll need to subtract our lodging and meal costs for the group – 11 gold pieces spent for keeping them all fed, in lodgings, and the mule stabled.

What that tells us is that, even with our income from the contract, we really need to get out into the wilds where (1) living off the land could be free if we had a suitably trained character and (2) we’ll find some adventure and hopefully treasure hoards to improve our standard of living.

Five Leagues Campaign Turns vs. My Timescale

“But you only have to pay upkeep once per campaign turn in Five Leagues!” I hear you cry – since we’re running parts of the game, especially the economy, using AD&D, we need to keep on top of daily costs and expenditures.

The way I’m going to work it is this: each in-game week (turning over on multiples of 7 thanks to our ‘easy maths’ calendar) is when we’ll roll the various end of campaign turn tables (news travels, etc.). This keeps us in line with 5L’s abstraction that a campaign turn represents about a week of activity. That means a new campaign turn might begin on the road, it might begin in town, it’ll all depend on what we’re doing at the time.

It does mean we’ll be able to potentially take more actions than Five Leagues intends us to be able to in a turn. This should be counterbalanced by any time we have to spend money on goods and services, that money’s spent – same for figuring out rations and how long they’ll last from the character sheets. We’ll be able to do a bit more than a regular Five Leagues group, but we’ll also have more overheads and travel will be less abstracted.

Travelling to Our Next Adventure

With 5 days of our week/campaign turn left, let’s think about getting out of the city. Nearby there’s the unexplored location we generated when we first set up the map. It feels like a sensible first option to go and poke around here – it could be anything from a new dungeon, a raiding camp, a new settlement, or even nothing at all.

We might also find new unexplored locations as we travel, which will give us more options. The travelling and location tables are some of my favourites in Five Leagues – they really make adventuring and going out to explore the unknown fun. If we ever feel like we’re getting too many of the same options, we could always expand them out too.

Working out our Travel

Before we buy the rations we’ll need for this journey, we should figure out our travel rates to get there. Something I’ve not applied to the campaign so far are AD&D’s overland travel rate modifiers. If I had, we’d probably have reached Port Vantage much sooner.

Roads (marked on our map by the little red dotted lines) reduce the cost of moving through a hex by half, whilst different kinds of terrain will mostly reduce the party’s movement – some will speed them up however like moving through settled farmland. 

Travel Time – On Foot

As a reminder, each of our hexes represents about 6 miles – the default dividing unit for AD&D overland movement rates.

Tallying up the hexes we’ll need to travel through, our journey is made up of:

  • 2 hexes of settled farmland with a road (movement cost 1/2)
  • 2 hexes of heavy forest (movement cost 4)
  • A river (+1 to the cost of a hex’s movement, so one heavy forest counts as cost 5)
  • Untravelled plains (movement cost 1)
  • 1 hex of light forest (movement cost 2)

Our party’s movement rate, by the slowest member (we really need to get the dwarf a pony!) is 12 miles (2 hexes) per day. We can cover the 2 hexes outside Port Vantage in a mere half-day thanks to the road and being farmland.

The heavy forest hexes, with the river running between them, is a different story altogether with each hex costing the equivalent of 24 miles of travel to navigate, plus a 6 mile equivalent for finding a crossing point on the river: in other words, 4.5 days to get through the 2 hexes of heavy woods and cross the river.

The open plain in the valley next to the light woods will take us half a day (movement cost 1, to cover 6 miles), and finally getting into the light woods will take us a full day.

Total travel time (one-way) for our journey: 6.5 days on foot, 13 days for a round trip not including any adventuring on-site.

Not very appealing – we’d need to buy enough rations for 3 weeks (to give us some ‘float’) for 5 people – a significant cost for an unknown reward.

Travel Time – by Boat

There’s another option though. The river that runs through Port Vantage goes all the way up through the mountains, presumably through a winding valley, and to the edge of the hex of light woods where our unexplored location sits.

We’d be going upstream, which would limit the boat to about 12 miles (2 hexes) per day, but it’s a much more direct route.

The hard part is working out the costs for this – the DMG for AD&D gives the cost of buying/building a rowing boat, but none for hiring the use of one. We probably don’t want to drop 100 gold pieces, most of our worldly wealth, on an adventure that might not be profitable, so buying one outright is out of the question for now.

Let’s think about hiring one. I searched high and low through the DMG, but no handy table of costs could I find. Turning to Google I stumbled across this very helpful answer (adnd 2e - How much does passage on a ship or river boat cost? - Role-playing Games Stack Exchange) which suggests that hiring a fishing boat (able to carry 5 crew) should cost 18 silver pieces (1.8gp) per 12 miles of travel, with a fishing boat rowing about 12 miles per day. That feels about right since we’re going upstream into a mountain valley. That cuts our journey time down too – to a mere 3 days out, 3 days back.

With all the bends in the river as it snakes through the mountains, we’re looking at about 6 hexes of travel (36 miles) for a mere 5.4 gold pieces outbound – call it 11 gold if we want a round trip and for the fisherman to wait for us near the location. Not a bad cost, and cheaper than the rations we’d need for all the overland travel without us having a handy Ranger or Druid to forage for us.

We won’t be able to take the mule so if we stumble across a tonne of treasure we might need to plan a return trip overland anyway in future, or we could cut the fisherman in on a share to have him ship it back downstream with us. We mustn’t forget to pay to keep the mule in stable whilst we’re away from the city.

We’ll still need to buy enough rations for the party for a full week on top of our boat hire costs, but it’s better than buying enough for 3 weeks (probably needing iron rations, which are more expensive).

By boat it is.

Paying for Our Journey

Setting the Scene

At mid-morning the river streets down to the wharfs of Port Vantage were already packed. Everywhere commerce moved; barrels rolled, porters and daytalers hauled carts of goods or urged on stubborn mules and donkeys. The air smelled of a heavy mix of sea-salt, fish, and sweat in the spring sun, and echoed with a chorus of market traders and seabirds backed by the general hubbub.

Pushing through the crowds Roland made his way down to a wharf, where a few fishermen sat by their boats. Some unloaded late catches, others repaired nets or sails. He approached one of these, a weatherbeaten man in his fifties or sixties, face masked by great white eyebrows and a bushy beard.

“Hoy, fisherman, might I have a moment?”

“Ye talkin’ t’ me, sir knight?” The old fisherman eyed Roland up and down suspiciously, continuing to weave his net with calloused hands.

“Yes, goodman.” He pointed to a boat bobbing in the slow water. “Is the ‘Umberlee’s Favour’ yours?”

“She is, what ye wantin’ with her?”

“I, and my group, would like passage upriver, through the mountain valley. And for you to wait for us until we return from exploring the woods there.”

“If I can see yer gold, I’m good t’ make that trip. On the condition that ye help row too.”

“We can pay, goodman.” And with that they set down to haggling the price.

Tallying All the Costs

We’ve got quite a few things to pay for:

  • 11 gold pieces – round trip in the Umberlee’s Favour for the whole group
  • 22.5 gold pieces – rations for 1.5 weeks (11 days) for 5 people – adding a bit of float here in case the trip goes for longer
  • 5.5 gold pieces – stabling for the mule for 11 days
  • 0.8 gold pieces – 4 large sacks, in case we find treasure we want to carry away from the site

Total cost: 39.8 gold pieces

Let’s hope we find something from this site, with that kind of upfront investment.

The Travel Roll

We’ve decided where we want to go and how we’re going to get there – time to roll for travel.

It’s a D100 in the Five Leagues book – this time we get a 54: ‘See something in the distance’. We need to add an Unexplored Location to our map somewhere along the route. Let’s say we spot it in the deep pine woods that run down from the mountains to the sea as we round a bend in the river.

We could ask the fisherman to stop the boat and explore this now, but let’s keep our journey going to our original destination first. We can stop at this location on the way back.

With the roll out of the way, we make it to our destination unhindered.

Exploring the Woods – Y1, M4, D12

Day 12 of M4 dawns and the party has arrived on the shores of the small wood nestled in the mountain valley.

Now we get one of the larger D100 tables in Five Leagues to roll on – the Unexplored Locations table. This one has lots of options – many of them very fun. We could find anything from plain old wilderness with nothing in it to natural resources we could sell, to a monster lair or ruin.

We roll and get 73 – ‘Fey Woods’. We can investigate the woodlands by fighting a Site Battle against foes from the ‘Ice-heart Court’ table in the book.

This is an interesting one to try and fit into our story. Five Leagues fey tables are more on the sinister and Nordic end of the fantasy spectrum, with goblins included as well as living trees or even fey soldiers from the realm beyond.

Being honest, this one stumped me for a good afternoon as I tried to come up with an AD&D idea that would fit with Five Leagues tables. With Five Leagues being a wargame with RPG elements, and AD&D being an RPG with combat, I suspect we’ll hit more of these crossed purposes as the campaign develops.

I’m not sure I want this to be a combat encounter straight away, so we’re going to use the prompt from Five Leagues about what this location is but use it to drive something else through narrative.

Narrative: The Lonely Wood – The Dryad’s Grove

Janos the fisherman, whose name the party had learned during the 3-day row upriver through the mountain valley, set the boat ashore under the shadow of a tall willow as the sun was setting. The tree leaned out over the water, fronds setting ripples scurrying as they drifted in the slow breeze.

“I shall leave ye here and use this willow as a marker for where I might find ye again.”

Roland leapt overside, splashing up the sandy shore to the low bank and peering into the wood before turning back to the boat: “We thank you, Janos. We shall make camp for the night on the shore and meet you here in two days.”

As the rest of the party followed, Brun struggling under the weight of a backpack filled with rations, the fisherman nodded. As they climbed from the boat, they noticed Janos watch the trees with suspicion, fingers clenched about his oars.

“I shan’t come t’shore unless I see a signal from ye. If ye’re here, tie a piece of white cloth up high in the willow. If I sees it, I’ll come in – if I don’t, I’ll go back downriver with whate’er I’ve caught.”

They agreed to this, but the fisherman’s suspicion of the woods unnerved them. Throughout their journey had been talkative – of the sea, crews past, of sons gone to sea on larger boats, of features of the mountains he had known since boyhood rowing upriver with his father to learn his boatcraft before going to sea.

Argwyllem spoke before Janos could push off from the bank. “What about these woods gives you fear?”

“Jus’ stories is all. A man on my father’s old boat crew, he said he’d once seen an elfish woman walk the bank an’ watch him. I wish ye luck.”

Before they could ask more questions, the fisherman shoved at the bank with his oar and set the boat back into the current. He worked downstream until the boat was a small speck on the sunset-fire water.

They watched him go until Garagrim the dwarf, soaked to above the waist from his scramble ashore, let out a loud harrumph! and began pushing into the underbrush, axe in hand.

“Well? Are you lot going to stand there watching that boat until doomsday, or will you help me get a fire going.”

They followed, but Eleonora placed a hand on the dwarf’s shoulder. “Do not cut at a living tree with your axe in these woods, Garagrim. Take only deadfall for the fire – if there is a fey spirit protecting this place it would be unwise to anger her.”

***

Their fire, made only from deadfall as the wizard had said, had been small and the spring night almost a little too cold for comfort. Waking early, stiff and damp from a ground mist that came halfway up the dwarf’s beard, they cooked a breakfast of fired pork and bread on the embers.

With the slow spring sun dappling through the leaves, they pushed further into the woods. With thick brush and ferns underfoot it was slow going, but each time the dwarf made to strike some bothersome foliage away with his axe he was stopped. The woods had a calm stillness to them that seemed unnatural, as if they had been preserved in time and saw few mortal visitors.

(Time to see if the party spots something in these strange woods - making a Wisdom check, Argyllwem rolls a 1 – a very good result in AD&D where you want to roll under your stat value.)

It took until mid-morning before it felt like they had started to make any true progress in their exploration of the wood. Each time one of the party stayed Garagrim’s axe-arm from striking, the woods opened up a little more, so gradually as not to be noticed. Where there had been thick brambles or ferns so thick that each step was as hard as in heavy snow, soon a path seemed to form. It drew them onwards, beckoning the group deeper.

Argwyllem lead the way, seeming to find the growing path more easily than the others. Raising a hand to halt, he turned back, voice soft with awe.

“I believe these woods have been judging us and are now welcoming us.”

“Or taking us into a trap!” the dwarf interjected, pulling balls of sticky weed from his clothing.

“I do not think so, master Hammercrag.” He paused to gesture off to the left of the path to where two roe deer watched the group. Once noticed they pranced away into the undergrowth. “This wood watches us and our progress, and I think knows that are not here with evil intent.”

(Rolling a Spellcraft check for Eleonora, we get another nice low roll – she passes.)

Eleonora raised a hand, scribing it through the air. The others watched, curious of the magic until she spoke with a hushed voice: “There is old magic in this wood. Wherever this path is leading us, we should assume it is taking us there with a purpose.”

They continued, following the forming path for perhaps another mile before the woodland opened out into an enchanted clearing. At its centre stood an ancient, mighty oak. Its branches shaded two small cherry blossom trees in full flower flanking a pond fed by a bubbling brook. The brook began somewhere between the oak’s roots and trickled with a chime that filled the air with a soft music. The pond was surrounded by flowering bushes and thick reeds and brush fed by the nourishing water. At the base of other trees in the clearing small mushrooms poked through thick grasses.

The strangest sight of all was the small floating rock that hovered before the pond at the end of the path. It was four or five feet tall and hovering a foot from the loamy ground was at high level for all of them except the dwarf. Atop the floating rock verdant moss formed a miniature landscape dotted with small trees – scarlet leaves mingled with miniature blossom trees.

A feeling of tranquillity came over them all as they walked further into the glade. The place felt very ancient and rich with wild magic. It was clearly maintained, frozen in time by whatever power held sway here. Even the cantankerous dwarf stood in awe, his axe returning to his belt unconsciously. As the axe slipped into its belt ring, the music of the brook fell in volume with the last of the wood’s unease banished.

“What a curious place,” breathed Roland, staring all about him. “I have never seen anything like this.”

The great oak creaked at that moment and from the bark at its base a figure appeared, stepping from the shade and becoming clearly visible. When the figure stepped into the light, a collective gasp emerged from the whole group. They were a woman, of elfin form and height but with a deep green skin and hair that perfectly matched the mossy bark and rich leaves of the oak tree. Leaves and flowering plants covered her whole body, apart from her arms, legs, and face – together they formed a long flowing gown that gave a soft swishing noise like a tree canopy in a breeze.

Eleonora’s voice broke the stunned silence, soft and full of wonder, “A dryad!”

The dryad spoke next, in a tone filled with command and no little curiosity. As she spoke, each tree in the grove rustled, accentuating the words until what was voice and what was nature could not be told apart.

“Sen yn nae salen Ar Shanta?”

As one the group looked to Eleonora who mouthed the words back to herself for a moment before making her reply – “Sar alet aul adon, nae ursplin bren or. Tel'or iquare al ya nesh feer nae quor.”

The others looked baffled as the dryad gave a shallow curtsy that Eleonora returned a moment later. She turned to them then to explain.

“She is speaking elvish – I know a little of it from my studies. I have said we came in peace to study these woods and that the wood made a path for us to this glade.”

The conversation continued for a little while, back and forth – the rustling of the trees and bubbling of the water followed by the wizard’s halting elvish. The others sat on the soft grass of the glade, watching in awe. The deer who had watched them earlier came to the grove partway through the conversation and drank from the pool, unafraid of the people in their midst at a word from the dryad.

An hour passed until the grove fell silent and the dryad retreated to the great oak tree to meld once again with its bark. Eleonora returned to sit with the group, her wonderment still clear to see.

“The dryad asks for our help. There are mountains to the north that form one of the walls of this valley. Until recently they were empty, but with the coming of the barbarians from the north a band of orcs has migrated there.”

“Orcs, you say? Hah! And she wants us to cut ‘em down t’ size?” It was the dwarf’s turn to look ecstatic now. He, and all his race, held a deep hatred for orcs who would invade their mountain homes.

“Yes, Garagrim, or something like that anyway. They threaten her wood which has stood here for millennia, untouched even in the days of the Pashanti.”

Roland had listened in silence up to now, resting his chin on his hands. At last, he spoke, “Does the dryad know how many orcs we might find?”

“She could not say but suspects it may be a whole tribe that has migrated into the valley.”

“A whole tribe is a mighty task to attempt. Still, we should, nay, we must, attempt it. This dryad, I sense, is a creature of good and has dealt with us fairly.” The paladin nodded and clambered to his feet.

As the others scrambled up from the soft grass, the trees and underbrush at the north edge of the glade parted slowly, creating a new path for them to follow out of the woods. Their way was set – north, to the newly infested mountains, to cleanse the threat to this peaceful valley.

Planning out the Adventure

The idea for this adventure formed over a few days of pondering how to deal with the ‘fey woods’ problem whilst still giving a good reason to get figures on the virtual table. A tribe of orcs really will be a difficult prospect for the party but could be a very rewarding one.

We’ll need to approach this one cleverly, as there could be quite a few – potentially with some more powerful leaders and even spellcasters.

Before we get to that though we need to create that tribe of orcs, give them a place in the world and backstory, and know how many of them are there.

Why is the tribe here?

I’ve very crudely annotated the part of the map we’re finding the orcs in. The party is represented by the small blue arrow, orc migration paths by the green arrows, and the barbarian invasion marked by the red arrows, with the extent of their advance at the red line.

The barbarian tribes have come down from the north in the spring, looking to plunder or perhaps even conquer the lands of the Vantage Coast. In their way are the Bloodridge Mountains, populated by scattered tribes and communities of orcs (and other creatures no doubt).

With a large orc population displaced, the different tribes have taken different migration routes under pressure of the invasion. Some groups have gone south-east, perhaps including the goblins we fought in the starter scenario.

Others have gone west and north-west following the mountain valleys. The tribes that have gone directly southwards are the most fragmented, likely made up of younger communities and less-proven warriors. Some small groups have broken off westwards into the pine forest. The tribe of concern to the dryad has found a mountain pass into her secluded valley. This would give them protection both from the other groups of orcs and a place to hide and raid the human lands to the south.

Building the Tribe

An orc tribe is a fearsome prospect, with the largest made up of thousands of warriors.

That’d be a bit too much for us, so we’ll go with the ‘number appearing’ from their statblock. The first thing we need to do is roll for how many are in the tribe – the Monstrous Manual gives this as 3d10 x 10 (for a minimum of 30, max of 300). We get 19, for 190 orcs. That’s a lot of greenskins to deal with! We’ll treat that 190 as the total number of combatants in the tribe and add another 63 (1/3rd of the combatants) on top as non-combatants, representing the womenfolk and the young of the tribe who have joined the migration.

This fits with the tribe being a younger or smaller community, less proven amongst their kind, so they have a smaller support network or many of their non-combatants were taken by other migrating tribes through combat.

The Tribe’s Leadership and Organisation

For every 3 orc combatants, there is a leader with 3 assistants who form the core of their small units. Each of these orc leaders and their guards have 8 hit points (i.e. the full amount available for a 1 hit die monster compared to the 5hp I will give a regular orc). These form ‘squads’ of 7 orcs that are the building block of the tribe’s organisation.

As we’ve rolled more than 150 orcs, they also have a subchief who has their own cadre of guards (3d6) who fight as HD2 monsters with some beefy stats (AC4, 11HP, +1 damage).

And, with more than 100 orcs, the tribe also has a shaman or witch doctor with them. We’ll give them a shaman (this orc gets class levels, up to 5th level! We’ll make them level 2 I think).

Additionally, in the tribe’s lair we will find the chief, who has 5d6 (5-30) bodyguards who fight as 3HD creatures (AC4, 16hp, THAC017, +2 damage).

Rolling our D6s, and with the handy help of Excel to make sure everything adds up we get the following:

Roughly every 5th squad will be slightly larger at 8 orcs total. Orcs are of ‘Average’ intelligence in AD&D, so we can expect their force to be well-organised, especially in military matters.

Except for when hunting for food (as they are carnivores preferring game meat and livestock) it’s likely they will group at least 2 or 3 of their squads together under the leadership of the subchief or one of his bodyguards for important raids. For smaller raids, the largest of the leaders would command.

The Lair

Now that we know how big the tribe is, and how it’s organised, we need to know what kind of lair they’ve built for themselves.

Orcs have a 75% chance of building their lair underground and a 25% above ground. This tallies with them hating sunlight and being primarily nocturnal per the monster manual. We roll our D100 and get 60 – the lair is underground, somewhere in the mountains to the north of the dryad’s grove.

Since we have over 200 orcs total, this adds another complication: a 50% chance that 1d4+1 ogres also live with the tribe. We roll a 58 – no ogres.

We don’t know where the lair is yet of course, but knowing what it’s like will help us when or if we get there.

Something else we’re going to work out now is what treasure the orcs have in their lair. Whilst we’ll know this and it’ll be useful to have for record keeping, the party obviously won’t know until they get there.

We roll once on the C loot table, once on the O loot table, once on the S table, and 10 times on the Q table, to give us:

Loot Table

Result (GP equivalent)

C

3984 cp – 79.68 lbs (39.84 gp eq.)

3461 sp – 69.22 lbs (346.1 gp eq.)

O

26 cp – 0.52 lbs (0.26 gp eq.)

19 sp – 0.38 lbs (1.9 gp eq.)

S

Oil of Impact – 4 uses

Potion of Gaseous Form

Sweet Water

Q x 10

an onyx (100 gp)

an opal (1000 gp)

an oriental emerald (5000 gp)

a jet (100 gp)

an alexandrite (100 gp)

a rhodochrosite (10 gp)

a blue quartz (10 gp)

an aquamarine (500 gp)

an amethyst (100 gp)

a garnet (500 gp)

a star rose quartz (50 gp)

a jade (100 gp)

an oriental amethyst (1000 gp)

a black opal (1000 gp)

a blue quartz (10 gp)

a sardonyx (50 gp)

a garnet (500 gp)

a malachite (9 gp)

a peridot (500 gp)

a peridot (500 gp)

an obsidian (10 gp)

a banded agate (10 gp)

We got a very bad roll on the C table, only getting money. I’ve given the coin weights (50 coins per lb) as it’ll be important when or if we try and carry any of this away with us. However, there are a LOT of very valuable gems these orcs have managed to collect – no doubt from robbing travellers over the years. The potions have likely been taken from travellers too – or perhaps made by the shaman. Whenever we map out the lair in future, we’ll need to make a note of where these treasures are kept.

For anybody interested in how I rolled these you can do it manually using tables in the DMG, but I’ve been making heavy use of: Treasure Generator ― Perchance. This is a great website if you need to generate treasures quickly.

Tribe Religion

As the tribe has a shaman, they will have some kind of temple or shrine built as part of their lair. We should see which of the six main orc deities the tribe venerates above all (using the Forgotten Realms orc pantheon).

On a d6, we roll a 4 – the tribe venerates Ilneval, the patron of orc captains and known to his followers as The War Master. Clearly, he hasn’t smiled on this tribe for some time with their reduced numbers and forced migration at the hands of the barbarians.

(Image sourced from the Forgotten Realms wiki page for Ilneval – if anybody knows the original book source, please do share and I’ll update here).

Perhaps the tribe hopes to use the rivers to raid down towards Port Vantage to reforge the favour of their god?

The Name of the Tribe:

Now that we’ve got all of that together, what should the tribe be called? The Monstrous Manual gives some good examples (p.282 in my PDF copy) – “Vile Rune, Bloody Head, Broken Bone” etc.

We’ll follow along that style and name this tribe… the Splintered Axe tribe.

With that name, I whipped up a quick banner for them using Inkarnate:

Giving Personality to the Tribe’s Leadership

This is one of the areas where I wish I could do character art – sadly it’s just not a skillset I have, and I am absolutely not going to use generative AI as part of this project.

We’ve got 3 key orcs to flesh out: the chief, the subchief, and the shaman.

The Chief – Grommash Splintered Axe

Our chief is easy enough to name – let’s have a typical orc name: Grommash. His surname will be that of the tribe he rules. As the chief, he spends less time raiding than he would like, being too preoccupied with seeing his homeless tribe on their long migration and to their new home.

He is a skilled miner as well as a warrior and has been supervising the digging of their new home into the hard rock. He is religious but holds no special love for Ilneval – he prefers Gruumsh, the lord of the orcish pantheon. He has learned that it is better for orcs to cooperate against greater threats, but his tribe’s small size has never allowed him to forge the alliances needed to defend their homes against the barbarians.

Orcs live to about 40 according to the monster manual – it’s safe to assume Grommash is old for his kind, but with the strength to avoid a takeover by any rivals for now – let’s put him at… 35 years old.

As the leader we’ll make him tall for an orc – 6 feet (180cm for you metric folks), with his body and face covered in scars, both ritual and from war.

He’ll wield a greataxe as his weapon and wears Splint Mail armour (AC4).

The Subchief – Bargak Splintered Axe

Our subchief is easy enough too – he’ll be Grommash’s son. Let’s name him… Bargak.

Bargak is perhaps impatient, even for an orc, and ambitious too. He covets his father’s throne and thinks that if he had held the position sooner they would have been able to defeat the barbarians who drove them from their home. He is very religious and has been taken in by the words of the shaman, who extols the virtues and strength of Ilneval. He holds this against his father too.

As subchief he acts as war leader for raiding parties and until they were forced to flee from the barbarians was successful in this.

He is 16 years old.

He prefers to dual-wield, using a broadsword and flail, and wears Splint Mail armour.

The Shaman – Vorgak Darkwhisper

Our shaman is the oddest of the bunch. We’ll name him… Vorgak Darkwhisper.

Vorgak is a contradiction of ideas: a unifying force in the tribe, but at odds with his chief over their conflicts of faith; a strong shaman and venerated, but unable to bring forth his savage god’s favour to drive the barbarians from their ancestral grounds.

He finds his position in the tribe a frustration – truly, Vorgak believes he is the one to lead the Splintered Axe to a new age of glory and conquest. He sees an opportunity to shape the direction of the tribe through Bargak. If he can manipulate the subchief into opposing his father, Vorgak hopes he can wield power through him.

He holds 2 levels in the Shaman character class and will fight as a 2HD+1d4 monster in combat. His powers as a shaman allow him to cast a limited selection of Priest spells and he can also summon an ancestor spirit to aid him and his tribe in battle.

In battle he wields his staff, and wears Hide Armour (AC6).

Splintered Axe Tribe Factsheet:

Name: Splintered Axe

Total Number of orcs: 253

Combatants: 190

Non-Combatants: 63

Lair: Underground

Lead by: Grommash Splintered Axe, Chief

Worships: Ilneval, The War Master

Our tribe is complete!

Final Thoughts

That was another long one, but very satisfying to write. We had a lot more focus on world building and narrative for this post rather than gameplay, but I think it will add a lot of value for us in the future.

We’ve cracked a few bits of key info for the campaign – the barbarian line of advance, side effects of the invasion, an ancient location protected by a dryad, and a new direction for potentially weeks of adventure.

With an opponent as fleshed out as our Splintered Axe tribe is, we should be able to have a lot of fun coming up with plans to disrupt the tribe and to try and force them back out of the valley and into migration once more. Next time we’ll begin following the party’s journey into the mountains and work out their first encounters against the orcs.

If you’ve read this far, thank you. As always any feedback is welcome and I hope you’ll come back to read the next stage of our adventure as the party moves to the mountains and engages with the tribe.

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