Eww-eee-ooo. Orcus has much in store for you! Roll 1d12.
1. A black-hearted follower of Orcus is revealed. He is (roll 1d10): [1-2] a fully orcish disciple, [3-4] a part-orcish disciple (roll d100 for the percent), [5-7] an Orcan witchdoctor, [8-9] an Orcan shaman, [10] an Avatar of Orcus. He also has a base 20 + (1d6 x 10)% chance of being possessed by a demonic spirit at the time, making him even more despicable than usual.
2. The sounds of shouts and
cruel laughter are heard up ahead. Those who investigate find a group of 2d4 orcs
beating and taunting a lone (roll 1d6): [1] human, [2] elf, [3] dwarf, [4]
halfling, [5] animal, [6] orc. They are led by a follower of Orcus (per #1
above), who is egging them on to even greater acts of depravity.
3. The next orc or orcish group
the party encounters is adorned with the body parts of many victims. Followers
of Orcus, they gain a +2 to their attack and damage rolls and, if the party is
defeated, the orcs will soon be adding more body parts to their macabre collection.
4. 1d20 bodies are found,
horribly beaten and defiled, even after they had apparently surrendered. They
are (roll 1d6): [1] human, [2] elven, [3] dwarven, [4] halfling, [5] animal,
[6] orcish. It is likely the work of Orcus’s disciples, if not some other foul
kind (see the Orc & Goblin Foulness table in Volume II).
5. The sense of this place
feels off... 1d3 fell spirits lurk here, causing non-followers of Orcus who
remain a -3 penalty to all rolls. Each spirit may affect one mortal at a time,
and will even attempt to possess them if they remain for longer than 3d3 rounds
(a save vs. spell negates this latter effect- see result #9 below for how this
possession might unfold). In any case, though they can be turned and exorcised
from their hosts, the spirits can only be permanently destroyed when the hidden
Orcus shrine in the area is found and ruined. The spirits are (roll 1d4): [1]
dark ancestral, [2] demonic, [3] twisted totemic, [4] undead – see Volume II
for details.
6. To the sound of screams and
wild drumming, 3d6 primitive orcs dance, led by a shaman of Orcus. They are quick and strong, but quite
superstitious, fearing non-shamanic magic and other such advancements.
Mve: 45’; AC 7; HD 1+1; Attk: primitive
weapon; Dmg: 1d6 +1;
SP: superstitious- save vs. death or flee; Sve: F2, Mor: 6
7. It is said that a rival
orcish sect is at work here, enraging an actual group of Orcus worshippers that
is nearby and preparing to purge them. The rival sect follows (roll 1d4): [1] Horkos-
a more orderly version of Orcus that actually punishes those who break oaths,
[2] Tezshnaz- a goblin divinity (see Volume I) who is looking to branch out,
[3] Morcus- who emphasizes strange sounds and standing on one’s head, [4]
‘Orcus’- a pretender that is some sort of demon lord of the undead and actually
has nothing to do with orcs!
8. Each night, a random NPC is
slain in a terrible way by an unseen attacker. The culprit is the most recent
magic item that the party has taken- it is possessed by the spirit of an Orcan
witchdoctor. Some would say that returning it to where it was found will break
the curse, but destroying the item is the only sure way to really get rid of
such evil.
9. A woman falls to the ground,
tearing at her body and screaming about spirits. She has foolishly begun to follow Orcus and is even becoming
somewhat orc-like herself. Once she starts to levitate and her head spins
around, the party will know that something must be done.
10. Examination reveals that the
orcs in this area do look different, being (roll 1d6): [1] more ape-like,
[2] more pig-like, [3] darker-hued, [4] more human-looking except for having orc faces covered by masks, [5] overly fond of their mounts, [6] exceptionally misshapen. Whatever the change, normal orcs will seek to slay these deviants, even moreso than other races, and Orcus will support the side that wins.
[2] more pig-like, [3] darker-hued, [4] more human-looking except for having orc faces covered by masks, [5] overly fond of their mounts, [6] exceptionally misshapen. Whatever the change, normal orcs will seek to slay these deviants, even moreso than other races, and Orcus will support the side that wins.
11. The party comes upon a rough
stockade. 3d4 human females are being held here, captured for orcish
‘amusement’, along with the heinous breeding of half-orcs.
12. With an arrogant groan, a very
large orc emerges. ‘Blessed’ by Orcus,
it has (roll 1d6): [1] two heads: can either take two actions each round or no
actions as the heads argue with each other- equal chance of either, [2] ogre
blood: +3 HD, but -5’ speed and -2 INT, [3] dangerously-spiked armor: those who
engage it in close combat take 1d2 damage per round, [4] a witchdoctor ally,
[5] a dangerous mount, [6] reroll twice.
Mumbo-Stabyoo, Sample 2nd Level
Witchdoctor of Orcus
Align: C MV: 40’
AC: 5
HD: 2
Atk: 1 (club)
Dmg: 1d6+1
SP: Orcan mysteries
Spells prepared: [1st] Command (bonus when used with an effigy doll), Orc Missile* (requires an effigy doll)
SV: C2
Mor: 8
Possessions: Unholy
symbol, club, hides, 35 gold pieces,4 gruesome trophies from defeated victims.
Mumbo-Stabyoo, DCC Stats
Init +1 Atk club +2 melee (1d6+1)
AC 14
HD 2d8
MV 30’
Act 1d20
SP: Orcan mysteries
Spells known: [1st] Word of Command (bonus when used with an effigy doll), Orc Missile* (requires an effigy doll)
Fort +2
Ref +2
Will +1
AL C
Next week: Divinity
Encounters, Thrym!