FB05: Orc Raiders in Iskatel: Fortunebound | World Anvil

FB05: Orc Raiders

Spire Isle is desolate, remote, and plays host to a variety of dangerous beasts. During the late evening of the first night that the characters make camp, they will be attacked by a band of orc raiders.   Sometime in the late evening, after the characters have made camp and eaten dinner, but before they have actually bedded down for the night, a raiding party of 7 orcs descends upon them and attacks! These orcs are not interested in parlay, but are on a mission to hunt and to gain honor in combat.   This encounter uses the Rocky Desert map included below. Present this map to the players and have them declare in which space they have made their camp. Generally, each character will require a space two squares long and one square wide for sleeping, so ensure that they choose a large enough area for their camp. Each cliffside on the map can be considered to be approximately 10 feet high and is treated as difficult terrain, though no checks are required to successfully climb or descend the slopes.     The raiding orcs will divide themselves into two groups (one group of 4, one group of 3) and attempt to sneak up on the characters to ambush them. The two groups will approach from opposite sides of the map until they are within 60 ft of the characters (this distance -- 12 squares -- may very well be off the edge of the map). Because the orcs will spring their attack from a distance and under the cover of darkness, it is assumed that they are able to approach to this distance without being noticed.   Once they are at a 60 ft. distance from the characters, the group of 4 orcs will charge forward 30 ft (move) with loud battle cries. They will then all throw javelins (action) at random character targets and then charge forward another 30 ft (bonus action - aggressive trait) into melee while pulling great axes from their backs. Any character with a Passive Perception of less than 16 is surprised and will be unable to move or perform an action during their first turn of combat. They may perform a reaction, but only at the end of their turn.   The second group of 3 orcs will wait until at least one PC has made an action (if all characters are surprised, the second group of orcs will wait until the 2nd round of combat before acting) and will then reveal themselves and make their attack at the end of that combat round, after all others have had a chance to act. They will make a battle cry, then charge 30 ft (move) and a second 30 ft (bonus action - aggressive) to directly enter melee combat and attack with their great axes (action).   The orcs are not strategic in their attack. Their primary concern is the glory and honor of battle. As such, they choose the nearest character that is not already engaged in combat with another orc (one-to-one combat is more glorious). If all characters are engaged, then an orc will simply attack whichever character is closest.   Orc Statblock
SRD

Orc

Medium humanoid, chaotic evil
Armor Class 13
Hit Points 15 2d8+6
Speed 30ft

STR
16 +3
DEX
12 +1
CON
16 +3
INT
7 -2
WIS
11 0
CHA
10 0

Skills Intimidation +2 1d20+2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2


Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.


Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 piercing damage


 
 

Experience Point Possibilities

  • Defeating the Orcs -- 800xp divided among the characters

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