NOTE: See post #7 for revised tables.
One Million Orc Tribes
If there's anything more numerous than nameless +1 swords in D&D, it's names, characterless orcs. it's time to inject some flavor into those most staid of mooks.
Note: Orc tribes consist of 10d10 orcs, mostly young males who have been ejected from their former tribes by elder males wishing to reduce competition. There are (1d6-1) x 10% again non-combatant female and young and/or non-orc slaves. Orc tribes exist in all terrain types and climates, so there are no tables for those things. Wherever "orcs" are rolled as an encounter, use this set of tables.
A. Name I (roll 1d10)
1: Skull/Bone
2: Axe/Sword
3: Tusk/Jaw
4: Brain/Eye
5: Flesh/Blood
6: Stone/Steel
7: Tree
8: Elf
9: Dwarf
10: Man
B. Name II (roll 1d10)
1: Breaker
2: Crusher
3: Cleaver
4: Eater
5: Smasher
6: Gnawer
7: Biter
8: Destroyer
9: !@&$!er
10: ___ of Gruumsh (if results 7-10 came up on Table A, re-roll with a 1d6).
C. Where do they live? (roll 1d6)
1: Caves/Caverns
2: Ruined Keep/Castle
3: Orc Village
4: Non-Orc Village (roll 1d6: 1-2=goblinoids, 3-4=ogres/trolls, 5-6=giants)
5: Mobile Camp
6: Within human/demi-human town or city (roll 1d6: 1-3=secretly; 4-6=openly)
D. What do they do? (roll 1d6)
1: Raiders/Bandits
2: Warband (roll 1d6: 1-2=against other orcs, 3-4=against other humanoids, 4-6=against humans/demi-humans)
3: Mercenaries (roll 1d6: 1-3=currently employed, 4-6=currently unemployed)
4: Warrior Slaves (roll 1d6: 1=evil wizard, 2=evil dragon, 3=evil warlord/bandit lord, 4=evil priest, 5=evil giants, 6=drow)
5: Cult of Gruumsh (roll 1d6: 1-3=kill elves on sight, 4-6=capture elves and sacrifie to Gruumsh)
6: Peacable (roll 1d6: 1-5=just want to be left alone; 6=actively seeking acceptance)
E: Tribal Leader (roll 1d10) (classed orc leaders are level 2d4+2)
1-3: Barbarian*
4-5: Fighter*
6: Ranger*
7: Cleric of Gruumsh**
8: Druid**
9: Sorceror**
10: Non Orc Leader (roll 1d6 per D4 or use results if already rolled)
*Roll 1d10: 1-6=orc, 6-7=half orc, 8=orog, 9=ogre, 10=giant.
** Roll 1d6: 1-3=accepted leader, 4-6="power behind the throne" - roll again with 1d6 to determine "figurehead".
F: Pets -- orcs love to dominate other creatures. (roll 1d10)
1: Slaves (roll 1d6: 1=elves, 2=halflings, 3=gnomes, 4=dwarves, 5=humans, 6=goblinoids)
2: Wolves (1/3 combatant tribe members)
3: Dire Wolves (1/4 combatant tribe members)
4: Boars (1/3 combatant tribe members)
5: Dire Boards (1/5 combatant tribe members)
6: Ogres (1d4+1/5 combatant tribe members)
7: Trolls (1d3+1/6 combatant tribe members)
8: Giants (1d2+1/10 combatant tribe members)
9: Dragon (roll 1d6: 1-3=hatchling, 4-5=very young,6=young; color appropriate to terrain type, roll 1d6: 1-3=metallic, 4-6=chromatic)
10: Other (roll on appropriate terrain/climate encounter table)
NOTE: All pets and slaves are extremly poorly treated. If given the opportunity while the orcs fight the PCs they will (roll 1d6: 1-2: aid the PCs, 3-5= flee, 6= side with the orcs).
One Million Orc Tribes
If there's anything more numerous than nameless +1 swords in D&D, it's names, characterless orcs. it's time to inject some flavor into those most staid of mooks.
Note: Orc tribes consist of 10d10 orcs, mostly young males who have been ejected from their former tribes by elder males wishing to reduce competition. There are (1d6-1) x 10% again non-combatant female and young and/or non-orc slaves. Orc tribes exist in all terrain types and climates, so there are no tables for those things. Wherever "orcs" are rolled as an encounter, use this set of tables.
A. Name I (roll 1d10)
1: Skull/Bone
2: Axe/Sword
3: Tusk/Jaw
4: Brain/Eye
5: Flesh/Blood
6: Stone/Steel
7: Tree
8: Elf
9: Dwarf
10: Man
B. Name II (roll 1d10)
1: Breaker
2: Crusher
3: Cleaver
4: Eater
5: Smasher
6: Gnawer
7: Biter
8: Destroyer
9: !@&$!er
10: ___ of Gruumsh (if results 7-10 came up on Table A, re-roll with a 1d6).
C. Where do they live? (roll 1d6)
1: Caves/Caverns
2: Ruined Keep/Castle
3: Orc Village
4: Non-Orc Village (roll 1d6: 1-2=goblinoids, 3-4=ogres/trolls, 5-6=giants)
5: Mobile Camp
6: Within human/demi-human town or city (roll 1d6: 1-3=secretly; 4-6=openly)
D. What do they do? (roll 1d6)
1: Raiders/Bandits
2: Warband (roll 1d6: 1-2=against other orcs, 3-4=against other humanoids, 4-6=against humans/demi-humans)
3: Mercenaries (roll 1d6: 1-3=currently employed, 4-6=currently unemployed)
4: Warrior Slaves (roll 1d6: 1=evil wizard, 2=evil dragon, 3=evil warlord/bandit lord, 4=evil priest, 5=evil giants, 6=drow)
5: Cult of Gruumsh (roll 1d6: 1-3=kill elves on sight, 4-6=capture elves and sacrifie to Gruumsh)
6: Peacable (roll 1d6: 1-5=just want to be left alone; 6=actively seeking acceptance)
E: Tribal Leader (roll 1d10) (classed orc leaders are level 2d4+2)
1-3: Barbarian*
4-5: Fighter*
6: Ranger*
7: Cleric of Gruumsh**
8: Druid**
9: Sorceror**
10: Non Orc Leader (roll 1d6 per D4 or use results if already rolled)
*Roll 1d10: 1-6=orc, 6-7=half orc, 8=orog, 9=ogre, 10=giant.
** Roll 1d6: 1-3=accepted leader, 4-6="power behind the throne" - roll again with 1d6 to determine "figurehead".
F: Pets -- orcs love to dominate other creatures. (roll 1d10)
1: Slaves (roll 1d6: 1=elves, 2=halflings, 3=gnomes, 4=dwarves, 5=humans, 6=goblinoids)
2: Wolves (1/3 combatant tribe members)
3: Dire Wolves (1/4 combatant tribe members)
4: Boars (1/3 combatant tribe members)
5: Dire Boards (1/5 combatant tribe members)
6: Ogres (1d4+1/5 combatant tribe members)
7: Trolls (1d3+1/6 combatant tribe members)
8: Giants (1d2+1/10 combatant tribe members)
9: Dragon (roll 1d6: 1-3=hatchling, 4-5=very young,6=young; color appropriate to terrain type, roll 1d6: 1-3=metallic, 4-6=chromatic)
10: Other (roll on appropriate terrain/climate encounter table)
NOTE: All pets and slaves are extremly poorly treated. If given the opportunity while the orcs fight the PCs they will (roll 1d6: 1-2: aid the PCs, 3-5= flee, 6= side with the orcs).
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