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What would you do with these Orcs?
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<blockquote data-quote="Kalendraf" data-source="post: 1644056" data-attributes="member: 3433"><p>I actually used something similar in one of the first adventures of my current weekly campaign. I ran the adventure "Evil's Lesser Minions" which features goblins rather than orcs. The party dispatched all the male goblins, leaving the female and children to fend for themselves. They thought that would be the end of it...</p><p></p><p>Instead I used it as a nifty plot hook. Soon after finishing the module, I had the highest ranking female approach the party's human bard. "You kill acting chief. He stupid hobgoblin we no likes anyways. But you kill all males too, so none left to lead. By conquerer right, you be new chief of Brokenfingers clan. You lead tribe now." Jaws dropped...</p><p></p><p>Turns out the Brokenfingers tribe is slightly less evil than other goblin tribes, and are known more for stealing than killing. They'd recently been displaced from their ancestral home in the nearby hills and then suffered thru a tribal rift for control leaving half the tribe splitting off to join a rival clan and this half living under the city of Mellisan. The bard and party eventually helped them reclaim their ancestral cave and helped solve the rift in the clan as well. </p><p></p><p>Since then, the bard has been visited and aided twice by the goblin trickster god, and the bard has even found a goblin relic - a magical morningstar once used by a famous goblin bard. A seer has twice referred to the bard as "the goblin chief", and there are other clues that more goblin-related stuff is on the way.</p><p></p><p>My suggestion is if the party leaves a monster alive, run with it. They can easily make good recurring villains, but depending on the situation and how the party treats them, they could also make potential allies as well.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1644056, member: 3433"] I actually used something similar in one of the first adventures of my current weekly campaign. I ran the adventure "Evil's Lesser Minions" which features goblins rather than orcs. The party dispatched all the male goblins, leaving the female and children to fend for themselves. They thought that would be the end of it... Instead I used it as a nifty plot hook. Soon after finishing the module, I had the highest ranking female approach the party's human bard. "You kill acting chief. He stupid hobgoblin we no likes anyways. But you kill all males too, so none left to lead. By conquerer right, you be new chief of Brokenfingers clan. You lead tribe now." Jaws dropped... Turns out the Brokenfingers tribe is slightly less evil than other goblin tribes, and are known more for stealing than killing. They'd recently been displaced from their ancestral home in the nearby hills and then suffered thru a tribal rift for control leaving half the tribe splitting off to join a rival clan and this half living under the city of Mellisan. The bard and party eventually helped them reclaim their ancestral cave and helped solve the rift in the clan as well. Since then, the bard has been visited and aided twice by the goblin trickster god, and the bard has even found a goblin relic - a magical morningstar once used by a famous goblin bard. A seer has twice referred to the bard as "the goblin chief", and there are other clues that more goblin-related stuff is on the way. My suggestion is if the party leaves a monster alive, run with it. They can easily make good recurring villains, but depending on the situation and how the party treats them, they could also make potential allies as well. [/QUOTE]
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