When is a group of marauding orcs, not just a group of...

Arravis

First Post
As a DM, what interesting twists have you had in your monster encounters? I'm trying to think of creative ways to spice up a few orc or ogre encounters (or any monster encounter).

To get things started...

Small group of ogres with a few humans they are using as cover and protection. Some might even be strapped to the ogres as shields, etc.

A group of orc women and children, fleeing a previous raid, are being merciless attacked by human mercenaries.

Crippled ogre beggars.
 

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Ideas:

A starving orc tribe, driven from their homes by human slash-and-burn argiculture.

Running from persecution by a rogue cleric of Corellon Larethian (rogue as in out of control, not as in the class).

A necromancer pursuing the orcs for body parts for his army of undead constructs.

They're really confused and polymorphed kobolds (or halflings, or gnomes).

They've escaped from the lair of a dragon, who has used selective breeding for centuries to breed them as herd animals for food. The extra hormones from raging makes the meat more flavorful.
 

I've had encounters where orc and bugbear raiders were holding human prisoners in close proximity. Never seen such a good use of a web spell by a player in my life - it was cast on the prisoners, to keep the raiders from killing the prisoners, when they saw they were being ambushed...

I've used a tribe of chaotic good hobgoblins before - they had all been reversed in alignment due to a miscast wizard spell, and instead of being evil and militaristic, they were using their armor for flower pots, and talking about the beauty of nature... :)

My personal favorite however, was putting the party in a situation where allying with the bloodthirsty orcs against a common threat was the better solution - just have the orcs accidentally release an evil spectre or spirit just as the party is raiding their home, and begin hunting orc and demihuman alike, and watch the sparks fly...
 

Ah yes...

Gnolls IMC are chaotic neutral, not evil, and are very close to nature, shamanistic and spirit-worshipping. They displace elves as the primary nature race, but they're still seen by most human nations as barbaric savage humanoids.

And so, when the aasimar sorceress met a band of her countrymen preparing to defend against a gnoll assault, it certainly wasn't a standard case of 'good guys vs gnolls'.

To simply cut and paste the appropriate part out of my story hour...


Now onto the tale of Melisande...

Her story began on the edge of the borderlands between Carthagia and the nation of Naseria, a land ruled by noble Houses of sorcerors, and defended by the elite Elemental Orders of the Mage-Knights, the Flame Hawks, Iron Hawks, Wind Hawks and Wave Hawks. She'd never travelled there before but had heard tales of the land; and it seemed a good place to start her new life.

Carthagia and Naseria have often been in conflict, most recently in the Fang Wars of 20 years ago, so named after the Carthagian fang dragons involved in the conflict. Due to this there is a thick swathe of no-mans land wilderness between the two nations, seperating the northern lands of the brutal militaristic and feudalistic nation of Carthagia (ruled by a Warlord) from the lands of the southmost Naserian Houses (Thrazan, Corvus and Merlihr). This was what Mel was going to have to cross.

To her south, the mighty mountains of the nation of Carthagia rose up, while to the north, the wilderness of forest and wastelands stretched. She set off without any real worries - Mel can be well described as 'naive'...

She wandered along a path through the forest. It was drizzling, the onset of spring bringing such weather, and the forest was still largely rather barren and leafless, but Mel and her love of living things was happy to see things such as foxes skittering away occasionally, reassuring her of the cycle of nature here. Then she heard cries of alarm up ahead.

She stepped out of the clearing to see some two-dozen Carthagian men clad in chainmail clustered in the middle, shields up in a protective wall. At her appearance one of the men gawped at her, amazed at her blue skin.

She was used to surprised reactions but this was a bit much - then she suddenly realised that a score of soldiers clustered togather was unlikely to be purely due to her skin colour. This was reinforced when an arrow from outside the ring of trees tore the mans throat out. It was accompanied by shrill whistling like that of birds, that sounded like it was being used as communication.

Mel suddenly felt fear as the men began to shout more orders and brought their shields back up again, the odd-looking woman forgotten in the face of the unseen enemy. She rushed up and wormed her way inside the shield wall, trying to find out what the hell they were up against, but in their panic, firing crossbows at the slightest movement amongst the trees, they just ignored her. After an entangle spell had caught some of the men and odd coloured lights amidst the trees had cries of 'shamen' rising up, gnolls swarmed out from the trees as the Carthagians fell into absolute panic.

Mel had only ever seen bits of gnolls in the bio-labs - to see a real one was impressive. Think of Native American style decorations - the gnolls festooned themselves with little bead charms and feathers, as well as being covered with extensive tattooes and warpaint depicting patterns and totem images. One particularly decorated individual must have been the druid, while two more gnolls loped out of the trees with hands twisted into claws and muzzles full of fiercely sharp teeth - shamen (egoist psions in fact).

Seeing that some elementary nature magic and some bright lights had spooked the humans, Mel invoked her natural ability to create light to light up the point of her spear and hold it up, trying to rally the men.

This failed miserably when instead it distracted one man enough for a gnoll archer to bring him down with an arrow.

Battle erupted, the shamen and gnoll warriors scything through the humans; but the Carthagians weren't green novices and were putting up a fight. A dual-wielding gnoll ranger struck Mel and sent her toppling over into the mid as he eviscerated another Carthagian, and as she squirmed in pain and tried to avoid getting stepped on, the druid called lightning to incinerate one of the men. That was pretty much it for the Carthagian morale, and they began to get slaughtered.

Once the battle was over, the gnolls proceeded to move amidst the carnage, finishing off the injured. The ranger moved over to Mel, preparing to finish her off; rather than the bloodlust she expected to see in its eyes, instead she saw only sadness and maybe even fear, and it sighed unhappily, weaving the sign of Immar with one hand, as it prepared to finish her off.

It was halted by the druid. As the gnolls vanished back into the forest again, leaving only the carnage, the druid spoke to her in poor, snarled common, pointing deeper into the forest in the direction of a path.

"Look at truth, there."

Then it too left her, all alone, severely injured and lying in the mud. Using her spear as a walking stick, she slowly hobbled off, determined to see the 'truth' the druid spoke of before she died.

She found the truth, as after a long time she came across a druid grove - a ring of stones, next to a small brook. The plant life around it was abundant and green, despite the time of year.

It would have all been a beautiful sight apart from two things.

One was the line of gnoll graves, each marked with the sign of Immar.

The other was the crucified fleshtearer; the beast was pinned up with large wooden splinters. It looked, from the blood on its talons and spilled over its furred chest under its muzzled face, as if it had been in battle, with most of the blood on it probably being that of enemies before they finally managed to bring it down.

She settled down in the peace of the grove, crying because she felt awfully alone, hurt and wanted the protection of her mother, before washing herself in the brook. She considered all that she had seen and came to the conclusion that what must have happened is that the fleshtearer had killed many gnolls, but in the end they'd brought it down. She had no idea why it had been released out here, and assumed the Carthagian warriors had been attacked as retaliation, although since Carthagian soldiers usually wore heavy metal armour made from the ore of the mountain mines, the lightly armoured humans must have been militia or scouts.

She'd only ever seen a fleshtearer once or twice, been allowed a quick view into a containment chamber where one was crouched in the corner devouring a meal. She knew some of the basis of the theory, had seen 'tearer parts being grown in thaum-tanks and put together with Manipulation magic and science, but the final ritual of creation was done with priests of Toran.

(Unlike other Carthagians, who almost all worship Toran, Mel is disillusioned by what she has seen in the Manipulator laboratories, and has rejected his faith).
 

Arravis said:
Small group of ogres with a few humans they are using as cover and protection. Some might even be strapped to the ogres as shields, etc.

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Piratecat said:

Oh yes, and I stole that one in my story hour as well, with werewolves using babyshields (Piratecat TM ;) ). Why, he even gave it the same seal of approval with that picture!

Yes, I am once again pimping my story hour, since I've started updating it again :D
 

As a DM, what interesting twists have you had in your monster encounters? I'm trying to think of creative ways to spice up a few orc or ogre encounters (or any monster encounter).
Well, it's not particularly innovative, and it wasn't for one encounter. . .

A bunch of orcs were raiding the northern frontier of the nation. They were doing the usual slay, capture, and burn routine expected of orcs. But they were being literally shipped in by hobgoblins to provide a distraction and draw of resources for the nation. The hobgoblins to the south were planning an invasion, and were very willing to use the orcs as bait to pull the nation's army away from the southern border areas.

The slaves taken by the orcs were also being given over to the hobgoblin shippers as "payment" for the transportation. Bascially, the hobgoblins were getting the orcs to do the dirty, cannon fodder jobs, and getting the orcs to pay them for the priviledge.

Quasqueton <waves at my Players>
 

IMC, I set up the following. A large Army of Orcs, Goblins and other nasties was mustered and sent to lay siege to a notable fortified city of the region. The commander of the local City regiment was assinated and the defence of the city was un organized and mis-managed. Not to mention that already decimated since City Regiment tried to meet the Orc army on the field.

Then "like a mircle," the near-by Dwarf Prince came in and "saved the day." Then took over the City.

Suffice to say the Orcs were just a plot of the Dwarf Prince to take over the City while looking like a hero and savior to the locals.

-The Luddite
 

Kwesterz

orcs bent on collecting knowledge. these orcs are part of a secret society that has realized that with orcish strength and arcane knowledge they can rule the world. orcish strength is easy to come by, but orcs aren't known for eing =very scholarly.

the Kwesterz are a secret cabal that seeks to infiltrate normla human society with the goal of collecting enough knowledge become the dominant race. masters of discuise and deciet these wily orcs gather in civilized lands under diguise to gather together arcane knowledge and tactics that will allow them to become orc overlords, and everntually overlords of everyhting.

when their diguise os broken, or they are revealed they frequently give in to their orcish bloodlust.

some, however, have come to like the easier ways of humans and have no urge to continue the revolutionary vision of their leader, a 12th lvl orc mage named baast.
 

Here's one I had last night.

The group was exploring an old tower, once part of a great empire. Unknown to them, a small gang of orcs had encamped on top of this tower. It gave them a great vantage point and good spot to rest. They simply pulled the rope up after them, leaving no clue there was someone up there. They didn't want to enter the tower, because they were afraid of ghosts.

Player characters however, have no such good sense. They entered the tower and worked their way up. When they got to the top, they saw only a ladder leading to a metal trapdoor. When one of them opened it, an orc yelled "The ghosts are coming for us!" and kicked their cooking fire down the ladder, burning the PC and knocking him to the floor.

Angered, they go back up, but find that one of them is standing on the door now. THey have a fight to figure out who gets to push. The psychic warrior gets back up there and gives it a big heave. The door flies open easily - the orc is no longer standing on the door. He is ready with his falchion though :). THe PC gets hit and falls to the floor. Again.

Now the cleric bursts up out of the ladder and takes two AoOs. After that we go into combat rounds proper. The psychic warrior goes up and takes AoOs, but the ranger and sorcerer get out okay. After that softening up, the battle was very fierce. The sorcerer and psychic warrior were dying, and the cleric was hurt badly when the last orc finally died. Nearly had a TPK against a 3rd level party with five 1 hit die orcs, just by placing them well.

Man that was a fun battle :).
 

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