So I have been wanting to try out running a quest for awhile now and with my recent playthrough of shadow of mordor it gave me some more ideas to add into a possible quest, which I am now starting.
The system used is insipired by Rise Quest by Thales, which in turn was insipred by A Knight's Quest by KnightErrant.
It uses the 8th edition warhammer fantasy battle as base with unit stats partially borrowed from the Lord Of the Rings Strategy Battle Game.
the Quest proper will begin in the next post, allowing this post to serve as index, Char stats, special rules and other stuff.
Level 2
Exp: 615/1000
Renown:250=20 followers maximum
current followers: 5/20
every 100 Renown increases the maximum amount of followers you can have by 5
2 named.
3 Orc warriors
equipment:
Dwarven crafted Heavy Armour (+4 armour save) slightly bent shield, (lower armour save by 1, stacking) Decent sword
Gained quality iron helmet (lower armour save by 1, stacking)
Left for Dead: upon losing your final wound, roll a D6, on a 3+ you will be left for dead, waking up some time later, roll a D6 to decide how many days you lose. On a 2 you temporarily lose 1 point in a random stat, on a 1 you die.
Gang Leader - +5 max followers per 100 Renown(making total gained 10 for every 100 Renown)
Inspiring Presence – nearby followers gain +1 Leadership
weaknesses:
Vulnerable to Large Beasts: -1 to parrying when fighting against Wargs, Trolls, Caragors, Graugs, Oliphants or other large beasts. Fear of Burning: if you get burned you immediately take and fail a Leadership test. Fear of Betrayal: witnessing Orcs that are supposed to be allies causes you to take and fail a Leadership test. Vulnerable to Ranged Attacks: -1 to avoiding Ranged Attacks Easily Enraged: -1 when parrying and -1 in Leadership rolls during social interactions that require one.
Special Rules:
Stealthy 2 - naturally silent, gets +2 on all stealth rolls, can bypass minor stealth checks without a roll required.
Goblin Night Eyes - can see in the dark just as good as day, even in the darkest cave.
Slowly you creep forward as you try to spot any trouble in the darkness, hoping that no other creature will come and spot you since all you have in your hands to defend yourself with is a small stone.
Behind you the screams of terror, rage and pain from the spawning pit in which you were born grow all the more distant as you crawl forward, the echoes making the sounds seem all the more terrifying and you can't help but shudder, how anything could be more horrifying than the spawning pits you cannot imagine.
Your moment of intention becomes your doom as suddenly as a large and strong fist hit you in the side of your head, knocking you down on the cold stone floor, weakly turning your head to look, you see a large member of your own species staring down at you, your sight shaky from the blow to your head.
"well well, what do we have here fresh from the pits? A
the large orc bends down and grabs you by the throat and you desperately start hitting him with your fists as he strangles you into unconsciousness, your stone dropped when you were hit.
The last words you hear before you lose consciousness are:
"Welcome to
[]Mordor, two weeks before Sauron's servants retake the black gate (I am unable to find any specific year for it)
[]Moria, 2988 third age
[]Angmar, 3000 Third age
I am going to add some starting dates to the location choices.
Mordor: two weeks before Sauron's servants retake the black gate (I am unable to find any specific year for it)
Moria: 2988 third age
Angmar: 3000 Third age
now I am off to bed, ending the vote when I wake up in the morning.
You wake up several hours later, lying next to a warm fireplace, looking around you see several other Orcs chatting or growling at each other, with a few of them doing nothing more than glancing at you.
Your inspection ends suddenly as someone grip your neck from behind and throws you away from the fireplace.
"awake now maggot? Good, it's time for you to learn how to fight!" an Orc large than the others growls at you from above before he swings his large fist at your head with a speed that barely let's you roll out of the way.
- - - - -
several weeks go by as every day you get beaten by the other Orcs in their so called attempt to teach you how to fight by beating you unconscious again or bringing you out to hunt food, you are not sure which you prefer, the slight thrill when you manage to get a hit in with your fist or the satisfying sound from hearing a rock knocking out a deer, the others refusing to give you a bow to use for the moment, nevertheless you grow the most adept in:
[]Close combat(WS)
[]throwing things(BS)
your new found skills finally allows you to fight back some, but not before one of the larger Orcs grow so frustrated that he beats you half to death before leaving you to die, which you surprise all of members of your group by showing back up at the camp a few days later, not much worse for wear.
Special Rule gained!
Left for Dead: upon losing your final wound, roll a D6, on a 3+ you will be left for dead, waking up some time later, roll a D6 to decide how many days you lose. On a 2 you temporarily lose 1 point in a random stat, on a 1 you die.
- - - - - - -
in between fights you are mostly reduced to running errands for the other Orcs, grabbing them food or brining them water, all the while having several mocking names made up for you, names including Meatbag, Maggot, Ratskin and other things.
In the end though you privately begin to call yourself:
[]write-in.
- - - - - - - - - -
another thing you learn is the many dangers lurking in the land of Angmar, like the fact that getting to close to the fireplace is a very bad thing indeed, oh yes, your eyebrows will not be growing back after you stumbled into the fire.
Or perhaps the wisdom in not angering a wandering Warg? You and your fellow hunters were stuck in that tree for two days before you got the idea of pushing one of the others down to satisfy the angry Warg.
Pick 5 weaknesses:
[]Vulnerable to large Beasts – Have difficulties in fighting against Wargs, Trolls, Caragors, Graugs or other large beasts.
[]Vulnerable to Stealth – is not good at picking up hidden enemies, nor defending against them.
[]Vulnerable to Ranged Attacks – have difficulty in avoiding arrows, despite any large distance.
[]Fear of Betrayal - Becomes terrified when allied Uruks or Orcs fight each other.
[]Fear of Burning - Becomes terrified when he burns.
[]Fear of Wargs – becomes terrified at the sight of Wargs
[]Fear of Wild Trolls - Becomes terrified at the sight of Wild Trolls.
[]Clumsy - Can fail in attacks because of clumsiness, -1 to attack rolls
[]Very clumsy - Can fail in attacks because of clumsiness -2 to attack rolls.
[]Easily enraged – can fly into a rage at the slightest provocation, giving -1 when parrying and disadvantages in some social interacrions.
- - - - - - -
OOC:
for the weapon and ballistic skill, I wil be rolling two dice, one D5 and one D2, whichever gets the highest vote gets the D5 roll, you will be able to train both until you reach the average stat for an Uruk if you get below that, unless you get lucky and roll above it of course.
the Left for Dead rule is to make sure that you don't die immediately upon losing your first and only wound, I WILL be changing it once you get another wound, but that will probably be awhile yet.
about the weaknesses, every single other Orc will also have them, but they, unfortunately for them, don't get to pick but have 5D10 thrown for them instead. you will of course be able to lose them and gain strengths instead later on.
Edit: also, feel free to point out any spelling errors so that I can correct them.
[X]Easily enraged – can fly into a rage at the slightest provocation, giving -1 when parrying and disadvantages in some social interacrions.
[X]Fear of Betrayal - Becomes terrified when allied Uruks or Orcs fight each other
[X]Fear of Burning - Becomes terrified when he burns
[X]Vulnerable to Ranged Attacks – have difficulty in avoiding arrows, despite any large distance.
[X]Vulnerable to large Beasts – Have difficulties in fighting against Wargs, Trolls, Caragors, Graugs or other large beasts.
Rage... Think we can handle it
Betrayal... That too
Burning... Don't think we even want to be in a situation where that is a possibility
Vulnerable to Ranged... Let's just not go after Elves called Legolas
Vulnerable to large Beasts .... Or Oliphants.
I just didn't want the creature fears, clumsiness and inability to see ambushes
probably should have added that becoming terrified is an automatic leadership fail, seeing other Orcs fight will be something of a problem, it will of course not affect you fighting against another Orc, the quest would be really difficult then, it will affect you in larger Orc vs Orc engagement though.
Also, running away before everybody else does will lose you some respect gained from the other Orcs, doing it to many times will get you marked as a coward, for some hefty penalties
[X]Fear of Wild Trolls - Becomes terrified at the sight of Wild Trolls.
[X]Fear of Betrayal - Becomes terrified when allied Uruks or Orcs fight each other
[X]Easily enraged – can fly into a rage at the slightest provocation, giving -1 when parrying and disadvantages in some social interacrions
[X]Vulnerable to Stealth – is not good at picking up hidden enemies, nor defending against them
[X]Fear of Burning - Becomes terrified when he burns.
[X]Easily enraged – can fly into a rage at the slightest provocation, giving -1 when parrying and disadvantages in some social interacrions.
[X]Fear of Betrayal - Becomes terrified when allied Uruks or Orcs fight each other
[X]Fear of Burning - Becomes terrified when he burns
[X]Vulnerable to Ranged Attacks – have difficulty in avoiding arrows, despite any large distance.
[X]Vulnerable to large Beasts – Have difficulties in fighting against Wargs, Trolls, Caragors, Graugs or other large beasts.
[X]Easily enraged – can fly into a rage at the slightest provocation, giving -1 when parrying and disadvantages in some social interacrions.
[X]Fear of Betrayal - Becomes terrified when allied Uruks or Orcs fight each other
[X]Fear of Burning - Becomes terrified when he burns
[X]Vulnerable to Ranged Attacks – have difficulty in avoiding arrows, despite any large distance.
[X]Vulnerable to large Beasts – Have difficulties in fighting against Wargs, Trolls, Caragors, Graugs or other large beasts.