Monster
Orc
- Resistance (RES)
- 1
- Reluctance to negotiate (RN)
- 0
- Agility (AGI)
- 3
- Strength (dice)
- 1K6
- Weapon
- sword
- Spells
- –
- Treasure
- H/B
- Tiles
- 14
RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: K6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.
How it plays
The classic early opponent: 1K6 strength, a sword and agility 3, so it wounds every time but only for one. Reluctance 0 means negotiation succeeds on any 2K6 roll of 7 or more, before any bonus. Orcs come in groups of 1K3 or 1K6+1, so with a weak front rank talk first. Resistance 1 means almost every spell lands. The treasure (type H or B) is small.
- It resists a spell on a 1K6 roll of 1, so about 17% of your spells fail against it.
- Its attacks wound 100% of the time and average 1.0 wounds per attack at maze level 1.
- Reluctance to negotiate 0: you can try negotiation, then a bribe, before you fight.
- It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
- Group size on the encounter tables: 1K3 / 1K6+1.
Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).
Full rules: 8.0 Monsters, Negotiation, and Bribery· 9.0 Combat· Monster stats table (8.2)