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Showing posts from March, 2009

Orc Stronghold - Dungeon Delve

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Orc Stronghold A force of orcs has taken over a small hilltop keep. The PCs are engaged by the local lord to rid his home of the intruders. Fortunately for the PCs, the keep’s main doors are still damaged from when the orcs took possession, and entry is relatively easy. Unfortunately, the orcs are determined to stay. Download the delve (7.8 Mbs PDF)

Featured Website: Goblin Defense Fund

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Against all odds . . . we’re back. We shall not bore you, Humble Reader and Friend of Goblins, with the trials and tribulations that the workers at the Goblin Defense Fund have suffered these past three months. Enemy agents, Dwarvish and Elven in nature, conspired against us in numerous ways, and when it became clear that we would not surrender, resorted to Biological Warfare of the nastiest sort. We are happy to say that their efforts have failed: several magical cures and Greater Restoration spells later, we are back to full strength, and ready to carry on the fight. Let us begin by thanking you for your brave support; at the time of this writing, over 300 loyal Friends of Goblins have stepped up to the plate and signed the petition. We’ve also collected, as expected, grotesque amounts of money in donations, and we’ll be using that money shortly to launch our advertising banner campaign, as well as commence making bribes of questionable legality aimed at Heinsoo, Wyatt, and Mearls.

Hobgoblin (Dungeons & Dragons)

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In the Dungeons & Dragons fantasy roleplaying game , hobgoblins are a larger, stronger, smarter and more menacing form of goblins . They are smaller and weaker than bugbears , but better organized. Hobgoblins are humanoids that stand nearly 6'6" tall on average, a little taller than orcs . Smarter than other goblinoid races, they are renowned for their brutality and military skill Publication history The hobgoblin was one of the earliest creatures introduced in the D&D game. Dungeons & Dragons (1974-1976) The hobgoblin was one of the first monsters introduced in the earliest edition of the game, in the Dungeons & Dragons "white box" set (1974), where they were described as large and fearless goblins. [1] The koalinth , or aquatic hobgoblin, is introduced in Supplement II: Blackmoor (1975). [2] Advanced Dungeons & Dragons 1st edition (1977-1988) The hobgoblin appears in the first edition Monster Manual (1977), [3] where it

The Dark Conquest

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The Dark Conquest: Advantages The Dark Conquest was the series of Blitzkrieg attacks wherein the evil forces finally managed to conquer the free peoples of Farland. The military strategies of the occupying dark folk of Farland, while largely considered to be both brutal and savage, were also quite advanced for the time, though mostly through the use of vile magic. Units and squadrons in Farland were well led and organized by a very supernatural power called the "Dark Will." The Dark Will was a mighty enchantment that the Dweller in the Vale instilled within her powerful captains, using the Book of Seven. Much as a shepherd knows his flock, the Lords of Sin could then guide the movements of their multitudes of units with a mere thought. This ability to guide otherwise chaotic troops with precision, and to keep them from fleeing combat, was probably the single largest reason that the Dark Conquest succeeded where other previous attempts at conquest had failed. Also, the Dark

This One's Split

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This One's Split (*) is a work-in-progress set of wargames rules for large fantasy battles. The rules are heavily inspired by Too Fat Lardies rulesets like Ain't Been Shot Mum and La Feu Sacré (LFS), in particular where the command and control system is concerned. Overall aims and goals Battles that 'feel' right Racial differences at both unit and command level Commanders that command rather than hit stuff (primarily), focus on command and control Magic system that adds colour, but doesn't bog down Different possible tactics reflecting different races Fun gameplay regardless of race played Solid mechanisms for special troop types (e.g. flyers) Scale Approximate ground scale of 1" = 25m, and approximate time scale of 1 turn = 15 minutes. Units and Individuals In this game we've chosen to represent both formed troops (units) and those individuals that play a major role on the battlefield; commanders, heroes and mages. Individuals all share a set of attrib

Strategy and Tactics Article: Dawn of War II: Orkipedia Part I

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Warhammer 40K: Dawn of War II Orkipedia, Part I: Da Warboss By: Chris “sgtshaggy” Massey Waaagh! What else does one need to know about the Orks? Waaagh! pretty much covers it all, right? They are big, mean, numerous and, of course, green. And a little bit funny. However, there is a bit more to playing the Orks than just Waaagh! Not that Waaagh! isn’t important but, if one doesn’t know how to properly utilize the many Ork units available in Warhammer 40K: Dawn of War II , then one is doomed to failure, perhaps perishing at the end of a Space Marine’s bolter, or torn apart by any number of Tyranid. So what’s a good Commander to do? Snag the latest copy of The Wargamer’s Orkipedia , of course! Now I’ll admit it could be that most Ork leaders don’t typically sit down for a cup of coffee and a good read, but they may find the information herein important enough to at least enslave a Humie and make him read it for him. Then smash him good! However, before we get into the mea

SKRAAG - CITY OF THE ORCS

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Home to over twenty-five thousand rampaging orcs, Skraag is a city of pure brutality, a place of nightmare that even the bravest adventurer will fear to tread. Built from the ruins of an ancient dwarven stronghold the orcs themselves destroyed, the hordes of Skraag range for miles in every direction, bringing slaughter and misery to any community unfortunate enough to be within range of their predations. Few dare to make their way into Skraag, for the orcs are an evil race that despise any not of their own kind. To travel on the plain of Skraag, or within its deep caverns is to court death itself. No amount of skill in arms or magic will prevail here and yet there is much that must be discovered about the orcs' organisation and overall aims. Do they intend to stay within the boundaries of the city? Or are the warlords of the marauding orc armies building up their strength so as to sweep all kingdoms before them in a murderous red tide of blood-letting and carnage? The rul