Blog Bandwagon: Orcish Toy Factory
Definitely a lawyer and allegedly a blogger Prismatic Wasteland has issued a new Blog Bandwagon wherein everyone comes up with a hex and then connects it to other hexes that people come up with between now and Christmas 2025, inspired by the work of Rankin/Bass Animated Entertainment. Since my ideas are good, but not original, I've decided to get mine out of the way early. With that in mind, let us go to The Orcish Toy Factory!
Orcish Toy Factory
As the demand for toys grows bigger each year, The Lord in Red has found himself unable to meet the supply with Elvish labor alone. Thus, he has turned to manufacturing new laborers to assist in his unholy endeavours. These new workers are forced to work under the lash for little more than a meager subsistence, their corpses being turned into toys when they die. Now the workers have gone on strike.
The CENTRAL FACTORY has become a fortified center for the elven administrators and their mercenary bodyguards, holding out until help arrives from up North. The manager, Hermes Blibberboo, has a string of Orcish teeth around his neck (punishment for those who fail to meet quota for an entire month). 
!-Hermes will pay handsomely for anyone to suppress the striking workers or find a source of scab labor. 
!-A few Orcs (created after the strike began) have never been outside the factory, and are curious what the outside world is like. 
The CAVES OF CO-OPS are the orcish home after the company turned off striking worker's water and heating. Now sheltering from the harsh snowstorms plaguing the area, the orcs have devolved into infighting as they try to settle on a list of demands.
- Gutbag leads the Swords of the Lady, who believe that it is the Red Lord who is the problem, and if his wife, Lady Crimson, takes charge, she will treat the workers better (she won't).
 - Timbok leads the White Sleeves, who seek to take control of the factory and find a way to manufacture more of themselves, gaining independence in the process.
 - Curly the Flayed lost most of her skin in an industrial accident, exposing her muscle to open air. Though in a lot of pain, she is revered for saving a group of young Orcs from the Overseer-it was afraid of her for some reason.
 
!-The Orcs have arrived at a stalemate, and each leader wants the party to take their side as a decisive turning point. Finding the lost GENESIS PITS would be one way, as would seizing control of the factory or delivering the head of the Overseer.
!-The Overseer has taken many blood-brothers, and all would be glad to see it dead. 
The GENESIS PITS-Lost, but can be found by asking around. Orcs remember their birthplace as being warm, and it is in fact the local volcano where they were spawned, the natural heat helping incubate them. It has laid fallow since the strike began, and has become the home of The Overseer.
Every time the PCs enter this Hex, roll 1d6. On a 6, they become hunted by The Overseer, an ancient experiment by the Lord in Red. The Overseer looks like a naked old man standing seven feet high, yellowed fingernails grown into claws, a perpetual leer on his deformed face. 
The Overseer
10 HP, 2 Armor, 14 STR, 5 DEX, 7 WILL, Hideous Claws d6+save against STR or become paralyzed.
The Overseer favors orcs and the young as his primary targets, and will seek to paralyze a creature and then drag it back to the GENESIS PITS to reconstitute it into a new Orc. It will pursue its prey to the borders of the hex, but no further.
The Overseer is afraid of the color red, seeing it as the mark of his creator, and will not go near it unless forced to. 
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