TEXT: A Clan of Wretches
  STG402
  Greysca4e Series
  Wretches: new, heroic-tier
  intelligent opponents for
  the moors and wastes -
   Bogwretch, the lowest of
  the low; scared, they may
  be, but their numbers
  make them dangerous
   Moorwretch, the wretch
  leaders; intelligent and sly
   Stonewretch, slow and
  lumbering but strong
   Details of wretcher society
   A complete wretch clan
   Playing wretch: wretch
  powers and racial details
  
  2
  Sceaptune Games: Greyscale Series
  A Clan of Wretches
  Contents
  Introduction...................................3
  Knowledge......................................3
  Graffiti or Art?........................................4
  Random Thumps or music?.................4
  BogWretch......................................5
  Bogwretch Knowledge...........................5
  Bogwretch Ordo.....................................5
  Bogwretch Archer..................................6
  Bogwretch Bully.....................................6
  Bogwretch Hunter..................................6
  Bogwretch Raider..................................7
  Bogwretch Huntmaster..........................8
  Bogwretch Encounters..........................9
  Moorwretch..................................10
  Moorwretch Knowledge......................10
  Moorwretch Clanjock..........................11
  Moorwretch Mercenaries.....................11
  Mercenary........................................11
  Mercenary Sergeant..........................12
  Moorwretch Warmage.........................12
  Moorwretch Shaman...........................13
  Moorwretch Warmaster.......................13
  Moorwretch Encounters......................14
  Stonewretch.................................15
  Stonewretch Wanderer........................15
  Stonewretch Cavelurker......................16
  Stonewretch Guard..............................17
  A Wretch Clan.............................17
  Campsite Layout...............................17
  Magic and Powers.......................18
  Powers..................................................18
  Rituals..........................................20
  Ancestral Ally.......................................20
  Spiritpact..............................................20
  Wretched Pact Spirit..........................21
  Greater Pact Spirit.............................21
  Summon Ancestral Guard..................21
  Ancestral Guard Spirit........................21
  Index.............................................22
  Credits
  Author/Concept
  Tim Bancroft
  Illustrations
  Harsh, Halfbat
  Proofing/Editing/Playtesting
  Ben Jones, Jamie Watson, Larissa Tonkin, Lloyd Thomas, Nick
  Townsend, Rosemary, Stephen Jarvis
  Additional Acknowledgements
  Illustrations taken and adapted from Treasury of Fantastic and Mythological Creatures:
  1,087 Renderings from Historic Sources, Author Richard Huber, Dover 1981
  Enworld/morrus and others for the 4e-Icons font.
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibil-
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  GUIDE, and MONSTER MANUAL are trademarks of Wizards of the Coast,
  Inc. in the USA and other countries and are used with permission. Certain
  materials, including 4E References in this publication, D&D core rules
  mechanics, and all D&D characters and their distinctive likenesses, are
  property of Wizards of the Coast, Inc., and are used with permission under
  the Dungeons & Dragons 4th Edition Game System License. All 4E Refer-
  ences are listed in the 4E System Reference Document, available at
  www.wizards.com/d20.
  DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written
  by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S
  GUIDE, written by James Wyatt; and MONSTER MANUAL, written by
  Mike Mearls, Stephen Schubert and James Wyatt © 2008 Wizards of the
  Coast, Inc. All rights reserved.
  DnD Greysca4es:
  A Clan of Wretches (PDF/eBook Sourcebook)
  Author:  
  Tim Bancroft
  Reference:  
  STG402
  ISBN:  
  978-1-906130-15-2
  Published by: Sceaptune Games,
   
  PO Box 63,
   
  Tidworth,
   
  SP9 7ZX, UK
  http://www.sceaptunegames.co.uk/
  Contents
  
  3
  A Clan of Wretches
  Introduction
  Wretches, by their nature and culture, are limited to the
  fringes of civilisation, to the wilderness that borders many
  of the fantasy realms.  Though primitive and frequently
  lacking in resources, these nomads are wily and stick
  together in close-knit clans for support and assistance.
  Though a scouting or hunting party of bogwretch is easily
  dealt with by any small band of adventurers, a raiding
  party or full clan of wretch on the move is more than a
  match for many heroes.
  All wretch are humanoid, though look warped and
  hunched to human eyes.  Their wiry arms and legs, when
  visible, appear to be longer than they should, attached to
  slightly rotund torsos.   Their faces are a caricature of the
  intelligent species, wide and protruding with large eyes
  and mouths.  That they are omnivores is obvious from
  both their teeth, their weapons and their intense stare.
  Though fearsome, some wretch are peaceful, however,
  merely looking for a simple life without grief from the
  civilisations around which they roam.
  This supplement details a range of new creatures for
  enhancing your DUNGEONS & DRAGONS™ 4TH EDITION
  adventures.
  About DnD Greysca4es
  This is a series of PDF-only source books intended for use
  with the Dungeons and Dragons™ 4E Role Playing
  Game.  To save production and printing costs, they are
  produced in greyscale where possible, and can even be
  reproduced two-up on a single A4 sheet in booklet style
  (if you’re struggling, do get in touch with Sceaptune
  Games). Powers are produced separately, in colour, so
  they need not be printed out with the main booklet.
  If you would like to use anything printed here in your own
  supplements for Dungeons and Dragons 4E, do get in
  touch.
  Copyright Information
  A Clan of Wretches PDF/eBook © 2008 Sceaptune
  Games.  All rights reserved.  This material is protected
  under the copyright laws of the United Kingdom.  Repro-
  duction of this work by any means without the written
  permission of the publisher is expressly forbidden.  All
  significant characters, names, places, items, art and text
  herein are copyright Sceaptune Games.  This product is a
  work of fiction.  Any similarity to actual people, places,
  organisations and events is purely coincidental.
  Automatic Permissions
  Prior permission is granted to reproduce the monster
  statistic blocks printed here in officially authorised, RP-
  GA Living adventures and scenarios providing reference
  is made to the title, author and publisher of the source.
  Knowledge
  The following information about wretch can be gained
  from a range of knowledge checks.
  Nature DC 10: Wretch or wretcher is a generic term for
  a group of related races, all of whom speak a dialect of
  draconic as their native tongue.  These warped, intelligent
  humanoids range in size from the small and scrawny
  bogwretch to the larger and more fearsome stonewretch.
  Wretch are said to be the result of some stray chromatic
  dragon magic deforming members of the older races and
  even now many wear hoods to shelter them from the sun
  and to hide their faces..  For protection and survival
  wretch gather together in clans and small tribes and have
  developed skills to support each other.
  Nature/Religion DC 12: Wretch have problems breeding
  true, many of their offspring becoming the stunted and
  warped bogwretch or the oafish and clumsy stonewretch.
  Those moorwretch who do breed true are much prized
  amongst the clans and given the best food, weapons and
  armour that the clan can afford.
  Nature DC 15: Wretch prefer meat to vegetation, eat
  anything at a push, but are notoriously poor at growing
  their own food-crops.  From time to time they herd vari-
  ous other creatures for food, but as they have little civili-
  sation or knowledge of engineering, science and
  technology, the majority of their needs comes from forag-
  ing and raiding.  The best time to strike would be in the
  winter, when they are holed up in their cave lairs and other
  underground dwellings.
  History DC 15: Wretch art can often be seen scrawled or
  carved around their more frequent campsites.
  Nature DC 17: Stonewretch are slow but extremely
  strong.  They are fairly rare offspring of stonewretch or
  moorwretch.
  Arcana/Religion DC 20: Wretcher tend towards ancestor
  worship.  Though they have no clerics or wizards, they
  have tribal shaman and hunt- or war- masters who lead
  their raiding parties.  The power of their leaders can be
  annoying and frustrating, making individual wretches
  much more potent in combat.
  Nature/Thievery DC 20: Wretch are reknowned thieves.
  With little infrastructure of their own, their weapons are
  frequently stolen on their raids.  Though bogwretch flinch
  away from melee attacks, moorwretch are known to be
  much more stable.
  Religion DC 22: The wretch have a form of shamanistic
  practice that focuses on ancestor worship.  In battle or at
  Wretch Knowledge
  
  4
  Sceaptune Games: Greyscale Series
  times of trial, they call on the powers of these ancestral
  spirits to bolster their abilities or slow their enemies.
  GRAFFITI OR ART?
  Though many adventurers describe it as graffiti, the more
  knowledgeable scholars are frequently excited by wretch
  art.  Normally scrawled or carved on stones in or near
  their favourite campsites,  the art frequently depicts the
  heads of warriors or images of their ancestral spirits.
  The style is relatively abstract and two-dimensional, fre-
  quently of a face depicted showing its left side.  Many of
  these pieces are assumed to be pictures of individual
  wretch and are sometimes humorous, perhaps emphasis-
  ing a particularly strange facial feature.  A few of these art
  pieces appear to be of other races, however, with particu-
  lar features being emphasised to illustrate the race.
  What particularly delights art scholars, however, is that
  many of these pieces are not fully representational.
  Sometimes the artist makes elaborate lines or decorations
  that make no sense unless the image is seen as a whole –
  at which point the ‘decorations’ merge to give a highly
  effective, overall impression.
  Most prized above art collectors, though, is the molten
  silver and molten tin drawings of the moorwretch.  Using
  some molten metal held in a small crucible, the wretch
  poor out the metal in lines onto a cold, flat, stone surface.
  The metal quickly cools and adheres to the stone and
  gives an eerie effect when polished and seen in moonlight
  or starlight.  Such art can fetch several hundred gold
  pieces with the right collector.
  RANDOM THUMPS OR MUSIC?
  All wretchs take great delight in the rhythmic – or arhyth-
  mic – sound of drums.  To untutored listeners, some of the
  drumming sounds discordant and off-beat, but the more
  sophisticated bards and musicians claim to find a surpris-
  ing number of odd rhythms in their drumming.  Unfortu-
  nately for many, the only drum beats the civilised races
  can appreciate are the wretch death-beats, the simple
  sounds their drums make when launching a vengeful wild
  hunt from their homes in the wilds.
  Their shaman and warmasters regard a drum as an integral
  part of their rituals.  Amongst all wretch, the bogwretch
  drumbeaters are respected for their skills with the drum.
  They frequently act as wandering bards between the many
  clans, carrying information, news, despatches and mes-
  sages from clan-chief to clan-chief.  The death of a drum-
  beater, whilst apparently insignificant to other races, is
  almost certain to invoke a revenge strike from  the local
  wretcher clan.
  A example of wretch metal-pouring art, illustrating the intricate designs this technique can achieve.
  BogWretch
  
  5
  A Clan of Wretches
  BogWretch
  The smallest of all the wretch, bogwretch come in a
  variety of shapes, some small and skinny, perhaps under-
  fed, whilst others look more solid.   Skin colouring de-
  pends on their origin: pure bogwretch range from a very
  pale brown to a muddy brown, whilst the swampwretch
  are a sub-species whose skin ranges through many shades
  of green.  Most bogwretch are hairless, making up for it
  with fold of skin, whilst others have short or single tufts
  growing from the crown of their scalp.
  BOGWRETCH KNOWLEDGE
  Nature DC 10: When not part of a wretcher clan, bog-
  wretch live in or near bogs and swamps, primarily for
  safety rather than it being a necessary part of their life-
  style.  Rarely able to organise themselves into any stable
  community, they live by raiding or stealing from fringe
  settlements or outlying farms.
  Nature DC 12: Wiry and tougher than they look,  all
  bogwretch are nimble, frequently jumping out of the way
  of further strikes once they realise an attacker can cause
  them harm.
  Nature DC 12: Bogwretch are trivially nasty and lazy,
  natural bullies if they get a chance, but are cowards if
  outnumbered, when cornered or when the situation is not
  going their way.  They rarely take on any group that might
  be their equal in skill or numbers.  They are fearful of
  moorwretch are more likely to stand and fight if led by or
  accompanied by their larger brethren.
  Normal Weapons: Any easily-made weapon such as a
  spear or sling are common, peraps with stone axes plus a
  long knife or short bow.  The bogaxe, a wicked, scythe-
  or moon-like heavy axe with a curved blade, is used by
  the stronger and more aggressive bogwretch but must be
  wielded two-handed by such small creatures.
  BOGWRETCH ORDO
  Due to their numbers, the common bogwretch are merely
  called ordo, ‘one of the many’.  The are the run-of-the
  mill bearers, herders, camp-tenders and supporters in a
  wretcher clan.  The statistics below should be used to
  represent any of the normal members of a bogwretch
  group.
  Note that as any attack hits a minion, their racial power
  shimmy is unusable.
  Bogwretch Ordo 
   Level 1 Minion
  Small natural humanoid  
  XP 25
  Initiative +3
  Senses Perception +1, low-light vision
  HP 1; a missed attack never damages a minion
  AC 15; Fortitude 11, Reflex 14, Will 10
  Speed 6; see also shimmy
   M Spear OR pick (standard; at-will) � Weapon
   
  +3 vs. AC; 5 damage
  R OR Sling (standard; at-will) � Weapon
   
  Ranged 10/20; + 5 vs. AC; 5 damage
   Vicious Surprise
   
  The bogwretch deals an extra 4 damage against any
   
  target against whom it has combat advantage
  Alignment Evil  
  Languages Common, draconic
  Skills Stealth +10, Thievery +5
  Str 12 (+1) Dex 16 (+3) Wis 9 (-1)
  Con 13 (+1) Int 8 (-1) Cha 10 (+0)
  Equipment leather armour; spear, pick or sling plus
   
  tools and clan or personal effects
  Bogwretch Ordo Tactics
  Ordo tend to only attack enemies when encouraged to do
  so by their more aggressive brethren – and even then they
  are just used to break up an enemies attack.  Even then
  they prefer to surprise their opponent from a hidden
  ambush.  If forced to fight in melee, they try to mob their
  opponents, using their shimmy powers to surround an
  opponent and gain combat advantage.
  Bogwretch graffiti
  thought to
  represent one of
  their own.
  BOGWRETCH RACIAL TRAITS
  Average Height 3’2”-4’
  Average Weight 30-55lb
  Ability scores: +2 Dexterity +2 Con
   
  (Maximum Intelligence 14)
  Size:  
  Small
  Speed: 6 squares
  Vision:  Low-Light
  Languages: Common, draconic
  defence Bonuses: +1 Reflex
  Skill Bonuses: +2 Perception, +2 Stealth,
   
  +2 Thievery
  Shimmy: You use shimmy as an at-will power
  Shimmy
  Bogwretch Racial power
  You shy away from your enemy’s attack, avoiding further
   
  threats and tempting him after you
  At-Will
  Immediate Reaction Personal
  Trigger: A melee attack against you hits
  Effect: You must shift one square.
  Special: If all spaces are blocked or you have already
  used your reaction for the turn, you cannot shift.
  BogWretch
  
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  Sceaptune Games: Greyscale Series
  BOGWRETCH ARCHER
  Used as scouts, look-outs and food-gatherers, bogwretch
  archers and hunters are the mainstay of clan existence.
  With more status in the clan than ordo, hunters are al-
  lowed mates and are typically allocated an ordo or two as
  a servant.  Within the clan encampment their hearths are
  in the second-most ring, within that of the ordo and
  herd-beasts but outside that of the pack-beasts.
  Bogwretch Archer  
   Level 2 Artillery
  Small natural humanoid  
  XP 125
  Initiative +4
  Senses Perception +7; low-light vision
  HP 30; Bloodied 15
  AC 16; Fortitude 12, Reflex 17, Will 11
  Speed 6; see also shimmy
   M  Long Knife (standard; at-will) � Weapon
   
  +4 vs. AC; 1d6+1 damage.
  R Short bow (standard; at-will) � Weapon
   
  Ranged 15/30; +6 vs. AC; 1d8+3 damage.
  r Mean Shot (standard; at-will) � Weapon
   
  Ranged 15; +4 vs. AC; 1d8+7 damage.
   Shimmy (immediate reaction when a melee attack hits
   
  the archer; at-will)
  The bogwretch must shift one square
  Sneak Attack
   
  Once a round, the archer deals an additional 2d6
   
  damage against a target against whom it has combat
   
  advantage.
  Alignment Evil  Languages Common, draconic
  Skills Stealth +11, Thievery +6
  Str 12 (+2) Dex 16 (+4) Wis 9 (+0)
  Con 13 (+2) Int 8 (+0) Cha 10 (+1)
  Equipment leather armour; short bow; long knife
  Bogwretch Archer Tactics
  The key soldiers acting in support of their clanfellows,
  bogwretch archers delight in staying clear of close combat
  and shooting from cover or from surprise and ambush.
  They revel in their sneak attack capabilities, using their
  shimmy ability as much as possible in close combat to
  flank opponents whilst leaving themselves room to retreat
  and continue using their primitive bows.  If enemies have
  ranged magic-users such as wizards and warlocks, the
  bogwretch archers tend to focus their fire on that threat
  before any other target.
  BOGWRETCH BULLY
  Bullies are the biggest and meanest bogwretch, some-
  times almost reaching the size of full-grown moorwretch.
  They are still stunted or warped, however, and are easily
  identified as not being full moorwretch.  Thankfully, there
  are few bogwretch bullies in a clan....
  In encampments bullies are in the innermost ring sur-
  rounding the clan chief, clan shaman and bards.  They
  delight in showing off and abusing their status, though
  like all bullies are careful not to upset those superior to
  them.  To be a servant of a bogwretch bully is a mixed
  blessing for an ordo; whilst he might have higher status
  than other of the clan dregs, his life is likely to be more
  painful than other ordo.
  A bully is never without his bogaxe, a curved, two-handed
  axes with heavy, scimitar-like blades.  The design of the
  bogaxe makes it easy for bogwretch to forge, but its size
  makes it impossible for many other bogwretch to wield.
  Bogwretch Bully 
   Level 3 Brute
  Small natural humanoid  
  XP 150
  Initiative +3
  Senses Perception +2; low-light vision
  HP 53; Bloodied 26
  AC 16; Fortitude 16, Reflex 14, Will 12
  Speed 6; see also shimmy
  M Bogaxe (standard; at-will) � Weapon
   
  +6 vs. AC; 2d6+3 damage
   Shimmy (immediate reaction when a melee attack hits
   
  the bully; at-will)
   
  The bully must shift one square.
   Mob Shimmy (move, at-will)
   
  Using a shift, the bogwretch can exchange places
   
  with an adjacent willing ally.  The ally shifts as a free
   
  action into the raider’s vacated square.
  Alignment Evil  Languages Common, draconic
  Skills Endurance +7, Stealth +5, Thievery +5
  Str 17 (+4) Dex 15 (+3) Wis 8 (+0)
  Con 13 (+2) Int 9 (+0) Cha 13 (+2)
  Equipment hide armour; bogaxe
  Bogwretch Bully Tactics
  Though larger than their brethren, wretcher bullies allow
  any ordo or raiders with with them to absorb the brunt of
  any enemy attack, then use their mob shimmy to move to
  the front of combat and surprise their enemy with their
  vicious bogaxes.
  BOGWRETCH HUNTER
  The common hunters are an important step up from the
  ordo of a clan.  It is on their sling and knife skills that the
  clan relies for much of its food and combat capability.
  BogWretch
  
  7
  A Clan of Wretches
  Bogwretch Hunter 
   Level 1 Skirmishers
  Small natural humanoid  
  XP 100
  Initiative +5
  Senses Perception +3; low-light vision
  HP 29; Bloodied 14
  AC 16; Fortitude 11, Reflex 17, Will 11
  Speed 6; see also shimmy
  M Long Knife (standard; at-will) � Weapon
   
  +6 vs. AC; 1d6+1 damage
   R Sling (standard; at-will) � Weapon
   
  Ranged 10/20; +6 vs. AC; 1d6+3 damage
  a Hail of stones (standard; recharge 456) � Area
   
  Blast 2 within 10; +4 vs. AC; 1d6 damage to each
   
  enemy within blast.  The hunter must be wielding a
   
  sling and have ammunition left in order to use this
   
  power.
   Shimmy (immediate reaction after a melee attack hits
   
  the hunter; at-will)
   
  The hunter must shift one square.
   Vicious Surprise
   
  The hunter deals an additional 4 damage against any
   
  target against whom it has combat advantage.
  Alignment Evil  Languages Common, draconic
  Skills Stealth +10, Thievery +5
  Str 12 (+1)
  Dex 16 (+3) Wis 13 (+1)
  Con 13 (+1) Int 8 (-1)  
  Cha 9 (-1)
  Equipment leather armour; light shield; sling; long knife
  Bogwretch Hunter Tactics
  Hunters tend to be more brave than ordo and can even
  lead a small group of ordo on an expedition to gather food.
  In combat they stay back using their hail of stones until
  their surprise is lost, then rush forward when they see easy
  flanking opportunities.  They are quick to retreat to a
  distance if their vicious surprise ability can no longer be
  used in melee combat.  When allied with raiders they tend
  to stay in the rear as missile support, typically targeting
  enemy missile-users or ranged magic-users such as war-
  locks and wizards or protecting the clan archers.
  BOGWRETCH RAIDER
  Raiders are the warriors of the clan, those who are less
  afraid to take on any opponents than other bogwretch.
  They are not common, but have high status, camping
  within the ring of pack-beasts.  They are given access to
  the better cuts of meat, several ordo as servants (though
  pay is little and rare) and may even be assigned a personal
  pack beast from the animals the clan herds.
  Bogwretch Raider Tactics
  Bogwretch raiders are the grist of any wretcher war party.
  More aggressive than their counterparts, they are not
  afraid to get stuck in after an ambush has been launched
  and combat has been joined.  Their ducking and dodging
  tactics can be infuriating, especially when they use their
  mob shimmy to replace the weaker front-rank ordo or
  withdraw when forced to do so by their racial shimmy
  power.
  Bogwretch Raider 
   Level 2 Skirmisher
  Small natural humanoid  
  XP 125
  Initiative +6
  Senses Perception +7; low-light vision
  HP 38; Bloodied 19
  AC 17; Fortitude 13, Reflex 18, Will 13
  Speed 6; see also shimmy
   M Long Knife (standard; at-will) � Weapon
   
  +7 vs. AC; 1d6+3 damage.
    m Dart ‘n dive (standard; at-will) � Weapon
   
  +7 vs. AC; 1d6+3 damage.  As a free action the
   
  raider can shift one square on a successful hit.
   Vicious Surprise
   
  The raider deals an additional 4 damage against any
   
  target against whom it has combat advantage.
   Shimmy (immediate reaction after a melee attack
   
  against the raider has been resolved ; at-will)
   
  The raider must shift one square.
  Mob Shimmy (move, at-will)
   
  Using a shift, the raider can exchange places with an
   
  adjacent willing ally.  The ally shifts as a free action
   
  into the raider’s vacated square.
  Alignment Evil  Languages Common, draconic
  Skills Stealth +11, Thievery +5
  Str 12 (+2) Dex 16 (+4) Wis 9 (+0)
  Con 14 (+3) Int 8 (+0) Cha 14 (+3)
  Equipment leather armour; light shield; Long knife
  Bogwretch Drumbeater
  Drumbeaters are the clan bards and inspirational elements
  of a bogwretch force.  They are typically the more intelli-
  gent individuals who have still been unable to break out
  of complete servitude.  Though respected by other bog-
  wretch for their advice and knowledge, they are often not
  fully trusted by the other senior wretch, often being ac-
  cused of ‘answering back’ or ‘lacking in loyalty’ when a
  particularly nonsensical or bloody raid is espoused.
  It is not only the complex wretcher drumming but also the
  more intricate wretcher art that is created by drumbeaters.
  The drums of every beater are intricately painted and
  coloured with wretcher faces, either in blood, charcoal or
  chalk with highlights in whatever brilliant colour the
  drumbeater can find or is given.
  In an encampment the status of drumbeaters is such that
  they are placed with the huntmasters and chiefs in the
  centre of the many rings of defence.  Small parties some-
  times use drumbeaters as a morale boost and support in
  place of a fully-fledged huntmaster.
  Drumbeater Tactics
  Drumbeaters do not stand too far away from their oppo-
  nents but tend to try and avoid hand-to-hand combat,
  using their shimmy ability to back away from opponents
  and use their scream of wrath on them.  In a group they
  are quick to use their maddening boom to discomfort
  enemies, allowing their own troops to take advantage of
  dazed opponents.  Whilst waiting for their boom to recha-
  gre, they constantly use their joydrums unless personally
  threatened.
  BogWretch
  
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  Sceaptune Games: Greyscale Series
  Bogwretch Drumbeater  
  Level 3 Controller
  Small natural humanoid  
  XP 150
  Initiative +2
  Senses Perception +8; low-light vision
  HP 38; Bloodied 19
  AC 17; Fortitude 13, Reflex 15, Will 16
  Speed 6; see also shimmy
   M Long Knife (standard; at-will) � Weapon
   
  +8 vs. AC; 1d6+3 damage
   r Scream of wrath (standard; at-will) � Thunder
   
  Ranged 3; +6 vs Fortitude; 1d10+3 thunder damage;
  Special the target must be able to hear.
   c Joydrums (standard; at-will) � Healing, Zone
   
  Close Burst 10; until the start of your next turn, you
   
  and any allies in the area who can hear you gain a +2
   
  power bonus to Will defence and a +2 bonus to any
   
  saves against effects or ongoing damage with the
   
  charm, fear, illusion or psychic keywords.
   c Maddening Boom (standard; recharge 456) �
  Psychic, Thunder, Zone
   
  Close Burst 5 against all enemies who can hear the
   
  drums; +4 vs Will; 5 damage and the target is dazed
   
  (save ends).
   Shimmy (immediate reaction after a melee attack hits
   
  the drumbeater; at-will)
   
  The drumbeater must shift one square.
  Alignment Evil 
  Languages Common, draconic
  Skills Diplomacy +9, Stealth +6, Thievery +6
  Str 10 (+1) Dex 16 (+4) Wis 11 (+1)
  Con 14 (+3) Int 14 (+3) Cha 16 (+4)
  Equipment hide armour; drums; long knife
  BOGWRETCH HUNTMASTER
  Huntmasters are the shaman-leaders of bogwretch clans
  and raiding parties.  Though inferior to their moorwretch
  counterparts, a huntmaster is feared by those bogwretch
  who serve him and applauded by the bullies who fearfully
  follow him – indeed, a huntmaster is invariably accompa-
  nied by one or two loyal bullies as personal bodyguard.
  Though feared, huntmasters are not stupid.  They will not
  over-commit their clan to a futile attack, though do not
  hesitate to attack any group smaller than their own.  If a
  huntmaster ever sees the future of his clan at risk, he is
  likely to switch to diplomacy rather than force.
   Bogwretch Huntmaster
  Level 4 Controller (Leader)
   Small natural humanoid  
  XP 175
  Initiative +3
  Senses Perception +10; low-light vision
  HP 54; Bloodied 27
  AC 17; Fortitude 14, Reflex 15, Will 17
  Speed 6; see also shimmy
   M Long Knife (standard; at-will) � Weapon
   
  +9 vs. AC; 1d6+4 damage
   r Vengeful Ancestor (standard; at-will) � Force
   
  Ranged 10; +9 vs. AC; 1d10+4 damage
   r Screaming Ancestors (standard; recharge 56)
  � Psychic, Zone
   
  Burst 1 within 10; +6 vs. Will; 1d6+4 psychic damage
   
  and the target is dazed until the end of your next
   
  turn.  The zone lasts until the end of your next turn
   
  and any enemies who begin their turn within the zone
   
  or who pass through it are attacked again.
   a Ancestral Swarm (standard; sustain minor;
   
  encounter) � Zone
   
  Burst 3 within 10; automatic hit; all those within or
   
  who move into the swarm, and who have not prev-
   
  iously been classed as allies by a ancestral ally
  (see below) regard everyone else as having con-
   
  cealment
   Shimmy (immediate reaction after a melee attack hits
   
  huntmaster; at-will)
   
  The huntmaster must shift one square.
   Mob Commander (immediate interrupt; when targeted
   
  by any attack; at-will)
   
  The mob commander can exchange places with any
   
  adjacent ally using a shift. The ally shifts as a free
   
  action into the huntmaster’s vacated square.  The
   
  attack is assessed against the ally after it arrives in
   
  the huntmaster’s original square.
   Ancestral Ally (Ritual, Arcane component cost 10gp)
   
  Close burst 5; all within the area are immune to the
   
  huntmaster’s ancestor or ancestral powers for the
   
  next 24 hours.   This is normally cast on a group of
   
  moorwretch before going on a raid or to battle.
  Alignment Evil Languages Common, draconic
  Skills Intimidate +10, Stealth +9, Thievery +5
  Str 11 (+2) Dex 14 (+4) Wis 13 (+3)
  Con 14 (+4) Int 12 (+3) Cha 17 (+5)
  Equipment hide armour; skull-, stone- and feather-
   
  adorned fetish; Long knife; clan treasure
  BogWretch
  
  9
  A Clan of Wretches
  BOGWRETCH ENCOUNTERS
  Typically, bogwretch will be encountered as a raiding
  party, a foraging party, a formal hunting party (where
  ‘hunt’ means to track down specific enemies or as a
  revenge attack) or when hired as caravan raiders or specif-
  ically for battle when they are likely to be in a pre-pre-
  pared ambush.
  Bogwretch Foraging party
  Encounter Level 1 
  500XP
  2 * Bogwretch Ordo 
  50XP
  2 * Bogwretch Hunters 
  200XP
  1 * Bogwretch Raider 
  125XP
  1 * Bogwretch Archer 
  125XP
  A foraging party could be made into a group of
  herdswretch by removing the archer and raider and adding
  a family of herdrake (see A Drake Miscellany).  They are
  likely to run if suffering more than 50% losses for no
  appreciable enemy loss.
  Bogwretch Hunting party
  Encounter Level 2 
  625XP+
  2 * Bogwretch Ordo 
  50XP
  2 * Bogwretch Hunters 
  200XP
  2 * Guard Drake/Shell Drake 
  250-300XP
  1 * Bogwretch Raider 
  125XP
  Though tougher than the foraging party, the hunting party
  is not really designed for combat.  The ordo and drakes
  charge in first, followed up by the raider with some
  opportunistic attacks on isolated enemy.  For shell drake
  refer to A Drake Miscellany.
  Bogwretch Raiding party
  Encounter Level 3 
  750XP
  4 * Bogwretch Ordo 
  100XP
  2 * Bogwretch Raider 
  250XP
  2 * Bogwretch Archer 
  250XP
  1 * Bogwretch Bully or Drumbeater 
  150XP
  The raiding party is likely to run if they face any stiff
  resistance or find that more than 50% of their number are
  down and their opponents have few losses.  The archer’s
  tend to stand off, remaining in cover as much as they can
  and also protecting the any drumbeater with the party.
  The bully leads the raiders in a charge and uses the ordo
  to bog down any enemy, dispatching one or two to rifle
  through an enemies camp.
  Two of the ordo and one of the raiders could be replaced
  by a pair of hunters for a slightly different ‘look’ to a
  raiding party at the same encounter level.
  If a raiding party is after a specific item, such as a small
  herd of goats or sheep, or food in a farm, the party
  withdraws as soon as one or more of the ordo has gained
  the items.  Sometimes such a raiding party is merely after
  equipment or materials to make new drums or create new
  art for the drumbeater that leads them.
  Bogwretch Ambush party
  Encounter level 4 
  875XP
  3 * Bogwretch Hunter 
  300XP
  2 * Bogwretch Raider 
  250XP
  1 * Bogwretch Bully 
  150XP
  Bogwretch Huntmaster  
  175XP
  The raiders stay to one side, preferably in hiding, and
  either disrupt the enemies formation with their hail of
  stones or protect the huntmaster.  The raiders, ordo and
  bully will burst from hiding, hoping to charge and get an
  attack during the surprise round where they can use their
  flanking abilities to their best advantage.  The bully will
  have no hesitation in moving the ordo around to protect
  himself or to get into a flanking position.
  Bogwretch Wild Hunt
  Such a  group is also called a wretcher avenging hunt.
  The small encounter here is merely the main group in such
  a party as most of the active members of a clan will be
  involved in some way or another.
  Encounter Level 5 
  1000XP+
  3 * Bogwretch Raider 
  300XP
  2 * Bogwretch Archer 
  250XP
  2 * Bogwretch Bully 
  300XP
  Bogwretch Huntmaster or Drumbeater 
  150/175XP
  This ‘Hunt Party’ is a formal, revenge party defending the
  honour of the clan or intent on bringing a particularly
  noisesome enemy to heel.  Tactics are similar to the
  ambush party but the striking arm (3 raiders and 2 bullies)
  is particularly potent.
  For a difficult and challenging level 6 encounter, another
  raider plus 5 or 6 Bogwretch ordo could be added to this
  level 5 encounter.
  Wretcher art depicting either the head of a
  ghoul or that of a skeleton or zombie.
  MoorWretch
  
  10
  Sceaptune Games: Greyscale Series
  Moorwretch
  Closer and larger relatives of the bogwretch, the moor-
  wretch tend to stick together and scorn their ‘lesser’
  cousins, whether their lessers are larger or smaller than
  they.  Occasionally, however, they take over a larger clan
  of bogwretch, add a few stonewretch as guards, and set
  themselves up as the despotic rulers of a powerful clan
  that dominates a large area.
  Moorwretch are less pathetically nasty than bogwretch
  but still see the rule of might and domination as their
  primary measure of success.  They are easily swayed to
  serve a particularly powerful and fearsome overlord, such
  as a dragon, not out of any sense of loyalty but because
  they are scared of what the overlord could do to them if
  they refuse.  Some of their number hire out as skilled
  mercenaries to the allies and agents of such overlords,
  again more for the delight in inflicting pain and the prom-
  ise of continual income rather than any higher sense of
  nobility.  They tend to dislike humans, seeing them as the
  base stock from which the moorwretch descended.
  MOORWRETCH KNOWLEDGE
  Like bogwretch, the moorwretch prefer to not spend time
  farming, but enjoy herding and rearing all forms of vi-
  cious and exotic creatures, which they use for both food
  and as weapons of war.  All their villages and farmsteads
  are patrolled by moorwretch accompanied by their war-
  trained creatures as well as the occasional lumbering
  stonewretch.  They are known to even breed hostile and
  aggressive versions of domestic cattle and sheep, purely
  for the fun of watching bloody dominance battles in their
  pastures.
  Nature DC 10: Moorwretch are the major species of
  wretch.  They delight in dominating others, whether
  wretch or other species.  Though they have the physical
  capability, they are fundamentally lazy when it comes to
  doing their own work and prefer to use slaves and lesser
  wretch.  They breed and train animals for war and guard
  duty, mostly dire rats or drakes.
  Arcana DC 15: Moorwretch strip their opponents of
  armour and weapons for their own use.  They also prize
  magic weapons and armour above other items.  This
  means that amongst moorwretch, magic weapons and
  armour are more likely to be found than other magic
  items.
  History DC 15: A moorwretch family is often called a
  lance or squad; a clan, a company, regiment or
  battle/battalion, or some similar military term.  This struc-
  ture makes it easy for them to hire themselves out to any
  intelligent being who can dominate them.  They frequent-
  ly hire themselves out as mercenaries and are known to be
  solid in defence provided they are paid in food, armour
  and weapons.  However, they have a strong sense of
  self-preservation and are the first to desert or flee when
  their employer fails to pay them on time, or if they are
  forced to face obviously superior numbers.
  Arcana/Religion DC 17: Moorwretch have priests or
  shaman they call warmages.  Unlike bogwretch, these
  warmages are not always clan chiefs but are always in
  positions of authority.  With their impressive support,
  moorwretch warriors can even break the stoutest break
  battle line.
  Nature DC 20: Though preferring dire rats and drakes,
  moorwretch have been known to train almost any creature
  they find as guard animals, with varying degrees of
  success.
  Description
  Like bogwretch, moorwretch have a variety of skin col-
  ouring that some say reflects how much their ancestors
  were tainted by the magics that first created them or
  warped them from whatever stock they originated.  In
  general, their colouring tends towards browns and blacks,
  with hair limited to their heads.  Body shape tends to be
  more solid than bogwretches and none ever have the
  chance to become fat: they would be slain by  challengers
  before they became so slow.
  Normal Weapons: Moorwretch prefer maces and ham-
  mers, or similar weapons that can benefit from their
  exceptional physical prowess, but they also use axes and
  any weapon they find, steal or otherwise purloin.  Some
  MOORWRETCH RACIAL TRAITS
  Average Height  
  5’4”-5’10”
  Average Weight
  140-200lb
  Ability scores:
  +2 Strength +2 Wisdom
  Size:  
   
  Medium
  Speed:   
  6 squares
  Vision:   
  Low-Light
  Languages:
  Common, draconic
  Skill Bonuses:
  +2 Endurance, +2 Nature
  For the Clan!: Provided you have allies within
   
  10 squares, you can use the For the
   
  Clan! power whenever you become
   
  bloodied.
  For the Clan!
  Moorwretch Racial power
  Though badly hurt, you brace yourself against the pain and
   
  redouble your efforts to save the clan.
  At-Will
  Immediate Reaction Personal
  Trigger: Whenever you become bloodied
  Effect: You regain 6+Con modifier hit points.  You also
   
  gain +2 to your Fortitude defence until the end
   
  of your next turn.  This is in addition to any
   
  bonuses gained from second wind (if available).
  MoorWretch
  
  11
  A Clan of Wretches
  are not above taking bogaxe off bogwretch bullies.  Like-
  wise, the moorwretch strip enemies of armour for their
  own use. Though there are moorwretch ironsmiths with
  portable forges, they are few and far between.  As a result,
  no two moorwretch are ever armed, equipped or dressed
  identically.
  MOORWRETCH CLANJOCK
  The clanjocks represent the run-of-the-mill moorwretch,
  whether one on a raid or one caught around a campfire
  (whether male, female or juvenile).  Though shown armed
  with a mace, the weapon should reflect almost anything
  the clanjock can pick up.
   Moorwretch Clanjock 
   Level 3 Brutal Minion
   Medium natural humanoid 
  XP 38
  Initiative +2
  Senses Perception +3
  HP 1; A missed attack never harms a minion
  AC 15; Fortitude 14, Reflex 12, Will 13
  Speed 6
   M Mace Bash (standard; at-will) � Weapon
   
  +6 vs. AC; 2d8+3 damage
   m Frantic Strike (standard; daily) � Martial
   
  +6 vs. AC; 3d8+3 damage and the target is dazed
   
  (save ends). Effect: You take a -2 penalty to AC and
   
  Reflex defence until the end of your next turn.
   Clan defence (minor; at-will)
   
  You can mark an enemy you have just hit.  If the
   
  target shifts whilst marked, you or an ally adjacent to
   
  the target can take an opportunity action to attack
   
  him.
   Alignment evil  
  Languages common, draconic
   Skills Endurance +8, Nature +5
   Str 17 (+4) Dex 12 (+2) Wis 14 (+3)
   Con 13 (+2) Int 10 (+1) Cha 10 (+1)
   Equipment Mace, leather or tough hide armour
  Clanjock Tactics
  Clanjocks mob their foes and co-operate with other clan-
  members and mercenaries to defend their clan, making as
  much use as possible of clan defence.  In general, the
  clanjocks tend to attack and delay enemy defenders, leav-
  ing the mercenaries to attack strikers and leaders. If it
  looks as if their foe is stronger than they thought, or if an
  adjacent ally has been seriously hurt, clanmembers are not
  slow to use their desperate frantic strike.
  MOORWRETCH MERCENARIES
  Warriors are the backbone of a moorwretch clan, who also
  act as mercenaries and hire themselves out to whoever
  pays the most.  They are solid warriors,  supporting each
  other very effectively, particularly when defending a clan
  campsite or hearth.  There are two types: the run-of-the-
  mill soldiers and their sergeants, warriors who focus on
  combat skills rather than mage skills.
  One major weakness from an employer’s viewpoint is
  that, despite being happy to raid another clan when under
  the command of their own warmaster and chief, they will
  not fight against other wretch clans or moorwretch  when
  acting as hired mercenaries.  At times they can be fickle
  or even stubborn, insisting they are paid before carrying
  out an attack.  They are always distrustful of non-wretch.
  Mercenary
  Moorwretch Mercenary 
   Level 3 Soldier
  Medium natural humanoid 
  XP 150
  Initiative +4
  Senses Perception +2
  HP 47; Bloodied 23
  AC 19; Fortitude 16, Reflex 15, Will 14
  Speed 6
   M Warhammer (standard; at-will) � Martial
   
  +10 vs. AC; 1d10+3 damage
   R Wretchbow (standard; at-will) � Martial
   
  Ranged 15/30; +8 vs. AC; 1d10+1 damage
    m Make way! (standard; at-will) � Martial
   
  +8 vs. Reflex; 1d8+3 damage and small, medium
   
  or large targets are pushed one square.  The
   
  mercenary or an ally adjacent to the target can shift
   
  into the vacated space as a free action.
   m Revenge Strike (immediate reaction, when an
   
  adjacent ally is slain or knocked unconscious;
   
  encounter) � Martial
   
  +6 vs AC; 2d10+3 damage
   m Frantic Strike (standard; daily) � Martial
   
  +9 vs. AC; 3d10+3 damage and the target is dazed.
  Effect: You take a -2 penalty to AC and Reflex
   
  defence until the end of your next turn.
  Clan defence (minor; at-will)
   
  You mark an enemy you have just hit.  If the target
   
  shifts whilst marked, you or an ally adjacent to the
   
  target can take an opportunity attack against it.
  For the Clan! (immediate reaction, when becoming
   
  bloodied and an ally is within 10 squares; at-will)
   
  Gain 8 temporary hit points, and +2 Fortitude until
   
  the end of your next turn.
  Alignment evil  
  Languages Common, draconic
  Skills Athletics +9, Endurance +10, Nature +4
  Str 17 (+4) Dex 13 (+2) Wis 13 (+2)
  Con 15 (+3) Int 10 (+1) Cha 8 (+0)
  Equipment Warhammer, large shield, scale armour
  Wretcher
  artwork,
  possibly
  representing
  a troll.
  MoorWretch
  
  12
  Sceaptune Games: Greyscale Series
  Mercenary Sergeant
   Moorwretch Mercenary 
   Level 4 Soldier
   Medium natural humanoid 
  XP 175
   Initiative +6
  Senses Perception +4
   HP 56; Bloodied 28
   AC 21; Fortitude 18, Reflex 16, Will 16
   Speed 6
   M Warhammer (standard; at-will) � Martial
   
  +11 vs. AC; 1d10+4 damage
   R Wretchbow (standard; at-will) � Martial
   
  Ranged 15/30; +9 vs. AC; 1d10+1 damage
    m Make way! (standard; at-will) � Martial
   
  +9 vs. Reflex; 1d8+4 damage and small, medium
   
  or large targets are pushed one square.  The
   
  sergeant or an ally adjacent to the target can shift
   
  into the vacated space as a free action.
   m Revenge Strike (immediate reaction, when an
   
  adjacent ally has been slain or knocked
   
  unconscious; encounter) � Martial
   
  +7 vs AC; 3d8+4 damage
   Lock Shields (move, encounter) � Martial, Stance
   
  Close burst 1; You and each adjacent ally in the
   
  area armed with a shield gains a +1 power bonus to
   
  AC for each adjacent shield-armed ally (maximum
   
  +2) until the stance ends or they move beyond its
   
  effect.  You and every ally taking advantage of this
   
  bonus is slowed.
   Clan defence (minor; at-will)
   
  You can mark an enemy you have just hit.  If the
   
  target shifts whilst marked, you or an ally adjacent to
   
  the target can take an opportunity attack against it.
   For the Clan! (immediate reaction, when becoming
   
  bloodied and an ally is within 10 squares; at-will)
   
  Gain 9 temporary hit points, and +2 Fortitude until
   
  the end of your next turn.
  Alignment evil  
  Languages common, draconic
  Skills Athletics +11, Endurance +12, Nature +6
  Str 19 (+6) Dex 15 (+4) Wis 15 (+4)
  Con 16 (+5) Int 11 (+2) Cha 10 (+2)
  Equipment Warhammer, large shield, scale armour
  Mercenary Tactics
  Scornful of other races and hating the human stock from
  which they were derived, moorwretch mercenaries are
  disciplined in combat, working with others to isolate
  opponents one by one using their make way! attack.
  Having split an enemy force, they use their clan defence
  power to pin opponents and control the field of engage-
  ment.  If with a sergeant, the mercenaries regularly lock
  shields with him to provide a defensive wall, slowly
  thrusting into the heart of enemy lines.
  Only rarely do they use their crude longbows - the wretch-
  bow - relying more on the bogwretch for missile support.
  Moorwretch mercenaries are frequently supported by a
  warmage who considerably enhances their capabilities.
  MOORWRETCH WARMAGE
  The warmages are the lesser leaders, shaman and lords-in-
  waiting of the clan.  They are most often encountered with
  one or more mercenaries, their personal bodyguards, and
  are frequently given charge of a large number of clan
  bogwretch,
  Moorwretch Warmage  Level 4 Controller (Leader)
  Medium natural humanoid 
  XP 175
  Initiative +4
  Senses Perception +1
  HP 52; Bloodied 26
  AC 18; Fortitude 17, Reflex 15, Will 18
  Speed 6
   M Warhammer (standard; at-will) � Weapon
   
  +9 vs. AC; 1d10+1 damage
  m Make way! (standard; at-will) � Martial
   
  +8 vs. Reflex; 1d8+1 damage and small, medium
   
  or large targets are pushed one square.  The
   
  warmage or an ally adjacent to the target can shift
   
  into the vacated space as a free action.
   r Ancestral Entanglement (standard; at-will) �
  Divine, Force
   
  Ranged 5; +8 vs. Reflex; 1d10+3 damage and the
   
  target is pushed 1 square.
   c Battle Scream (standard; encounter) � Psychic
   
  Close blast 3; +6 vs. Will; 2d6+3 damage on all
   
  creatures within the area, who are also dazed (save
   
  ends). Miss half damage and the target is not
   
  dazed
   Command Wretch (standard, at-will) � (Drum)
   
  Close burst 5.  Each wretch in the area who can hear
   
  your drum can immediately slide one square as a free
   
  action.
   For the Clan! (immediate reaction, when becoming
   
  bloodied; at-will)
   
  Gain 7 temporary hit points, and +2 Fortitude until
   
  the end of your next turn.
  Alignment evil  
  Languages Common, draconic
  Skills Arcana +8, Endurance +4, Nature +12
  Str 15 (+4) Dex 14 (+4) Wis 19 (+6)
  Con 12 (+3) Int 12 (+3) Cha 12 (+3)
  Equipment morningstar, chainmail, order-giving drum,
   
  personal treasure.
  Warmage Tactics
  Though supposedly leaders, warmages are not afraid to
  run into the front line alongside their mercenaries to use
  their battle scream.  If they have bogwretch with them,
  the warmage will make full use of their missiles to pelt
  enemy leaders, warlocks and wizards.  If the front line
  look solid, they stand just behind the mercenaries, using
  their knock back  to disrupt enemy lines.
  Warmages only use their entanglement and battle scream
  powers against creatures likely to be affected by them,
  normally avoiding those who can resist the push.
  MoorWretch
  
  13
  A Clan of Wretches
  MOORWRETCH SHAMAN
   Moorwretch Shaman
  Level 6 Controller (Leader)
   Medium natural humanoid 
  XP 250
  Initiative +4
  Senses Perception +7, Insight+12
   
   
   
   
  low-light vision
  HP 72; Bloodied 36; Healing Surge 18; one surge
  AC 20; Fortitude 19, Reflex 17, Will 19
  Speed 6
   M Staff (standard; at-will) � Weapon
   
  +11 vs. AC; 1d8+3 damage
   r Ancestral Entanglement (standard; at-will) �
  Divine, Force
   
  Ranged 5; +10 vs. Reflex; 1d10+3 damage and the
   
  target is pushed 1 square.
   a Screaming Ancestors (standard; recharge 56) �
  Divine, Psychic, Zone
   
  Burst 1 within 10; +9 vs. Will; 1d6+4 psychic damage
   
  on all enemies within the area, and the target is also
   
  dazed until the end of your next turn. Miss half
   
  damage and the target is not dazed. The zone lasts
   
  until the end of your next turn and all enemies who
   
  start within it or who pass through it are attacked
   
  again.
   Protective Spirits (move,  recharge 456) �
   
  Divine, Zone
   
  Burst 1 within 1; the area is wreathed in mist and
   
  shadow in which glimpses of ethereal spirits can be
   
  seen.  The area grants all within it total concealment
   
  (-5 to attacks) to those within it and attackers must
   
  choose a square to target before striking. Effect: you
   
  may shift one square immediately after invoking the
   
  effect (normally into another square in the zone).
   
  The zone lasts until the end of your next turn.
   Second Wind (standard, encounter)
   
  Immediately recover 18 hp (uses one surge)
   For the Clan! (immediate reaction, when becoming
   
  bloodied; at-will)
   
  Gain 8 temporary hit points, and +2 Fortitude until
   
  the end of your next turn.
  Alignment evil  
  Languages Common, draconic
  Skills Religion +12, Endurance +8, Nature +9
  Str 14 (+5) Dex 12 (+4) Wis 18 (+7)
  Con 16 (+6) Int 16 (+6) Cha 12 (+4)
  Equipment shamanistic staff, shield, hide armour, ritual
   
  drum, spell equipment.
  Shaman Tactics
  The moorwretch shaman are wily, choosing to remain
  hidden or keep themselves from view with their protective
  spirits whilst they spur on their allies with their screaming
  ancestors and entanglement attacks.  They tend to wait to
  use their screaming ancestors until their own soldiers are
  in a position to charge their enemy and could do with a
  dazed opponent.
  MOORWRETCH WARMASTER
  Senior warmages, or warmasters, are the chiefs of moor-
  wretch tribes, ruling by force of will as much as by martial
  prowess.  The most powerful are accompanied by a sha-
  man as powerful as themselves but who focuses on non-
  combat magic and leadership.  In general, however,
  moorwretch clans are more likely to have one warmaster
  and several warmages instead.
  Moorwretch Warmaster Level 6 Elite Soldier (Leader)
  Medium natural humanoid 
  XP 500
  Initiative +6
  Senses Perception +8,
   
   
   
   
  low-light vision
  HP 144; Bloodied 72; Healing Surge 36; one surge
  AC 24; Fortitude 22, Reflex 18, Will 20
  Saving Throws +2
  Speed 6
  Action points 1
   M Warhammer (standard; at-will) � Weapon
   
  +9 vs. AC; 1d10+4 damage
   m Smash Through (standard; at-will) � Martial
   
  +7 vs. AC vs an adjacent small, medium or large
   
  creature; 1d10+4 damage and the target is pushed
   
  one square.  The warmaster or an ally adjacent to the
   
  target can shift into the vacated space.
   
  Secondary Attack: The warmaster makes another
   
  attack against a separate, adjacent target who may
   
  be freshly adjacent to him.
  c That’s just a scratch! (standard, at-will)
   
  Close burst 2; all allies within the area recover 5 hp
  c Break the wall (standard; recharge 6) � Force
   
  Burst 1 within 5, all enemies in area; +8 vs Reflex;
   
  1d6+4 damage and the target is pushed 2 squares.
   
  The caster determines who is affected first, so a deep
   
  mass of opponents could be moved); Miss Half
   
  damage and the target is not pushed.
  c Battle Scream (standard; daily) � Psychic
   
  Close blast 3; +8 vs. Will; 3d6+4 damage on all
   
  creatures within the area, who are dazed (save ends).
  Miss half damage and the target is not dazed.
  Command Wretch (standard, at-will) � (Drum)
   
  Close burst 5.  Each wretch in the area who can hear
   
  your drum can immediately slide one square as a free
   
  action.
  Second Wind (standard, encounter)
   
  Immediately recover 36 hp (uses one surge)
  For the Clan! (immediate reaction, when becoming
   
  bloodied; at-will)
   
  Gain 9 temporary hit points, and +2 Fortitude until
   
  the end of your next turn.
  Alignment evil  
  Languages Common, draconic
  Skills Endurance +7, Intimidate +9, Nature +5
  Str 19 (+7) Dex 16 (+6) Wis 10 (+3)
  Con 16 (+6) Int 13 (+4) Cha 16 (+6)
  Equipment heavy mace, shield, scale armour, drum of
   
  Command, clan treasure/precious items.
  MoorWretch
  
  14
  Sceaptune Games: Greyscale Series
  The warmaster may be the most powerful person in his
  clan, but he rules wisely and by consent rather than by
  brute force.  Though tough, he is aware that his sometimes
  fickle subjects could easily gang up against him and his
  brutal bodyguard.
  Warmaster Tactics
  Warmasters are the Moorwretch clan (or company) lead-
  ers, and they use their powers in conjunction with the
  warmages. Break the wall is used early on in a fight to
  break up an enemy line whilst the warmaster’s battle
  scream is used only in an emergency; the warmaster is not
  above including some of his own wretch in its effect.
  MOORWRETCH ENCOUNTERS
  A group purely filled with moorwretch is rarely encoun-
  tered as they regularly use their bogwretch and stone-
  wretch servants.
  Exploring party
  Encounter Level 2 
  625XP+
  2 * Bogwretch Hunters 
  200XP
  1 * Guard Drake/Shell Drake 
  125-150XP
  2 * Moorwretch Mercenary 
  300XP
  This tough exploring party is one sent out by the clan to
  discover new areas into which they might move.  They
  may have one or more Bogwretch Foraging or Hunting
  Parties attached to them and in relatively close proximity.
  For 6 characters, a Bogwretch Hunter would be a useful
  addition.  For shell drake refer to A Drake Miscellany.
  Reconnaissance Squads
  Encounter Level 3 
  750XP+
  1 * Bogwretch Ordo/Moorwretch Clanjock 25-38XP
  2 * Bogwretch Archer 
  250XP
  2 * Moorwretch Mercenaries 
  300XP
  1 * Moorwretch Mercenary Sergeant 
  175XP
  Encounter Level 4 
  900XP
  2 * Bogwretch Archer 
  250XP
  2 * Moorwretch Mercenaries 
  300XP
  1 * Moorwretch Mercenary Sergeant 
  175XP
  1 * Moorwretch Warmage 
  175XP
  Once a possible new direction for the clan has been
  discovered, the clan chiefs typically send out a number of
  small squads to uncover any potential hostiles in the area.
  These frequently have archers attached so they can with-
  draw quickly if strong opposition is found.
  Raiding Party
  Encounter Level 5 
  989XP
  3 * Moorwretch Clanjocks 
  114XP
  3 * Moorwretch Mercenaries 
  450XP
  1 * Moorwretch Mercenary Sergeant 
  175XP
  1 * Moorwretch Shaman 
  250XP
  A moorwretch raiding party is relatively rare but is a
  potent and potentially very dangerous force.  The shaman
  stands back and uses his ranged powers to allow his
  sergeants and mercenaries the close combat room they
  need.
  War Party
  Encounter Level 6 
  1,251XP
  2 * Moorwretch Clanjocks 
  76XP
  2 * Moorwretch Mercenaries 
  300XP
  1 * Moorwretch Mercenary Sergeant 
  175 XP
  1 * Stonewretch Guard 
  200XP
  1 * Moorwretch Warmaster 
  500XP
  This group would form the core of a number of separate
  war parties all making their own way for a large attack on
  a caravan, a frontier settlement or even a revenge strike on
  a large enemy.  A slightly larger group could have another
  mercenary plus some more clanjocks or bogwretch ordo.
  Moorwretch Mercenary with customary
  assortment of equipment from spoil,
  wretcher-made shield and bogaxe.
  MoorWretch
  
  15
  A Clan of Wretches
  Stonewretch
  The largest of the wretch, stonewretch are used as person-
  al bodyguards by moorwretch clanleaders and as strike
  troops in larger confederations or warbands.  They are
  slow and stupid, and when living alone or with bogwretch
  tend to have little for weaponry other than clubs and
  stones and little more than crude strips or swatches of
  animal skin for armour.  When part of a clan, they are
  frequently given well-made morning stars, flails or two-
  handed maces and are also given better quality armour,
  though there is often little that can suit their huge frames.
  Wherever they are, if they are not led my the moorwretch
  they have a tendency to wander off to find a nice quiet
  cave somewhere.
  Though not recommended as Player Characters, racial
  statistics are provided for reference.
  Wanderers and Cavelurkers are likely to be encountered
  in small family groups of 4-6 stonewretch.  Guards are
  only encountered in large wretcher clans.
  STONEWRETCH WANDERER
  These are the weaker stonewretch, whether children or
  merely those lost and struggling to make a crude living in
  the wilds.  Their homes are often temporary affairs, per-
  haps some sticks propped up against a collapsed tree or
  even a crude hole in the ground covered with brush.
  STONEWRETCH RACIAL TRAITS
  Average Height  6’0”-6’10”
  Average Weight
  220-320lb
  Ability scores:
  +2 Strength +2 Constitution
   
  (Maximum Intelligence should be 14)
  Size:  
   
  Medium
  Speed:   
  6 squares
  Vision:   
  Low-Light
  Languages:
  Common, draconic
  Skill Bonuses:
  +2 Endurance, +2 Intimidate
  Thick Skin: 
  +1 racial bonus to AC and
    
  Fortitude defense
  Get outa da way!: You can use this attack power
  once per encounter.
  Get outa da way! 
  Stonewretch Racial power
  In frustration you flail around you with your club, knocking
   
  your enemies flying.
  Encounter � Martial
  Standard Action
  Close burst 1
  Target: All creatures in burst
  Attack: Strength vs. Reflex
  Hit: 1[W]  damage and the target is knocked prone.
  Miss: Half damage and the target is not knocked prone.
  Wretch graffiti thought to represent a pact spirit or
  ancestral spirit.
  Clansite Defenders
  The situation around a clan’s campsite may produce some
  different defenders than that experienced above.  A sha-
  man could cast a summon ancestral spirit guard ritual
  (see the Magic and Powers section) to have some ances-
  tral spirits patrolling the clan.  These guards quickly
  sound the alarm and may well cause a number of guards
  and nearby wretch to come running to their aid.
  Encounter Level 4 
  875XP
  2 * Bogwretch Hunters 
  200XP
  1 * Bogwretch Raider 
  125XP
  1 * Moorwretch Mercenary 
  150XP
  1 * Ancestral Spirit Guard 
  400XP
  Encounter Level 5 
  1,000XP
  1 * Bogwretch Raider 
  125XP
  2 * Bogwretch Bullies 
  300XP
  1 * Moorwretch Warmage 
  175XP
  1 * Ancestral Spirit Guard 
  400XP
  Encounter Level 6 
  1,250XP
  1 * Bogwretch Raider 
  125XP
  2 * Moorwretch Mercenaries 
  300XP
  1 * Moorwretch Sergeant 
  175XP
  1 * Moorwretch Shaman 
  250XP
  1 * Ancestral Spirit Guard 
  400XP
  To make a more intimidating group, up to five ordo or
  three clanjocks could be substituted for a raider.  Replac-
  ing the Shaman with a Warmaster makes an interesting
  and challenging level 7 encounter at 1,500XP.
  StoneWretch
  
  16
  Sceaptune Games: Greyscale Series
  Wanderers are curious and tend to roam around in the
  open more than other stonewretch, hence the name.  They
  could well be on foraging missions or just exploring the
  area in which they find themselves.
  Stonewretch Wanderer
  Level 4 Brute
  Medium natural humanoid 
  XP 175
  Initiative +3
  Senses Perception +7, low-light v’n
  HP 68; Bloodied 34
  AC 17; Fortitude 20, Reflex 15, Will 14
  Speed 6
   M Greatclub (standard; at-will) � Weapon
   
  +7 vs. AC; 2d8+4 damage.
    m Wind it up… (standard; recharge 56) � Martial
   
  +5 vs. Reflex; 3d10+4 damage.
  c Get outa da way!  (standard; encounter) � Martial
   
  Close burst 1; +5 vs. AC; 1d6+4 damage to all in
   
  burst and the target is knocked prone; Miss: half
   
  damage and the target is not knocked prone.
  Alignment unaligned Languages common, draconic
  Skills Endurance +13 Intimidate +2 Nature +7
  Str 20 (+7) Dex 12 (+3) Wis 10 (+2)
  Con 18 (+6) Int 8 (+1) Cha 6 (+0)
  Equipment Club, ragged leather armour
  Stonewretch Wanderer Tactics
  Though not particularly bright, wanderers are loyal to
  their family and to other stonewretch and do not hesitate
  to defend them.  Though they try to avoid combat as much
  as possible, a wanderer is likely to use its get outa da way!
  Power early on in a fight in an attempt to get the combat
  finished with early and to frighten off opponents.
  When allied with a wretch clan, wanderers need to be
  persuaded to go on the offensive, but will readily support
  the moorwretch soldiers in defence of the clan home.
  STONEWRETCH CAVELURKER
  These are the wretch who make their homes in more
  permanent caves or in ruined buildings and homesteads.
  They tend to remain undiscovered for longer than their
  wanderer cousins, having learnt long ago that non-wretch
  fear them so attack them rather than negotiate.  Cavelurk-
  ers are sometimes even referred to as cavewretch,
  More than any other stonewretch, the cavewretch tend to
  prefer ambushes, staying in hiding until they have no
  option but to fight off any intruders.  They are rarely
  found with other wretch in a clan.
  Cavelurker Tactics
  Cavewretch try to avoid conflict as much as their wander-
  er cousins, but if someone invades their pair and appears
  to be settling in for a while they quickly rush out to drive
  them off as soon as possible. They are unsubtle, using
  their strongest powers as soon as they are available and
  attack the closest perceived enemy at any one time.
  Stonewretch Cavelurker
   Level 5 Lurker
  Medium natural humanoid 
  XP 200
  Initiative +8
  Senses Perception +3, low-light v’n
  HP 54; Bloodied 27
  AC 20; Fortitude 20, Reflex 17, Will 16
  Speed 6
  M Greatclub (standard; at-will) � Weapon
   
  +10 vs. AC; 1d10+4 damage
   m Wind it up… (standard; recharge 456) � Martial
   
  +8 vs. Reflex; 3d6+4 damage.
   m Frantic Strike (standard; daily) � Martial
   
  +10 vs. AC; 3d8+4 damage and the target is dazed.
  Effect: You take a -2 penalty to AC and Reflex
   
  defence until the end of your next turn.
  c Get outa da way!  (standard; encounter) � Martial
   
  Close burst 1; +8 vs. AC; 1d8+4 damage to all in
   
  burst and the target is knocked prone; Miss: half
   
  damage and the target is not knocked prone.
  Alignment evil  
  Languages common
  Skills Endurance +13, Intimidate +5, Nature +3,
   
  Stealth +9
  Str 18 (+6) Dex 14 (+4) Wis 12 (+3)
  Con 18 (+6) Int 9 (+1) Cha 8 (+1)
  Equipment Greatclub, tough hides
  StoneWretch
  
  17
  A Clan of Wretches
  STONEWRETCH GUARD
  Frequently called guardwretch, these wretch are normal
  stonewretch who have been trained and fitted out by
  moorwretch to act as personal bodyguards for their war-
  masters.  They tend to rely on the clan for much of their
  food and foraging needs and can be quite slow.
  Stonewretch Guard
  Level 5 Soldier
  Medium natural humanoid 
  XP 200
  Initiative +6
  Senses Perception +4
  HP 66; Bloodied 33
  AC 22; Fortitude 21, Reflex 17, Will 17
  Speed 5
  M Stone Maul (standard; at-will) � Weapon
   
  +12 vs. AC; 1d10+4 damage
   m Leave my mate alone! (standard; at-will) �
  Martial
   
  +10 vs. AC; 2d8+2 damage and an adjacent ally
   
  gains +2 to his AC until the start of your next turn
  c Get outa da way!  (standard; encounter) � Martial
   
  Close burst 1; +8 vs. Reflex; 1d8+4 damage to all in
   
  burst and the target is knocked prone; Miss: half
   
  damage and the target is not knocked prone.
  Alignment evil  
  Languages common, draconic
  Skills Endurance +13, Intimidate +7
  Str 20 (+7) Dex 14 (+3) Wis 14 (+4)
  Con 18 (+6) Int 9 (+1) Cha 10 (+2)
  Equipment Morningstar, conglomeration of armour
   
  armour resembling hide or scale, personal knick-
   
  Knacks of a curious nature but limited value.
  Guard Tactics
  Stonewretch guard are controlled by the wretch warmas-
  ters and shaman they accompany, being used either as
  personal bodyguard to a warmaster or shaman or as po-
  tent, front-line shock troops.
  A Wretch Clan
  A large clan of around one hundred wretch is likely to
  consist of the following:
   No. 
  Type
   
  1 
  moorwretch warmaster (chief)
   
  1 
  moorwretch shaman
   
  2 
  moorwretch warmages
   2-4 
  stonewretch guard
   2-3 
  moorwretch mercenary sergeants
   9-10 
  moorwretch mercenaries
   
  20 
  moorwretch clanjocks (non-combatants)
   
  1 
  bogwretch huntmaster
   
  2 
  bogwretch drumbeaters
   4-5 
  bogwretch bullies
   6-10 
  bogwretch archers
   5-8 
  bogwretch raiders
   8-12 
  bogwretch hunters
   25-35 
  bogwretch ordo (servants/non-combat)
   10-15 
  Pack drake
   8-15 
  Guard drake and Shell drake
   20-50 
  Herd drake or herd beast appropriate to
  the area and to the range about which the
  clan travels
   0-2 
  Ancestral spirit guards
  Few clans are anything near this size, but the proportions
  are likely to remain the same.  In the smaller clans,
  stonewretch guard may not be present, their role being
  taken up by loyal bogwretch bullies or mercenaries.
  Campsite Layout
  A wretcher clan campsite is likely to consist of the follow-
  ing, roughly concentric, circles around the central camp-
  fire (innermost to outermost).
  Inner circle: The clan chief/warmaster and shaman  plus
  their families, closely guarded by the stone-
  wretch guard; visiting drumbeaters.
  Second ring: Warmages and huntmaster, together with
  their families and moorwretch or bog-
  wretch bully guards, intermingled with
  mercenaries and sergeants and local drum-
  beaters.
  Third ring: Pack drakes and guard or shell drake.
  Fourth ring:  The tougher bogwretch, such as bullies,
  archers and raiders plus families.
  Fifth ring:
  Tethered herd drake with guard drake and
  the remainder of the pack drake.
  Sixth ring:  The remaining bogwretch ordo, raiders and
  hunters, beyond which are the untethered
  herd drake left to roam near the camp who
  act as a nervous early warning of approach-
  ing intruders.  It is here that the ancestral
  spirit guard can be found.
  Wretch graffiti, possibly representing an orc.
  Wretchclan
  
  18
  Sceaptune Games: Greyscale Series
  Magic and Powers
  Powers and magic from the monster statistic blocks in this
  book have been adapted for Player Character use.
  POWERS
  Wretcher have one or more powers they can use in place
  of other powers they might receive at the appropriate
  level.  They can be used to build other wretch or, with the
  permission of their Dungeon Master, Player Character
  wretch could substitute these for an equivalent class
  power.
  Powers are classed as being Bogwretch, Moorwretch or
  Wretcher.  Bogwretch can use Bogwretch and Wretcher
  powers whilst Moorwretch can only use Moorwretch and
  Wretcher powers.  Some differ slightly from the defini-
  tions in the text in order to better fit class powers.
  Level 1 At-will Powers
   Ancestral Entanglement 
  Moorwretch Attack 1
   Possible Classes: Shaman (Cleric or Warlock)
  You summon an ancestral spirit to mob an opponent and trip
   
  him up.
  At-will � Divine, Force, Implement
  Standard Action
  Ranged 5
  Target: One creature
  Attack: Wisdom vs. Reflex
  Hit: 1d10 + Wisdom modifier damage and you push the
   
  target one square.
   Ancestral Swarm 
  Wretcher Attack 1
   Possible Classes: Shaman (Cleric or Wizard)
  You summon the spirits of your ancestors to hide your friends.
  At-will �Arcane/Divine, Illusion, Implement
  Standard Action
  Burst 2 within 10
  Target: All within burst who have not been classed as
  allies by a prior Ancestral Ally ritual plus any who
  try to move through or attack through the zone.
  Attack: Wisdom+2 (Cleric) vs. Will or
  Intelligence+2 (Wizard) vs. Will
  Hit: Targets regard all outside the zone as having
   
  concealment until they leave the swarm or it no
   
  longer blocks line of sight.  The swarm lasts until the
   
  end of your next turn.
   Dart ‘n Dive 
  Bogwretch Attack 1
   Possible Classes: Rogue
  You dive in to the attack, then quickly withdraw when your foe
   
  is distracted by your hit.
  At-will � Martial, Weapon
  Standard Action
  Melee weapon
  Requirement: You must be wielding a light blade
  Target: One creature
  Attack: Dex vs. AC.
  Hit: 1[W] + Dexterity modifier damage and you can shift
   
  one square as a free action.
   Joydrums 
  Bogwretch Attack 1
   Possible Classes: Drumbeater (Warlord, Cleric)
  The tapping of your fingers on your drum brings reassurance
   
  to your allies and strengthens their resolve.
  At-will � Divine, Healing, Implement (Drum)
  (Warlord: Martial, Implement (Drum))
  Standard Action
  Close burst 10
  Requirement: You must be playing a drum
  Target: You and all allies in burst who can hear you
  Effect: Until the end of your next turn, you and all the
   
  targets gain a +2 power bonus to Will defence and a
   
  +1 bonus to any saves against effects or ongoing
   
  damage with the charm, fear, illusion or psychic
   
  keywords.
  Special: Use of this power grants Combat Advantage
  to any attacks against you until the start of your next
  turn.
   Make way! 
  Moorwretch Attack 1
   Possible Classes: Soldier, Warlord
  You wait for your opponent to be off-balance, then smash him
   
  with your shield to knock him out of the way.
  At-will � Martial, Weapon
  Standard Action
  Melee weapon
  Requirement: You must be using a shield.
  Target: One creature
  Attack: Strength+2 vs. Reflex
  Hit: 1[W]* + Strength modifier damage and you push
   
  small, medium or large targets one square.  You or
   
  an ally adjacent to the target can shift into the
   
  vacated space as a free action.
  * Damage is 1d8 for large and 1d6 for a small shields.
  Level 1 Encounter Powers
   Maddening Boom 
  Wretcher Attack 1
   Possible classes: Drumbeater (Cleric, Warlord)
  You hammer out a furious pattern on your drum that disorients
   
  those around you.
  Encounter � Martial/Divine, Thunder
  Standard Action
  Close Burst 3
  Requirement: You must be using a drum.
  Target: All enemies in burst who can hear you.
  Attack: Charisma vs. Will
  Hit: Charisma modifier damage and the target is dazed
   
  (save ends).
  Powers & Rituals
  
  19
  A Clan of Wretches
  Revenge Strike 
  Moorwretch Attack 1
  Possible classes: Paladin, Soldier
  As your fellow falls you are filled with anger and launch a
   
  pain-filled strike at his slayer.
  Encounter � Martial, Weapon
  Immediate Reaction
  Melee weapon
  Trigger: An adjacent ally is killed or knocked
   
  unconscious.
  Target: One creature
  Attack: Strength vs. AC
  Hit: 2[W] + Strength modifier damage.
  Screaming Ancestors 
  Wretcher Attack 1
  Possible classes: Shaman (Cleric, Wizard, Warlock)
  The spirit warriors you summon swirl and pull at the the mind
   
  of your attackers.
  Encounter � Arcane/Divine, Psychic, Implement
  Standard Action
  Burst 1 within 10
  Target: All within burst who have not been classed as
  allies through a previous Ancestral Ally ritual
  Attack: Wisdom (Cleric), Intelligence (Wizard) or Charis-
  ma (Warlock) vs. Will
  Hit: 1d6 + ability modifier* psychic damage and the
   
  target is dazed until the end of your next turn.  Any
   
  targets beginning their turn in or passing through the
   
  area are attacked (or attacked again).
  * The ability modifier is that used for the attack.
  Level 1 Daily Powers
  Frantic Strike 
  Moorwretch Attack 1
  Possible classes: Soldier
  In desperation you summon all your strength for a single,
   
  powerful attack and ignore the fact it leaves you open.
  Daily � Martial, Weapon
  Immediate Reaction
  Melee weapon
  Target: One creature
  Attack: Strength vs. AC
  Hit: 3[W] + Strength modifier damage and the target is
   
  dazed.
  Effect: You take a -2 penalty to AC and reflex until the
  end of your next turn.
  Level 2 Utility Powers
  Clan defence 
  Moorwretch Utility 2
  Possible classes: Soldier, Warlord
  After striking you opponent, you keep a careful eye out for any
   
  weaknesses exposed by your strike.
  At-will � Martial
  Minor Action
  Melee weapon
  Target: One enemy you have just hit
  Effect: You mark the enemy.  If the target shifts whilst
   
  marked, you or an ally adjacent to the target can
   
  make an opportunity attack against the target.
   Lock Shields 
  Moorwretch Utility 2
   Possible classes: Soldier, Warlord
  As the battle progresses and your enemies press closer, you
   
  call for a shield wall to be formed around you.
  Encounter � Martial, Stance
  Move Action
  Close burst 1
  Requirement: You must be armed with a large shield
  Target: each ally in burst armed with a large shield who
  chooses to lock shields with you.
  Effect: You and each ally affected gains a +1 tactical
   
  bonus to AC for each adjacent affected ally
   
  (maximum bonus +2, or 1+Wisdom bonus if Warlord)
   
  until the stance ends or they are beyond its at the
   
  end of your turn.  You and every ally affected by this
   
  power is slowed.
  Level 3 Encounter Powers
   Battle Scream 
  Moorwretch Attack 3
   Possible classes: Warlord, Wizard
  To break your enemies lines you unleash a primal scream, a
   
  battle cry that freezes them in place.
  Daily � Arcane, Force, Implement (Drum/Totem)
   
  (Warlord: Martial, Weapon)
  Standard Action
  Burst 1 within 10 (Wizard)
  (Warlord: Close blast 3)
  Target: All enemies in blast/burst
  Attack: Charisma (Warlord) or Intelligence (Wizard) vs.
  Will
  Hit: 1[W] damage (Warlord) or 1d6 + Intelligence
   
  modifier (Wizard) damage and the target is
   
  immobilised until the end of your next turn.
  Miss: Half damage and the target is not immobilised.
  Level 5 Daily Powers
  Break the Wall 
  Moorwretch Attack 5
  Possible classes: Fighter, Wizard, Warlock, Warlord
  You summon your strength and launch yourself at your
   
  opponents, knocking them back one by one.
  Encounter � Arcane, Implement (Drum/Totem)
   
   
  (Fighter/Warlord: Martial, Weapon)
  Standard Action
  Burst 1 within 10
  (Fighter/Warlord: Close blast 3)
  Target: All enemies in blast /burst
  Attack: Intelligence (Wizard) or Charisma (Warlock,
  Warlord) vs. Will or Strength (Fighter) vs. AC
  Hit: 1d10 + Intelligence modifier damage (Wizard) OR
   
  1d10 + Charisma modifier damage (Warlock) OR
   
  1[W] + Strength modifier damage (Fighter, Warlord)
   
  and the target is pushed 2 squares and is dazed until
   
  the end of your next turn.
  Miss: Half damage and the target is neither pushed nor
  dazed.
  Powers & Rituals
  
  20
  Sceaptune Games: Greyscale Series
  Rituals
  Wretch shamans use a number of rituals to protect their
  tribe and clans.  These are sometimes taught to outsiders
  for a substantial fee (double that of the market price).  The
  major issue though, is that all require the casters to accept
  the religious background of the wretch in order to sum-
  mon the relevant ancestral spirits involved in the ritual.
  In some of these rituals a totem and a cost is mentioned.
  This is a reusable component but must be worth at least
  the value specified.  Normally it is the shaman or bard’s
  normal totem, whether a rattle decorated with sacred
  feathers and bones, or a drum decorated in a similar
  fashion.
  ANCESTRAL ALLY
  Level: 3 
  Component Cost: 10gp+50gp totem
  Category: Warding 
  Market Price: 150gp
  Time: 30 minutes  
  Key Skill: Religion
  Duration: one day
  Area: All in Close burst 5
  The recipients of the spell, all in the burst, become im-
  mune to that spellcaster’s subsequent summoning of an-
  cestor spells or rituals.  In effect, the ancestral spirits
  summoned regards the recipient as a friend or ally of the
  clan.
  This does no prevent individual spirits targeting a specific
  wretch, such as for punishment or betrayal.  For example,
  it makes an ally immune to a huntmaster’s ancestral
  swarm (an area effect) but not to his vengeful ancestor
  (targeting an individual).
  SPIRITPACT
  The bogwretch shaman chants and dances and faint vi-
  sions of ancient bogwretch appear around you.  He
  speaks the words of the oath to which you have agreed
  and the spirits fade around you.  Nonetheless, you are
  aware of their presence when you even consider break-
  ing the oath you made.
  Level: 6 
  Component Cost: 100gp+100gp totem
  Category: Warding 
  Market Price: 360gp
  Time: 30 minutes  
  Key Skill: Religion
  Duration: Up to one year
  When you perform this ritual, you can designate up to
  eight participants (including yourself if you wish) who are
  affected by the clan spirits you summon forth.  The clan
  spirits do nothing but monitor the participants from their
  own plane and can only be sensed by the participants
  when they actively think about the oath or think about
  breaking it.
  If the participants break the oath, they are attacked by the
  spirits bound to the pact, one per oathbreaker.  The spirits
  do not attack immediately the oath is broken but at a time
  it most inconveniences the oathbreaker, whether at night
  when the oathbreaker is unarmoured, or during a danger-
  ous climb, or at the time it would be most advantageous
  to the allies of the other party to the oath.  No one is
  attacked by more than one pact spirit and each pact spirit
  attacks a single oathbreaker.  If the oathbreaker falls
  unconscious or dies, or the time a pact spirit can attack
  expires, the pact spirit disappears and returns to its ances-
  tral, spirit home.
  The caster’s check result determines the duration for
  which the pact is enforced, the length of time the vengeful
  spirits can act against the oathbreaker, and the type of pact
  spirits that are summoned.
   Ritual Check 
   
  Length of
   Result  
  Duration 
  Attack 
  Pact Spirit
   14 or lower 
  1 week 
  Once/3 rounds 
  Lesser
   15–24 
  1 month 
  Once/5 rounds 
  Wretched
   25–34 
  1 season 
  One encounter 
  Greater
   35 or higher 
  1 year 
  Two encounters Greater
  Lesser Pact Spirit
   Lesser Pact Spirit 
   Level 3 Lurker
   Medium shadow humanoid (undead) 
  XP 150
   Initiative +8
  Senses Perception +8; darkvision
   HP 36; Bloodied 18
   AC 17; Fortitude 14, Reflex 16, Will 16
   Immune disease, poison; Resist 5 necrotic,
   
  insubstantial; Vulnerable 5 radiant
   Speed fly 6 (hover); phasing
   M Freezing Claw (standard; at-will) � Cold
   
  +8 vs. AC; 2d6+3 cold damage
   m Soul Chill (standard;  recharge 6) � Cold, Psychic
   
  +6 vs. Will; 2d10+3 cold and psychic damage and
   
  the target is dazed
   Revenge Grip (minor; at-will)
   
  You can mark an enemy you have just hit.  If the
   
  target shifts whilst marked, you can make an
   
  opportunity attack.
   Alignment evil  
  Languages Common, draconic
   Skills Religion +8, Stealth +11
   Str 10 (+1) Dex 16 (+4) Wis 14 (+3)
   Con 12 (+2) Int 10 (+1) Cha 17 (+4)
   Wretcher Magic Item
   Spirit Totem 
  Level 5
  This colourful drum or stick is decorated is feathers, bones,
   
  blood, chalk and charcoal and is one of the very few
   
  wretcher magic items known to exist.
  Cost: 1000gp
  Item bonus: Gain a +1 bonus to all ancestral spirit
   
  attack rolls and damage rolls
  Property: Add a +5 item bonus to any skill checks
  involving wretcher spirit rituals
  Powers & Rituals
  
  21
  A Clan of Wretches
  Wretched Pact Spirit
  Wretched Pact Spirit 
   Level 4 Lurker
  Medium shadow humanoid (undead) 
  XP 175
  Initiative +10
  Senses Perception +9; darkvision
  HP 42; Bloodied 21
  AC 18; Fortitude 15, Reflex 17, Will 17
  Immune disease, poison; Resist 5 necrotic,
   
  insubstantial; Vulnerable 5 radiant
  Speed fly 6 (hover); phasing
   M Freezing Claw (standard; at-will) � Cold
   
  +9 vs. AC; 2d8+4 cold damage
   m Soul Chill (standard; recharge 6) � Cold, Psychic
   
  +7 vs. Will; 3d8+4 cold and psychic damage and
   
  the target is stunned
   Revenge Grip (minor; at-will)
   
  You can mark an enemy you have just hit.  If the
   
  target shifts whilst marked, you can make an
   
  opportunity attack.
  Alignment evil  
  Languages common, draconic
  Skills Religion +7, Stealth +12
  Str 10 (+2) Dex 17 (+5) Wis 14 (+4)
  Con 12 (+3) Int 10 (+2) Cha 17 (+5)
  Greater Pact Spirit
  Greater Pact Spirit 
   Level 6 Lurker
  Medium shadow humanoid (undead) 
  XP 250
  Initiative +10
  Senses Perception +10; darkvision
  HP 54; Bloodied 27
  AC 20; Fortitude 16, Reflex 18, Will 19
  Immune disease, poison; Resist 5 necrotic,
   
  insubstantial; Vulnerable 5 radiant
  Speed fly 6 (hover); phasing
   M Freezing Claw (standard; at-will) � Cold
   
  +11 vs. AC; 2d8+4 cold damage
    m Soul Chill (standard; recharge 6) � Cold, Psychic
   
  +9 vs. Will; 3d10+4 cold and psychic damage and
   
  the target is stunned
   Revenge Grip (minor; at-will)
   
  You can mark an enemy you have just hit.  If the
   
  target shifts whilst marked, you can make an
   
  opportunity attack.
  Alignment evil  
  Languages common, draconic
  Skills Religion +10, Stealth +13
  Str 11 (+3) Dex 17 (+6) Wis 14 (+5)
  Con 12 (+4) Int 10 (+3) Cha 18 (+6)
  Pact Spirit Tactics
  A pact spirit appears within 5 squares of the oathbreaker
  it intends to attack, arriving when he is both unprepared
  for it or least expects it.  It may even appear next to the
  oathbreaker if there is space to do so.  If possible, it acts
  immediately in its surprise round, either using its soul
  chill or charging the oathbreaker and using its freezing
  claw basic attack, but if it has time it is not averse to
  lurking in hiding until its target comes within easy reach.
  Its deadly soul chill power is used as soon as it recharges.
  SUMMON ANCESTRAL GUARD
   
   SPIRIT
  As the clan camps for the night, the shaman chants and
  dances around the campsite, placing totems on the pe-
  rimeter as he does so.  At the centre of the campsite he
  gives a final rattle on his drum, throws some objects on-
  to the fire and a ghostly spirit appears before him.  He
  commands it to stand watch; it bows and fades until it
  can barely be seen.
  Level: 6 
  Component Cost: 50gp+ward totems
  Category: Warding 
  Market Price: 360gp
  Time: 10 minutes  
  Key Skill: Religion
  Duration: 12 hours
  Area: 25x25 squares (close burst 12)
  When you perform this ritual, you can designate an area
  25 squares a side that is patrolled by an ancestral spirit
  you summon to protect your campsite.  Whenever a
  hostile broaches or touches the perimeter of the campsite
  (as determined by the ward totems) the spirit guard imme-
  diately appears at the centre of the camp, screams a
  warning and rushes to the perimeter to attack the intruders.
  The ward totems cost a total of 200gp and are six intri-
  cately carved and painted staves the caster places into the
  ground around the perimeter of the campsite.  The totems
  can be reused.  Few wretch clans can afford to spend the
  50gp on the incense and precious items used to power the
  ritual each time it is cast, so the ritual is often only used
  when the wretch are expecting trouble or are in dangerous
  territory.
  Ancestral Guard Spirit
  Ancestral Guard Spirit 
   Level 5 Elite Lurker
  Medium shadow humanoid (undead) 
  XP 400
  Initiative +10
  Senses Perception +9; darkvision
  HP 96; Bloodied 48; Regenerate 5
  AC 21; Fortitude 16, Reflex 21, Will 21
  Immune disease, poison; Resist 5 necrotic,
   
  insubstantial; Vulnerable 5 radiant
  Saving Throws +2
  Speed fly 6 (hover); phasing
  Action Points 1
   M Freezing Claw (standard; at-will) � Cold
   
  +10 vs. AC; 2d8+4 cold damage
    m Chilling Embrace (minor; at-will) � Cold
   
  If the guard spirit hits with a freezing claw it can
   
  make a second freezing claw attack against the
   
  same target.
   m Soul Chill (standard; recharge 6) � Cold, Psychic
   
  +8 vs. Will; 3d8+4 cold and psychic damage and
   
  the target is stunned
  Alignment evil  
  Languages draconic
  Skills Religion +7, Stealth +13
  Str 11 (+2) Dex 18 (+6) Wis 14 (+4)
  Con 12 (+3) Int 10 (+2) Cha 18 (+6)
  Powers & Rituals
  
  22
  Sceaptune Games: Greyscale Series
  Index
  Ambush party............................................................................ 9
  ancestor worship........................................................................ 3
  Ancestral Ally (Ritual)....................................................... 8, 20
  Ancestral Entanglement................................................ 12, 13, 18
  Ancestral Guard Spirit............................................................. 21
  Ancestral Swarm................................................................... 8, 18
  Archer.......................................................................................... 6
  Tactics.................................................................................................. 6
  Art........................................................................................... 4, 7
  At-will Powers............................................................................ 18
  Battle Scream.................................................................. 12, 13, 19
  Bogwretch.................................................................................... 3
  Encounters......................................................................................... 9
  Knowledge.......................................................................................... 5
  weapons............................................................................................... 5
  Break the wall...................................................................... 13, 19
  Bully............................................................................................. 6
  Tactics.................................................................................................. 6
  Campsite Layout....................................................................... 17
  Cavelurker.................................................................................. 16
  Tactics................................................................................................. 16
  Clan Defense.............................................................................. 19
  Clanjock....................................................................................... 11
  Tactics.................................................................................................. 11
  Clansite Defenders..................................................................... 15
  Daily Powers
  Level 1.................................................................................................. 19
  Level 5................................................................................................. 19
  Dart ‘n dive............................................................................ 7, 18
  Drumbeater........................................................................ 4, 7, 9
  Tactics.................................................................................................. 7
  drums........................................................................................... 4
  Encounter Powers
  Level 1.................................................................................................. 18
  Level 3................................................................................................. 19
  Exploring party......................................................................... 14
  For the Clan! (Racial power)................................................... 10
  Foraging party............................................................................ 9
  Frantic Strike......................................................................... 11, 19
  Get outa da way! (Racial power)............................................ 15
  Guard
  Tactics................................................................................................. 17
  Guard (Stonewretch)................................................................ 17
  Guard Drake......................................................................... 9, 14
  herdrake....................................................................................... 9
  Hunter.......................................................................................... 6
  Tactics.................................................................................................. 7
  Hunting party............................................................................. 9
  Huntmaster............................................................................. 8, 9
  Joydrums............................................................................... 8, 18
  Maddening Boom.................................................................. 8, 18
  Magic and Powers..................................................................... 18
  Make way!........................................................................ 11, 12, 18
  Mercenaries................................................................................. 11
  Tactics................................................................................................. 12
  Mercenary Sergeant.................................................................. 12
  Moorwretch.......................................................................... 3, 10
  Description........................................................................................ 10
  Encounters........................................................................................ 14
  Knowledge........................................................................................ 10
  Warriors, soldiers............................................................................ 11
  Weapons............................................................................................ 10
  Music............................................................................................ 4
  Ordo............................................................................................. 5
  Tactics................................................................................................... 5
  Pact Spirit.................................................................................. 20
  Greater............................................................................................... 21
  Lesser................................................................................................. 20
  Tactics................................................................................................. 21
  Wretched........................................................................................... 21
  Powers......................................................................................... 18
  Raider........................................................................................... 7
  Tactics................................................................................................... 7
  Raiding party........................................................................ 9, 14
  Reconnaissance Squads............................................................. 14
  Revenge Strike................................................................. 11, 12, 19
  Rituals........................................................................................ 20
  Screaming Ancestors...................................................... 8, 13, 19
  Shaman............................................................................. 4, 13, 14
  Tactics................................................................................................. 13
  Shell Drake............................................................................. 9, 14
  Shimmy (Racial power)............................................................. 5
  Spiritpact (Ritual)..................................................................... 20
  Stonewretch........................................................................... 3, 15
  Summon Ancestral Guard Spirit (Ritual).............................. 21
  totem.................................................................................... 20, 21
  Utility Powers............................................................................ 19
  Vengeful Ancestor..................................................................... 8
  Wanderer.................................................................................... 15
  Tactics................................................................................................. 16
  War Party................................................................................... 14
  Warmage......................................................................... 10, 12, 14
  Tactics................................................................................................. 12
  Warmaster............................................................................ 13, 14
  Tactics................................................................................................. 14
  Wild Hunt.................................................................................... 9
  Wretch Clan............................................................................... 17
  wretcher....................................................................................... 3
  Wretcher knowledge.................................................................. 3
  Index
  
  23
  A Clan of Wretches
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  Wretchers - warped and twisted clanspeople living on the fringes of civilisation.
  Exiled to the wastes and remote moorlands, the wretch are nomads forced to wan-
  der in the wilderness as they seek out new pastures for their herds.  Sometimes
  launching raids into the frontiers of the civilised lands, frequently ambushing mer-
  chant caravans and explorers, these primitive wretch are a nuisance that cannot be
  ignored.
  But primitive doesn't mean stupid.  These wretch produce art - or graffiti - and
  strange drum-music that only the most sophisticated of the civilised races fully
  appreciated.  They may worship the spirits of their ancestors, but this doesn't
  mean they are lacking in divine power.  They may be nomads, but this doesn't
  mean their society is in any way simplistic.  A summary of their art, music and
  castes is necessary to understand these complex and enigmatic creatures and their
  clans.
  Contains the following heroic-tier monsters and items:
   
  Outlines and monster blocks for the wretch races:
   
  The snivelling Bogwretch: weak but numerous offspring of the wretch
   
  The commanding Moorwretch: intelligent but few in number
   
  The deadly Stonewretch: strong body guards but rarely found
   
  Statistic blocks for each of the wretcher castes
   
  Sample wretch encounters for 1st to 6th levels
   
  Numbers and type of wretch found in a typical wretch-clan
   
  Wretcher knowledge and individual sub-race knowledge blocks
  Wretch rituals and powers - used in place of class powers for your own
  Wretch Player-Characters
  STG402
  A Clan of Wretches
  Greysca4e Series
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Sceaptune Games/A Clan of Wretches.pdf