TEXT:  
  Orc Hunt v1.1 
   
   
  A Fantasy Quick Adventure 
  by Dave Martin 
  The Story 
  The Orcs have been breeding again! It is spring 
  time once more, and with the melting of the   
  winter snow, one highland village knows that 
  this time of year means it is time once more for 
  their annual Orc Hunt. The mountain orc   
  population is very large after most winters, and 
  this spring looks set to provide the most         
  bountiful harvest in years. The orcs populate 
  several glens and cave networks east of the    
  village, their territory eventually extending up 
  into the highest and most dangerous peaks of 
  the mountains.  
   
  Your party has found itself in the village just as 
  the pre-hunt festivities are starting up and have 
  been asked if they are going to participate in the 
  event. 
   
  Begin the Hunt 
  The party will be referred to this year’s Master of 
  the Hunt, Dolfang Grundo, to register for their 
  team entry and learn the official rules. Dolfang is 
  a large, burly, hairy man who is happy to see 
  newcomers and is convinced that this is a sign 
  that word of the Orc Hunt has reached distant 
  lands. He will believe this despite all efforts by 
  the party to tell him that they arrived in the     
  village, either by accident or through fortunate 
  timing.  
   
  It is one day before the hunt is to begin, and any 
  participants must spend the night in the central 
  town hall. This gives the party the opportunity to 
  size up the competition and interact with any of 
  the other teams. They inevitably come across a 
  woodsmen 
  named 
  Prol 
  and 
  his 
  band 
  of      
  huntsmen, who dislike the arrival of the party 
  and attempt to draw them into a bar brawl. The 
  party may get out of the situation by social 
  means, but any attempts to talk Prol and his 
  huntsmen out of the fight will suffer a –4       
  penalty. Should they scuffle with the other team, 
  they will be broken up by Dolfang and members 
  of other teams who encourage them to save their 
  strength for the Orc Hunt. At the end of the    
  encounter, Prol promises to “see them again.” 
  The Rules 
  The following morning, Dolfang Grundo enters 
  the hall shortly before sunrise and addresses the 
  teams, awakening those hunters who are still 
  sleeping. He welcomes all of the teams and reads 
  the official rules for the Orc Hunt. 
   
  Rule 1: There are no official boundaries to the 
  competition, but the further east you travel will 
  take you deeper into orc territory. 
   
  Rule 2: For safety, no team is allowed to break 
  up, separate, or split into smaller groups during 
  the competition.  
   
  Rule 3: Orcs are being hunted, not other teams. 
  Any aggression from one team to another will 
  result in the disqualification of the offending 
  team or teams.  
   
  Rule 4: The team that returns after the third 
  night, before the sounding of the gong at midday,  
  bearing the most orc left ears will be declared the 
  winners.  
   
  After reading the rules, Dolfang sounds a gong 
  that officially begins the Orc Hunt, and the 
  teams disperse into the wilderness. There are 
  about a dozen other teams, and it does not take 
  long for the teams to separate enough that they 
  are out of sight and earshot from one another.    
   
  On the Hunt 
  The party travels out into the wilderness for a 
  few hours before they begin running into groups 
  of orcs. At first they are small scouting parties of 
  one to five orcs, but soon they begin to run 
  across much larger groups of up to dozen at a 
  time (depending on the size and skill level of the 
  party). For every ten or so orcs they encounter, 
  one should be a Wild Card. The terrain can be 
  used to set traps and ambushes, and anything 
  from a small camp of orcs to a cave full of them 
  can be encountered in the wilderness. Based on 
  appropriate Tracking and Notice successes, the 
  party can find larger groups, and raises will    
  
  Riding d6, Shooting d8, Stealth d8, Survival 
  d8, Tracking d8 
  Pace: 6; Parry: 6; Toughness: 7 (1) 
  Hindrances: Various 
  Edges: Beast Master, Woodsman 
  Treasure: Meager 
  Gear: Leather armor (+1), long sword 
  (Str+d8), dagger (Str+d4), long bow (Range: 
  15/30/60, Damage: 2d6) 
   
   
   
  The orcs east of the village are famous for their 
  breeding habits. Although they are savage,    
  aggressive, and dangerous, they have largely 
  been kept in check by the great Orc Hunt, held 
  every spring. As soon as the orc scouting and 
  raiding parties are spotted each spring, it is 
  time for the hunt to begin again.  
   
  (Orcs, from Fantasy Companion page 141) 
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8 
  Skills: Fighting d6, Guts d8, Intimidation d8, 
  Notice d6, Shooting d6, Stealth d6, Throwing 
  d6 
  Pace: 6; Parry: 5; Toughness: 8 (1) 
  Treasure: Meager, per 3 orcs 
  Gear: Leather armor (+1), short sword 
  (Str+d6) 
  Special Abilities 
  • Size +1: Orcs are slightly larger than 
  humans. 
  • Infravision: Half penalty for poor light 
  versus heat-producing targets. 
   
   
   
  Test Drive Friendly    
  This Quick Adventure  includes all the stats you 
  need to play with the Savage Worlds Test Drive 
  V6 rules from Pinnacle Entertainment Group 
  which can be downloaded from their website, 
  www.peginc.com. The additional free rules   
  supplement, Wizards & Warriors provides you 
  with a free preview of fantasy setting rules for 
  Savage Worlds. 
  allow the party to anticipate their movements for 
  ambushes.  
   
  At some point, Prol and his huntsmen will show 
  up, ready to fulfill their promise to see the party 
  again. Out in the deep wilderness, however, 
  there appears to be no officials of the Orc Hunt 
  near enough to arbitrate any disputes. Prol and 
  his huntsmen will attempt to ambush the party, 
  and a successful opposed roll will allow the party 
  to not be fooled. If a raise is rolled by the party, 
  they will have a chance to turn the tables and 
  ambush Prol and his huntsmen. The number of 
  huntsmen accompanying Prol will scale based on 
  the number and rank of the party.  
   
  Wrap Up 
  The party may or may not make it through the 
  Prol encounter and out of orc territory in time to 
  finish the competition. If they can successfully 
  Track their way back to the village in time, they 
  have a fair shot at winning the competition (GM’s 
  choice). Dolfang Grundo reports that, sadly, Prol 
  and his huntsmen were lost to the orcs, and a 
  search party has been sent to recover them or 
  evidence of their fate.  
   
  Monsters and NPCs 
   
   
   
  A man of few talents, Prol is the leader of a group 
  of fur hunters who visit the village every year to 
  take part in the Orc Hunt. Nobody enjoys their 
  company, but they are human and not orcs.  
   
  For Prol’s stats, use the Huntsmen template     
  below, as a Wild Card.  
   
   
   
   
  (Ranger, from Fantasy Companion page 143) 
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8 
  Skills: Climbing d8, Fighting d8, Guts d8, 
  Healing d6, Intimidation d6, Notice d8, 
  Prol 
  All original material is copyright 2010 by Tabletop Armory. www.tabletoparmory.com 
   
  “This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.” 
  Huntsmen 
  Orcs 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Savage Worlds - Fantasy - One Sheet - Orc Hunt (v1.1).pdf