The Red Fists War Band is a local marauding band in
my Ashford Valley setting. Made up of outcasts from a variety of tribes, clans, cities and nations, they've banded together for mutual protection as well as an opportunity for loot.
Currently an orc named Pink runs the crew, which includes 13 Orcs, 7 Goblins, 3 Hobgoblins, 2 Gnolls, 15 Human Bandits, a Human Necromancer and his three Elven Skeletons, and a lone Dwarf [*].
Pink the Orc (see my 'zine,
One Thousand and One Nights and One Night, Issue #20) was born like many Orcs, yet he managed to survive to adulthood. After killing his last brother in a scuffle about some mushrooms, he convinced a couple of other orcs to follow him on a raid to a nearby human settlement. Success was sweet and Pink ate well of human flesh.
He and his followers joined the Red Fists and in short order he murdered the old leader Kraz and took over. After a shake-up in the war bands hierarchy, resulting in a few more deaths, he appointed Nevlan the Necromancer and Joshtin the Bandit as his chief lieutenants. His "Council of Elders" includes the two Gnolls, Grick and Grack, the Dwarf Evor Ironhammer and Old Miller the Bandit.
Between the lot of them, they're bad news. They fight smart and retreat as necessary, conserving their strength. They plan each raid, using some of the Human Bandits as advanced scouts to settlements or farms, then brutally kill all witnesses. They love ambush and turning the tables on foes.
Most of the band fear that Nevlan will animate their dead bodies after their untimely demise. So far that hasn't happened but I wonder what event would push them to that? Lately, though, they've run afoul of the Rangers of Hollow Wood, and are currently on the move out of that territory. Where will they go next?
[*] Sure, not a uniform Orc band, but still pretty cool. If you don't like it, then talk to Pink. I'm sure he'd be amenable to changing your mind ....
Pink the Orc; Alignment: Chaotic; Armor Class: 5; Hit Dice: 2d8, Hit Points: 16; Attacks: longsword (1d8+1); Save: F2; Morale: 9.
Nevlan the Necromancer; Human, Magic-User, Level 9; Alignment: Chaotic; Abilities: Strength 9, Dexterity 13,Constitution 10, Intelligence 15, Wisdom 11, Charisma 12. Armor Class: 8 (-1 Dex); Hit Dice: 9d4, Hit Points: 12. Attacks: dagger (1d4). Languages: Common, Elvish; Special Abilities: Spells (
Magic Missile,
Charm Person,
Protection from Good,
Invisibility,
Levitate,
Web,
Fireball,
Lightning Bolt,
Protection from Normal Missiles,
Charm Monster,
Polymorph Others,
Animate Dead), Scroll with
Sleep.
Joshtin the Bandit (1 Normal Man); Alignment: Chaotic; Armor Class: 4 (chain & shield); Hit Dice: 1d8, Hit Points: 8; Attacks: longsword (1d8), short bow (1d6); Save: NM; Morale: 8.
Grick and Grack (2 Gnolls); Alignment: Chaotic; Armor Class: 5; Hit Dice: 2d8, Hit Points: 12; Attacks: longsword (1d8+1), longbow (1d8+1); Save: F2; Morale: 8.
Evor Ironhammer (1 Dwarf); Alignment: Neutral; Armor Class: 4; Hit Dice: 1d8, Hit Points: 6; Attacks: hammer (1d6) and heavy crossbow (1d8); Save: D1; morale: 8, Special abilities: mining.
Old Miller (1 Normal Man); Alignment: Chaotic; Armor Class: 4 (chain & shield); Hit Dice: 1d8, Hit Points: 3; Attacks: longsword (1d8), short bow (1d6); Save: NM; Morale: 6.
Elven Skeletons (3); Alignment: Chaotic; Armor Class: 7; Hit Dice: 1d8, Hit Points: 8, 7, 6, 5, 4, 3; Attacks: short sword (1d6) or spear (1d6); Save: F1; Morale: 12.
Orcs (13); Alignment: Chaotic; Armor Class: 6; Hit Dice: 1d8, Hit Points: 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1, 1; Attacks: short sword (1d6), short bow (1d6); Save: F1; Morale: 5.
Brigands (13 Normal Men); Alignment: Chaotic; Armor Class: 6 (leather armor & shield) or 4 (chain & shield); Hit Dice: 1d8, Hit Points: 6, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1; Attacks: short sword (1d6) or longsword (1d8), short bow (1d6); Save: NM; Morale: 5. Half the bandits have leather armor, shields and short swords and the other half have chain mail, shields and longswords. The bandits that have chain mail also have horses.