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Orch Sty

Location

Mucklands Sandbox Campaign Setting · p.180

Open source p.180

Hex 31.19. The seat of power for Big Orch who rules over all the little ORCHES of Orchmire. Orch Sty is walled in by a circular wall of sharpened logs, and a terrifying stabbing gate. The place is packed with thousands of ORCHES living in muddy huts piled all around Big Orch's central hut. Few non-orches ever set foot inside without being shackled, but the grounds are notoriously messy

BIG ORCH

A ten foot tall, bright teal green ORCH wearing a riversaur skull on his head and wielding a giant, two-handed maul called “Kruncha.” He believes he can do no wrong and wildly overestimates his own intelligence.

  • Traits: Aggressive, boasts about everything (even things he didn't do), highly superstitious.
  • Motivation: Be the biggest orch, no orch is bigger.

BABY CHOMP CHOMP

Big Orch's beloved pet baby GATOR. Baby Chomp Chomp was wrestled out of her nest by Big Orch himself and taken as a prize to be shown off.

  • Traits: Vicious, protective, but scared of vermin.
  • Motivation: Follow commands so as not to anger Big Orch.

DWIMMER ORCH

A magician of sorts, Dwimmer Orch is a revered healer and wisest of the orches. He is also the leader of the Witch Cult that has influenced all of the orches of Quagmash. It is said that the Witch Cult started when Dwimmer Orch stumbled across a hidden hovel, wherein a WITCH resided over a number of acolytes that practiced various glamors and hexes. Dwimmer Orch is a horticulturist and knows the secrets of plants and fungus in the Quagmash.

  • Traits: Clever, very influential, snorts giddily.
  • Motivation: Serve Shadewand the WITCH and build her influence as the true master of Quagmash.
quests

THE BIG BAD ORCH TOURNEY AND FOOD EAT

Big Orch demands entertainment and Big Orch gets what Big Orch wants. Each of the tribes are to choose a champion to compete in the orchiest contest that's ever been conceived; the multi-day Big Bad Orch Tourney and Food Eat! Through a loophole in the rules, anyone can enter and the victor is permitted to ask a favor of

with slop, garbage, junk, and flotsam strewn about everywhere, a mess that rivals Trash Mountain in Fleabag County.

Big Orch's forces are vast, always at the ready to defend the Sty, raid neighboring towns and camps, and patrol the Orchmire for intruders and rival tribes—really anyone who doesn't swear fealty or pay tribute. Big Orch that Big Orch must grant. The Big Bad Orch Tourney is broken into four stages: The Race, The Toss, The Brawl, and the Food Eat.

  • Representatives from Broke Tusk, Slop Wood, Blood Runt, Bright Orch, Pig Knuckle, and Dread Snout (p168) all compete, hoping to win and advance their agendas (in some cases at any cost).
  • To win The Race, PCs must venture to Gatormaze and retrieve a GATOR'S tooth faster than any other team.
  • To win The Toss, PCs compete in a gauntlet of tossing competitions wherein they toss progressively larger creatures onto lily pads: DWERFS, DOODS, and finally GATORS.
  • To win The Brawl, PCs must survive a knock-down- drag-out battle royale where the only weapons are fish. The Dread Snouts use a BRAYING SABREFISH like a battering ram to overwhelm their opponents.
  • To win The Food Eat, PCs must out-eat their
lair layout

AREA 1: STABBER GATE

A fence made of tall sharpened sticks circles all of Orch Sty, festooned with tens of thousands of GATOR and RIVERSAUR teeth. The entrance gate itself is shaped like a tremendous toothy maw and snaps shut at random intervals to discourage intruders. Big Orch's Hut looms in the distance.

  • Only a 12+ Perception Check can discern that there is a pattern to the gate. Otherwise, PCs must make a Nimbleness Check to get through or else suffer Dread and the gate shuts closed until a group of ORCH (L3-G) guards arrive.

AREA 2: THE GATOR PITS

Dozens of pits connected to a huge network of tunnels, where GATORS travel in and out of Orch Sty freely. They protect the ORCHES who toss them food into the pits. Of course, many times that food is made up of captured adventurers, or ORCHES that have offended Big Orch.

  • Crossing the pits requires Sneak Checks to avoid being spotted by hungry GATORS (L5-B).
  • PCs could Sneak along the perimeter of the lair, but risk being spotted by ORCH sentries posted on the walls of the Sty.

AREA 3: THE MUD STYS

Anyone who's not an ORCH sticks out like a sore thumb here where thousands of ORCHES live on packed mud streets lined with muddy huts stacked on top of each other like teetering shelves. Constant oinking and squealing betrays the endless arguments and brutal infighting in dirty squalor.

  • Realms Check with Disadvantage to avoid getting into a fight or else an ornery ORCH grabs a PC and clocks them in the face, causing an all out brawl in the streets.

AREA 4: THE PHALANX HUTS

Moderately nicer mud huts, belonging to the Orch Sty's phalanx warriors, surround Big Orch's Hut in a circle. ORCH warriors mill about, training, wrestling, eating, and sleeping. They are surely not expecting outsiders to be in Orch Sty unescorted.

opponents in an orch sausage (called snorgs) eating contest, at the end of which they must climb a twenty foot rope and ring a bell made from a RIVERSAUR skull.

  • HEROIC TITLE ACHIEVEMENT: Win the Big Bad Orch Tourney and Food Eat.
  • Big Bad Orch Champ Who Got a Favor from Big Orch•. Big Orch grants the PC's request and non-hostile ORCHES cheer the PC as the champion forever.

AREA 5: BIG ORCH'S HUT

The largest building in Orch Sty, visible even from Stabber Gate. It would almost be majestic if it weren't so drab and ugly. Ten ORCHES of considerable nobility live in Big Orch Hut, mostly servicing the legendary ten-foot orch “whose snout snorts thunder.”

  • Big Orch (L7-C) sits in his throne as his servants attend to his every need. Next to him are his pet GATOR Baby Chomp Chomp, and his trusty maul Kruncha.
  • In a chest made of bones is an Ancient Hoard ().
  • There are 10 other chests, all Loot Piles (). One contains a large pale stone, an Eye of Ehk, acquired from a band of SARPATHI REAVERS. Big Orch and even Dwimmer Orch are unaware of its significance. However, if Dwimmer Orch were to realize it is The Withering Eye, he would want to deliver it to the WITCH Shallis Shadewand (p182).