Goblin Town

A ramshackle collection of wooden palisades, haphazard shacks, run down yurts, and everywhere the squalling sound of goblins mucking about in the mud.  They will fight to defend their homes, but only in the cowardly hit-and-run tactics of their kind.  The risks are low, but the rewards are slim.

When Raiding Goblin Town

Moving into Goblin Town and conducting a raid takes one day.  The raid is assumed to occur at night, when it is beneficial to the orcish raiders.

For every full 10HD of raiders that attack GoblinTown, roll 1d6 and compare to this table:

  1. Gather 20HD worth of goblin slaves - No Effect as of Week Two
  2. Gather 15HD worth of goblin slaves
  3. Gather 10HD worth of goblin slaves
  4. Gather 50gp worth of loot
  5. No effect
  6. Goblins attack from ambush and you lose 10HD worth of orc warriors
Each attempt at a raid requires one day.

For every full 150HD worth of attackers brought to the fight, each orcish clan participating can re-roll one result of a 6 per attack.

One day of movement must be spent (i.e. no raiding and no combat) to bring goblins to heel.  Thereafter, they can fight for your orcish chief.

Goblin Town begins the month with a total of 1,000HD worth of slaves within its walls.  A running total will not be made publicly available, but a notice will be made when the population thins to 500HD worth of goblins, and then again when it falls to 100HD.  When the population falls below 500HD, treat all dice results of 1 as "no effect".

Note: every 1HD of goblins represents 2 actual goblins.  They fight at half the skill of orcs and are of less use to the Dread Lord.

[edit log: Removed the requirements for wagons.  We're going to save the trouble of tracking wagons and assume that the orcs have enough to transport what they need when they need.  All caracvans with prisoners still have to task 10HD worth of orcs to guard duty.]

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