TEXT: What is this?
  You hold in your hand (or see on your screen)
  is a new scenario for Great Ork Gods. You’ll need
  to have a copy of the second release of the playtest
  rules in order to play it. The scenario needs play-
  testing before it goes into the final version of the
  rules — and that’s where you come in. Please send
  your feedback to feedback@greatorkgods.co.uk —
  preferably after actually trying it out. Your
  feedback will help decide which Scenarios make it
  into the final release, and what state they are in
  when they do.
  The Rules
  Great Ork Gods is currently undergoing a stage
  in its existence that might be called ‘polishing’ - as
  such, there are a few clarifications and alterations
  to the rules that have been made since the second
  playtest release, please use these when testing out
  the scenarios. They’re not necessarily the way it’ll
  work in the final game, but they’re the current best
  candidates.
  Goblins
  The rules for Goblins are mostly the same as
  they were in the second playtest rules — but
  they’ve been refined a little further. The rules
  contained a concept of ‘free’ and ‘follower’
  Goblins. These are now more concrete categories,
  and there are a few more rules about them:
  Free Goblins
  Free Goblins are those which are not assigned
  to anyone. By default you can assume that if
  there’s any vague possibility that some could be
  around they should be around. However, each
  scenario can have a different setting for this so
  read the scenarios for details. Free Goblins cannot
  be sacrificed in actions; they can only be given
  orders. They are disobedient little buggers though,
  and will generally only follow orders for as long as
  the Ork who gave them is around to enforce them.
  They’ll also just run away if told to do anything
  that is likely to get them killed.
  Follower Goblins
  As before, each Ork has a number of Goblins
  equal to their Oog, less any they got killed. These
  Goblins are known as follower Goblins and are the
  only Goblins that can be sacrificed during actions,
  and an Ork can only sacrifice their own Goblins.
  They can also be given orders, and are likely to do
  a better job of it than free Goblins when they are.
  You start with a number of Goblins equal to
  your Oog, but Goblins that get killed are not
  replaced. When you gain a point of Oog you can
  take a new follower Goblin out of the available free
  Goblins — if there are none around you’ll have to
  wait until some are before you can do so. Free
  Goblins will follow the first Ork with space for a
  new follower that they see (remember that killed
  Goblins are not replaced though).
  When an Ork is killed, their follower Goblins
  become free Goblins.
  Replacing dead Followers
  Normally any follower Goblins that get killed
  are not replaced, but there are a few ways to get
  them back. You may (occasionally) allow an Ork to
  replace a dead Goblin if they do something that is
  impressive, or funny, but not enough to earn a
  point of Oog. If an Ork kills another Ork of higher
  Oog, that Ork’s follower Goblins will replace any of
  the killer’s dead followers before running off to do
  whatever. Finally, the scenario may contain
  something you can do to replace dead followers.
  Awarding Oog
  This isn’t a new rule, just some emphasis and
  advice. The rules say you should award some Oog
  by GM fiat - I’m now saying that you should try to
  award about as much Oog as is awarded by Goals.
  If someone does something that makes everyone
  there burst out laughing give them a point of Oog.
  If they do something stunningly stylish and Orky,
  give ‘em a point of Oog. Got it?
  Who does what when?
  Great Ork Gods is designed to be run with a
  ‘spotlight’ system. You, as GM, should ask each of
  the players in turn what they want to do, and then
  they get to do it. You needn’t worry too much
  about keeping a neat temporal chronology
  together - it is much more important that each of
  the players gets a fair share of the ‘screen’ time.
  Most of the time whoever has the spotlight gets
  their action resolved and then you move on to the
  next person. However, sometimes another player
  will want to do something to stop them acting, or
  try and do something at the same time which
  interferes with the action — i.e. they might be
  1
  Great Ork Gods
  The Wizard's Tower
  
  Great Ork Gods — The Wizard's Tower
  trying to rugby-tackle their fellow Ork before they
  get to the Mayor, or both trying to grab the last
  daughter.
  There are two ways that this can be dealt with
  and you’ll need to decide which is appropriate to
  the situation at hand.
  Way one: one before the other - if one action
  would clearly happen before the other and stop it
  happening then you can resolve them sequentially.
  Gilli announces that her Ork, Grunt Ug, is going to
  run over to the Mayor and push him down the stairs.
  Ant announces that he’s going to try and stop her by
  rugby-tackling Grunt Ug. In this case Ant’s action
  would clearly stop Gilli’s, so I call for a Flailing Limbs
  roll from Ant for the rugby-tackling first of all. If it
  succeeds then presumably the two will have a fight (and
  I’d let Gilli call her action first) or if it fails then Gilli
  will have made it to the Mayor and she’ll need to make
  a Lifting Stone, Pounding Rock roll to shove his great
  bulk down the stairs.
  Way two: both at the same time — if, however,
  both actions must happen at the same time then
  you will need to resolve them simultaneously. You
  do this in the same way as you would for two rolls,
  but instead of doing one after the other, you do
  each stage at a time. So both Gods must decide
  their difficulties at the same time, all the Goblins
  and spite must be worked out for both before any
  rolling is done. And any Spite generated by the
  rolls is awarded after both rolls have been finished
  with. This means that the Spite earned from one
  roll cannot be spent on the other. If one roll
  succeeds and the other fails the one that succeeds
  gets the result they were looking for, if they both
  fail it’s just like they both failed at their individual
  rolls, or if you can think of a fun way for them to
  interact, do so. Finally, what if they both succeed?
  In this case they both, well, succeed. Trouble is,
  most of the time that’s not much good to anyone...
  Vomit and Grunt Ug are going for the last of the
  Mayor’s daughters. I decide both rolls are going to be
  Flailing of Limbs — which happens to be one of Gilli
  (Grunt Ug’s player)’s Gods. She automatically gets
  easy, and decides the task is Medium for Vomit. Ant
  decides to throw one of his Goblins at Grunt Ug to
  make his task easier. Gilli counters with a point of Spite.
  The third player, Pete, decides to throw his oar in by
  spending a point of Spite on Gilli.
  When all of them agree no more Goblins or Spite is
  going in. Ant and Gilli roll. Ant gets a 1, and a 7 —
  failure, while Gilli rolls a lucky 8, and 10.Grunt Ug
  snatches the last daughter away before Vomit can get
  there, and Pete and Ant gain a point of Spite (since
  Gilli succeeded against her own god).
  Now let’s suppose instead they both failed. I
  decide the notion of them both failing to reach the
  daughter is silly, and so announce instead that they’ve
  accidentally run into each other.
  And if they’d both succeeded? Sounds to me like a
  tug of war that could only end badly... *snap*
  Big Bads
  Some enemies will be described as Big Bads.
  Big Bads take a little more killing than your usual
  foe. Namely, in order to kill them, you must make
  two successful and escalating ‘attacks’ on them
  before they die. These attacks must occur in the
  same ‘scene’ (i.e. in a continuous sequence of
  play). If you replay the scenario in the main rules,
  I suggest you adopt these rules for the Elf and the
  Dwarf.
  Other Scenario Concepts :
  Which might, or might not, make it into the
  release version. You never know:
  3. Pansies
  This is a limited Goblin scenario set in an elven
  citadel. There’s plenty to smash, and plenty of
  poncy elves to laugh at.
  4. Dungeon!
  Orks in dungeons: kill things, take their stuff.
  Pretty straightforward really.
  5. Peaksville
  Peaksville is another take on the ‘trash the
  village’ concept as presented in the Little
  Umplingham scenario in the main rules.
  (But, boss? They start at 3? Yes, I know – 1 would be Little Umplingham, and 2
  is the Wizard’s Tower Scenario presented on the next page – not so hard is it?)
  2
  
  Great Ork Gods — The Wizard's Tower
  2. The Wizard's Tower.
  Setting
  For a while now a local Wizard has been causing
  trouble, poking around for the four parts of The Staff of
  the Winds, it seems he’s finally found all four. The
  Dark Lord is most pleased, now he needn’t track them
  all down himself, all he has to do is send a few Orks
  along to get them...
  If you wish you can have the orders passed on
  through Dursil from the Little Umplingham
  scenario, or if you’ve already got a few player Orks
  from other games you’ve run you can link it in to
  them somehow.
  Goals
  Your major goal is to get the four pieces of The
  Staff of Winds and bring them back to the Dark
  Lord. If all four pieces are returned to the Dark
  Lord, each of you will receive two Oog. However,
  should anyone destroy a piece of the Staff they will
  receive one Oog for each piece destroyed. If anyone
  manages to get all four pieces of the Staff, and assemble
  them, then they will receive a further point of Oog.
  In addition, anyone who kills the Wizard will
  receive a point of Oog, and anyone who slays any Big
  Bads you encounter in the Wizard’s Tower will
  receive a point of Oog.
  Starting Out
  Start the players out in the valley, near the
  Wizard’s Tower. You needn’t worry about how
  many free Goblins there are - you can just assume
  there’s enough around to suit anyone’s purposes.
  The Wizard’s tower rises ominously ahead of you,
  it is thin, black and menacing, it twists as it rises
  upwards. Small windows are dotted at intervals along
  its height. The base of the tower is circled by a high
  brick wall that you will need to get over.
  The Wall
  The wall is too tall for an Ork to simply climb
  over, but allow any vaguely clever, or intelligent
  plan for getting over it to work otherwise —
  assuming the make the right roll, of course.
  Alternatively, if anyone thinks to look, there’s a
  gate round the other side that they can just walk
  through.
  Once inside the wall they will come under
  arrow fire from archers in the tower, and will need
  a successful Flailing Limbs roll to make it across
  without being hit (and thus face That Which
  Guards The Gate).
  The Door Gargoyle
  The entrance to the tower is guarded by a
  hideous Gargoyle. He is a Big Bad. However, he’s
  also very stupid so if anyone thinks to try and talk
  their way past him they can roll against Lying
  Tongue, Twisting Words.
  As you reach the base of the tower, you find your
  way blocked by a hideous (but very stupid looking) stone
  Gargoyle.”Who goes thar?” It moans.
  Inside the Tower
  The tower consists of a long, spiral (and
  wooden) staircase with one or two rooms on each
  floor. How many floors there are is up to you, just
  keeping throwing more in while you’ve still got
  ideas and the players are still having fun. The top
  level of the tower will be the Wizard’s Sanctum
  (described below). You should spread the four
  parts of the staff liberally around the tower, but
  one should always be in the Sanctum, and one in
  the Study. Several of the rooms should also
  contain Skeletal Archers (the ones who shot at the
  players earlier) — they should be easy to kill, and
  don’t earn the players Oog.
  Some example rooms follow:
  The Kitchen
  Every home needs a kitchen. This one is well
  stocked with everything you could possibly eat, or
  drink, and has the added bonus of a nice (and lit)
  wood burning stove.
  Wizard's Study
  The Study is filled with ancient, leather-bound
  books. Each worth a small fortune and filled with
  great secrets, lore and knowledge — if only the
  Orks could read them. You may also wish some of
  the books to be ‘alive’ — they are magic books after
  all. One of the pieces of the Staff should be here as
  well.
  The Storeroom
  What would a Wizard have in a storeroom?
  Hmm... A bag of holding? A cloak of invisibility?
  Perhaps a really easy to use My First Wand of
  Fire? I know you’ve played plenty of fantasy role
  playing games before – have the funniest, and
  most outlandish items you can think of be in here.
  And maybe a few magical animals too.
  Wizard's Laboratory
  Ah, yes, a well stocked Laboratory — complete
  with bubbling potions, exotic ingredients and
  strange animals in cages. Needless to say the Orks
  cannot read the labels on anything, so should they
  decide to sample the odd potion, anything could
  happen... Should they start quaffing any old thing,
  3
  
  Great Ork Gods — The Wizard's Tower
  they’re likely to be violently, and corrosively, sick.
  And if they start feeding them to Goblins...
  I suggest you place the Laboratory immediately
  below the Sanctum, so its contents can be used in
  the final conflict.
  The Inner Sanctum
  At the very top of the tower, there lies the
  Wizard’s inner sanctum. It is a pentagonal room,
  with arcane writings scribbled across all the walls,
  and markings on the floor that look suspiciously
  like they have etched in blood. The Wizard himself
  is in here, along with two Golems to protect him.
  The first Golem guards the door. It will push
  anyone who tries enters the room back down the
  stairs. If they get in, it will try to pick them up and
  hurl them down the stairs.
  The second Golem stands further inside and
  will try to kill anyone who gets past the first Golem
  before they can reach the Wizard. Both Golems are
  Big Bads.
  The Wizard himself is old and weak, and will
  present little challenge. Although he will do his
  best to bribe the Orks.
  The Staff of Winds
  The Staff of Winds is a strange and powerful
  artefact, far beyond the wit of Orks to use. Each of
  the four pieces is about two feet long, and
  obviously both magical and valuable. If broken the
  pieces will detonate, and any Orks nearby must
  face That Which Guards The Gate or die.
  It is possible to fit the pieces of the Staff
  together, however it is both tricky and deadly if
  performed incorrectly. Any Ork that tries to fit the
  pieces together and gets it wrong dies instantly, no
  appeal to That Which Guards The Gate is allowed.
  Scenario Notes
  The key to having fun in The Wizard’s Tower is
  to make sure that the players play havoc with the
  Wizard’s stuff. I don’t think I need point out the
  comic possibilities of a bunch of Orks playing with
  dangerous magic items they don’t understand.
  Make sure you remember to reward Orks doing
  fun stuff with Oog.
  4
  Great Ork Gods is ©2004 Jack Aidley
  
SOURCE: textdata/thevault/Collections/Collaborative & Peer & Gm-less & Shifting GM/Great Ork Gods/Scenario1.pdf