Uncommon Knowledge check >
Those with Lore: Orrish + Lore: Military knowledge will be familiar with their typical tactics. Tactics generally assume the typically crude and small armaments; Where possible, they will use Wormblatt.
Tactical communication: Standard Orrish units just shout and scream orders, where any organization exists. For the elite units and the Orrish priests of the Unholy Trio, many Orrish are multilingual, speaking both Orrisha and Nurthish. Nurthish allows them to communicate within their own ranks and their allies in a language not commonly understood or taught outside The Dark Lands and Nurth communities in the Underlands.
Honorable Combat: They generally dont believe in it. Single combat is conducted with every advantage possible, but only among the larger, more dominant Orrish. This is typically done for dominance. They will use the concepts of “honor” but lie or exploit any deception they can – Orrish dont consider other humanoids equals. The sole exception to this is darklings, who feel so superior in their ego as to abide by it many times, believing they will triumph anyways (and leading to their deaths).
Morale/Surrender: Goblins will never surrender in the lands of light – there is no quarter given with the Bounty on the Orrish in place. Additionally, the penalty for failure is death by sacrifice – which can earn favor for friends and relations if done willingly. If they are organized, raiding bands have a base Morale of 13 and will always have a rally spot for Morale failure; Failure indicates retreat to attack again, not surrender.
Trap #1
What seems to be a solid stone for support is a pressure plate that cracks a container of concentrated troglodyte stench
Trap #2
Buried in the soil is a pressure latch that springs a solid wire that opens a basket above the corridor and drops a poisonous giant centipede on top of the victim.
Where Spiders of Go-Zen are present, you will find Nurth Spider Riders.
Crude Weapons: stone club + war dart + hand ax + dagger (d4;2/4/8), stone mace (d6;3/6/12), slings w/stones (d3;2/3/6)
Dark-Spawn Loot/Goods: The selling of Orrish made goods/loot outside the Dark Lands has serious issues, and often the best value is 10% of normal.