
The books...
| Fury in the Wastelands: The Orcs of Tellene | ||
| Number of Pages | 120 | |
| Number of Chapters | 11 | |
| Number of Appendices | 3 | |
| Text Layout | 2 columns per page | |
| Font Size | Smaller than the 4E manuals | |
| Artwork | High quality black and white drawings | |
| Easily to Readable | 8/10 | |
| Comprehensible and Well Written | 9/10 | |
| Use of Images, Headers, and Sidebars | 7/10 | |
| Overall Rating | 8/10 | |
The author...
Paul "Wiggy" Wade-Williams is currently listed as the Creative Director of Triple Ace Games and has previously written under many different companies. His biography information from the Triple Ace Games websites says the following:Wiggy is the Creative Director of Triple Ace Games and brings with him over 25 years of roleplaying experience. He's been a published author since 1998 and has written for Atlas Games, Eden Studios, Britannia Games Design, Kenzer & Co., Pinnacle Entertainment Group, and Green Ronin. When Wiggy isn't working he's usually plotting something he can write up later. He's married and lives in the wild north of the UKUK, in the land of little ponies and constant wind.
There is also a more personal interview of him over at Tales from the Savage Troll, dated April 24th, 2010, providing an interesting look into the author's gaming habits, personal life, and other parts of his life.
The material...
Fury in the Wastelands: The Orcs of Tellene starts off giving the legend of how Orcs came to be, created by the gods of darkness so long ago "that even the elves and dwarves have no true memory of their creation." It goes on to present a translation of the Codex of Doom detailing a fierce battle between Light and Darkness, ending in a truce between the equally matched foes. "The Gods,those lesser power of Darkness and Light" then began creating and shaping the world of Tellene. The Creator of Strife took characteristics of each of the three Races of Light (Elves, Dwarves, and Humans) to create the most horrid race: Orcs.
Chapter 2 goes on to described the 5 sub-races of Orcs, including their physical and psychological similarities and differences, including each subraces' name in the Orc's own guttural language. This section has become a great aid to me as I prepare my campaign story. I do not want my Orcs to be bland, but want a greater amount of variety much like there is in real-life humankind.

Chapters 3 and 4 cover the social structure and culture of the Orcs. These chapters have been great tomes of knowledge to me as well. The Orc leaders, warriors, casters, workers, servants, and breeders are all described in great detail, allowing for parallel inter-structural hierarchies. Tattoos, medicine, recreation, habitat, and the diet of the Orcs are worked through in detail, which has allowed me to create many different skill challenges, dice checks, and side quests based on the intricacies the Orcish culture.
Chapter 5 is all about warfare. Warfare is the center of my campaign and this chapter gives extremely valuable information about not only the Orc's weapons and armor, but their military organization, tactics, and strategies. A battle lead by an Orc commander is brutal and the attacks are very pointed, contrary to many beliefs. Orcish commanders will have casters and archers targeted first, cavalry is to be fought against from favorable ground, and ground troops are to be swarmed, flanked, weakened at key locations. My favorite section of this chapter goes into details about how the Orcs would setup and execute an ambush with ranged troops above on the rocks and concealed warriors on the ground. These are not your typical beasts only fighting to survive.

Chapter 6 covers the Orc Religion. I read through the chapter and enjoyed the insight but will not be consuming any of the information there for my campaign.
Chapter 7 takes a look at several misconceptions that exist. These were a short, but interesting list of great rumors I plan to spread, sprinkled with truth, to my party through the local townsfolk. My favorite misconception has to do with sunlight:
Everyone claims to know that orcs fear sunlight and are weakened by it, for as a subterranean race they are unused to its glare, similar to drow elves and deep gnomes. Common myth also states that so long as the sun is shining, you will be safe from orcs. Sadly, both statements are, for the most part, incorrect.
Chapter 8 describes the major Orc tribes of Tellene. This chapter details out extremely useful information on not only tribal symbols and land area controlled by each tribe, but includes information on tribal resources, religious biases, their latest raiding targets, and recent events that happened within the tribe. With 14 different tribes represented, the shear amount of information and detail is overly abundant.
Chapter 9 presents 10 sample Orc personalities, what tribes they belong to, their background, appearance, personality, and 3.5 stat block. Many of these are notable and make fine templates for creating unforgettable Orcish friends, foes, and everything in between.

Chapters 10 and 11 include how to create Orc PCs and several interesting adventure hooks. These chapters, although very good reads, did not pertain to my situation as I am not allowing Orc PCs in my game at this time (even then, the powers would need to be adjusted for 4E) and my campaign specifics are already mapped out.
The best and most fun parts of this book to read, from just a reader's standpoint, are the quotes from various adventurers though the book. Each chapter and sub-section starts off with a quote pertaining to the section. My favorite, by far, is in Chapter 2's Brown Orc sub-section:
"In the desert, the line between man and beast is impossible to distinguish. That is what makes the brown orcs so dangerous." - Saryf, Dejy ranger of Thygasha
In conclusion...
This book has proven to be very helpful in my search for Orcish lore, habits, sub-races, and other details not available in the Monster Manuals. As with all things D&D, regardless of the edition being played, any information from any source can make its way into your campaign and ongoing setting. My campaign just happens to be based in The Forgotten Realms, but that does not make the information from the Kingdoms of Kalamar books any more or less relevant. D&D is all about having fun and enjoying time spent with friends while trying to do your worst, as a DM, to those friends' characters.
I've enjoyed reading through the book and will continue to go to it as I'm creating the story and encounters for my current campaign. I highly recommend it if you are looking for a good source book on Orc lore and more detailed information than is available in the Monster Manuals. If you would like more information, I suggest picking up the book from Amazon or Lulu.
What other sources have you used or would you suggest for aiding in story and campaign building ouside of the ofical D& D4E manuals?

1. Plant the Seed
2. Stoke the Fire
3. Pull the Bandage


First off, let's take a look at the Deva Fallen Star. This creature does everything in its power to stop the players from dealing damage to it. Fateful Transposition (immediate interrupt, encounter) allows the creature to swap places with a target and split the damage of the trigger attack between itself and the newly transpositioned creature. If that is not frightening enough, the Deva Fallen Star also has Fate Manipulation (free, recharges when first bloodied) allowing it to add or subtract 1d8 from any attack roll, ability check, or saving throw made by any creature within 10 squares or itself.
Next, we have the Hell Hounds. These beasts have a Fire Shield (aura 1) that deals 1d6 fire damage to any creature that enters or begins its turn in the aura. And a nasty Fiery Breath (standard, recharge 4 5 6, close blast 3) dealing a massive 2d6+3 amount of fire damage to the entire party.
Finally, we have the Kuo-Toa. All Kuo-Toa have the Aquatic trait, allowing them to breathe underwater and gain an additional +2 to attacks against nonaquatic creatures. The Kuo-Toa Mad One have an Eldritch Scream (at will, close blast 3) dealing psychic damage to a group of foes. The Kuo-Toa Lash has multiple lightning attacks, the worst being Forked Lightning (standard, area burst 2, recharge when bloodies an enemy or reduces an enemy's HP to 0 or less) which not only deals 2d6+6 lightning damage but blinds the target until the start of the Lash's next turn. The Kuo-Toa Cutter has a triggered action called Swift Strike (at will) which triggers when an enemy misses it with a melee attack and allows the cutter to shift 4 squares and attack with its Barbed Dagger (at will, melee) attack.
There are several amazing Dungeons & Dragons blogs out there, but one of my 
For the next session, I had created 2 new flavors of minions. The 2/20 and the 3/30 minions. The 2/20 minion is dead after 2 hits or 20 damage, whichever comes first. Likewise, the 3/30 minion is dead after 3 hits or 30 damage. This may sound fruitless and you may be asking "why not just have the monster with 30 HP??" Well, for our group, this worked very well. Our Ranger misses quite a bit (he obviously hasn't read my 

The second act of the skill challenge is incitement and climax: the ritual is cast, the fire is fought, and the thief is chased. Successes in the first act will dictate the difficulty of the second act's checks; if they made it through all the successes, drop the difficulty one tier (hard to moderate, moderate to easy) if they failed early, increase the DCs by two (12 DC becomes 14). This goes on until they reach the number of successes (total needed divided by 2) or the second failure.
The third act is all resolution and dénouement. The consequences for the challenge thus far are given. The ritual is either a success (it does what it was supposed to) or a failure (incorrect result, it blows up, it summons demons!) the city is either extinguished or the fire still rages. You've captured the thief or backed him near a dead end. If the PCs haven't made the cut yet (they should have one success needed) this will be the most difficult part. If they have over 4 checks to make, increase the DCs a tier. If they have 4, 3, or 2 checks left, decrease the DCs a tier, and if there was only one check left when they started the act, make the DC an easy one.
First off, let's take a look at the Sphinx. These things are usually setup to guard a sacred or magical location, come in pairs usually, and like riddles. They have a power called Sphinx's Challenge, where they actually pose a question to the party. If the party answers correctly (or recites the required holy verse) the Sphinx lets them pass, but keeps a close eye on their activities. If they start to tear things up, the Sphinx immediately attacks with its Frightful Roar (close burst 10), with all targets taking a -2 penalty to their attack rolls.
Next, we have the Su Monster, Su Sentinel to be specific. Next to clowns, I find nothing more frightening than a monkey/fey panther hybrid with psonic powers (aka NIGHTMARE FUEL). These beasts move silently through trees, attacking from above with some very wicked moves. Psionic Boost (triggered action, recharged when takes psychic damage) is trigger when it lands a Claw (at will, melee) or Flashing Talons (at will, melee) attack and deals 2d6 additional psychic damage. The Su Sentinel also has a special Skirmish trait allowing its attacks to deal another 5 additional damage if it moves at least 4 squares from its starting square.
Lastly, we have the Poisonscale Magus. This is a poison dealing turret, essentially. Poison Blood (standard, at will, ranged): 1d6+3 poison damage with an ongoing 5 poison damage. If that's not bad enough, Corrupt Poison (minor, at will, ranged) slides the target 3 squares and slows them until they roll a save. Then, there's Poison Barrage (standard, encounter, area burst 3) which hits for 1d6+3 poison damage and the target takes a -5 vulnerability to poison until they roll a save. But, if Poison Barrage misses, it still deals half damage and the -5 vulnerability lasts until the end of the targets next turn.




First up, we have Gradak, the Silver Dragon. These magical beasts have two attacks to be weary of. First, all Silver Dragons, whether Young, Adult, Elder, or Ancient, have an attack called Wing Slice (melee, immediate reaction). This attack is trigger when the players are flanking the dragon and attacks it. The dragon stretches out its wings and slices at the attacker and one enemy flanking with the attacker. Even with the addition of the flanking bonuses, the party would not be able to stay in close because of the Wing Slice. Secondly, every Silver Dragon has the Dragon Onslaught (melee, at will) attack allowing them to make a claw attack (plus one bite a attack for the bigger dragons) against every enemy within reach.
Next up, we have Pruora, the Blizzard Dragon. Much like the Silver Dragons, all Blizzard Dragons share common attacks, regardless of their size. These elemental beasts have two attacks I want to touch on. First, is their Double Attack (melee, at will) which allows them use two standard actions every turn. What's worse than a dragon's bite? How about being bitten twice!?! Their second frightening attack is a triggered action called Chill Rebuke (ranged, recharged when first bloodied) which attacks with a close blast five when an enemy's melee attack deals damage to the dragon. This can spell trouble for the party if the tank has to get in close, potentially taking double attacks on the dragon's turn and causing damage to the entire party when landing a hit.
Last we have the Ice Archons. These elementals have two attacks the party should be deathly afraid of. Much like the Blizzard Dragon, the Ice Archon Hailscourge have a Double Attack, but with a different flavor. Their attack allows them to use their Ice Shuriken (standard, at will) ranged attack twice, much like the Ranger's Twin Strike attack. The second attack is called Hail Storm (standard) which allows the Ice Arcon to send out shards of ice in an area burst with a size of their choice: 1, 2, 3, or 4. Even if the attack misses, the players still take half damage.



First off, let's look at the Meazels. All Meazels have the Wretched Curse of Baalzebul (Aura 1) giving all players starting their turn within the aura a -2 penalty to all defenses and a vulnerable 5 to all damage. But it gets better...any ally starting its turn next to the affected creature also becomes affected by the curse. This is a nasty disease and would easily spread like wildfire, dropping the defenses of the party's tank(s) and melee striker(s). I would stick with the Meazel Bravos (brutes) and fill the encounter with some Meazel minions, who, don't forget, would also have the Wretched Curse of Baalzebul.
Second, we have the Phase Spiders. This spider has 2 attacks that make it a deadly enemy: Ethereal Bite and Ethereal Repulsion. Ethereal Bite allows this beast to teleport up to 10 squares and make its Bite attack, which slows the target (save ends) and has an additional effect of knocking the target unconscious if the first saving throw fails. Ethereal Repulsion is an immediate interrupt triggered by an enemy moving to any adjacent square. The spider actually teleports the enemy 4 squares away.
Third, we have the Firelashers. This elemental has an attack called Wildfire Cyclone (close burst 2) that pushes the target back 1 square and knocks them prone on a hit. A miss still deals half damage. I wouldn't start the encounter off with any Firelashers on the battlefield but actually create a new power for the Lich (Eladrin Wizard) to summon them in pairs within 10 squares as a standard action.
Finally, we have the Lich (Eladrin Wizard). This monster has a ranged attack called Necrotic Orb that stuns its target until the end of the Lich's next turn. Not only that, but as a Lich, this monster is Indestructible. When its hit points are down to zero, the body and all his possessions crumble to dust. He then reappears in 1d10 days next to his phylactery, unless the phylactery is destroyed, making him a great reoccurring villain in any campaign!