Dawn of Orcs

Game Master WreckTall

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Male LE Orc Bloodrager (Id Rager) 6 AC: 18 (12 Tch, 16 Fl) | CMD: 23 | F: +9, R: +6, W: +7 | Init: +2 Rage: 16/16 | Active conditions: None
Wrecktall wrote:
You see a shimmering form above the celebration that vanishes shortly after it is seen.

The sight of the shimmer twists Skûn's smile into an ugly frown. Absentmindedly, he reaches for an arrow while looking around at the hustle and bustle of camp.

Hmm. Let them have their joy, we will deal with this spy tomorrow.

Shifting away from his quiver, he grabs a lounging scout by the scruff of his neck.

"Double the day watch. Any found drunk or sleeping will join the goats."

Not waiting for a reply, he turned and made his way to an overlook and knelt down - waiting and watching. There would be no sleep for him today either.


F Slanaad Eliciter 4 [ HP: 29/29 | AC: 20 | T: 14 | FF: 16 | Fort +4 / Ref +6 / Will +5 | Init +4 / Percept +8 (Low-Light) ]
WreckTall wrote:

Day 1 Takesh

The scout Klakest shifts uncomfortably at Takesh's gaze. Great One. I dare not venture close, as I'm am unworthy of divine revelations. The ocean of sand parts to reveal. I tell you now, They are of clear stone that glint in the sun. The black stone with writing stands like a spear in the center. It was hard to tell if he was only showing deference to you, or full of fear at the sight. Maybe portions of both. He tells you it was less than 2 miles from the current path you travel on.

Takesh nods at the scout as he talks, attempting to put him at ease. "You've done well." She says when he finishes. "Our god may not have shown you the statues if you were unworthy, but you were right to return. It is something we should explore together." She continues, taking special note of him. While the tribe tended to act as much like a hive as possible, there was no discounting the idea that the orcs were not all created equally, and had strengths and weaknesses.

Whether simply afraid, not curious, or knowing the queen's interest, the scout had chosen to not investigate himself, and that was largely to be applauded. The loss of a single worker was always preferable to risking the queen, but a missed opportunity was worth several workers. "It may be a trap, or it may well be of interest in our mission. In either case, the result is the same. The Hive does not fear, for we are strongest together" She frowns, considering for a moment the significance of the black stone and written words. "We will leave immediately."


Day 2 Jonas, Czolgosz

Czolgosz arrives at Jonas' village after a day of uneventful travel. The Longtusks set up in a defensive posture. weapons at the ready and spread out. Czolgosz calls to his people. I go and speak to Kilgore. Stay here.

The chief rides slowly into the Longtusk village his head held high and face stern. He dismounts once in front of Chief Kilgore, who waited with a dozen armed solders behind him. We move north. The land here is sick. If we stay we will starve. You send us Jonas to ride under our protection. If mother earth still feeds you, Share your food with our people to aid in our travel.If you refuse, we will go our separate ways this day.

Kilgore tries to look like he is thinking. His eyes slip to Jonas, wondering what to do.

The longtusk tribe has suffered the same problems of failed crops, and sickly livestock. Sharing your food would have a negative impact to tribe morale.


Day 2 Vakghul, Grod

Your massive caravan has taken logistics to an extreme. Most of the day feels like walking in quicksand, slow and endless. However, once a rhythm sets in the pace increases enough to be tolerable. Late in the day, a scout returns. A underground hive of goblins are ahead. They know we are here. I heard them cursing our parentage.


Day 2 Skûn

You move quickly among the foothills. It doesn't take long from your higher position to see a large moving caravan to the northwest. It's still too far away for any detail, but You are fairly certain that you have not been seen.


Male Half-Orc Investigator (Mastermind) 6
stats:
HP: (42/42) AC 18 (FF 16, Touch 12) CMD 19 FS +5, RS +8, WS +6 (+4 vs poison), Initiative: +2 Perception: +9 (Darkvision)

Bluff to send secret message to Chief Kilgore: 1d20 + 18 + 1d6 ⇒ (19) + 18 + (5) = 42

Jonas starts fetching food for the new arrivals, catching Kilgore's glance and nodding secretly.

Secret Message to Kilgore, DC 42 Sense Motive for others to catch the interaction:
We will share our food, and move our tribe Northward with the Ironbacks.


Day 2 Takesh

On the crest of a final dune before the obelisk. Klinesh, your best scout, crouches. He signals "safe passage" to his chief. and points out in the distance. You approach with a mixture of excitement and foreboding. As you reach the crest, you see in a valley of sand something ancient. A circle of white stone with writing too far to read encompass the circumference. A obelisk with four sides and black as night reaches 100 feet into the sky. It too has writing of some sort. Four 10 foot guardians face the obelisk. They sparkle of unknown crystal in the noon day sun.

You can hear murmurs of disquiet among those of your tribe who join to see it.


Vakghul, upon hearing this news, widens his stride to catch up to Grod and nods a swift greeting. "Goblins, then. They insult our ancestors. Shall we sweep over them like a cleansing tide? Or perhaps it would be best to simply take their chief and let them serve? I am in favor of the latter, but I could be swayed."


Day 2 Urlok

Your tribe effieciently sets the rope traps, much like massive nets at a choke point in the canyon. Hidden underneath cut grass, ready to pop up and contain the herd once forced into the canyon. Your few horseman, lucky enough to have mounts that have survived the slaughter forced by hunger, charge in circular patterns, and expertly force the herds movement into the box canyon.

The trap is sprung as hundreds of orcs on either side of the rope net, pull it taught. The wild horses sense their vulnerability and instinctively hammer their bodies in blind terror against the ropes. Your orcs strain against the weight of them, moving likes ripples on water. Hundreds more move into assist, as the trap is in danger of total collapse. After a few minutes the danger has passed and the horses calm, except one. It whinnies in defiance and stamps and frets...the stallion. It won't be easy to get to, much less mount, but this is the chiefs burden.

2 acrobatics checks to move into position without AOOs, or 4 animal animal handle checks moving at half speed


Male Half-orc Warpriest (Molthuni Arsenal Chaplain) 2
Vakghul Nine Sun wrote:
Vakghul, upon hearing this news, widens his stride to catch up to Grod and nods a swift greeting. "Goblins, then. They insult our ancestors. Shall we sweep over them like a cleansing tide? Or perhaps it would be best to simply take their chief and let them serve? I am in favor of the latter, but I could be swayed."

Grod nods, smiling. If they will serve, we can use their labor. At least until food runs low, at which point the meat of their bodies may be more useful. Motioning to a guard, he says Pass word to the troops. Goblins think to bar our way. Ready arms and armor, and prepare for battle.


Male LE Orc Bloodrager (Id Rager) 6 AC: 18 (12 Tch, 16 Fl) | CMD: 23 | F: +9, R: +6, W: +7 | Init: +2 Rage: 16/16 | Active conditions: None

The sight of the dust cloud on the horizon breaks the rhythm of the march - sturdy orcs begin trading packs for armor and long swords; scouts set off at breakneck pace followed shortly by children ready to hide in the long grass and cut down the broken and fleeing. Skûn himself loosens his blade and sets off at the head of the warriors, leading them down the valleys to avoid being silhouetted against the moon. Long legs, used to running up mountain scree, devour the land. Still, he's not grinning this time.

First the spy, now a caravan moving so freely through the lowlands? This smells of trickery. He snorts. If this is a trap, we will shove our blades down their laughing throats. We are mountain orcs, there is nothing for us to fear here.

The tribe's warriors are close enough now to hear the caravan's bustle, and Skûn spots the first of the scouts reporting back.


Vakghul nods approvingly to Grod and then turns to do much the same, waving his Warmaster over. "We march on the goblins. They will bend knee or we will break them. Prepare our warriors."

To the goblins! So, how do we do this? Just jump into the mass combat?


Vakghul Nine Sun wrote:

Vakghul nods approvingly to Grod and then turns to do much the same, waving his Warmaster over. "We march on the goblins. They will bend knee or we will break them. Prepare our warriors."

To the goblins! So, how do we do this? Just jump into the mass combat?

to prep lets see how much military intelligence you have on these goblins

Know(Local/Nature) DC 10:
Goblins tend to live underground whether in natural or artificial surroundings. They are known for creating extensive tunnels

Know(Local/Nature) DC 15:
Goblins, while cowardly and vicious, have a knack for trap building, and make extensive use in home environs

Know(Local/Nature) DC 20:
Goblins mix dirt with their saliva and fecal waste to form a substance that is nearly as hard as stone. The use it while building tunnel and rooms in order to withstand cave ins. Their tunnels can be extensive, sometimes reaching a combined distance of 50 miles under 1 square mile of land. Many entrances and exits of varying sizes, some for small creatures,others medium. A few large to accommodate moving large items or prey.

Know(Local/Nature) DC 25:
Goblin hierarchy is normally based on who is the strongest bully, with the best bully being made goblin king. Normally this would be a goblin, However it is not uncommon for the goblin king to be of another race or monster, who the goblins serve out of instinct and fear.


Knowledge(Nature): 1d20 + 15 ⇒ (11) + 15 = 26

Apparently Vakghul knows a lot about goblins!


Male Half-orc Warpriest (Molthuni Arsenal Chaplain) 2

Knowledge (Local): 1d20 + 7 ⇒ (8) + 7 = 15

Grod knows some things about goblins, but is grateful to be traveling with the wise chief of the Nine Suns, whose knowledge of the runty ones is unparalleled.

"Chief Vakghul, don't goblins tend to live underground? Perhaps if we could drive them back into their holes, we could then flood the entire warren and force them to surrender without needing to lose warriors to cowardly traps. Is there a nearby source of water we could divert?"


Skûn of Many-Voices wrote:

The sight of the dust cloud on the horizon breaks the rhythm of the march - sturdy orcs begin trading packs for armor and long swords; scouts set off at breakneck pace followed shortly by children ready to hide in the long grass and cut down the broken and fleeing. Skûn himself loosens his blade and sets off at the head of the warriors, leading them down the valleys to avoid being silhouetted against the moon. Long legs, used to running up mountain scree, devour the land. Still, he's not grinning this time.

First the spy, now a caravan moving so freely through the lowlands? This smells of trickery. He snorts. If this is a trap, we will shove our blades down their laughing throats. We are mountain orcs, there is nothing for us to fear here.

The tribe's warriors are close enough now to hear the caravan's bustle, and Skûn spots the first of the scouts reporting back.

The scout returns. Pink skins. heavily armored and on horseback. wagons with wheels that bite deep into the ground. Crates filled with something heavy.


Grod the Cunning wrote:

[dice=Knowledge (Local)]1d20+7

Grod knows some things about goblins, but is grateful to be traveling with the wise chief of the Nine Suns, whose knowledge of the runty ones is unparalleled.

"Chief Vakghul, don't goblins tend to live underground? Perhaps if we could drive them back into their holes, we could then flood the entire warren and force them to surrender without needing to lose warriors to cowardly traps. Is there a nearby source of water we could divert?"

the nearest pond is a mile away. How would the flooding be accomplished?


Jonas Longtusk wrote:

[dice=Bluff to send secret message to Chief Kilgore] 1d20 + 18 + 1d6

Jonas starts fetching food for the new arrivals, catching Kilgore's glance and nodding secretly.

** spoiler omitted **

Do you want to say anything else through Kilgore as the tribe makes preparations to move?


Orc Cavalier 6
stuff:
| HP: 56/72 | AC: 20 (T12, FF18) | CMB: +11, CMD: 23 | F: +9, R: +5, W: +5 | Init: +5 | Perc: +7, Surv: +8, P.Soldier +9 |

Urlok slowly approached the Wild horse, hands out but in a non-threatening manor. He hums a song just loud enough that the horse can hear him

Great beast, I do not wish you harm I am just here to calm you.
handle animal: 1d20 + 6 ⇒ (2) + 6 = 8

Urlok halts as the animal turns on him and becomes upset with Urlok's presence

I want to understand you, I want to feel your power
handle animal: 1d20 + 6 ⇒ (17) + 6 = 23

Urlok takes a few more steps closer, hands edging up slightly still in a non-threatening manor.

We will become one with your herd, we will be come one and we will rule far and wide.
handle animal: 1d20 + 6 ⇒ (6) + 6 = 12

Urlok gets right up next to the horse and slowly, gently lays his hand on the animals nose.

handle animal: 1d20 + 6 ⇒ (5) + 6 = 11


Urlok Slimetusk wrote:

Urlok slowly approached the Wild horse, hands out but in a non-threatening manor. He hums a song just loud enough that the horse can hear him

You are actually moving through the herd to get to the stallion. Once at the stallion you will have to break him. How you do it is up to you. ie beat it into submission, rope it, try and ride it. magic it. etc

As you move into the herd, the animals spook and rear up, pummeling at you with their hooves before riding off.

Aoo: 6d20 ⇒ (12, 12, 9, 11, 16, 3) = 63

You are able to either dodge thier attacks or your armor saves you from being hurt. You move further in. Some of the herd moves away, but still skittish. Deeper still, A stumble by you causes them to react with a stampede.

Aoo: 12d20 ⇒ (15, 17, 11, 15, 15, 10, 18, 17, 15, 4, 3, 10) = 150

Again, your armor saves you from the worst. You way is clear to the stallion.

Init: 1d20 + 4 ⇒ (6) + 4 = 10

Roll init


Orc Cavalier 6
stuff:
| HP: 56/72 | AC: 20 (T12, FF18) | CMB: +11, CMD: 23 | F: +9, R: +5, W: +5 | Init: +5 | Perc: +7, Surv: +8, P.Soldier +9 |

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

As Urlok breaks through the herd and spots the Stallion he charges him, shouting You will be herd will be mine and you will assist us in becoming the greatest tribe

Foolhardy rush
Flames challenge +6 dmg, -2 AC vs non target

Armor spike charge: 1d20 + 13 ⇒ (8) + 13 = 211d6 + 11 ⇒ (6) + 11 = 17

Urlok drops his shoulder and smashes into the animal.


quite the change in tone between posts, not even a subduel strike, LOL

The stallion's mouth foams with fury and pain from the devastating strike. It rears up with a bite and pummels.
Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Hoof: 1d20 + 6 ⇒ (18) + 6 = 24
Hoof: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16

The two hoofs smash into the orcs shoulder and head with surprising force.

take 16 damage, your move round 2


Orc Cavalier 6
stuff:
| HP: 56/72 | AC: 20 (T12, FF18) | CMB: +11, CMD: 23 | F: +9, R: +5, W: +5 | Init: +5 | Perc: +7, Surv: +8, P.Soldier +9 |

Urlok grunts as the blows land, the smile broadening on his face, he wipes away some blood.

A mighty spirit is contained within you, I will make you MINE!

Urlok lunges again.
Armor Spikes: 1d20 + 11 ⇒ (5) + 11 = 161d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 + 11 ⇒ (5) + 11 = 161d6 + 11 ⇒ (1) + 11 = 12

My intent is not to kill it but to beat it into submission.

edit can I make a Handle animal check now?


ok, I'm not sure if you realize that you can strike for nonlethal damage at a -4 to hit. In any event, you could make an animal handle check, however it won't be very effective as the beast is laying on the ground bleeding out. A heal check would be more appropriate

The massive orc once again launches his bulk at the stallion. The spikes in his armor bite deep. The horse gives out a trailing whinnie as it falls to the ground twitching and bleeding


Orc Cavalier 6
stuff:
| HP: 56/72 | AC: 20 (T12, FF18) | CMB: +11, CMD: 23 | F: +9, R: +5, W: +5 | Init: +5 | Perc: +7, Surv: +8, P.Soldier +9 |

Urlok chest heaving from the short fight, kneels down beside the beast. Pulling out some bandages from inside of his armor, he begins to apply them to the wounded animal.

Without looking around {b] Get me the healer, I will stay and tend to this beast.[/b]

Heal untrained: 1d20 + 2 ⇒ (3) + 2 = 5

I assumed it had more HP, I got caught up in the blood lust


Male Half-Orc Investigator (Mastermind) 6
stats:
HP: (42/42) AC 18 (FF 16, Touch 12) CMD 19 FS +5, RS +8, WS +6 (+4 vs poison), Initiative: +2 Perception: +9 (Darkvision)
WreckTall wrote:
Jonas Longtusk wrote:

[dice=Bluff to send secret message to Chief Kilgore] 1d20 + 18 + 1d6

Jonas starts fetching food for the new arrivals, catching Kilgore's glance and nodding secretly.

** spoiler omitted **

Do you want to say anything else through Kilgore as the tribe makes preparations to move?

Just that we are glad to count on our friends when times are dire. When we are marching, Jonas will ride alongside Kilgore and suggest that we leave a small detachment of our best riders/survivalists to stay behind and monitor our abandoned town. If there is a small threat they can neutralize it. If there is a great threat they can find us en route to the star and inform us what happened. Good?


Male LE Orc Bloodrager (Id Rager) 6 AC: 18 (12 Tch, 16 Fl) | CMD: 23 | F: +9, R: +6, W: +7 | Init: +2 Rage: 16/16 | Active conditions: None

The scout brings welcome news. After a brief council between Skûn and his warband-leaders, the tribe moves to get ahead of the caravan. As they go, they gather arm-fulls of dry underbrush and logs.

Some hours later, Skûn supervises the laying of the last pieces of the trap. Long logs covered in dry underbrush and deadwood covered the trail; the only free path leading up into the woods.

The fires will spook their horses, blind their eyes. The weaklings will have one place to run - into the trees, where their hooves and steel shells will leave them helpless. And if they find their spines, choose to circle their wagons...

He idly fingered the whistle-grooves of an arrow.

Our archers will prove their folly.

Of course, we'll be fighting this at night...


Male Half-orc Warpriest (Molthuni Arsenal Chaplain) 2
WreckTall wrote:
Grod the Cunning wrote:

[dice=Knowledge (Local)]1d20+7

Grod knows some things about goblins, but is grateful to be traveling with the wise chief of the Nine Suns, whose knowledge of the runty ones is unparalleled.

"Chief Vakghul, don't goblins tend to live underground? Perhaps if we could drive them back into their holes, we could then flood the entire warren and force them to surrender without needing to lose warriors to cowardly traps. Is there a nearby source of water we could divert?"

the nearest pond is a mile away. How would the flooding be accomplished?

Uphill or down? If cut a short channel out of the river/lake/whatever and let gravity do the rest of the work it shouldn't be too hard. If we'd have to pump it uphill for a mile, well, where's a cabal of 20th-level Druids flinging Create Water when you need them? lol


Vakghul shakes his head with a deep frown as he draws a hand up to tap at the nose of his mask. "Perhaps, but that may prove to be rather time consuming. Goblins are inherently bullies. If we can single out the strongest and best him in single combat, or prove ourselves as truly the most cruel, we will have their allegiance. Or at least, they will follow us until they think they can retake their pride. Perhaps it would be best to simply walk in?"


Male Half-orc Warpriest (Molthuni Arsenal Chaplain) 2

Looking around the lay of the land, Grod reluctantly agrees. They just don't have the time to dig the necessary trenches. He nods his ascent. "Very well." Checking his weapons, he gestures in the general direction the scouts indicated. "I'm ready when you are, Chief Nine Suns."


Vakghul nods in agreement and turns to his Warmaster, offering a few quick orders to ready their warriors but keep them back for now. Should they be needed, he will let them know with the signal. That done, he turns and heads off on foot with Grod. "I fear my skills are far more focused on instilling chaos and disorder. Perhaps it would be best if you were to challenge the chief?"


Male Half-orc Warpriest (Molthuni Arsenal Chaplain) 2

"Very well. Let's go." Gathering his warriors, Grod presumably with Vakghul et al following as well, unless they want to stay back and guard the camp? departs for the goblin caves. Arriving, he leaves his warriors a few score yards back, advances on the largest entrance, and shouts out toward the holes in the ground "Goblin chief! Show yourself! I, Grod of the Iron Dogs, challenge your rule of this tribe! Face me in combat, or run like a coward!"

At some point I plan on casting Gravity Bow and Abundant Ammunition, but I'll try to wait as long as feasible and still do them pre-battle. I'm trying not to waste combat rounds casting, but also not have them run out mid-combat.


On the way to the goblin camp, Vakghul will cast Mage Armor on himself and then cast See Invisibility as soon as they arrive at the camp on Grod.

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