Male Half orc AC 15
wis save or frightened: 1d20 + 1 ⇒ (6) + 1 = 7 dex save or slowed: 1d20 + 4 ⇒ (4) + 4 = 8
Rukkh is scared and slowed! "A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape."
Male Half orc AC 15
Rukkh grits his teeth and heads south, drawing the healing stone from his pocket. Three times he moves into a square covered in sharp stones, cutting his feet and lower legs, cursing in orcish, elvish, and common. He leaps over one square of sharp stones. As he moves, he draws the glyph stone from his pocket.
Male Half orc AC 15
Jorlitharr wrote:
"Can you jam it open with your earth magic?" Once Jor. starts casting a spell, Rukkh makes a break for it. He heads across the difficult terrain that does not slow him. Once he gets a little distance he yells: "Liars and Murderers! You have had your last night of peaceful sleep. I will hunt you down!" He runs
Male Half orc AC 15
Jorlitharr wrote:
"I don't want ta get trapped down here. There should be a ready way out. Help me wi' this door." Rukkh seems agitated.
Male Half orc AC 15
perception: 1d20 + 3 ⇒ (15) + 3 = 18 Spot them. stealth: 1d20 + 4 ⇒ (13) + 4 = 17 Don't get spotted. survival: 1d20 + 3 ⇒ (2) + 3 = 5 Find, follow tracks
ranger wilderness stuff: Ranger class features Favored enemy: Humanoids. Advantage to track and on knowledge checks, +2 dmg with weapons Natural Explorer:
While traveling for an hour or more in wilderness, you gain the following benefits:
Male Half orc AC 15
"My new friends, orcs 'r not smart but not beasts either. They know the more they raid the more soldiers come. These greenskins 'r raiding because something changed, making 'em desperate. A new tribe moved in from the north, wit dire wolf allies, an' they been killing the 'local' orcs and stoppin' 'em from hunting. Now the local greenskins are starvin' an' killin' farmers. Way I see it, tha problem we need ta fix is these Northerners. Now there's some reason tha Northerners been movin' in. Could be a lot of differnt reasons. Could be somethin' we can change, could be we jus' need ta kill tha invader wolf-lover bastards. We don't know 'til we goes and sniffs about." "Can't have the greenskins eatin' townsfolk while we work. Here's one thing might do: we give 'em food. Maybe 1 goat for 1 day wit no raids. Maybe 3 sheep for 5 days, I dunno what you can spare. On top o' that, find somethin' to trade wit the orcs. Don't matter if you don't need it; point is to get 'em in the habit of trading. They could bring in some timber, most likely. Orcs 'r good at felling trees. Give 'em any trade goods in return." "Hagglin' wit tha local orc chief 'Great Ulfe' will be a trick. Can't make him look weak 'r a fool; tha whole deal would fall apart." "Let Grushlak go or kill 'im. Orcs don't keep well in prison. Either way we'll find the orc lair. Easier if we're following fresh Grushlak tracks." "One thing I learned from my time in the wild: if you cut down a weed it grows back; ya got to go to the root."
Male Half orc AC 15
Olias wrote:
"Good in a fight, bad for visiting towns. Can't ride it, tha horses won't like it." Rukkh searches the area around the campsite. Unanswered questions:
perception: 1d20 + 3 ⇒ (6) + 3 = 9
Male Half orc AC 15
Oleksandr Blackwind wrote: "Do orcs hunt with wolves?" "Aye, all manner of beasts." Jorlitharr wrote: "Ruhhk, do you think you can befriend the wolf? Are there any tracks?" "Hmmm..." Rukkh cautiously approaches the area where Oleksandr spied the wolf.
Primeval Awareness, part II: You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Male Half orc AC 15
Rukkh signals for a halt. "I don't like something about the road ahead." Rukkh hops of his horse, sniffs the air and placed an ear to the ground.
Primeval Awareness: You can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Rukkh's favored enemy is humanoids.
Male Half orc AC 15
On long-march days there's no time for foraging, so Rukkh hands round goodberries (eating one is a full day's food). On other days, Rukkh occasionally wanders off for a short time and returns with snacks.
One may need to copy and paste the link. Con Saves: first: 1d20 + 2 ⇒ (20) + 2 = 22 second: 1d20 + 2 ⇒ (12) + 2 = 14 third: 1d20 + 2 ⇒ (9) + 2 = 11 fourth: 1d20 + 2 ⇒ (11) + 2 = 13 fifth: 1d20 + 2 ⇒ (9) + 2 = 11
Male Half orc AC 15
**Ignore the following unless obsessive detail amuses you.** Caravan Notes: People: Baron Altheon, Jorlitharr Deepflagon, Oleksander Blackwind, Olian Anaran, Thravum Grimrock, Rukkh Animals and vehicles: Rukkh’s warhorse “Kal,” two draft horses (unnamed?), one wagon Food and water: Outlander background + Ranger abilities easily cover food and water for people. A single casting of Goodberry feeds up to 10 animals per day. That leaves water for horses: we need to carry about
Travel equipment wishlist: (from most to least urgent)
Other stuff?
Male Half orc AC 15
Jorlitharr wrote:
"Food 'n drink is no trouble for us two-footers, so long as yuh not fussy. I've a bit o' magic ta feed the horses. That leaves watering 'em. We need barrels."
Male Half orc AC 15
Jorlitharr wrote:
I bought muhself a horse. We'll be glad of 'em when we get to Blasingdale. We cut cross country, ride where we can, lead 'em where we can't. Anyone have magic that lift a warhorse? It'd free up some routes.
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