Grulk

Rukkh's page

65 posts. Alias of Exle.


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SorrySleeping wrote:
Don't make your own monsters. Grab stuff and re-fluff it to fit what you need. It is the easiest way to make sure you know what your team is going to be fighting and that it won't be too much extra work for you.

I agree this is much easier. For example, for an encounter with a medium monstrous lizard and young, the young used the stats of giant rats.


Male Half orc AC 15

Rukkh panics and runs through the sharpened stones. He collapses bleeding.


Male Half orc AC 15

Rukkh uses a dash action to move 15' south (taking damage). He activates the healing stone as he goes.
healing glyph: 1d4 + 3 ⇒ (3) + 3 = 6

This may come up: "Relentless endurance: When dropped to 0, not killed outright, drops to 1 instead. 1/per long rest."


Male Half orc AC 15

wis save or frightened: 1d20 + 1 ⇒ (6) + 1 = 7

dex save or slowed: 1d20 + 4 ⇒ (4) + 4 = 8
dex if disadv.: 1d20 + 4 ⇒ (1) + 4 = 5

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

Rukkh runs south 30' and yells in common:

"Murderers and Liars! You've had your last night of peaceful sleep! I will hunt you."

Rukkh then runs another 30' south into the Pines.


Male Half orc AC 15

Rukkh starts running south.

initiative: 1d20 + 2 ⇒ (14) + 2 = 16 adv.: 1d20 + 2 ⇒ (5) + 2 = 7


Male Half orc AC 15
Jorlitharr wrote:


"We could prop the door open too...you alright? You're not used to be so cramped I bet. You like wide open spaces. I understand."

"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

door: 1d20 + 3 ⇒ (18) + 3 = 21 advantage: 1d20 + 3 ⇒ (13) + 3 = 16


Male Half orc AC 15
Jorlitharr wrote:

Assuming we don't hear anything coming after us up the stairs he'll say to Thravum in Dwarven: "You mind keeping watch here at the top of the stairs while I get these orcs out of the halls of our ancestors?"

Jorlitharr will look over the bodies for anything interesting, then begin removing them from the hall through the way we came in. When he sees Ruhhk: "Are you alright? You seem to be acting strange... We might be able to open this door together."

"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
Haven's Cross GM Molly wrote:
Rukkh wrote:
Rukkh tries to open the large door.
Strength check. There are no handles so you can assume you need to push.

strength check: 1d20 + 3 ⇒ (2) + 3 = 5


Male Half orc AC 15

Rukkh tries to open the large door.


Male Half orc AC 15
Rukkh wrote:
Rukkh takes off after the escaping orc, drawing his sword.

whispers in orcish:

Rukkh stage-whispers to the orc in orcish: "Open the door. We're getting out."


Male Half orc AC 15

Rukkh takes off after the escaping orc, drawing his sword.


Male Half orc AC 15

initiative: 1d20 + 2 ⇒ (8) + 2 = 10 initiative adv. roll: 1d20 + 2 ⇒ (5) + 2 = 7


Male Half orc AC 15
Haven's Cross GM Molly wrote:
Is this something an orc would recognize?

No idea, just a shot in the dark

"We are guests here."


Male Half orc AC 15

Rukkh hands over a small packet, similar to the one he earlier gave Grushlak


Male Half orc AC 15

knowledge: orc stuff: 1d20 - 1 ⇒ (5) - 1 = 4 advantage roll: 1d20 - 1 ⇒ (18) - 1 = 17

perception: 1d20 + 3 ⇒ (4) + 3 = 7


Male Half orc AC 15

"I thought Grushlak was going to get us an audience with the Great Ulfe."


Male Half orc AC 15

"We want to talk. I'm sure we have something to offer."


Male Half orc AC 15
Grushnak, Orc Prisoner wrote:

Grushnak hears the fray, and turns to run into it.

[dice=Initiative]1d20+2

Wait, doesn't he have a wolf chewing on his face? That's why I shot the wolf!


Male Half orc AC 15

initiative: 1d20 + 2 ⇒ (20) + 2 = 22 initiative advant. roll: 1d20 + 2 ⇒ (10) + 2 = 12

If it is still alive on his turn, Rukkh snarls a brief incantation (Hunter's Mark) and fires an arrow at the wolf. Rukkh hits AC 24 for 18 dmg.


Male Half orc AC 15

"Steady friends. Draw no weapon. Cast no spell"


Male Half orc AC 15

Rukkh shares what he found with the other characters.


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
survival advantage roll: 1d20 + 3 ⇒ (17) + 3 = 20

ranger wilderness stuff:

Ranger class features
Favored enemy: Humanoids. Advantage to track and on knowledge checks, +2 dmg with weapons

Natural Explorer:
• Ignore difficult terrain
• advantage on initiative rolls
• on my first turn of combat, gain advantage on attack rolls vs. foes who have yet to act

While traveling for an hour or more in wilderness, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


Male Half orc AC 15

Rukkh makes a quick resupply trip, including some meat for Grushlak.

"Ready."


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

"Avodaausan tug kal-ushk. Avmorrow, maush."

translation from orcish:

"Today only horse-feed. Tomorrow meat."

If Grushnak is interested, Rukkh brings him some.

Rukkh tries to find everyone so we can meet up, share what we learned, and make a plan.


Male Half orc AC 15

Rukkh wordlessly tosses 1 day's rations to Grushnak.

tricksy move:
Rukkh scratches his leg, then reaches into his boot and pulls out a tiny bundle of cloth, which he tosses to Grushnak along the the food.
slight of hand: 1d20 + 2 ⇒ (11) + 2 = 13
It's totally drugs.


Male Half orc AC 15

"Something's changed. Mayhap the towns gotten weaker, or else the orcs got stronger or more desperate. Let's talk to townfolk and the prisoner tonight, then look for tracks tomorrow."


Male Half orc AC 15

"I'm not too road-dirty ta visit a prison. I'm off ta meet an orc. 'S too soon ta talk about muscle, methinks."


Male Half orc AC 15

"I'll range on, 'n head back if I see trouble. If yuh hear a whistle like this **loud whistle** I'm in trouble; come get me."

stealth: 1d20 + 4 ⇒ (8) + 4 = 12
perception: 1d20 + 3 ⇒ (7) + 3 = 10


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Male Half orc AC 15
Baron Altheon wrote:
"Let's clear off this annoying brush and be off!"

Rukkh hands Baron Altheon his shovel. (It's on Rukkh's char. sheet, no doubt.)


Male Half orc AC 15
GM Molly wrote:
Rukkh's survival skills come in handy in order to find some answers

Rukkh shares these results with the party. "What could it mean?"


Male Half orc AC 15
Olias wrote:


"Can we tame it?"

"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:


  • Which direction were the orc and dire wolf headed?
  • Were they traveling alone?
  • Is there any indication of who dug the pit? How recently have the diggers checked their trap?
  • Who re-disguised the pit after the orc fell in?
  • Did the wolf also fall in, then escape?
  • If the orc was shot after falling in, did the shooter leave any tracks?

perception: 1d20 + 3 ⇒ (6) + 3 = 9
survival: 1d20 + 3 ⇒ (13) + 3 = 16


Male Half orc AC 15

Rukkh hisses over his shoulder "Clear away from the pit and the ramp." He makes wolf noises as he approaches and offers the wolf his last goodberry (1 day's food and heals one hp). It the wolf isn't too hostile, Rukkh points it toward the pit.


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.
perception: 1d20 + 3 ⇒ (9) + 3 = 12.

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
Jorlitharr wrote:
Rukkh wrote:
"I'm exhausted."
Have a drink Rukkh! It'll perk you up!

"Glug-glug-glug. Bless yer beard, that's the stuff."

Nature: 1d20 + 1 ⇒ (6) + 1 = 7 Giant wolves of this region?

"Who wants ta fight, 'n who doesn't? I'm up fer either."


Male Half orc AC 15

"I'm exhausted."


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.
In a typical day he offers https://docs.google.com/document/d/1MnHewQRWTsJoqIFslbThlLVLnXtuZ53jZqhUM7k jXcU/edit?usp=sharing

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

Five days at 25/day plus five days at 35/day is 300 miles.
"Oi Baron! We don' want ta arrive too tired fer fighting, nor kill our horses! Twelve days at fair pace will see us there."


Male Half orc AC 15
Jorlitharr wrote:


"I made these for each of you."

"Thanks on you, Jorlitharr. Here's hoping they'll go unused, at least 'til we reach Blasingdale."


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
(10 gallons each)*(number of horses)*(days between refills) gallons of water.
For example, if the longest stretch between places to refill the water barrels is 2 days’ travel and we have three horses, that’s 60 gallons.
One water barrel holds 40 gallons, so we probably need two. Full, they weigh 400 lbs each (70 lbs empty).

Travel equipment wishlist: (from most to least urgent)
2 barrels (for water)
Stuff for wagon repair: wheel, axle, hardware, other materials
Block and tackle (for getting things un-stuck, recovering fallen things, etc.)
1 extra Draft horse, bit & bridle, pack saddle, saddle bags
Extra Rope
2 tents
2 lanterns, with oil
Antitoxin

Other stuff?
There’s about 2700 lbs spare capacity in the wagon. We could bring passengers, letters, or trade goods from Haven’s Cross to Blasingdale.


Male Half orc AC 15
Jorlitharr wrote:


"He did say he's covering expenses. I'm going to figure out what I'm bringing with me. Are we taking a cart and horses?"

"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
Baron Altheon wrote:
Orcs are like sharks, if they smell blood in the water ...

Rukkh sniffs at the Baron. "You got a smell of blood on yuh, Altheon. There's more'n one way for raids to end, y'know, my Baron."


Male Half orc AC 15
Jorlitharr wrote:
Rukkh wrote:
I'm ready to go.
"Do you have the means to expedite our trip? Any shortcuts? Looking at the map it seems like cutting through the mountains maybe mire direct but horses so do so well through there. Stick to the road? "

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.


Male Half orc AC 15

I'm ready to go.


Male Half orc AC 15
Rurik Deepflagon wrote:
... this town is very safe."

"Then it's off to Blasingdale!"


Male Half orc AC 15

"Some of us should spare a few days to visit tha goblin lair an' see what's wut. With good steeds and long marches we might catch up to the rest of you on yer way to Burning Dale."

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