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273 posts. Alias of Torvald Torvaldson.


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-?interlude?-

The massive GorillaBear hammers Curumir's form, savaging his body and equipment, throwing it -shattered- into the pool. The flow of water from the pool slowly pulls the body down, through the breach in the palisade, and down into the stream that runs through town.

Some time later, birds circling overhead, a black bear pulls the still form from the waters and drags it into a thicket of bamboo where an anxious brownie and his animal friends mind over it.


Was surprised you didn't run.

What would you like to do next? Keep going or something else?


You connect with a pair of slashes that don't seem to phase the great beast much.

-18
claw: 1d20 + 10 ⇒ (20) + 10 = 302d8 + 16 ⇒ (1, 1) + 16 = 18
hit on 1: 1d2 ⇒ 1
claw: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 8 ⇒ (6) + 8 = 14
hit on 1: 1d2 ⇒ 1
bite: 1d20 + 10 ⇒ (15) + 10 = 252d4 + 8 ⇒ (1, 3) + 8 = 12
hit on 1: 1d2 ⇒ 2


You miss badly, thrown off by the daunting size and ferocity of the GB.

claw: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 8 ⇒ (8) + 8 = 16
hit on 1: 1d3 ⇒ 3
claw: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 8 ⇒ (3) + 8 = 11
hit on 1: 1d3 ⇒ 1
bite: 1d20 + 10 ⇒ (20) + 10 = 304d4 + 16 ⇒ (4, 1, 4, 4) + 16 = 29
hit on 1: 1d3 ⇒ 1


The massive creature roars in confusion and fury as it lays about trying to kill the real you.

claw: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 8 ⇒ (8) + 8 = 16
hit on 1: 1d6 ⇒ 5
claw: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 8 ⇒ (5) + 8 = 13
hit on 1: 1d6 ⇒ 3
bite: 1d20 + 10 ⇒ (19) + 10 = 292d4 + 8 ⇒ (1, 4) + 8 = 13
hit on 1: 1d6 ⇒ 3


You slash down the second one as the massive patriarch charges you, seeking vengance!

bite: 1d20 + 10 ⇒ (11) + 10 = 212d4 + 8 ⇒ (2, 4) + 8 = 14


You spring from cover and murder the wounded GB!

init C/GB: 2d20 ⇒ (15, 6) = 21

The remaining GB roars in dismay, but is caught flat-footed as the massive GB turns to assess the deadly scene.


You make your way undetected, the creatures clearly preoccupied by nurturing one another, and are within melee range.


The two smaller ones are about 20' away on the far side of the spring. The larger one about 60' away at the opening.

You feel comfortable that you can make your way to them with some reasonable stealth rolls. It doesn't look like there would be any easy egress from this area for the GB.


You notice that the area the big one is guarding/watching is the only sized opening that would allow any of the GB to easily get in/out of this area. The nests/beds of the creatures are on ground that is a little higher than the spring pond and it looks like they take specific care to keep them dry. You do see a pile of shiny coins and other metal items near the center of the nests.


You make your way through the natural passage as stealthily as you can. At the end of the 'tunnel', a small spring-fed brook feeds the stream you just came up. Several large nests or thatch and vegetation can be seen within as are the two GB you fought earlier. The wounded one is being tended to by the other. At the main opening to the place is a much larger GB, pacing about and looking outside for threats.


It definitely looks like you could work your way through the gap in the palisade. It well be wet, and somewhat challenging to be stealthy, but the opening is there.


You return to the village, taking a little different approach this time, and find that you can see a gap in the 'palisade' where water runs down, through, and out. It looks like there might be a fresh water spring on the other side? The GB have not made any effort to block the gap as it is far too small for anything their size to move through and they clearly don't identify anything smaller as a threat.


DM rolls: 2d20 ⇒ (8, 13) = 21

You do your best to find a secure spot to rest and the night passes without incident.


You find what looks like a secluded spot and use your parent's gift to heal your wounds and think of your next move. There does not appear to be any further pursuit at this time.


C/GB: 2d20 ⇒ (17, 13) = 30

You make a few moves and gain distance from your pursuer and shortly after leaving the general area of the ruins the GB stops its pursuit and heads back towards its compatriot and the nest area.


GB: 2d20 ⇒ (10, 17) = 27

Mid-sprint, you vault over some overgrowth losing the wounded GB, but the other is not at a loss of strength or stamina and rips through the obstacle undeterred.

C/GB: 2d20 ⇒ (8, 13) = 21

The last pursuing GB picks up the pace and is right on your heels!


run C/GB: 2d20 ⇒ (10, 11) = 21

You turn tail and flee, but the GB stay right behind you, using their knowledge of the area to their advantage.


You miss badly, the wound starting to take their toll. Maybe two at a time was too many?

GB 1 -25
claw: 1d20 + 8 ⇒ (1) + 8 = 91d8 + 5 ⇒ (7) + 5 = 12
claw: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 5 ⇒ (7) + 5 = 12
bite: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 5 ⇒ (1) + 5 = 6

GB 2
claw: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 5 ⇒ (1) + 5 = 6
claw: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 5 ⇒ (3) + 5 = 8
bite: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 5 ⇒ (3) + 5 = 8


You land another slash.

GB 1 -25
claw/hit on 1: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 5 ⇒ (5) + 5 = 101d2 ⇒ 2
claw/hit on 1: 1d20 + 8 ⇒ (4) + 8 = 121d8 + 5 ⇒ (4) + 5 = 91d2 ⇒ 2
bite/hit on 1: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 5 ⇒ (5) + 5 = 101d2 ⇒ 1

GB 2
claw/hit on 1: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 5 ⇒ (3) + 5 = 81d2 ⇒ 2
claw/hit on 1: 1d20 + 8 ⇒ (20) + 8 = 282d8 + 10 ⇒ (4, 7) + 10 = 211d2 ⇒ 1
bite/hit on 1: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 5 ⇒ (5) + 5 = 101d2 ⇒ 1


Your first swing is wild but your second connects, as the beasts do their best to tear you to pieces.

GB 1 -16
claw/hit on 1: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 5 ⇒ (6) + 5 = 111d6 ⇒ 3
claw/hit on 1: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 5 ⇒ (7) + 5 = 121d6 ⇒ 4
bite/hit on 1: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 5 ⇒ (8) + 5 = 131d6 ⇒ 6

GB 2
claw/hit on 1: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 5 ⇒ (4) + 5 = 91d6 ⇒ 5
claw/hit on 1: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 5 ⇒ (7) + 5 = 121d6 ⇒ 5
bite/hit on 1: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 5 ⇒ (1) + 5 = 61d6 ⇒ 4


DM: 1d20 ⇒ 9

You successfully meander your way towards the beasts from an oblique angle, eventually reaching melee range.


They are not close enough to melee; still at the sight of the first slain GB. You will have to move towards them or wait for them to move towards you. They are beginning to expand their search and it seems they have caught the trail of your scent and are following where you had previously passed.


The fearsome creatures do not appear to notice you or your clones.


DM: 1d20 ⇒ 9

Two more beasts (one you recognize, one you don't) come out of the wooded area and find the foe you murdered but don't spot you. The howl and yell in dismay and fury, pounding the ground in anger and looking about for something to kill.


Two more cuts drops the massive beast but you hear commotion from the area of their suspected den.


You slash it once but your second blow is turned aside by its thick hide as it roars in fury!

-17
claw: 1d20 + 8 ⇒ (3) + 8 = 111d8 + 5 ⇒ (8) + 5 = 13
claw: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 5 ⇒ (6) + 5 = 11
bite: 1d20 + 8 ⇒ (8) + 8 = 161d8 + 5 ⇒ (8) + 5 = 13


DM: 1d20 ⇒ 19

The creature sense you and attacks!

init C/M: 2d20 ⇒ (4, 2) = 6

Fortunately you still have the drop on it and act first.


DM: 1d20 ⇒ 11

An hour or so later, another beast (you've seen it before) exits the trees where you guess their den is and begins to move about the ruins. Unfortunately, it does not move in the direction you are currently hidden.


With two deadly slashes, you drop the gorilla bear to the ground.


DM: 1d20 ⇒ 19

Watching one of the beasts exit the palisade area and head into the rest of the ruins you move into a position that you think will be opportune to intercept and ambush it. As it closer to you, you notice that it's normal movements are more cautious and measured. It seems to sense something is wrong without being able to put it's paw on what specifically it is. The creature comes within range of you and your blade.


DM: 1d20 ⇒ 5

You make your way during the early morning to the ruins.

The ruins are comprised of a village, hamlet really, centered in a low wide valley, cut through in the middle by a sluggish stream. There are several massive trees clustered together, in what you guess must have been the center of the settlement. You imagine that this area was once beautifully manicured and cared for. Now, there is only overgrowth and vague outlines of structures.

The area is fairly desolate, having been left untended for hundreds of years, but the design and build of your kin was impressive and you get a sense of how they crafted beauty and durability into the simplest of things. A different mindset to building apparently when you intended to use something for the better part of a thousand years. The overgrowth of flora is significant, however, and what structures weren't largely damaged or destroyed from the violence hundreds of years ago are simply enveloped by nature and inaccessible without tools and labor.

The lone exception is a building on the ground that is built from stone, laced through with quartz veins. You imagine what it must have looked like without all the trees, vines, and shrubs around it. The sun dazzling off the veins of crystal, making it appear almost like a building made of lightning. Now however, it is dark and musty-the large frame that once held double doors empty with various vines and creepers hanging from the interior ceilings. You notice several features that make you believe this must have been a temple to Yuelral, the elven god of magic.

You also notice lone gorilla bears moving about from time-to-time. You can identify at least three distinct creatures as they traverse the ruins, always ending up near a group of massive trees that have grown so close together they almost for a palisade of some nature.


DM: 1d20 ⇒ 3

You successfully obscure your selected resting place and the night passes without incident.


Curumir finds a couple of likely camp spots. He thinks the chances of orcs are very low, but it is apparent that other creatures are now out and about with the absence of the pervasive predators. So some marginal risk, but certainly not foolhardy.


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You are able to get enough of the skin to earn 25gp. The belly of the shark had a semi-decomposed orc arm wearing a gold bracer worth 75 GP.


You believe that if you are very careful the skin could be sold. The meat would be good eating.

know nature DC15:
You think that you may want to cut open the stomach and see if it has any valuable license plates inside.


With one last cut, you drop the massive fish to the ground. It writhes about with savage death throws but you wisely stand aside and let it expire.


DM: 1d20 ⇒ 19

Taking a third strike the the massive shark goes into a frenzy!
bite: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 6 ⇒ (5) + 6 = 11
hit on 1: 1d4 ⇒ 3


Your blade slashes the airborne shark and it snaps at you in fury!
bite: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 4 ⇒ (2) + 4 = 6+bleed
hit on 1: 1d5 ⇒ 3


The air shark appears a bit confused by the school of opportunities to snack on.

bite: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 4 ⇒ (2) + 4 = 6 +bleed
hit on 1: 1d6 ⇒ 3


DM: 1d20 ⇒ 20

While traveling towards the village you are attacked from above by an air shark!

on flat footed
bite: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 4 ⇒ (2) + 4 = 6 +bleed


DM: 1d20 ⇒ 12

You are able to make it back to the stronghold without further incident. The gate guards seem a little surprised to see you back again so soon but make no comment.

Rolls/actions for next day's attempt.


Realizing discretion is the better part of valor, Curumir escapes the snakes with a burst of speed. They try to follow for a few moments but eventually realize his lead is to great and give up.


Viper 2
bite: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 3 ⇒ (1) + 3 = 4
hit on 1: 1d4 ⇒ 1
save DC 14; frequency 1 round/6 rounds; effect slowed for 1 minute as the slow spell (CL 7th); cure 2 consecutive saves.

Viper 3
bite: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 3 ⇒ (4) + 3 = 7
hit on 1: 1d4 ⇒ 2
save DC 14; frequency 1 round/6 rounds; effect slowed for 1 minute as the slow spell (CL 7th); cure 2 consecutive saves.


The first viper gets slashed to pieces as the other two snap and hiss at you.

Viper 2
bite: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 3 ⇒ (2) + 3 = 5
save DC 14; frequency 1 round/6 rounds; effect slowed for 1 minute as the slow spell (CL 7th); cure 2 consecutive saves.

Viper 3
bite: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 3 ⇒ (4) + 3 = 7
save DC 14; frequency 1 round/6 rounds; effect slowed for 1 minute as the slow spell (CL 7th); cure 2 consecutive saves.


You injure the viper badly as two more serpents slither out of nearby tall grass!

Viper 1 -14
bite: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 3 ⇒ (4) + 3 = 7
save DC 14; frequency 1 round/6 rounds; effect slowed for 1 minute as the slow spell (CL 7th); cure 2 consecutive saves.

Viper 2
bite: 1d20 + 8 ⇒ (3) + 8 = 111d8 + 3 ⇒ (4) + 3 = 7
save DC 14; frequency 1 round/6 rounds; effect slowed for 1 minute as the slow spell (CL 7th); cure 2 consecutive saves.

Viper 3
bite: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 3 ⇒ (4) + 3 = 7
save DC 14; frequency 1 round/6 rounds; effect slowed for 1 minute as the slow spell (CL 7th); cure 2 consecutive saves.


DM: 1d20 ⇒ 20

Judging it to be too late in the day you rest in the keep and wait for dawn, setting out a first light.

About half way to the village ruins a massive viper launches itself at you from a nearby tree!

On flat footed
bite: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 3 ⇒ (4) + 3 = 7
save DC 14; frequency 1 round/6 rounds; effect slowed for 1 minute as the slow spell (CL 7th); cure 2 consecutive saves.


Baron-Well we've cleared a fairly good perimeter around the walls so you should be able to scout further out than previously was reasonable. Also, if you want to catch two birds with one net you could help us by clearing the beasts out of the nearby elf village. Once it's safe we can start settling people in that area and we will happily share any knowledge that we find there once we are able to excavate and restore a little bit. Otherwise, I could always use more information about what those uruks are doing up in the hills.


The Baron considers your words for a few moments-Well that can't be good for us in the long term even if it might be a problem for a different day. Established positions, ready patrol to respond to intrusion, sending a relief column to try and shore up the tuskers...

At some point they are going to poke at us in force; we'll have to be ready.

In any case, good for you for fleeing. I know that may sound crazy, but I've run away more than once in my time; it's why I'm here today. Knowing when to get away is just as important as anything else. No shame in it, I say and if you hadn't, we'd know less than we do now.

What next for you Curumir, still looking for work, or do you have some secret mission from the elves to accomplish?


Baron-Indeed it is dangerous, but try explaining that to those that have never received a charge of orc warriors and lie safe behind stone, steel, and blood. Life was easier before all of this, no question.-he shakes his head ruefully-In any case, that's my concern and not one of your troubles. Tell me more about the orcs of the hills and what you saw and where. I've gotten second hand, but I've found it's always best to get intel direct from the source.

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