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
don't be afraid to use tactics, like drawing away some of the force with a ruse.
You have some cover, but stealth checks will be in play.
or set a trap along the trajectory of the caravan.
your current intel says:
heavy cavalry protecting a heavy laden caravan of crates in wagons.
which means even though the army is on horseback, they travel at the speed of the wagons. which means your army can move much faster than their group.
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.
The two hoofs smash into the orcs shoulder and head with surprising force.
take 16 damage, your move round 2
Urlok Slimetusk wrote:
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
Grod the Cunning wrote:
the nearest pond is a mile away. How would the flooding be accomplished?
Skûn of Many-Voices wrote:
The scout returns. Pink skins. heavily armored and on horseback. wagons with wheels that bite deep into the ground. Crates filled with something heavy.
Vakghul Nine Sun wrote:
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.
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
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.
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 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.
Urlok Slimetusk wrote:
You spend the night heading to the spot the scout mentioned. And it was just as you were told. Daylight will break soon.
wait here for day 2
Skûn of Many-Voices wrote:
You see a shimmering form above the celebration that vanishes shortly after it is seen
Hold for day 2 travel
Czolgosz visibly relaxes once he hears that he is not forbidden to enter Longtusk territory. Then opportunity he will have. We risk greatly, and he risks so little, yet you expect to ride under our protection. We suffer hunger from bad season. I will speak to Kilgore, and we will have agreement of brothers or none at all. Czolgosz waves the caravan forward.
Day 1 Vakghul, Grod
Please roll perception.
The work goes on through the night. Orcs sleep in shifts, so that the can be ready to move in the morning. It is interesting how well your tribes work together. Friendly competitions begin as competitive packing, feats of strength while loading, and other minor proofs of who is faster or stronger.
I will move everyone to day 2 next post
Day 1 Urlok
You send scouts for the horses and break camp. In the middle of the night, a horse scout riding hard returns. He whoops with excitement and wakes those in slumber. He dismounts and rushes to you. We have tracked them not far from here. A large herd. Hundreds. Grazing in a box canyon. If you can break the stallion. we have a chance to tame the herd. A great boon and glory for the Rotten Teeth.
Day 1 Skûn
You find no shepherds, just mountain goats. Your hunters take down dozens of them, before they scatter to the winds. You are able to bring back more than enough meat, as to feast tonight, and still have several days food as a remainder. And feast you tribe does. No losses from the trek down from the mountains and more food than been seen in months, has put yor tribe in good spirits. The celebration goes into the night
You get +1 moral bonus to loyalty rolls for the next week
Roll a perception check please
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.
Day 1 Jonas, Czolgosz
Since Czolgosz has not posted, I will NPC for now.
Czolgosz looks across to Jonas from his horse. He looks unhappy, but it's hard to tell if this means anything. He shakes his head. I have words for Chief Kilgore and he sends an emissary to intercept? Why does he fear to meet face to face? The chief seems deep in thought. He appears to calculate the political math. Obviously he was looking for more than a measly four scouts and ad visor. He snarls. You may ride with us until I reach Longtusk territory. Unless you are telling me that Chief Kilgore is refusing a meet, then you are not welcome, and we go our own way and you yours.
Since backgrounds are so important. Maybe you can help me build a character around it
Here's the crunch I have so far:
He is Githzerai, information broker. He migrated to Sigil as a boy, when his father brought him here to join the Xaositect. His father became lost in the hive. Drugs and madness took his father from him. He grew up with only his wits to help him. Pulling himself out of the hellhole that is the hive, he began to trade in secrets. Secrets that he either stole, extorted or traded. He joined the sensates when he came of age. He reveled in their library and the hidden knowledge it afforded.
What class would be best? what skills? etc
Then I'm in, I would be happy with any adventure. If I like the system, I'll probably purchase some books.
One question, will a rogue Modron be available as a race?
Day 1 -Jonas, Czolgosz
Jonas heads northwest with four scouts. The trail is well worn. The wind behaves oddly and blows cool then warm with little time in the interval. You notice as your encampment slips over the horizon, cicadas begins to sing again.
Late in the day you hear the woots from Ironback scouts in the woods. They come to the trail and greet you. Silently, they escort you to the chief and the caravan.
You are free to RP and plot your next move
Day 1 -Skun
Skûn's cunningly spots dangerous areas that he orders special attention be paid. A thin ledge combined with a particularity hardy slippery mold could have caused the death of several had it not been spotted and rope bridging set. As the sun hangs low in the sky, the rocky foothills are finally reached. The tribe migrates to a large plateau that is well suited for a camp. Several orcs spot a large herd of goat on the next hill.
What do you do?
Day 1 -Urlok
Urlock drives forward into the grasslands. The travel was uneventful until later in the evening when you are about to camp for the night. A scout runner comes to you carting dung in his right hand. Lord Urlock. Horse sign, two or three day. he crumbles the dung in his hand to prove its age.
What do you do?
Day 1- Skun
Scouts, up ahead, hastily build rope bridges to assist the tribe in crossing the most treacherous parts. It's slow moving work. The cold, thin air with flurries of snow add only more danger.
Skun please roll Survival to help your tribe
Day 1- Czolgosz Man-Breaker
The emigration is an impressive sight. The orcs move with purpose, and your army flanks either side of the moving caravan. The massive trees slowly slide by, and birds take flight as the noise from feet, wheels, livestock, and mules eat the miles before them. A fork in the trail reminds you that the Longtusk clan is to the south or you can head to the open plains to the east.
Czolgosz, Please let me know where you want to go.
Day 1 -Jonas Longtusk
Jonas decides to leave his tribe and his chief to their own devices.
Jonas, I can't figure out where you are moving based on you post. Can you please clarify.You can move 2 hexes in a day alone and on horseback
Day 1 -Grod the Cunning
Grod's gambit worked, only time would tell whether it was the right decision. He saw the suffering on the faces of his tribe, however they never uttered a word of complaint. Again his bloodline has proven itself in the face of adversity, even if it was only half his blood. The massive caravan makes good time thanks to the organizational skills of his people. They were not nomadic for many year, however their efficiency would indicate they could be. Moving south they break the treeline and can see in the distance the Nine Sun encampment busy with activity.
Grod, Vakghul and you will be in the same hex starting next turn
Day 1 -Takesh
You force your tribe deeper into the desert. The scouts you have sent rarely return. The shifting sands change the topography often, creating disorientation for those not skilled in navigating with the sun or stars. However now, the collective wisdom of your tribe is there to ensure a straight path through the sea of thirst. Around late afternoon, a scout returns.
Great One. The sands have given way to something strange. Four statues face a pillar of stone and eachother. The stand on a circular platform of stone. Is it another omen?
Takesh, What do you do?
[b]Day 1 -Vakghul Nine Sun[b]
As you make ready to head out to aid the Iron Dogs, you can see a large tribe of orcs break the treeline. The caravan slowly moves towards you. It would seem your preparation for guests was not in vain.
Crod and you can RP your next move