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I don't mind being a sergeant...but would rather not be the lieutenant.

 

Also, since we have walked into a company of guards, are their drawn blades considered their held action, or do we post our action priorities now even though they have initiatitve?

 

Also, can we post held-actions as priorities (example "Melee with attacker #4 unless our archer is readying to shoot attacker #4"?

Normally you'd post priorities before initiative is rolled, but story first. Technically, the guards have a surprise round, but they're forgoing it in order to make sure everyone gets the combat sequence down.

 

Held actions are what I'd consider special actions. Post them outside of the priorities list. Priorities are more generic.

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The strength attack modifier is your strength bonus. There's a table near the front of the PHB, if you don't know what your abillity score bonuses are. Orcs are medium, so no size modifier. (It's the

[ color=#ff0000 ]This is red.[ /color ] This is red. At least it is without the extra spaces.

Well, you're in charge now, and if things go wrong, you're the one that gets executed. Basically, that's it.

COMBAT: Number 1

 

The human guards outside of shrine who have the initiative.

 

 

ThunnGurk:

  • Bash foe with big giant masterwork club
  • Bash foe with shield spikes
  • Find and close with new/next opponent
  • Repeat 1-3 until foes dispatched
  • Back out of melee if at 33% hit points

TG sees himself as a grunt; at best a Lance Corporal...

 

X. SPECIAL ACTION...DURING COMBAT:

Given a choice between an unharmed opponent and an already wounded opponent TG will aim an attack at the wounded one...

(Finish Foes Quickly :: FFQ)

 

If ever surrounded TG would like to take a round-house baseball bat type swing at the opposition's heads...

 

Bellow and Roar at opportune moments unless stealth is called for...

Edited by TGP
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The settlement of Unity lays quiet below you.


 


Asleep.


 


Unsuspecting.


 


The humans who lay there hold a relic, and have no idea that it is the key to saving this world. Instead, the humans just keep moving south, away from the growing ice. They just keep raping the land for its magic, crowding out the Elder Races.


 


That ends now.


 


Your warband moves silently down the hill in the dark. Creeping up to the fence that these humans call a wall is no challenge. There's hardly a sentry to be seen. Even if there was, their torches only shed so much light, and the shadows are your allies.


 


Up and over you go, into Unity.


 


Your noses wrinkle at the stench. The sickly sweet smell of humans. The docile, domestic, weak smell of them disgusts you. It's nothing like the wild, strong, clean smells of an Orc camp. This is smell of an animal caught in a trap, knowing death is coming yet still fearing it.


 


The sounds of animals catch your keen ears. Cows, sheep, pigs, chickens, dogs. All of them have had the wildness taken out of them. They sound diseased, sick withhumanity.


 


Most of the windows are dark, a few still have candles or lamps burning in them, but those are easily avoided. The road you want is dark, not even the moon touches it this night. These human settlements are all the same, the road is straight, with no obstacles. It leads right to the back of their church. These humans and their One God. It makes you vomit in your mouth a little just thinking about it.


 


Silently, you open the shuttered window, and slide into the dark opening. One by one, the warband enters the wooden structure. It is dark, even to your eyes, but you can see the star. It's in a glass case on a wooden table...maybe an altar. Removing the glass case is as easy as it looks, and the star goes into a pouch. Out the way you came seems the easiest way.


 


And so you go. Out through the opened window, into the darkened street. Into the waiting arms of a guard patrol. They stand, sneering at you with drawn blades. The cold steel reflects the light of their torches. They cautiously advance, eyes never leaving your hands.


 


They'll kill you if they can.



 


Each player states his/her combat priorities in here. You can set up to 5 priorities for each combat.


Example:


[Character Name]:


  1. Attack melee
  2. close to melee range
  3. attack ranged
  4. back out of melee if at X% hit points
  5. Other thing

You will do these things in order. This character will attack in melee until that is no longer possible. Then he/she will attempt to close to melee range with the next opponent. If that's not possible, he/she will attack at range, etc.


 


This will make combat flow more smoothly. I'll roll all the dice here, people will die, Orcs probably won't. There will be blood and glory, and we'll move along with kind of cinematic combat sequences.


 


IF YOU HAVE A SPECIAL ACTION YOU'D LIKE TO TAKE DURING COMBAT: Post it in this thread, since this is where all the OOC stuff will happen.


 

 


Atsumar the Bounty Hunter:


1. Fires Crossbow/light


2. Drops Crossbow/light - Draws Scimitar.


3. Attack Melee With someone (a target already engaged with another ORC)


4. Back out of melee if at 3 hit points


5. Pick Up Crossbow/ light & Reload & fire is able.


Edited by Arc 724
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Sorry I haven't responded in a while. My usually time to respond is at work, after I'm done with my work, but I've been training someone for the last two weeks, so that takes all my time. But I'll be done with training after my Monday night shift and will be able to catch up with forum stuff.

 

I would prefer not to take leader, this is my first PbP game and I'm still learning how it all goes, so I'm not sure I'd make the best leader-orc!-person.

 

Combat:

 

Gresha

  1. Slash the nearest human's neck w/ right-hand axe
  2. Use Tumble skill to close to next target
  3. Throw right hand axe if fellow orcs! in need of aid
  4. back out of melee if at 3 hit points
  5. retrieve axe if thrown

Special Action: will use Taunt or Intimidate to draw enemies off her team mates if they're in need of aid. Also aims to mortally disable and kill with her blows as quickly as possible (neck, eyes, knees, feet, groin, etc).

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Just waiting to see if anyone posted a true healer.

 

1) If a squad member drops below 50% health and they can still benefit from the Healing spell, move within range and cast Healing with Naming. (Healing requires an annoying amount of record keeping)

 

2) Stabilize a dying squad member using a healing kit*

 

3) Attack melee

 

4) Close to melee range against a NPC which is already engaged with a squad member

 

5) Disengage from melee if below 33% of HP.

 

*I'd kind of forgotten how 3E worked, so can I add a Healing Kit to my inventory?

 

Special: Stop spellcasting if it would deal lethal damage.

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Okay, still need a Lieutenant...

Not sure what your talking about?

 

 

This:

Speaking of characters, I may have neglected to mention the fact that warbands have a rank structure. Typically this is: 1 Lieutenant, 2 Sergeants, 2 Corporals, 1 Medic (no actual rank), and 6-10 Grunts.

 

For 5 characters, it will adjust to: 1 Lieutenant, 1 Sergeant, and 3 Grunts (with 1 doubling as the Medic).

 

ETA: It will be up to the players to select each position.

 I've had a volunteer for the Sergeant, and for someone who will double as the Medic, but no volunteers for the Lieutenant.

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Okay, still need a Lieutenant...

Not sure what your talking about?

 

 

This:

Speaking of characters, I may have neglected to mention the fact that warbands have a rank structure. Typically this is: 1 Lieutenant, 2 Sergeants, 2 Corporals, 1 Medic (no actual rank), and 6-10 Grunts.

 

For 5 characters, it will adjust to: 1 Lieutenant, 1 Sergeant, and 3 Grunts (with 1 doubling as the Medic).

 

ETA: It will be up to the players to select each position.

 I've had a volunteer for the Sergeant, and for someone who will double as the Medic, but no volunteers for the Lieutenant.

I'll do it! Not sure what that implies but I'm willing to give it a go. What do I need to do?

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