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Post by Kaber on Mar 20, 2008 15:01:42 GMT -5
Ok Guys... I need some pertinent info for our coming game. I hope to have everything mapped out but I need some info.
1. How many total members in Tusk's army?
2. How many warriors?
3. How are you feeding them?
4. How are you supplying them? Do they have good armour or poor? Good weapons or poor?
Supplies can be difficult to get. Humans will not willingly allow their towns to be used to supply an Orcish army unless they are forced to. Some may help if bribed enough but on the whole towns will have to be taken over and used to supply troops.
The alternative is to simply forage for your needs. somewhat difficult for a clan but very difficult if not nearly impossible for an army. They scare away prey and can clearcut a forest in a week if not a few days. Moral will lower, inner squables will take place and your army could fall apart. They need more than a divine leader. Magic can be used for creating food and water, shelter and such but you will exhaust your spell casters if your not careful.
Other creatures may join forces with you and may aid you in supplies but they will want payment sooner or later. If you choose this route then you may inlist the aid of some Hill giants, HobGoblins and such.
Your obsticals are Humans, Dwarves and Elves.
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Post by pigdish on Mar 20, 2008 16:03:15 GMT -5
Tusk has taken over 6 out of 8 tribes. Two two outstanding tribes are: Darmmomu: Holed up in Khedesh (aka Jade City). They have roughly 8,000 total but their numbers have dropped in the past few years. Not all are warriors anymore. Blarkyblark: Sorry I forgot the name of this tribe but it is allied with Kurjan the Black in and stationed in Brightstone Keep. They number in the 12,000. Although a lot of them have been turned into undead by Kurjan.
Tusk commands 40,000 orcs/half-orcs, not counting the children. There is no elderly population because those who are too old to perform a task are killed or walk off into the Wyste to die.
Of the 40,000: 4,000 are Shaman/Druidic/Cleric types 6,000 are Scouts/Rogue types 30,000 are Barbarians/Fighters
30% are Low Level (2-8) 60% are Mid Level (9-14) 10% are High Level (15-20)
15% of the total have some trade skills (armourer, weaponsmithing, leatherworking, etc.)
Provisions: Since the tribes are from this region they know how to survive off the land which will be the primary source of food and water. They are using an abandoned ruined city (not one of the three Empire cities) to do the trades that require a forge, etc. They also get their water from here. These ruins are a common area where the tribes use to work on stuff and trade with the other tribes, they have raided.
Armor/Weapons 100% have some sort of weapon
52% of the people have little to no armor 20% have poor to good armor/weapons 28% have good to excellent armor/weapons
The Orcs/Half-Orcs are 100% loyal and dedicated to Tusk given his Intimidate/Diplomacy checks. If for some reason there is something to cause a change in their attitude then I will roll more Intimidate/Diplomacy checks. Remember these people think Tusk is like a walking god who they have been waiting for for generations. They aren't going to turn on him just because they are hungry or have poor living conditions.
The "army" or the collective tribes have been busy every day working together and getting ready for some big war. There is some in-fighting but the disputes are dealt with quickly and in most cases harshly.
There will be some aid provided by the Hobgoblins due to Solinar's influence on Slar'k and Khurbok. The Hobgoblin contingent will be 16,000. Most of these are stationed at the Ashen Tower a few miles of Tusk's camp in the Cursed forest.
I hope that helps.
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Post by Kaber on Mar 20, 2008 17:12:44 GMT -5
Excellent. I will add that to my map.
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Post by pigdish on Mar 20, 2008 20:21:34 GMT -5
Frashk, male Orc Drd12/Clr3/Bbn5: CR 20; Size M (5 ft., 9 in. tall); HD 12d8-24 + 3d8-6 + 5d12-10; hp 94; Init +4 (+4 Improved Initiative); Spd 40 ft.; AC 10; Attack +20/+15/+10/+5 melee, or +16/+11/+6/+1 ranged; SV Fort +13, Ref +6, Will +16; AL LN; Str 19, Dex 11, Con 6, Int 11, Wis 18, Cha 8.
Languages Spoken: Common, Druidic, Orc.
Skill points: Drd 60, Clr 6, Bbn 20
Skills and feats: Craft (Bowmaking) +8 Craft (Woodworking) +12 Handle Animal +11 Heal +17.5 Hide +0 Intimidate +1 Jump +11 Knowledge (Nature) +15 Listen +4 Move Silently +0 Profession (Miner) +8 Ride +8 Spot +4
Feats: Blind-Fight Diligent Improved Initiative Natural Spell Power Attack Run
Possessions: 220,000 gp in gear.
Druid Spells Per Day: 6/6/5/5/4/3/2.
Cleric Domains: Death, Knowledge. Cleric Spells Per Day: 4/3+1/2+1.
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T'zohl, male half-orc Bbn8/Ftr3/Rog6: CR 17; Size M (6 ft., 0 in. tall); HD 8d12+8 + 3d10+3 + 6d6+6; hp 122; Init +7 (+3 Dex, +4 Improved Initiative); Spd 40 ft.; AC 13 (+3 Dex); Attack +19/+14/+9 melee, or +18/+13/+8 ranged; SV Fort +12, Ref +11, Will +4; AL LN; Str 18, Dex 17, Con 12, Int 14, Wis 8, Cha 8
Languages Spoken: Common, Infernal, Orc.
Skill points: Bbn 55, Ftr 9, Rog 56
Skills and feats: Climb +16, Craft (Painting) +10, Diplomacy +6.5, Disable Device +5, Handle Animal +8.5, Hide +11, Intimidate +9, Jump +17, Listen +6, Move Silently +3, Open Lock +9, Ride +9, Spot +2, Swim +11, Tumble +12, Use Rope +11.5; Blind-Fight, [Evasion], Improved Critical (longsword), Improved Initiative, Investigator, Point Blank Shot, Power Attack, Weapon Focus (longsword).
Not sure if these will be helpful but I'll post them.
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