Orctober: D&D One Shot

Before we get going, there’s a few items to address. Firstly, if you’re active on reddit, come over and join me in my AMA today on r/Fantasy! I will definitely be screaming about Stranger Things and you could come join me with that. Secondly, The Demons Within Kickstarter campaign is still chugging along. This is the last week. It’ll be running through November 5th.

So, now that we’re here, I have some bad news: after recording for five hours (talking for around two while we waited for Leigh and playing for around three), I went to save the capture…and the program ate it. Those five hours are gone. We were going to see about recording the second half but schedules just weren’t really going to let that happen. I’ve since figured out how to properly record for a potential next time, thankfully, so that shouldn’t happen again. But now what?

Well, I’m going to at least try to give you a summary of the game. I realize this isn’t quite as good as listening but it is, unfortunately, the best I can do. I’ll try to make it worth your while though!

The basic premise of the campaign centered on a horde under a warlord attacking a castle with a hoard. Basically, our horde was being excluded from being able to live a little more comfortably, just toiling outside the castle while the humans live in excess. The party consisted of Radha (pronounced “Rahla” because Celtic), a half-orc druid played by Leigh, Jack Bloodfist, a half-orc bardbarian as played by his author, James Jakins, Grimnir, a full-blood orc rogue/barbarian as played by his author, Scott Oden, and me as Gruflek, a full-blood orc fighter. We used my orc variants as a basis for our characters. Our DM is my friend Garrett, who runs my personal D&D game (which I mentioned previously as well). We also started at level 5 and used point buy for our stats.

So the game starts off in the middle of the siege. We’re a side unit under Radha’s command, with pikemen up front, and a goddamn ogre/goblin-manned cannon behind us. The goal is to break the walls and storm in. While we’re getting the cannon ready, a group of humans and some of our number are fighting down the hill. We take a hail of arrows, which Gruflek is unable to dodge from. Radha casts call lightning and proceeds to wreck the humans. Our forces pull away from the lightning, prompting the humans to head after us, unsuccessfully. The cannon fires, taking out a group and Grimnir suggests we move forward enough to aim the cannon at the walls to aid the frontline.

The shot misses but it’s close. Then a regiment of griffin riders flies out and straight for us. Some of them get taken out by the lightning but the rest make it our way. Jack casts faerie fire on some of them. Their leader manages to escape it. Some of the pikemen manage to keep some of the riders at bay but two of them land near us and the fight begins in earnest. Grimnir goes for a sneak attack on the rider nearest him, but ends up just doing normal damage. Gruflek steps up to the rider nearest him and takes a swing with his greatsword. I rolled a critical, so Gruflek just wrecks the griffin, slicing off one of its wings.

Jack and Radha are mostly running support. When Grimnir’s turn rolls back around, he manages to rip the rider off his mount and turn it into a duel. Gruflek finishes off the griffin and takes on the rider, eventually dispatching him as well and moving to aid Grimnir. Radha rolls up on Gruflek and says, “You see what ya did to that one? Do it again!” and casts haste, meaning he now has an extra attack per turn (for 3 total) and double movement speed, and still has advantage from the faerie fire. So the next rider falls. The leader of the riders finally gets to our cannon and begins taking out the goblin operators.

Grimnir also decides to take the head of the rider he killed. Gruflek challenges the leader, who accepts after using some sort of magical strike to shatter the cannon. Turns out, this guy is a prince. Grimnir crits on a stealth roll and somehow manages to ninja vanish and get behind the guy for a sneak attack, trash talking as he does. Gruflek runs up and drops the prince to the ground with a sideways shoulder thrust to keep him from landing on Grimnir. So now the prince is prone but he manages to avoid Gruflek’s next attacks.

He rises and casts some sort of wind blast spell, which Grimnir and Gruflek both shrug off, Gruflek remarking, “What a lovely breeze.” Jack and Radha have their hands full with the last rider, whose griffin manages to catch Jack’s bracer and shake him around like a rag doll, mostly inconveniencing him. Radha turns into a bear and deals some damage to the griffin. Meanwhile, Grimnir gets in a hard shot against the prince allowing Gruflek to come in and finish him off, cleaving down at his neck and shoulder with enough force that it manages to bite through the platemail and finish him off.

Then a horn sounds. A retreat horn from our forces. For the moment, we finish off the other griffin rider while one last rider hurls spells at us from above while we cover escape. Once we’re clear, we find out the warlord died screaming from some unknown force in his tent, scattering our forces. We manage to gather up about 300 or so remaining soldiers and make camp, trying to figure out what happened and where to go from there.

Grimnir, incensed at how close we were getting to breaking the wall, goes on a spiel that, while a bit on the, uh, racial superiority side, also has a core of wanting more for our people. Jack helps inspire the forces with a massive song, and Grimnir takes over as the new warlord. The next morning, we make it official. Gruflek, being the only one of them that has any concept of regimentation as a mercenary, gets the other orcs, goblins, bugbears, hobgoblins, ogres, and an ettin (Grum and Chuck) who wandered into our circle the night before, to pack up under the new warlord’s orders, puts them in a tactical marching formation (ogres up front, in the middle, and in back with everyone else in between, with GrumChuck serving as flank coverage), and they head into the swamp.

Once they’re deep in the swamp, camp is made. The ogres proceed to make rafts to sleep on, with Gruflek making sure to show the ogres how to anchor the rafts so they don’t float away. The smaller races climb into the trees as well. Gruflek opts to sleep on a raft with the ogres as greatswords aren’t really good for trees. Later on, Grimnir awakes and spots a strange light. The party ends up following him, meeting a wizard. The wizard in question actually helped form the horde, basically instigating the whole thing. We update him on the situation we make a new plan to infiltrate the castle and break down the doors to let our forces inside. The wizard agrees and directs us on how we might accomplish the goal.

The next day, Grimnir, Radha, and a bugbear make a recon trip to recover the black powder for the cannon. There, they find a woman interrogating a hobgoblin (or maybe it was a bugbear, I can’t remember). They’re trying to find who killed the prince. Radha casts invisibility on the group and then get enough of the powder barrels for our job to work, and then blow the rest, taking out the humans and the nearly dead bugbear. Jack and Gruflek, meanwhile, end up in a camp song, though Gruflek had been attempting to make sure weapons and armor weren’t in need of repair.

When the others return with the powder, several goblins came running up, having scouted the area, and inform us of lizard people attacking them. The party goes to investigate, finding a tribe of elves whose territory we’ve essentially invaded. They agree to a parlay, demanding weapons be left. Gruflek does NOT leave his weapons out of arm’s reach and so manages to pass with a bit of magic and an oath of conduct. The party meets the tribe’s leader and through the parlay, Grimnir works out an alliance of sorts with the elves. If they’ll allow us refuge and help us build fortifications, we’ll help them keep the swamp free of humans and share the spoils of the invasion once it’s done. Given that the rumor of the resources contained behind the walls is more than we’d ever need, a 70/30 split feels more than fair. The deal made, the party returns to begin fortifications and then planning their infiltration.

And that is where the session ended. Hopefully I did a decent job recounting things but some of the details are fuzzy nearly a month later and session summaries are never as good as actually playing them. We would’ve had to have gotten a second day to finish it up but, as I said, our schedules just weren’t having it. Eventually, we hope to play again and finish this little campaign but I have no idea when that will happen. You’ll find our character sheets below. I’m really sorry there isn’t anything to listen to. I was going to include a second file of bits of our pregame conversation as well but technical difficulties happen.

Do you have any orc-heavy D&D games you’d like to share? Leave it in a comment!

Character Sheets

Gruflek Radha Jack Grimnir

Orctober: An Intro to Half-Orcs in D&D

Last time, we took a first look at the Orcs in D&D. Today, we’ll look at half-orcs in Fifth Edition. Given that orc-breeding habits include anyone, and their penchant for probable sexual assault, half-orcs come with some baggage. In the Player’s Handbook, we’re given a potential sign that maybe, just maybe, not all half-orcs are the product of rape. That’s a promising start given the changing climate. So, to start with, half-orcs as listed in the Handbook are human/orc hybrids only. Half-orcs are, usually, unaccepted fully by anyone in any society they’re a part of, outside of the tribal alliances listed in their opening paragraph. In tribal life, they find it hard to be accepted by their full-blooded brethren, often being seen as weaker. They also have the potential to make better war chiefs given their access to human cleverness.

In an effort to find acceptance, half-orcs may become more brutal to prove their worth among orcs or attempt to show goodness and mercy in city life, attempting to subvert their bloodthirsty heritage, though such shows may not always be genuine. Others may try to maintain an image cultivated to keep people away, to be left alone.

Half-orcs gain a +2/+1 to their Strength and Constitution scores, and, like full orcs, start with proficiency in Intimidation (a factor that influences people’s distrust of them, as well) and have basic darkvision. Half-orcs also have two interesting racial skills that can be incredibly beneficial in battle. Relentless Endurance basically gives you a free pass on being knocked unconscious once per day. Instead of falling at 0hp, a half-orc stays at 1hp (unless dealt enough damage to be killed outright) and keeps going. If a half-orc rolls a natural 20 critical hit, along with the bonus damage roll, Savage Attacks allows half-orcs to roll an extra damage die. So when a half-orc rolls a singular critical hit, they get to roll three damage die.

half-orc_phb5e
Half-orc paladin of Torm from the PHB

Half-orcs are, understandably, exceptional in the role of a martial class. Fighters and Barbarians make the most of their abilities, while Paladins and Rangers work well, too. That said, don’t underestimate the idea of playing a half-orc in a casting class. A warlock or wizard would benefit from increased survivability. Wizards can be pretty squishy but Relentless Endurance lets you not only survive but potentially make your attacker pay dearly.

Now, I understand why Wizards didn’t set up anything but a human/orc crossbreed, but homebrew is an important aspect of the game (and honestly, unless you’re playing Adventure League, you’ll probably end up homebrewing something). So, it’s canon, in text, that orcs can breed with anyone. You could easily add in features from dwarves and elves, maybe even dragonborn. I’m not entirely sure how well halfling/gnome pairings could work but I’d certainly be interested in seeing. One pairing I’d be really interested in seeing is an orc and a tiefling. There is a precedent for this already in the Tanarukk, a half-demon/orc. Though, unlike tieflings, these guys are just wandering murder machines.

Half-orcs are fun to play, just as versatile as anyone else. In my current campaign, I’m playing a half-orc battlemaster named Gorthos (inspired by Howard Charles’ wonderful portrayal of Porthos in BBC’s The Musketeers). He’s big, he’s stronk, and can be utterly charming. There’s an aspect of half-orcs that I liked including with Gorthos. Half-orcs feel emotions quite strongly. In the tendency toward playing them big and dumb, we may forget that they exist with “gigantic melancholies and gigantic mirth.”

With both Orcs and Half-Orcs introduced, next time we’ll be taking a bigger look at Gruumsh. If you remember the explanation of Gruumsh from the Orcs post, then here’s something to ponder in the meantime: Gruumsh is not evil.