
Orcish Tortoise Trainer
After a while of everyone fumbling with the equipment and trying to figure out how to ride a 15-foot tall tortoise, everyone has finally gotten situated enought to begin. The orcish trainer expertly and practicedly leaps to the top of his tortoise and steers it to the gate of the paddock. All other business in the streets has stopped as one of the biggest attractions for the Festival is about to begin. The fence around the paddock and every street in sight is lined with cheering people as a good 15 or 20 participants prepare for the migration.
The trainer's deep voice booms over the crowd, even the tortoises turn their grazing heads to him as he speaks,
"Alright! The annual Newborn Horizonback Tortoise Migration is about to begin! All you gotta do is guide 'em to the rice paddies on the outskirts of town. Do your best to not raze the city on your way outta town!
"Hiya!" he yells as he and his tortoise go striding off down the all-too-crowded streets.
And with his words, all of the tortoises spring into a surprising and probably somewhat unsettling speed loosely following the trainer, but very quickly forget what they are doing and begin constantly trying to veer off in random directions amidst all of the excitement. People cheering and lining the streets do not seem to care to move until a tortoise is nearly upon them, then resume cheering immediately afterwards. Kobold and goblin children laugh and snicker as they zip around beneath the tortoises' feet and in front of their faces. People from every direction hold colorful cloth or fresh food to try to distract the tortoises. It is truly mayhem.
OOC:
To make it to the rice paddies on the outskirts of town, you need a total of
3 successful Animal Handling checks.
The DC for these checks begins at 12 and increases by 1 for each check thereafter.
On a failed check, the tortoise tries to buck the character from its back. The character must succeed on a DC 13 Dexterity saving throw or fall from the tortoise and take 1d6 bludgeoning damage. On a successful check, the character doesnāt fall and can try to maneuver the tortoise again.
After a failed saving throw, a character can mount their tortoise by succeeding on a DC 15 Dexterity (Acrobatics) check. If this check fails, the belligerent tortoise makes a Bite attack against the character (+7 to hit, 3d6+4 bludgeoning damage). You can then try the Acrobatics check again, but it attempts to bite you again and again if you keep failing.
Once mounted on the tortoise again, a character can continue trying to move the tortoise along by making another Wisdom (Animal Handling) check as described above.
Feel free to use any spells, features, anything you have at your disposal. You can give up at any time if the dice gods are giving you the stink eye. If you're unsure how a feature or something might affect your rolls, ask in the discord and I'll try to be speedy in my response!
A Nat 20 on an Animal Handling check will count as 2 successes, and a Nat 20 on anything else gives you advantage on your next Animal Handling check.