O.O.C.
O.k. I don't mean to sound rude, but I think maybe a little lesson about orcs is in order. Monster manual states a few very relevant facts which need to be taken into consideration.
One, orcs only gather in large bands when forced to do so by a powerful leader. In absence of that powerful leader the orcs immediatly fall to infighting and squabbling.
Orcs fear their leader more than death itself. And will follow all orders given to them even if it means their certain demise.
That being said, while the GM is for the most part god, even he has to follow certain rules of play. So before you dismiss the ventriloquism spell so readily take into consideration the sentences above which are pulled out of the monster manual. If ordered to kill themselves by their leader orcs will do it, they fear their leader more than death. So it is only a matter of making them believe it is their leader giving the order.
Also I have yet to play with a GM who doesn't give bonus points for ingenuity
That being said, if the vote is still no then I will abandon the idea. But I still feel my reasoning is sound and logic correct. All that is lost if I am wrong would be one spell slot.
"Fair enough, I'm willing to get some more ideas and opinions from the rest of the group on your proposals." the Sumite says to Banahll. "I'd like to see some topical interchange and group dynamic working with the new group here."
Lionel has been carefully listening to the conversation, and feels he should comment on the wizard's grand plan. Lionel rolls a 10+3 for high Wisdom for spot check, and moves close to the fighters of the group.
Lionel says quickly to Banahll, "My friend, I commend you for your ingenious plan, and if it goes through without a snare it would be most helpful, but I must point out two glaring flaws, one you assume far too much, and two you over estimate not only you ability but ours as well. For one, I cannot speak for Krusten but, I don't know the spells you have spoken of, two this ventriloquism spell I don't think it is strong enough to affect a 100 orcs, assuming of coarse that there are that many, and if it fails we *will* die. We can't handle any more then 20, at most, orcs, a hundred would be suicide, and this is only a few things that could go wrong with this plan", Lionel says, "I do feel we could use some of your points though, like using your bond with animals for information."
ooc: I seriously doubt that the GM will put us up against more than we can reasonably handle. Of course there is always the possibility of returning to the town and then checking the dungeon.
Beast looks ahead then left to right and then at the group. He is waiting for some action, he is not one for much talk.
O.O.C. Your correct, I often played with a rather even handed GM who would accept any proposals and put it to the dice to see if it worked or not. However I see your point, without more knowledge of how Kntoran GM's such a plan is risky considering the odds. After more play perhaps you will be more comfortable with such an un-orthodox use of a spell.
That being said it is the ability to improvise and find new ways of doing things that keeps me interested in the game. If it turns out the KNtoran is the type of GM who doesn't allow such innovation then this may be my last game as "roll to hit, did three damage, cast magic missle, magic missile hit, shoot arrow, arrow missed," bores me and ruins the fun of free action in the game for me.
I'll stick to tried and true methods until we have a better understanding of what kind of GM KNtoran is.
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* Krusten listens intently to what seems to be a lot of various opinions about the orcs in the area. She wonders how such conclusions can be reached without even having any hints about it. She tries to pay attention to the environment around her and suspiciously looks over the newcome as though trying to figure the true intentions. *