(2)(+1 Common Resource) Unfortunately, you fail to find an ork with a shield large enough for you to nail him on to. Orks don't really use shields. The
real Orky ones, anyhow.
(3)(+4 Intimidation)(+2 Boss)vs(4)(+1 Intimidation)(+1 Nob) Now that you're the boss, you can finally stand up to that insane psycho that even the regular doks are afraid of. He is a nob and a dok, but his services best any other ork in the tribe.
(6!)(+4 Intimidation)(+2 Boss)vs(2)(+1 Nob) You find a nob beating some grots. He quavers as he realizes its your grots. Only you get to beat those grots up. You easily 'persuade' him to go down to the Drops and come back with a weirdboy. Or else you'll have him bound and gagged and left for the gretchin to do as they please.
(2)(+1 Tougha')(+1 Nob)(-1 Dangerous Zone) The nob is still down there. The Drops in your tribe burrow directly into the hill, branching off and connecting with other hills. Mostly the grots spend their time trudging through the mud near the surface, collecting fungus and rounding up squigs. Sometimes they fall, and that's usually a good laugh. Sometimes orks fall, and that's always a good laugh. Maybe the nob fell? Maybe he just needs some time to get back.
Meanwhile, the meks are done with the grotapults. Three of them, like beautiful, ramshackle triplets. Already you see them test-fire some grots straight into the air. The meks, with their ingenious brains, strapped humie bombs to them. When they were flung, they lit up the sky with a bang and some red and green confetti.