The Bridgette River Mission (savage hills)

Game Master chillblame

The mission. Remove the Bridgette river mission by any means. Capture any enchanted persons there.

Orge lair

mission map

Loot sheet


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Female Orc

Turgrim@ they is not much you can do in the time you have. Also although somewhat inexperienced, orcs receive training as soon as rhey can hold a weapon. They lack proper blooding in battle.


Female Orc

Question. What are you doing with the prisoners?


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

Anol wants nothing more than to get on with the mission. He cares not for the spoils nor the prisoners.


Female Orc

The chief proposes just before dawn that the prisoners should be released to deliver an eviction notice to the mission, giving them the day to leave. He is, however willing to listen to your views on the matter. This is after the chief and some others talked to the prisoners.


Female Orc

The party leaves with the promised warriors at dusk. It is a few hours march to the mission. Little slows your advance and so you arrive on a ridge over looking the mission. It is about 1000 feet away on the other side of the river. There is a ford across the river, with its level dropping to 3 feet.

The mission is surrounded by a stone wall, which is about 10 feet high. The dimensions of the area is rectangular, about 100 feet by 50 feet, with the broad side facing you. A wooden tower lies at each corner, and a gate faces you. You have been told there is a matching gate on the other side.

Inside the mission is three large buildings, a temple to the god of cities, a trade post and the hospital. Several smaller buildings consist of a stable, a forge and several houses. The internal buildings are made of stone.

Outside the wall, to the left of the mission from your perspective, are two large warehouse made of wood, and what looks like a large forge/smelter. These are surrounded by a wooden stockade about 10 feet high, and a ditch is also around it. You have been told this is a dwarven construction to support their nearby mine.


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

"If they haven't withdrawn, and we do have to lay siege to the town, that dwarven construction could be our way in. Something tells me there's a special entrance which may not be as well-guarded through there. Not to mention the wood will be easier to penetrate."

A good soldier, Anol awaits the input of his comrades.


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

Turgrim crosses his arms as he looks down at the human settlement below. "So who's delivering the humies' eviction notice?" he asks, grumbling. "I don't even speak their tongue..."


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

"Nor do I."


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

"I could do it, with a bit of fire if you'd like" she says with a toothy grin.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

The chief is sending someone to deliver the message


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

"Mogwag is right, but if we do need to speak with them our selves I know there language"


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

And so does the messenger the Chief is sending


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

"So we wait then? Give them their day to leave, and attack any who remain?" Turgrim spits.

"I hate this plan. Gives those filthy humans a full day to prepare for us. We'll be walking into a trap instead of taking them by surprise." Turgrim breaks off, grumbling.


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

"Agreed, this is a horrible plan. I know common and know humans can be tenacious. I say strike now fires burning down the walls and watch as we capture these humans for our own use."Draxia scoffs as she taps her foot impatiently.


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

Turgrim glances over at Mogwag before responding. "That'd be going against the chief's orders..." he mutters slowly.


Female Orc

The messenger has been sent and would have arrived many hours ago. But humans live by day. It may be they intend to leave at dawn.

Perception rolls to determine activity. (game note, at this range this will only see large scale activity, like for example, loading of wagons to leave)


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

Anol squints his eyes to try and perceive any activity as the sun begins to rise. "We can see them from here, if they're not getting ready to leave, they're getting ready to fight, and the chief will understand our attacking them before they're ready."

Perception: 1d20 ⇒ 2

"Ach! It's too far away, I can't see a blasted thing."


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

We are not attacking during daylight, it is only dusk i want to attack in the middle of the darkest night. The human will have little advantage as they don't see unless there is light source while we don't needed it.


Male Orc Wolf Shaman 4 | Init +1 | Per +10 | AC 16 | touch 10 | flat 16 | HP 44/44 | F+6 | R+1 | W+7 | CMB +7 | CMD 17 | Companion Init +3 | Per +5 | AC 21 | touch 13 | flat 18 | HP 44/44 | F+6 | R+7 | W+2 | CMB +5 | CMD 18

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

"We should wait until morning to see if the messenger returns, and if the humans will leave. If they refuse, we can plan our attack during the day and assault them at night."


Female Orc

a little note on the chronology here is needed I think. The order of events was 1/the prisoners (the messengers) were released with a leave in one day or perish type message at dawn. 2/at dusk your force departed. 3/your force arrives at the mission. Sorry for any confusion

Perception results

DC 10:
you can discern the larger buildings

DC 15:
Smoke is rising from the various foundries. Lights are burning in the temple and trade post

DC 20:
there is a collection of wagons in the mission, about four

DC 25:
the is a fair bit of activity in the mission. Many people seem to be moving around. Whether for defense or departure you cannot tell.


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

perception: 1d20 + 3 ⇒ (6) + 3 = 9


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

"They are very busy, everyone is moving but I am unsure whether or not it is them preparing for defense or to leave, they have at least four wagons throughout the mission and there various places of work are still up and running. This could just as likely be them preparing for battle as it could be them grabbing everything they can as they prepare to flee."

"Even if the bulk of the mission does make the smart choice I do not doubt that there will be at least a collection of fools who seek a battle. I wish we had some means of getting a better look without actually poking the bees nest."

Apparently everyone but Runt is far to distracted by the idea of murdering all humans to see whats going on haha


Male Orc Wolf Shaman 4 | Init +1 | Per +10 | AC 16 | touch 10 | flat 16 | HP 44/44 | F+6 | R+1 | W+7 | CMB +7 | CMD 17 | Companion Init +3 | Per +5 | AC 21 | touch 13 | flat 18 | HP 44/44 | F+6 | R+7 | W+2 | CMB +5 | CMD 18

Warrok would cast speak with animals with the local birds, and ask them to fly over the human encampment and give him information.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Perception: 1d20 + 2 ⇒ (14) + 2 = 16

Well we do out our attack plan and marching order. so what ever the humans have left we will face in combat. They have had their chances. But lets try to be civil about it and not kill unarmed people shall we?


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

Anol scoffs at Mogwag's words. Those who choose not to arm themselves are at my mercy, and do not deserve special treatment, he thinks. "If Warrok's animal conference doesn't work, a few of us who are softer of foot could sneak down to scout it out." He dismounts from Husom in anticipation of either sneaking down on foot or resting on the ground while they wait.


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

"I have no interest in fighting there unarmed and weak, I'd much prefer to test my club against what real warriors are foolish enough to stand against us. " Runt said with a grin as she takes a few test swings with her fathers club.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Fine by Mogwag. Those of you who can scout or sneak ahead please do so.


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

Turgrim takes up position next to Anol, trusting that the samurai would not be content to sit idly by and wait.

Stealth roll if needed: 1d20 + 9 ⇒ (12) + 9 = 21


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

Anol, seeing Turgrim post up, draws his katana and begins to sneak forward assuming that whomever wished to join them would. Stealth: 1d20 + 4 ⇒ (20) + 4 = 24


Female Orc

Ok then
warrok@ there are no birds to hand at the moment, but they would not be hard to find. You would need two speak with animal spells, one to explain your wishes, and one for their report. To find them make a DC 15 know nature, and to convince them to help make a DC 15 animal empathy or diplomacy.

Stealthees@ you start from over a thousand feet away, so rolls are not needed initially. You rolls will count when you get close. At the moment the stealthees are turgrim and anol. Anol if you bring your wolf, it must make a stealth roll as well. Are you moving to the wooden stockade, or the mission itself?


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

No, Husom's staying behind, he's apparently not very dexterous for a wolf. And Anol's plan was just to get in closer without being seen so they can make a better assessment of the situation. But if we have to pick one, then probably the mission as that would give them a more accurate impression as to the activities of its inhabitants.


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

Agreed, we make for the mission.


Female Orc

It takes the two intrepid scouts about five minutes to move up to the wall. Inside there seems to be alot of activity, and you can hear the wagons been loaded. There seems to be some arguing going on in common.

perception DC 20 and speak common:
(first voice)I tell you you're crazy. The orcs will cut you to pieces once they catch. We can defend the mission against them, and help will arrive soon. Captain Melk is only two days away with two hundred cavalry and equal that in mercenary bearclaw foot. (Second voice) no brett, I will not. This is orc land, and I will respect their wishes. I am certain this is temporary, and we will be back. But not if we disrespect them, and worst defy them. I am a priest of the lord of civilization, not war. Stay if you wish.


Female Orc

Do you wish to listen more, or do something else? Oh and please make another stealth roll regardless.


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

Turgrim understands common, but he can't get quite close enough to hear them clearly. He moves closer as quietly as possible for a better listen...

Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19


Female Orc

Unfortunately, you are actually against the wall. The only way to get closer is to climb it.


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

Turgrim glances at Anol to see if he could make out the words.


Male Orc Wolf Shaman 4 | Init +1 | Per +10 | AC 16 | touch 10 | flat 16 | HP 44/44 | F+6 | R+1 | W+7 | CMB +7 | CMD 17 | Companion Init +3 | Per +5 | AC 21 | touch 13 | flat 18 | HP 44/44 | F+6 | R+7 | W+2 | CMB +5 | CMD 18

Seeing that his companions are restless, Warrok slowly follows them towards the mission, keeping a safe distance.


Female Orc

Could all involved please make a stealth roll

That is Anol, Turgrim and warrok (and companion if there)


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

Made mine.


Female Orc

Oh yes, sorry. Just waiting on the others.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Mogwag is staying with the rest of the party.

DM:
Casting for this round Barkskin on himself.


Male Orc Wolf Shaman 4 | Init +1 | Per +10 | AC 16 | touch 10 | flat 16 | HP 44/44 | F+6 | R+1 | W+7 | CMB +7 | CMD 17 | Companion Init +3 | Per +5 | AC 21 | touch 13 | flat 18 | HP 44/44 | F+6 | R+7 | W+2 | CMB +5 | CMD 18

If possible Warrok will stay behind and let his wolf join the two in sneaking. (also, -3 stealth lul)

stealth Amarog: 1d20 + 6 ⇒ (15) + 6 = 21


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

"Seems our companions all seek to sneak up on these poor town folk, why not just walk boldly towards them and see for ourselves. I mean the worst that could happen is they attack us?" Draxia says a little bored with looking form afar. It was taking to long and the woman wanted to pillage why the pillaging is good


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Mogwag isn't good at sneaking around. So let's wait for them to return so that we know.


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

Sorry for the wait, real life's been pretty hectic this week...

When Turgrim glances at him, Anol whispers, "Don't look at me, I only speak orc and goblin, they all sound like gibberish."

Stealth: 1d20 + 4 ⇒ (20) + 4 = 24

I don't believe it...two in a row, this'll never happen in combat, you know.


Female Orc

A guard walks along the top of the wall. He has a lantern in one hand and a bell in the other. He also has a rifle slung over his shoulder.

perception: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22


Female Orc

Oops


Female Orc

He turns and suddenly sees turgrim and amarog near the wall. His eyes widden in surprise.
Initiative and actions. If you take him out quickly and quietly (before he acts) you may maintain stealth. You could also bolt. He will sound the alarm but won't be able to stop you.

You have surprise.

Anol is still concealed.

He is standing on a twenty foot wall, but one that is roughly made, DC10 to climb.

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