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

Adventure of the savage hills


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)

first blood

Draxia stood in her finery seeking to see what was truly conspiring in this human village.She reached up and ran a thumb across the feather token Dergosh gave her and seemed to soften. This made her curse a bit in ignan before she looked at the others.

"Come I grow bored and I seek to see if their are more humans enslaved in this manner."


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

Having packed lightly Mogwag was ready to undertake the mission to the human camp


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

Turgrim adjusts the straps on his new backpack taken from his monk's kit, that he purchased back in the village. His eyes narrow, and a small smile curls his evil little lips as he looks down at the mission on the riverbank. "Quaint little place the humans have set up. I'll rely on you to spot the bewitched ones, Draxia - leave the rest to me." The hobgoblin is simply dressed, in plain robes made from itchy material that doesn't affect his thick hide. His knuckles crack as he squeezes his fists in anticipation.


Male Hobgoblin HP: 36| Initiative +4 | Perception +4 | Ref: 3 Fort: 3 Will: 1 | AC: 22 | CMD: 19 |

Malgrim halts his black charger next to Turgrim and says,"Are you ready brother? I itch to spit humans on my lance." He looks around at the others and awaits whatever signal for the mayhem to begin.


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

Turgrim chuckles in a bass voice, and simply nods at his violent sibling. He glances skyward, trying to determine how much night they have left.


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

All of you might want to hold your horses on the mayhem and everything else. You might not realize this but it isn't the time to get a new enemy that want to declared war on us as we are going to have to fight again.

he pause for a second

First Mogwag would like to have a good estimate in their fighting strength. Second Mogwag will try to see if they can be persuaded to leave. Mogwag does realize that the ones who are enchanted will do everything they can to fight us. But Mogwag knows that it is not the time to cause soo much grief to the Human kingdoms that they raise their armies and invaded us will we are fighting the Bearclaw


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

Turgrim stares at Mogwag a moment, blinking. Then he busts a gut in uproarious laughter. "AHAHAHA! PERSUADED TO LEAVE? You're nuts if you think you can get a group of humans to abandon anything they lay claim to! Besides," he says, his voice growing more serious, "The mission's to wipe 'em out, not play chatsy with 'em." he wipes away a bit of drool. "And as for the Bearclaw, we wiped the floor with those pansies. Let them try and take us on."


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

No Mogwag remembers what was said at the meeting: "You may use whatever method you wish, provided that they are gone from the savage hills"

he pause to let the statement to sink in.

The humans aren't just one village, one big city. They too have great and large land. Now image if you were one of these human settlers, and you survived a surprise attack by the Orcs who killed every men, woman and child. You would try to return with an army to take over the land.

he pause again

it will probably end in a fight anyway. But since we only have to convince them to leave our land we could always tell them to settle in Bearclaw territory and let them deal with the problem. It wouldn't be wise, nor smart to fight two enemies at once when we could just concentrate one one.

Mogwag would like to try and Parley at first.


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

"Maybe you're used to wagging tongues with the humans, half-breed," Turgrim sneers, "but I'll tell ya somethin' I learned from being a true-blooded hobgoblin. Humans'd sooner blast us with their magics than talk, and elves'd sooner fill your carcass with arrows. Walking up and asking to discuss moving away politely is a fool's errand, and TURGRIM IS NO FOOL!" he snarls the end of his sentence.


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

Mogwag is indeed used to thinking with his brain, Mogwag fights with Honor and tactics.. Before facing a possible battle knowing the defenses and the number of the enemy is sound knowledge in order to prevail.

rather unfazed by Turgrim snarls he continues Mogwag is no fool but Mogwag doesn't mind if Mogwag has to Parley alone

DM:
Re posting some of the research Mogwag under took (from main thread): Mogwag will ask to the one who will oversee the Human settlement if a map giving directions and showing the borders of the Wolftooth clan can be obtained. He will also look for other map showing the location of the other tribe's land and as well the human kingdoms (as well as size / population / estimated army strength etc...) Past war history against us.


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, having properly equipped himself, joins the conversation. "Mogwag is right, humans are a wide-spread disease. No medicine for it though," he mounts Husom, his dire wolf, draws his katana and adds grinning, "only surgery."


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

Runt scowled as she listened to the argument between Turgrim and Mogwag, her blood screamed at her to side with Turgrim and simply eradicate there foes, it was the simplest and more satisfying solution to the mission at hand... but her mind her mind knew better than that, she knew that Mogwags plan had merit and while it was certainly possible it would fail that simply meant they would fall back to the more fun plan.

"I am with Mogwag, as much as I enjoy a good slaughter we need to see how they operate, see how many of them there are and if we can get them to leave by word then accept such. We do not need to ask them politely to leave we can DEMAND they leave by the command of the Wolftooth command and if they will not then we put them to the blade." Runt said cleaving through the air with her new axe to emphasize her point.

"We may not be many but they do not know this, if we speak right they will think the whole of the clan will be upon them if they do not march back where they belong."


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 listened to the conversation in silence observing the sight, his wolf seemingly tense and alert.

"Mogwag and Runt speak wisely. We must not endanger whole pack. We are warriors and we fight, but great warrior must not be a fool. But humans not listen to orcs, they talk with swords and arrow. We need to see what humans up to. Need to smell their weakness. This we can do well. The beasts are allies, can tell us of these things. I ask, they be our eyes and ears. Then, we strike.


Female Orc

As you talk blound walks up to you. Beside him is a goblin in garish atire, complete with jeweled rings and a tiara. Blound clears his throat.
You lot talk more the a pack of goblins at a party. Listen up! This is Gob Gob, owner of the local alchemist shop, and he is here with some gear for you. Also I'm to brief you.
Gob Gob smiles in the way only a goblin can. Yess. Many bombs and burnies for you. Hee, Hee, Hee.
Blound sits on a nearby barrel.
Now the bridgette river mission is a walled encampment, with three stone buildings a a few wooden. One of the buildings is a temple, to the god of cities or something, another is an inn and trade post. The last is living accommodations. Now there are two priest there, and a bunch of traders, miners and trappers. Hopefully not a problem. Any questions?


Female Orc

Oh, the great chief has direwolves for you, if you need them. And the local clan in the area is the yellow eye clan. Good lot, strong orc fighters. If you need troops ask them for help. Oh and you will need this. Sub chief's name is molock fire glare. Village is on the way. If you need you can get guide there.
Blound hands you a pole with the symbol of the wolftooth on it, beneath which is the great chief's sign. (When held openly, +1 morale to all wolftooth tribe members)
This is to show who you work to. Don't dishonor it, or i'll rip you spines out You shiver as he says that matter of factly, not as a threat but a prediction. Gog Gob?

The goblin steps forward.
Ah yes. Warchief provides me with gold, so I give you this. It is a wall breacher. put next to wall, put flame to blue fuse, leave area. It will make a big hole. Put this end at wall, should be touching wall for best effect. He points at the blue fuse, and at the arrow pointing to one end.
Makes boom, lots of fire. Don't be close when boom. Don't let catch on fire, very bad. Also can sell all sorts of alchemical gear. buy yes? Gob Gob rubs his hands together.


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

Turgrim, seeing that his vote is outnumbered, falls into a sullen silence, his arms crossed as he stares down at the lights in the mission below. Once, you commanded respect, and your ideas rallied the troops...what has become of you Turgrim... he thinks to himself, his expression stoic.

He accepts the Wolftooth token and wears it. The symbol cheers him up a little, and his thoughts turn once more to comforting daydreams of violence.


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)

"Gob Gob, thank you for such wonderful toys I will see them burn the village to the ground. They want to parley first so I hope it fails so I can get some chattle to play with." she says as she looks at the others.

"So lets get to those Dire Wolves and head to the village scout from a distance and then on to the Yellow Eyes'"She says someone bored with the ideal of a parley.


Female Orc

you pay gob gob, goodies be yours. Grenades, goblin fire bomb, goblin ice bomb, goblin shock bomb, all good stuff.


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

Turgrim cocks an eyebrow at the words "shock bomb". What was this sorcery? He asks how much they cost, quietly, to the goblin.


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

Not one for bombs or the like, Anol starts Husom slowly onward toward the mission, hoping it'll spur the leadership on to starting the mission. I don't much care what we do, as long as we stop wasting time and do it, he thinks.


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

Mogwag is indeed ready to go


Female Orc

shock bomb is the goblin term for bottled lightning (complete equip guide) 20ft lightning bolt, 1d8 dam, 1 point of sonic to any in its path, DC15 negats the sonic damage,

Gob Gob smiles and says shock bomb, like little lightning bolt, cost 40 gp. Don't use while wet

The party departs. You soon leave the encampment and move out inti the wilds of the savage hills. The night lies before you, and the distance is eaten up. Tugrim leads, holding the great chief's standard high.

Do you wish to head directly to the mission (arrive at dawn) or stop at the yellow eyes camp.

please make survival checks


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

As Turgrim wields the chief's standard, he carefully stows away the shock grenades he purchased and keeps his eyes and ears alert. Survival: 1d20 + 1 ⇒ (4) + 1 = 5


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

Mogwag first wants to stop at the yellow eyes camp

Survival: 1d20 + 2 ⇒ (10) + 2 = 12


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

"We visit yellow eyes camp warriors, can help pack."

survival: 1d20 + 9 ⇒ (15) + 9 = 24

Would also like to buy 2 of each type of grenade if the price is the same


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

"Whatever you think you need to do to be ready for these wretches, do it. I won't go into battle alongside unsure soldiers."

Survival: 1d20 ⇒ 12


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

Runt nods her approval at the general consensus to head to the YellowEyes camp, having them prepared for a potential battle would be a very good idea as they set out Runt begins to consult her map and compass not wanting the group to get lost so soon after setting out.

Survival: 1d20 + 6 ⇒ (4) + 6 = 10 (+1 from Map is 11)


Female Orc

I should mention that the maps used are not very accurate, thus the survival rolls. These maps give no bonus, they are not to scale and include items that are exaggerated or minimized in size, to denote importance to the map maker. They do show relative positions.

warrok, takes one look at the map, dismisses it as useless, and guides you unerringly towards your goal. You soon leave behind the camp.

guys I'm going to be a little slow today, as I have to do a lot of running around. My car broke down and I'm trying to get it fixed. BTW anyone wanting alchemical items can use the list in ultimate equipment for prices. Off hand fuse genades are 100gp, alchemist fire is 20, and so on.

It is about a six hour journey to the yellow eye camp. Then another hour and a half to the mission.
Pls roll know local for more information on the yellow eyes tribe, and the mission, one roll each. Pls note if it is a trained skill for you.


Male Hobgoblin HP: 36| Initiative +4 | Perception +4 | Ref: 3 Fort: 3 Will: 1 | AC: 22 | CMD: 19 |

my car was wrecked today. I have spent all day wrangling with insurance and body shops. I will try to catch back up tomorrow. :-(


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 actually picked up a map and compass as apart of my equipment beforehand which was why I used the +1, I forgot that Compass provides a +2 vs getting lost though also whats with everyones cars breaking at once! Hope the both of you can get things sorted out at a reasonable price.

Untrained Knowledge Local on YellowEyes: 1d20 + 1 ⇒ (8) + 1 = 9
Untrained Knowledge Local on Mission: 1d20 + 1 ⇒ (20) + 1 = 21
OH COME OOOOOOON x-x nat 20 on a check that is capped on DC10)

"What do the rest of you know of the YellowEyes? I know little of the clans besides the Wolftooth and the Bearclaw" Runt said her voice gaining a bitter edge as she spoke of the Bearclaws.


Female Orc
Malgrim the Cruel wrote:
my car was wrecked today. I have spent all day wrangling with insurance and body shops. I will try to catch back up tomorrow. :-(

ok now I feel bad. My car is getting fixed and yours is wrecked. Beast of luck.


Female Orc
Runt the Ogress wrote:

I actually picked up a map and compass as apart of my equipment beforehand which was why I used the +1, I forgot that Compass provides a +2 vs getting lost though also whats with everyones cars breaking at once! Hope the both of you can get things sorted out at a reasonable price.

[dice=Untrained Knowledge Local on YellowEyes] 1d20 + 1
[dice=Untrained Knowledge Local on Mission] 1d20 + 1
OH COME OOOOOOON x-x nat 20 on a check that is capped on DC10)

"What do the rest of you know of the YellowEyes? I know little of the clans besides the Wolftooth and the Bearclaw" Runt said her voice gaining a bitter edge as she spoke of the Bearclaws.

Sorry about the map thing. I forgot about it while setting things up. Just refund your cash. As for the twenty, well you have been to the place.

runt:
you have heard of the yellow eyes tribe, but little more than that, but you have been to the mission. The ogre clan you lived with attacked this place, and lost badly. The humans used magic, and firearms to drive off the attack. You have a scar on your arm from a bullet, and another on your back from a fire spell. Their guns shot so quickly.


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)

[dice=Survival]1d20+5[/color]

Draxia sighed at the horrendous ride to the Yellow Eyes. She however knew her special negotiation skills would be needed. She thus endured on studied her knew companions.

"Look I know as little as you, I was one of the Scavengers, the unwanted and yet here I am to do service to the tribe. So keep your manners or we might start more than just an altercation with the humans got it" She says as she unconsciously stroked the feather token she had deemed a worthy bauble, and rested in her ear.


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

KN Local Allies: 1d20 + 0 ⇒ (16) + 0 = 16
KN Local Allies: 1d20 + 0 ⇒ (2) + 0 = 2

lets see what we can learn from the Yellow eyes


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

"The YellowEyes would be fools to start anything while we raise the Great Chief's banner, but you are right I suppose." Runt said with a heavy shrug "While I know little of the YellowEyes I do know a thing or two about the human Mission, before I was enslaved by the Bearclaws Father lead an attack on the mission, while we all came back from the attack it was a failure, they have mystical superiority and many of there guards posses firearms, far too much for the family. My youngest brother had half his face charred by one of there mages, I was the most lucky just a scar on the arm and back to show for it. If we cannot drive them off with words then we need to take them by surprise."


Female Orc

DC 10 yellow eyes:
called yellow eyes because the eyes of the tribe are generally yellow, this clan has produced many warriors of note in the past but suffered badly during the bearclaw war

DC 15 yellow eyes:
the current chief gained his title in the war. Moloch fire gaze is a oddity, in that he is a scarred witch doctor, who is also a warrior. The tribe trades in salt and sulfar, and uses pools heated by volcanic action. Many of its warriors are not experienced, due to war losses.

DC10 mission:
the priests worship abador, god of cities and trade. The surrounding wall is stone, with two watch towers.

DC15 mission:
recently a group of dwarves have set up a mine nearby. The mission has orc converts and servants, mostly bearclaw. The mission stands on the border of bear claw and tigerfang territory.


Female Orc

After hours of hard traveling, you finally enter the lands of the yellow eye orcs. As you move towards their encampment, you become aware that you are being paced by scouts, who watch you progress.

When you arrive you see that the yellow eye village is, like many orc villages, mostly underground, with fortified cave openings. On the surface all you see are defenses, watch towers, barracks, armories and magazines. And a long, wooden stockade. As you ride up to the gate, a group of warriors ride to meet you they stop some 30 feet from you and you do likewise.

Their leader then says Greetings travelers. Why do you come to the land of the yellow eyes? For trade or for war?


Female Orc

The warriors are armed with a combination of muskets and composite longbows. All carry great axes, and are armored in studded leather. And most look young.


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

Untrained Knowledge Local Yellow-Eyes: 1d20 ⇒ 2
Untrained Knowledge Local Mission: 1d20 ⇒ 6

Anol is oblivious to the local tribes and their blights, having only joined the previous skirmish after tracking his master's murderer to the Bearclaw tribelands.

At the young warrior's question, he looks to his comrades who's idea it was to stop here.


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. "You wanted to talk, half-breed. Talk."


Male Hobgoblin HP: 36| Initiative +4 | Perception +4 | Ref: 3 Fort: 3 Will: 1 | AC: 22 | CMD: 19 |

Malgrim keeps the visor of his helm down and answers, "Information.". He holds his position and waits patiently, lance in land, but pointed skyward.


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

knowledge local yellow eyes ,untrained: 1d20 ⇒ 14
knowledge local mission,untrained: 1d20 ⇒ 2

Warrok looks at Mogwag and Draxia with a stern gaze.

"Wolf man not good at talk. Half orc talk better. Ask warriors to help pack."


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)

At work will post when I get on lunch


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

We are coming under the banner of the War Chief of the Wolftooth, and for the moment looking for information. Bring us to your Chief. says Mogwag


Female Orc

The warroir nods his head to you and says He awaits wihhin. I shall direct you. May I have your names?
A quick command to his warriors, and they move to one side, turning so that they can ride with you. Many eye you curiously.


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

Turgrim keeps his expression carefully blank, knowing well how easily others can be provoked. He raises a single eyebrow when he makes eye contact with those who look at him - otherwise, he is the picture of professionalism as he carries the banner high.


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

Mogwag he says pointing his finger toward himslef


Male Hobgoblin HP: 36| Initiative +4 | Perception +4 | Ref: 3 Fort: 3 Will: 1 | AC: 22 | CMD: 19 |

Malgrim, still with lowered visor replies, "I am Malgrim of the Tal Kieng. I fight for the Wolftooth Tribe."


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

"Turgrim of the Tal Kieng!" Turgrim intones proudly.

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