The Savage Hills (The war against the civilized)

Game Master chillblame

The civilized races in the south and west have always being a problem for the peoples of the hills, with their adventurers and raids, but now they seek to conquer the region, destroying its inhabitants in the name of civilization and the common good.

Not if the Wolftooth has anything to say about it


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Hi All
Welcome to the savage hills game. This is a game that pits the more savage races against the civilized ones. It's a continuation of the campaign started by Gadgeteer Smashwidget, who has dropped out of contact, after saying he wasn't well. I hope he is well, but it's been a while and he has dropped off the forums.

Anyway this game is one in which you play orcs, half orcs, kobolds, goblins, hobgoblins and so on. You are all members, honorary or otherwise, of the Wolftooth tribe. This tribe has just recently won a vicious war against another tribe called the Bearclaw, but now faces a new threat.

While myself and a few others (I hope) will determine the setting fluff, the GM duties will rotate. I will run the first adventure, then each player will have the opportunity to run one of their own. Any former players have reserved spots if they wish, with their former characters, but we have several open spots. Some players have already said they want to GM, and others have said they would rather not play. A desire to GM is not a requirement to be in this game. This is a way for people to try GM'ing if they wish, in either a small or large way.

setting info:
Since time immemorial, the Orcs and Half-Orcs of clan Wolftooth have lived peacefully in the Savage Hills, occasionally trading with the humans and rarely warring with other clans in the Savage Hills. Clan Wolftooth sees no honor in mindless warfare, only battling in defense of their lands.

Now, they must take up the Wolfhide Banner once again.

All manner of races that consider themselves ‘civilized,’ even the ones who are supposedly close to nature, have been destroying forests and smaller Wolftooth villages throughout their territory in the Savage Hills.

You are some of the best warriors in clan Wolftooth, having proven yourself in combat against clan Wolftooth’s closest neighbor, clan Bearclaw.

You will lead a small band of fellow savage races who have taken up your cause in defending the Savage Hills. You will face all sorts of dangers from both other clans in the Savage Hills and the civilized races.

Are you up to the challenge?

character creation:

-your backstory should connect you to clan Wolftooth in some way, even if you aren’t an Orc or Half-Orc. You also are a veteran of the war with the bearclaw.
-Races allowed are Orc and Half-Orc. Other races approved on a case-by-case basis. Greenlight to kobold and goblin. But ask and you will get a hearing. Please no created races.
-Characters start at level 3, putting you a cut above the average orc.
-Any paizo core or base classes. Note that while not specifically banned, a paladin would be challenging. But it could work. No 3pp
-Spellcaster notes. Most Shamans in the tribe are druids, with a few clerics. Bards are common, especially sound striker, savage skald and dirge bard archetypes. Sorcerers and witches are around, though wizards would be rare. No synthesis alchemists. I don't mind them but others may have issues.
-Starting gold for 3rd level characters
-20 Point Buy.

If you want to look at the original game look here
Questions?


A bit of oral history

The Battle of the Bonfire Fields:

Athough some would say differently, Wolftooth lost the battle of sunken hollow, and this was because of a new tactic of the bearclaw. They had their priests and druids cast great swarms of insects which did wash over our lines like the ocean tide. That in combination of their greater numbers drove the wolftooth out of sunken hollow, and so bearclaw claimed the mines there. But at a cost. The bearclaw lost two warriors for every one wolftooth lost, but at the time we had no answer against the swarms. The clans morale was low. I know, for I was there. But we didn't break. We retreated from the field in some order and could still fight. Praise to the warrior god for our great chief who realised that a battle lost did not mean a war lost. Praise to the trickster god the bearclaw were confused by our absence when they expected a slaughter.

The Great Chief consulted with his generals and wise ones and developed a strategy. We had "acquired" a large supply of the burning fluid humans (spits on the ground) call alchemist fire, but we call goblin oil. The goblins (Karol gives a hearty chuckle) didn't need it anymore. He choose a battle field that was at that time called glane's field after a hill giant that once lived there. It was bound by swamp and rocky gorges So we could not be flanked, as we had been before, but our back was to a river, so retreat would be difficult for us.We dug great trenches in a line and then filled them with oil and goblin oil and kindling. On top of them we placed dried thickets of thorn bushes, as if we were to use them as a wall. Behind this we made bonfires, as yet unlit, a brought in large planks of wood so we could cross the trenches if we needed.

While this was happening our wolf riders were slowing the enemy, concealing our actions. Several brave scouts allowed themselves to be captured and tortured, to give false information that our chiefs were in despair and this was the wolftooth's last, desperate stand. The Scouts names were Dangir the wanderer and Morto hammerfist. Praise them, and grant them an honored place in the warrior god's hall.

Enboldened the bearclaw moved forward to attack. (Karol gestures as he describes the scene) Our wolf riders passed our lines and we sealed their entry way. A full moon rose, yellow and clear. A great omen. We bards moved along the line encouraging and watching history being made. Our great chief spoke.

We stand here at perhaps the most important battle we will fight. This night shall always be remembered by us. We are the Wolftooth, and we stand at bay, fangs barred. But I have heard of doubters, those who think we shood flee or make treaty with the bearclaw. If they do not wish to fight, let then depart. I will give them passage and permission to leave. Let them go, for I will not fight with defeatists and apolegists.
I fight with my brother and sister warriors. For all that fight here on this night will be my battle siblings, let none deny that. Let those who are not here curse themselves for their absence. In nights to come on this day you can lay bare your scars, and say, I was there on the day of fire. We are the brave, the ruthless, we are the Wolftooth. Our allies praise us, our enemies fear us. On this night we make our mark, stake our renown.
On this night we battle to victory and glory. On this night we fight with bold, insightful leaders Sartark firehand, blound the axe, Krelle deathchild. Our elders give us their blessings and aid and the Warrior and Trickster guide us. A brave night, a fire night to be remembered from now and to the ending of the world. To action my warriors.

The Army of the Wolftooth howled their defiance to the moon. Not one warrior left the field. Not one wolftooth faltered.

And so the battle began. Stakes were driven into the ground behind the trenches to impede our foes. Then we waited. The bearclaw, confident of victory pressed forward. As before their archers and slingers moved forward with wall shielders to give them cover. With them were the casters who were to summon their swarms. And so they came chittering and clattering towards us. Just before they hit, we ignited the bonfires and trenches. The insects shrivelled in them, causing great consternation amongst the bearclaw. Then our casters raised up creatures of fire in the trenches which move to assail the bearclaw. For their chief (Karol spits on the ground) had moved his warriors close behind his casters expecting the wolftooth to rout. Little did he know us!

The the great planks were laid on the trenches and we charged. The archers and casters were destroyed in our first rush and we hit the still Bearclaw army. This axe (Karol patted his weapon) slew three of them. The survivors ran screaming.

The battle was...intense. I saw direwolf battling dire bear, warriors burned alive by spell and elemental, lightning flashing, and many, many acts of bravery. At one point bearclaw magic disabled many warriors and the bearclaw surged. If the had gotten through the battle would be in grave doubt. The I saw a armored giant step into the breech. four yards and one high, with a sword longer than most orcs he held the line. By himself he held the line for many minutes until more warriors could plug the gap. To this day, bearclaw mothers threaten their children with this giant if they misbehave. I will not say his name, as he ask me not to, (Karol give a big toothy grin), but I reckon you can all work it out.

At battles end, the moon was setting, and victory was assured. The army of the bearclaw, what was left of it, was fleeing shrieking into the distance, pursued by wolfriders. We had won. Within days bearclaw sued for peace, and Wolftooth gained all it had lost, and more besides.

So let all who face the Wolftooth know our power, and fear us.We are the Wolftooth.

Silver Crusade

Sounds kinda cool, I have a half orc SWD for PFS I would enjoy playing.

Do we start with 2 traits?


Reprising my role as Odak the Iron Giant!


Excellent.
I'll be back in a few hours to see how things are going.


Tigerwolf reporting in.


I assume you mean no synthesist summoners, yes? As Synthesist alchemists don't exist. :)

What about a ratfolk witch?


Doctor Majuba wrote:

Sounds kinda cool, I have a half orc SWD for PFS I would enjoy playing.

Do we start with 2 traits?

Hold off on traits for a time. We may have them, but it depends on the old players decision, as they were not in the prior game. I say why not. What do you others think?


mdt wrote:

I assume you mean no synthesist summoners, yes? As Synthesist alchemists don't exist. :)

What about a ratfolk witch?

You are right of course. this is what happens if you type too fast without thinking ahead (sigh)

A ratfolk witch is fine.


You said starting gold for 3rd level, so I assume we make 3rd level characters? Drawbacks ok? Any equipment, or avoid Eastern equipment?


It does say third level characters above (I double checked). I'm not against eastern equipment as such. Monk equipment is certainly around, as are monks. The main monastery in the area is the temple of the dragon roar. Mostly Kobolds and hobgoblins, but others have joined. Hobgoblins also have ninjas and samurais.

I'll do a list of organisations in the area tomorrow, but if you want to invent one, and it fits in, please go ahead.

Tribe list in the area

Golian tribe: Rock Splitters

Orc Tribes: Wolftooth, Bearclaw, Tigerfang, leopardroar

Goblin tribes: Lizardtails, rabbitguts

Hobgoblin Clan: Tal Kieng

Kobold tribe: East mountain redscales

Others are scattered about. These are the main tribes

Fire Giant Kingdom: Located under mount fury

Frost giant Jarldom: Located in the northern glaciers

Stone giants: Stone speakers; greatly respected for neutrality, often used to help negotiations.

Bridgette River Mission: Humans and others. Established to be a tradepost and to try to convert savage races to civilized gods. Known as healers. (Bridgette river is what the civilized race called the waterscar river. Ice lake is called Lake Clarence.)


Ooops, sorry, I missed it. Will work up a submission. Sorry for the 20 questions.

Silver Crusade

Is Ability Focus available as a feat?


Do you mean for hexes?


Dergosh back and ready to make noise, so to speak! Thanks for organizing Chill/Odak/Jazzai


chillblame wrote:
Doctor Majuba wrote:

Sounds kinda cool, I have a half orc SWD for PFS I would enjoy playing.

Do we start with 2 traits?

Hold off on traits for a time. We may have them, but it depends on the old players decision, as they were not in the prior game. I say why not. What do you others think?

We do have traits already, do we not?


We do.


Yes we do. My mistakes. Two traits allowed, plus one with a drawback.

Silver Crusade

chillblame wrote:
Do you mean for hexes?

Yes


mdt wrote:
Ooops, sorry, I missed it. Will work up a submission. Sorry for the 20 questions.

don't worry about it. Questions are good


Yes, clarification is always good. Chill, do you want to start discussion at the "tavern" again while we await the shaman's verdict on the poor man? Or just as we Arrive back at the village?


I think 3pp stuff should be allowed, with acknowledgements/approvals of course. Also wasn't there something about the 'Civilised' races being advanced in terms of medieval fantasy? Like Advanced Firearms, magic and such. I remember the old game being about expansionalism except with greenskins and humans.


Personally I'm not a fan of firearms. Dergosh, OTOH, has a very different opinion.


Is this an open recruitment? Would you allow Advanced Class Guide classes? If so I'd like to apply with Davro here. I'd have to bump him up to level 3, but the basic idea is Rage Synergy with his animal companion and the various rage feats from the Orcs of Golarion book.

Example for Clarification:

Doraga(Badger Animal Companion) Rages while adjacent to Davro, allowing him to activate his Sympathetic Rage feat. Then Amplified Rage gives them both an extra +4 Str/Con.

This character will start as Orc Hunter 3, then go into Mad Dog Barbarian.


I'm liking the Eastern twist on the hobgoblin race and would like to try making an Ironskin Monk archetype. I don't get the chance to try it often due to the fact that the archetype is race-restricted! I'll roll him up right away. Found a cool reference pic for him: here. For now, here's his story:

Turgrim:
Turgrim was formerly a taskmaster to some of the weaker goblin cannon fodder during the war against Clan Bearclaw. When that conflict ended, Turgrim found himself tiring of being around the runts and whelps all day and left the position, dedicating himself to elevating his pain tolerance and ability to survive. He sees himself as a teacher, a hobgoblin to lead the other warriors by example, to elevate them to new feats of strength. Turgrim sees himself as a paragon of greenskin-kind in the making. He stands tall and ape-like at 7 feet even, with broad shoulders and a wide set of ears. He sees himself a bit like a coach today, a veteran with experience and knowledge to share.

Silver Crusade

Ok I have a backstory up, I just need to pick 2 traits.


You still almost have a foot on Runt Majuba. There is a reason she has that name. Though, then again, she looks human on first glance also.


Under his armour, Odak resembles a really, really big human! But obviously one could tell he's not truly human because, well, he's really really big!

Silver Crusade

Tigerwolf Runt wrote:
You still almost have a foot on Runt Majuba.

*whispers* It's all in the mask

Also HP: max at first and then average for the next 2?


Crunch:

Name : Thikka
Alignment : NG
Race : Ratfolk (Humanoid(Ratfolk))
Size : Small
Speed : 20 ft
Senses : Darkvision
Init : +2

Str 10
Dex 14
Con 12
Int 18
Wis 12
Cha 12

Offense :
CMB +2 : +1 (BAB) + 1 (Size)

Defense :
AC 14 : 10 + 2 (Dex) + 1 (Size) + 1 (Armor)
CMD 11 : 10 + 2 (Dex) + 0 (Str) - 1 (Size)
Fort/Reflex/Will +2/+3/+4

Traits :
Paranoid (Drawback) : DC 15 to be Aided
Pragmatic Activator (Magic) : Int on UMD
Reckless (Combat) : +1 Acrobatics, Class Skill
On Guard (Regional) : +1 Init, Pull weapon for Free in surprise round

Feats :
Accursed Hex (Second Try on Hexes)
Combat Casting (+4 Concentration)

Skills :
Points : 2 + 3 = 5 * 3 = 15 + 3 (Favored Class) = 18
Acrobatics (Dex) +9 : 2 (Dex) + 3 (Ranks) + 1 (Trait) + 3 (Trained)
Craft (Int)
Fly (Dex)
Heal (Wis) +5 : 1 (Wis) + 1 (Ranks) + 3 (Trained)
Intimidate (Cha)
Knowledge (arcana) (Int) +10 : 4 (Int) + 3 (Ranks) + 3 (Trained)
Knowledge (history) (Int) +8 : 4 (Int) + 1 (Rank) + 3 (Trained)
Knowledge (nature) (Int) +8 : 4 (Int) + 1 (Rank) + 3 (Trained)
Knowledge (planes) (Int) +8 : 4 (Int) + 1 (Rank) + 3 (Trained)
Perception (Wis) +6 : 1 (Wis) + 3 (Rank) + 2 (Racial)
Profession (Wis)
Spellcraft (Int) +9 : 4 (Int) + 2 (Rank) + 3 (Trained)
Use Magic Device (Int) +12 : 4 (Int) + 3 (Rank) + 3 (Trained) + 2 (Racial)

Equipment
MW Haramaki (153gp)
MW Daggar (301gp)
MW Light X-Bow (335gp)
MW Backpack (50gp)
Muleback Cords (1000gp)

Hexes
Evil Eye
Healing

Spells per Day
Cantrip : 4
1st : 3
2nd : 2

Spells in Familiar
Cantrips : All
1st : 9 + Patron
2nd : 2

Patron : Healing

Thikka's Background:

Thikka is a member of the Tennemont Coven. Although that is a bit of a misnomer, as the Coven doesn't actually have a hag in it to make it a hag's coven. It's really just a group of witches that live on Tennemont Mountain (which in itself is a bit of a misnomer, it's more of a really big hill). The Coven has had peaceful dealings with the Tal Kieng and Temple of the Dragon Roar for the last few hundred years. Those who feel the calling to witchcraft are not often liked, even amongst the less 'civilized' tribes, and thus most eventually seek out the Coven.

Thikka was born into the coven, her parents having immigrated from the east with the hobgoblin tribes who formed Tal Kieng. One of the few remaining ratfolk, she is has grown used to a solitary life. Indeed, she's rather paranoid that others are seeking to remove the last few ratfolk, although her paranoia doesn't prevent her from healing others when she can.

The recent turmoils have caused her to leave the mountain, and seek out the cause of the tribulations, sent by her Coven as a scout, due to her combination of paranoia and general like of others (a paradox that the Coven finds may provide unique to finding a solution).

Picture of Thikka

I'll flesh out the equipment if she's chosen (will want to pick up a few spells and some alchemy items, bolts, etc). But I thought the main crunch and background would be important. I can flesh out the background some more if need be, it's a little hard to write it without knowing the full backdrop, so any fidgity bits can be modified.


Thikka, I noticed that your character's parents traveled with the Tal Kieng hobgoblins, which is also where Turgrim hails from. How old is your character? Turgrim is 19, which is like ~27 in hobgoblin years. He might have known your parents, or you, perhaps.


I'm tempted to craft a kobold fighter who's exceptionally gullible and uses a medium greatsword to fight (yes, I'm aware of the penalties. Not, I don't care. A 3 foot kobold dragging along a giant 5 foot sword is too hilarious to care.)


Remember, you need to tie your background Into the clan war between wolftooth and bearclaw. How did you aid wolftooth in the war?


Runt is 4'7" carrying a large falchion so you would fit in.


I'm biased, but I'm fond of any exceptionally large or small characters, adds a very nice contrast in group interactions, as well as environmental navigation.

I'd say another large-sized PC for Odak to talk to would rank highly on my list, even if they ended up a large-sized version of a non-large race; I'm also a Co-DM so unless the others reject the idea, you've got my permission. Also the idea of a comedic Kobold would also be something I'd like to see!


I'd say she's probably young, a baby when they came, or born shortly thereafter. So she's probably 16, which would be about 22 in human terms. So Turgrim might have grown up with her, but probably wasn't fast friends, given her magical bent and training with the coven. Probably something like 'Oh, that ratfolk witch girl' that comes to the town every month or two. Her parents he might know better.

Given Thikka's patron, Thikka would have been a healer with the Wolftooth clan's support squads. A witch can heal every person who's wounded once per day (twice if you want to interpret her Accursed Hex as working on her Healing hex). Add in some curative spells, and she's a fairly good healer.

Thikka would be 3ft 9in in height. So rather small for anyone.

Edit : 16 actually turns out to be closer to 30 in human terms, ratfolk are incredibly short lived

Grand Lodge

Mogwag

Urban Barbarian 1/ Cleric 2 (Rage and Defense Domain)
Medium Half-orc / Humanoid (Half-orc)
Init +1; Senses Perception +6, Darkvision 60 ft
==DEFENSE==
AC 20, touch 11, flat-footed 19 (+9 armor, +1 dex)
hp 0 (2d8+1d12)
Fort +7, Ref +3, Will +7
Armor Full Plate, Heavy
Defensive Abilities Sacred Tattoo (PFAPG 19)
==OFFENSE==
Spd 20 ft/x3
Melee Falchion +6 (2d4+6) 18-20/x2
==STATISTICS==
Str 18, Dex 12, Con 10, Int 8, Wis 14, Cha 14
BAB +2, CMB +6, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Endurance (PFCR 122), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Diplomacy +6, Intimidate +6, Knowledge (religion) +3, Perception +6, Spellcraft +3
SQ Cleric Channel Energy [5 / 1d6] (PFCR 40)
SU Domain Powers (PFCR 40-41), Destructive Smite (PFCR 43), Deflection Aura (PFAPG 89)
MC Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Forbidden Spell Alignment (PFCR 41, 49)
Traits Fate's Favored (Faith) (PFUCgn 55)
Languages Common, Orc

The Wolftooth clan was to him his new Home. Mogwag had pretty much lost it all. Friends, family, clan. He had been captured and sold into slavery. But he had managed to live to tell the tale. On the long way back it rained, rained and then rained some more. He could remember the day he almost drowned while the small slave caravan crossed the Nelsin river. the current was strong but seeing that he was delayed the taskmaster pressed on. The horse he was tied to broke a leg on a stone while crossing. The current was so strong that it instantly took rider and slaves down under. But he had managed to survived. the rage, the controlled anger in him had helped. He had managed to escape.

He was rescued by one of the Wolftooth clan's Shaman who nursed him back to health. He had just recover when the Battle of Bondefire was fought. He asked to participate alongside the clan's warrior and not only did he survive it but he also well performed.

Quick question about the toothy racial trait : can you use it with a manufactured weapon in the sme full attack? and if so is it the same to hit bonus then the falchion or at -5?


Has this funny image of a line of people that keep getting bigger until you get to Odak.

ODAK MUST BE THE LARGEST! Heh, Any "small" Race will easily be shorter than Runt so I know I won't be the smallest.

Hi MDT!


Hey Arwen, you can absolutely make your bite attack in the same full attack action as your falchion. Because it is a secondary attack, it would be made at the -5 to hit.


I want to play a Kobold Alchemist of some sort. I remember an archetype for Kobolds that focused on their draconic heritage in an issue of Wayfinder. Would you mind if I used that. I have to dig through my archive to find it but I'll get back to you when I do.

Grand Lodge

Hey Froggy :) tks for the info. i will probably twink this crunch a bit then.


The list of new candidates is as follows:

• Doctor Majuba (Half-Orc Scarred Witch Doctor)
• Davro Iramelis (Half-Orc Hunter)
• Tirgrim (Hobgoblin Iron Monk)
• mdt/Thikka (Ratfolk Witch)
• Algar/Mogwag (Half-Orc Barb/Cleric)
+ Dalgar (Kobold Alchemist)

This is on top of existing party members (from memory):

• Odak/Me! (Golian Fighter/Psychic-Warrior:Protector)
• Tigerwolf (Half-Orc Rogue)
• Karol (Half-Orc Bard)
• Dergosh (Orc Bard/somethingIforget)
• Garmack (Half-Orc Ranger)
+ Draxia (Half-Orc Sorcerer)

That's quite a lot of people even before selection begins, hoo boy...


Draxia here


Hey draxia. Hows the teeth.

additional
emerging firearms but all firearms are martial weapons

at least two posts a day

you have 24 hours to post in combat. If you haven't then your turn will be botted. No response in a week, then you are booted. Of course if you contact me before hand about absences,, no problems. A note from your mother is optional (lol)

Love the characters thus far.

I think btw that karol will sit this out. At least until someone else takes the baton.


So... is there still room for one more?


Shiny and ready for blood


Zander: If you have a decent concept for us, go ahead. Although it's going to feel a bit like X-Factor with the number of candidates. I posted above on what gets my vote.


I will go ahead and pass for now. I didn't realize you had so many applicants.

It would take me until tomorrow to work something up.


I'm looking at eight character max. That means three places are available. This is large, but handible provided everyone posts regular. Some good characters thus far.

a few more game notes
good roleplay a must. Make your characters good ones.
alignment, any PROVIDED IT IS NOT A GAME WREAKER steer clear of the homocidal maniacs or gibbering madmen please. Also the ultimate boy scout.

Boss fights will be difficult, but opportunity to even odds will be available IF YOU TAKE ADVANTAGE OF THEM

More later

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