SESSION 222 (Side Session): Operation Orc Obliteration
Seven days ago back on the Prime Material plane, Boris is bored and decides to lead the ‘B-team’ out on an orc extermination mission.
Day 151 Clear (13.20à13.21/0403/0404/0303/0304/0305): The first snow of the season came overnight just a light dusting but a portent of things to come. The day was crisp, clear and bright. Too much to ignore for Boris the bored and so he wrangled up the troops and presented a plan. “Let’s go kill orks”. The elaborate plan was embraced by eight other bored murderhobos. The others were sadly entangled in operational oversite activities. With that they set out to the southwest to get rid of the final (known) bastion of the beastmen within the purvey of the HoboKings ™ future territory. The journey to the blighted lands was uneventful and when they reached the sandstone rock that was presumably the orc haven nothing happened and this was vexing for our ‘B-Team’.
They didn’t seem to realize that sometimes there was only one easy way in. This would be resolved very slowly (tomorrow). Eventually, after a goodly period of time of waving a white flag around they decided to scale the big chunk of rock. Rammer, invisibly, was sent up to set up some rope lines after taking a quick look around. The top of the rocky outcropping was like the spine, rib cage and open sternum of an ancient goliath. The open sternum descended into darkness and the likely location of orc-town. This disappointed Rammer as there was near limitless options to hide and spring from if one was familiar with the landscape. His initial search did not reveal any Pig-men so he sent the lines down to the other mooks. Once they got up there and began moving a clanging rung out and then was joined by many more across the area. There was orcs up here and they were well hidden. This lead to a number or sorties between groups before the main host of orcs either disappeared or made escape into the gaping central crevasse. It was decided that a tactical regrouping was in order, the orcs were on high alert and jumping straight into the nest could be problematic. Back to the ropes and down the slope. Boris decided to try again tomorrow.
Until then they decided to clear some adjacent sub-hexes. This was fairly easy as nothing wants to live next door to vile pig-men and the orcs were in defensive mode. By the end of the day they were almost two leagues away from the orcs redoubt. Good enough place as any to camp.
Day 152 Clear (13.21/0305/0405): If the orcs had been around they were not seen nor heard over night. The ‘B’-Team were a little more stiff than usual, likely due to Winter’s chill biting in. They decided to ease into the days warfare and began with some hex clearing first.
ROLECALL
Carla the Green High Priestess of TMB (C9) 296582 xp +10% <300001> CRT 1d12/III
Scars: permanent loss left index finger and scarring on arm
Bimbles the High Priest of GSS (C9) 270698 xp +5% <300001> CRT 1d12/III
Lasting injury: -1 STR, mashed arm
Hobo Steve the Lord (F9) 282057 xp +5% <360,001> CRT 1d24/V
Brain Damaged: reduced mental capacity (tough night on the town)
Touched from Beyond the Grave (Sloth): Eating disorder (x2 food) -5’ mve
Blessing of Orcus (Consumption -1 CON)
Injury: -1 STR from brutal arm shatter
Rahgnar the Dwarven Superhero (D8) 203046 xp <280001> CRT 1d20/IV
Serious wound: permanent loss of an eye (-1 to missile fire)
Critical Wound: disembowelled less able to process poison (-1 penalty)
Missing thirteen teeth
Raul the Voyager (MD8) 238829 xp +10% <240000> CRT 1d12/III
Serious wound: permanent loss of CHA -4,
Removed one of his own nostrils.
Boris the Dwarven Lord (D9) 352754 xp +10% <400001> CRT 1d20/IV
Serious wound: permanent loss of CHA -3, carved up face
Lasting injury: -1 STR, mashed arm
Wound: Bad leg (-5’ MV)
Multiple Injuries: lost 25 teeth (7 remaining), drools a lot CHA -1
Serious Injury: Brain Drain -2 INT
Serious wound: permanent loss of an eye (-1 to missile fire)
Injury: -Crushed -8” H
Ding-We the Peg-Legged Sorcerer (W9) 456405 xp +10% <470001> CRT 1d10/I
Critical Wound: Left leg obliterated, runs at ½ rate (peg required)
Bunny the Thief! (T9) 250189 xp <280001> +10% CRT 1d20/II
Light wound: permanent loss of pinky finger, off hand
Ramrod the Cloned Magsman (T8) 153935 xp +5% <160001> CRT 1d20/II
Serious wound: Bad Back (-1 stone CC)
Scars: Neurological damage to hip, noticeable limp (-5’ mve)
Missing eight teeth talks with a lisp
The Henchmen
Saffron the Mad Fairy Queen of Ribbits (FY7) 173128 xp <200001> CRT 1d10/III
Moderate wound: Scar on abdomen
Lasting injury: -1 STR, mashed guts
Sloth the Bopper (L7) 170997 xp +10% <178800> CRT 1d20/IV or 1d6/G (vs. s, m)
Mental Illness: Mummy-a-phobic
Missing ten teeth
Nara the Nearly Naked Purple Swami Girl (PS7) 109599 xp +5% <125000> CRT 1d16/II
Wraith Drained: -1 CON
Biff Bartley the Half-Orc Blackguard (HO7) 101166 <120000> +5% CRT 1d12/II
Lasting injury: Crushed spinal column -6”H, -5’mv, -10% thieving
Sasha Plasha the Warden (R8) 116826 xp +10% <200000> CRT 1d10/III
‘BOB’ the Deadly Shade (N7) 64817 <90000> +5% CRT 1d16/II
Felix Ignatius Hemlock the once skeletal Sleuth (I7) 47017 <80001> +5% CRT 1d16/II
Mason the Lama of Yrrrg. (C7) 57293 <100001> CRT 1d10/III
Charles in Charge the Myrmidon (F6) 55424 <64000> +10% CRT 1d16/IV
Critical Wound: Punctured lung (-2 CON)
Mostly DEAD. (-1 CON)
Gurn Hammerhand the Dwarven Swashbuckler (D4) 21514 <36000> +5% CRT 1d12/III
Wendul the Magician (W6) 43262 <80000> 5% CRT 1d8/I
Dolec Da the Hero (F5) 40244 xp +10% <64000> CRT 1d20/IV
Missing five teeth
Camillus the Myrmidon (F7) 81443 <120001> +5% CRT 1d20/IV
Injury: -1 STR from brutal arm shatter
Injury: -5’mv from brutal arm shatter
Willy the Reformed Burglar (T5) 18256<20000>10% CRT 1d14/II
Chung-Li the Myrmidon Warlock (E6) 103411 xp <120000> +10% CRT 1d8/II
Brett & Jermaine Kobold Cooks & Eavesdroppers Extraordinaire
RESERVES
BoB is the lone lawn ornament for the Basilisk Knights.
Chung Li needs 12 weeks (74 days) and a stack of coin to rewrite his lost spell book.
Elapsed: 29 days
Elapsed Campaign Time
598 (605) days at beginning of session (also applies to recuperation)
Join us for session Two-Hundred-and-Twenty-Three when we ask the questions:
Where did the orks go?
How many more of these beastmen bastards are there?
Will numbers beat ‘guns’?
Tale of the Tape
Exploration Below
Location hex: 12.20
KILLS
Lots of Orcs (11)
LOOT
None
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