10 - Tor-Xonor the Upper Ruins

Mgtremaine's World of Tybor PBP

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Post by ehiker133 » Tue Oct 20, 2015 9:41 pm

Re: 10 - Tor-Xonor the Upper Ruins

Can we wait outside the doorway to control how many of them we fight at once?
[f=47]Dougal Blackfoot (MV 9", AC 6, Lvl 4, HP 10/10) [/f]
[f=59]Goldwen (Sagacious* Abbess, MV 9′′, AC 6, HD 2+1, HP 9, FC 2 men, SV C3, L][/f]

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Post by mgtremaine » Tue Oct 20, 2015 10:45 pm

Re: 10 - Tor-Xonor the Upper Ruins

You can, easily. You are at a North->West Elbow corridor with the Door east into this room. So fighting the doorway leaves you with 2 other flanks, one of which the you came up from (North-South)

Last posted map here

http://forum.immersiveink.com/viewtopic ... 626#p23626
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

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Post by mushgnome » Wed Oct 21, 2015 2:00 am

Re: 10 - Tor-Xonor the Upper Ruins

"An ogre!" says Urist. "Rhegaer, fall back with me to the doorway, so they can't surround us."

OOC: Do dwarves get a defensive bonus vs. ogres in your game? If so, Urist will taunt the creature to draw its attacks.
[f=59]Stern (Strong Hero, MV 9′′, AC 3, HD 4, hp 20, FC 4 men/hero, SV F4, L)[/f]

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Post by mgtremaine » Wed Oct 21, 2015 2:35 am

Re: 10 - Tor-Xonor the Upper Ruins

Rules say Half Damage from Ogres and Giants for Dwarves.
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

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Post by merias » Wed Oct 21, 2015 11:52 am

Re: 10 - Tor-Xonor the Upper Ruins

As soon as the others fall back, Alrik will move forward and cast sleep from the scroll.
Aldbane the Cleric (Level 5 MV 6" AC 2/3 HD 4 HP 18) plate +1, shield+2, helm, silvered war hammer, sling, staff of healing

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Post by ehiker133 » Wed Oct 21, 2015 1:40 pm

Re: 10 - Tor-Xonor the Upper Ruins

Rhegaer falls back to the doorway and waits for the orcs/ogre to approach them.
[f=47]Dougal Blackfoot (MV 9", AC 6, Lvl 4, HP 10/10) [/f]
[f=59]Goldwen (Sagacious* Abbess, MV 9′′, AC 6, HD 2+1, HP 9, FC 2 men, SV C3, L][/f]

Posts: 2939
Joined: Tue Sep 17, 2013 11:12 pm
Location: Upper Miskatonic Valley

Post by mushgnome » Wed Oct 21, 2015 2:38 pm

Re: 10 - Tor-Xonor the Upper Ruins

"It's hammer time!" Urist taunts the Ogre, trying to draw its attention away from Rhegaer.
[f=59]Stern (Strong Hero, MV 9′′, AC 3, HD 4, hp 20, FC 4 men/hero, SV F4, L)[/f]

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Joined: Sat Sep 28, 2013 3:04 am

Post by okruse » Fri Oct 23, 2015 2:45 am

Re: 10 - Tor-Xonor the Upper Ruins

Phadian will find a spot behind the fighters and see what the result of the spell is.

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Post by mgtremaine » Sat Oct 24, 2015 4:12 pm

Re: 10 - Tor-Xonor the Upper Ruins

Round 2:

Urist and Rheager take a step back into the doorway, Alrik read his sleep scroll targeting the Ogre*. The Orcs coming charging up.

Alrik's spell goes off the Ogre goes down.

Rhegaer attacks mgt's roll comes to 5 [4 on 1d20+1] - MISS

Urist Attacks - mgt's roll comes to 5 [5 on 1d20] - Miss

Phadian jabs with his staff from the second rank. mgt's roll comes to 16 [16 on 1d20] - HIT
mgt's roll comes to 6 [6 on 1d6] - KILLED

Orcs attack Urist and Rhegaer (only 2 can attack this round)
Orc 1 - mgt's roll comes to 9 [9 on 2d20] - MISS
Orc 2 - mgt's roll comes to 7 [7 on 1d20] - MISS

*Sleep affects 2d6+2 Normals starting at the target and working out. To sleep the Orcs might also affect the party so hitting the Ogre was the safest move for Alrik.


Seeing as the Party has the advantage I'll resolve the next round.

Round 3:

Rhegaer Attacks - mgt's roll comes to 13 [12 on 1d20 +1] - HIT
mgt's roll comes to 7 [5 on 1d6 + 2] - KILLED

Urist Attacks - mgt's roll comes to 6 [6 on 1d20] - MISS

Phadian attacks - mgt's roll comes to 5 [5 on 1d20] - MISS

Orc 1 - mgt's roll comes to 19 [19 on 1d20] HIT / mgt's roll comes to 2 [2 on 1d6] to Rhegaer
Orc 2 - mgt's roll comes to 17 [17 on 1d20] HIT / mgt's roll comes to 3 [3 on 1d6] to Urist

Round 4:

Rheagar Attacks - mgt's roll comes to 18 [17 on 1d20 + 1] - HIT
mgt's roll comes to 6 [4 on 1d6 + 2] - KILLED

Urist attacks - mgt's roll comes to 13 [13 on 1d20] - HIT
mgt's roll comes to 4 [4 on 1d6] - KILLED


End of Combat...


The Orcs rallied in round 3 giving your fighters a some scratches but the results were predictable after the threat of the Ogre was dealt with. I very quick check of the bodies turns up

mgt's roll comes to 1 [1 on 1d6]
mgt's roll comes to 26 [6 4 5 5 4 2 on 6d6]


126GP

You see a wide staircase going DOWN on the otherside of the room.
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

Posts: 898
Joined: Thu Oct 03, 2013 1:22 pm
Location: New Brunswick

Post by merias » Sat Oct 24, 2015 4:50 pm

Re: 10 - Tor-Xonor the Upper Ruins

Alrik sinks his dagger into the sleeping ogre's throat.

"Well then, I'm afraid I'll not be of much further use to you without some rest, particularly if we want to delve below," Alrik says, pointing at the stairs.

| I was editing my charsheet to remove the scroll when I realized I completely forgot about Rik the porter, I assume that means we left him outside? |
Aldbane the Cleric (Level 5 MV 6" AC 2/3 HD 4 HP 18) plate +1, shield+2, helm, silvered war hammer, sling, staff of healing

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