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Re: 10 - Tor-Xonor the Upper Ruins
Posted: Sat Oct 31, 2015 10:39 pm
by mgtremaine
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Party wants to head back to 5, is that correct. I'm going to assume you realize that there is Orc guard post at #6 which means if you from 11 to there you should proceed with sneaky feet.
Rhegaer and Urist lead the group slowly and quietly down the corridor heading west.... Are they quiet enough?
mgt's roll comes to 1 [1 on 1d6]
The orc guards are not surprised but the party expect the hidden post as well. As Rhegaer and Urist approach they see the telling movement
ACTIONS?
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Sun Nov 01, 2015 3:46 pm
by okruse
Phadian will follow in behind the fighters and look for an opening to strike with his staff.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Sun Nov 01, 2015 4:02 pm
by mushgnome
Urist will aggressively attack the orcs with his war hammer.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Mon Nov 02, 2015 6:18 pm
by mgtremaine
Round 1:
Init
mgt's roll comes to 4 [4 on 1d6] - Orcs
mgt's roll comes to 3 [3 on 1d6] - Party
2 Orcs are in the guard post. The little door pops open and 1 charges with a spear while the other is fumbling with a hand bell.
Orc vs Urist: mgt's roll comes to 7 [7 on 1d20] - MISS
Orc2 starts giving the hand bell and good ring.....
Urist attacks the spear holder: mgt's roll comes to 15 [15 on 1d20] - HIT
mgt's roll comes to 5 [4 on 1d6+1] - KILLED
Rhegaer moves past the spear wielder and strikes at the Orc with the bell...
mgt's roll comes to 13 [12 on 1d20+1] - HIT
mgt's roll comes to 7 [5 on 1d6+2] - KILLED
There is silence... The orc got off a Clang-CLANG before Avernil cut through Helm, Head and Shoulders......
What now?
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Tue Nov 03, 2015 12:54 am
by ehiker133
Rhegaer drags the dead orcs back into the secret room, then waits with sword drawn to see if anything answers the brief alarm.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Tue Nov 03, 2015 2:18 pm
by merias
Alrik waits quietly against the wall, also waiting to see if anyone or anything answers the alarm.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Wed Nov 04, 2015 3:12 am
by okruse
Phadian drops back behind the corner and waits, listening for anything approaching.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Wed Nov 04, 2015 3:53 pm
by mushgnome
Urist takes a breather and waits for orcs responding to the alarm.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Sat Nov 07, 2015 2:50 am
by mgtremaine
The party stops and waits, silently, did the Orcs hear the bell?????
(DM picks up the d6 3-6 they did....)
mgt's roll comes to 2 [2 on 1d6]
Minutes pass, every moment someone is sure they hear the clopping of orc feet but it turns out to be your imagination. After 10 minutes it's pretty clear no one is coming....
(Stupid orcs don;t respond to there own alarms!)
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Sat Nov 07, 2015 5:25 pm
by mushgnome
"Alright, let's move on to the unexplored room," Urist suggests, feeling foolish after waiting for the no-show orcs.