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Re: 10 - Tor-Xonor the Upper Ruins
Posted: Wed Sep 02, 2015 3:52 pm
by mgtremaine
The party settles in for a rest and a debate about what to do next....
mgt's roll comes to 3 [3 on 1d6]
The night passes without any encounters. Phadian gets 1hp back (11/12).
A new day starts! What is the plan now?
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Thu Sep 03, 2015 2:42 am
by okruse
Phadian
"I think we should go scout out where the other entrance we saw comes out on top of the hill. Real quiet like, see if they have guards, patrols we can take out."
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Thu Sep 03, 2015 9:40 am
by merias
Alrik readies to depart. "A good suggestion, Phadian. Heading back to where we were would be inadvisable."
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Thu Sep 03, 2015 1:32 pm
by ehiker133
Rhegaer thinks that would be a good idea, as well.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Sat Sep 05, 2015 7:36 pm
by mgtremaine
okruse wrote:Phadian
"I think we should go scout out where the other entrance we saw comes out on top of the hill. Real quiet like, see if they have guards, patrols we can take out."
ooc: So by that you mean the staircase you saw on the opposite side of the barracks corridor?
Let me try to fill in a little of what you know from observation and what you know from Faeraidel story.... The Main structure of the Ruins (that is the level above ground) is mostly hollow, it took a massive beating from Dragons and Magic during the assault on Tor-Xonor. There are "holes" in the outer walls in many many places allowing many path to enter and leave. There are 2 staircases down to the lower level. There are separated by about 300 feet. You went down one and entered the storeroom area. Faeraidel's group of Elves actually went down the other and routed the Orc's they found in the barracks. But they continued deeper and were defeated by a tribe of Ogres.
So I read the above as lets go back into the Ruins carefully and see if we can catch a patrol by surprise near the "2nd" staircase. Correct?
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Sun Sep 06, 2015 4:10 pm
by okruse
Phadian
ooc - Correct
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Mon Sep 07, 2015 5:11 pm
by mgtremaine
(All spells are picked, the pc_list is up to date time to head out)
The party sets out again for the main ruins, they follow the path they established before trying to avoid the dangers of the Dragon's Bones and the Graveyard.
mgt's roll comes to 4 [4 on 1d6]
They make the Ruins without an encounter. The pass out of the sunlight and into the cool, dark, ruined castle. Cautiously they make there way to the second staircase....Trying to remain hidden. (Dice are rolled)
mgt's roll comes to 2 [2 on 1d6]
mgt's roll comes to 3 [3 on 1d6]
At about 60' the group spots some movement. It only takes a moment to figure out that there are Orc's milling about the top of the stairs.. At a guess there at least 8...
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Tue Sep 08, 2015 3:12 am
by mushgnome
"Let's attack them with missile fire," whispers Urist.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Tue Sep 08, 2015 3:34 am
by merias
"I can disable most of them," whispers Alrik, then you can engage in target practice with the rest."It may also be a good idea to leave one alive, we can question him and perhaps gain some valuable intelligence."
Alrik will wait for everyone's assent, then move forward a few paces and fire off his sleep spell.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Tue Sep 08, 2015 4:34 am
by ehiker133
Rhegaer nods his agreement to the plan.