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Re: 10 - Tor-Xonor the Upper Ruins
Posted: Thu Oct 08, 2015 11:25 pm
by mgtremaine
The orcs have initiative and fight to overwhelm the group.
1 vs Rhegaer
mgt's roll comes to 10 [10 on 1d20] -MISS
2,3 vs Urist
mgt's roll comes to 8 [2 6 on 2d20] - MISS MISS
4 vs Phadian
mgt's roll comes to 3 [3 on 1d20] -MISS
Rhegaer atks
mgt's roll comes to 16 [15 on 1d20 + 1] - HIT
mgt's roll comes to 8 [6 on 1d6 +2] - KILLED
Urist atks
mgt's roll comes to 15 [15 on 1d20] - HIT
mgt's roll comes to 3 [2 on 1d6 +1] - KILLED
Phadian atk
mgt's roll comes to 16 [16 on 1d20] - HIT
mgt's roll comes to 2 [2 on 1d6] - Wounded
Morale Check giving -1 because of Rhegaer's sword and what it seems to be doing
mgt's roll comes to 5 [1 5 on 2d6-1] - FLEE
The Orcs have had enough and try to throw down their weapons and run for the door......
Actions?
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Fri Oct 09, 2015 5:45 pm
by mushgnome
If it is possible for Urist to intercept the fleeing orcs, then he will do so. But he's not going to go off chasing them willy-nilly if they do get away.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Fri Oct 09, 2015 5:50 pm
by merias
Alrik will surreptitiously hold out his foot as the orcs run by, hoping to trip one.
Assuming here that they do, in fact run past him...
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Fri Oct 09, 2015 6:46 pm
by ehiker133
Rhegaer will try and kill any orcs that get within range as they flee past him.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Sun Oct 11, 2015 11:23 pm
by mgtremaine
Final Round:
Rhegaer brings his sword about and swings at the fleeing Orc....
mgt's roll comes to 16 [15 on 1d20 + 1] - HIT
mgt's roll comes to 4 [2 on 1d6 + 2] - KILLED, Arvenil whips down on the fleeing Orc's shoulder and cuts burning path down to the entrails.
Urist leaps with a great hammer blow truing to stop the other.
mgt's roll comes to 8 [8 on 1d20] - MISS
The orcs scrambles towards the door.... Alrik sticks out a leg....Let's say 50/50 4-6 the Orc is tripped
mgt's roll comes to 3 [3 on 1d6]
The orc shies away from Alrik and into the doorway.
That leaves Faeraidel your doorguard... (In doctorx absence I would call that she would step back and letting the Orc pass then put an Arrow into it's back)
mgt's roll comes to 18 [17 on 1d20+1] - HIT
mgt's roll comes to 6 [6 on 1d6] - DEAD
The orc staggers a moment and dies in the corridor leading north.
Combat Ended.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Mon Oct 12, 2015 3:08 am
by okruse
Phadian
"Well fought my friends, perhaps we should drag that orc out of the hallway" once that is done will look about the room and see if anything of interest.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Mon Oct 12, 2015 3:44 am
by ehiker133
Rhegaer helps drag the orc into the room, then searches the bodies for anything of value before helping Phadian search the room for items of interest.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Tue Oct 13, 2015 11:41 pm
by mushgnome
Urist flicks the gore from his hammer and pokes his head out the door to keep watch while his friends loot the bodies.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Wed Oct 14, 2015 3:16 am
by merias
Alrik stays out of the way but helps keep watch in the corridor.
Re: 10 - Tor-Xonor the Upper Ruins
Posted: Fri Oct 16, 2015 12:09 am
by mgtremaine
The room is searched carefully while a lookout stands guard..
mgt's roll comes to 27 [4 5 3 3 2 6 1 3 on 8d6]
mgt's roll comes to 74 [74 on 1d100]
You turn up 27SP from the orcs plus a array of Orc weapons in various states of repair. (Pretty much junk). the old Armory has obviously been looted more then once and even by search the junk piles and debris you find nothing special.
What now?