RolePlay onLine RPoL Logo

, welcome to ADnD 2nd - The Adventurers' Lounge

05:14, 10th May 2024 (GMT+0)

The Orc Battle - Wave 2.

Posted by HeathFor group 0
Heath
GM, 3859 posts
Tue 25 Oct 2011
at 19:22
  • msg #1

The Orc Battle - Wave 2

WAVE 2

The cloud cover has become more deep, and a light rain breaks out upon the battlefield.  (-1 move or normal move with DEX check to avoid falling.)

You hear them coming through the trees at the end of the gorge, but it is difficult to tell who your enemy is until they appear.

When they come, you see what awaits you.

On the northern ledge, 5 duergar slink along toward your archers.  8 more are at the base of the ledge. 


Duergar: Duergar, or gray dwarves, are a malevolent breed that exist at extreme depths underground.  They are enemies with the dwarves and would easily ally themselves with the orcs.  They can hide in shadows well and slink among the walls and rocks.  They have excellent night vision.

Duergar appear to be emaciated, nasty-looking dwarves. Their complexions and hair range from medium to dark gray. They prefer drab clothing designed to blend into their environment.

Some of you remember encountering the duergar in the adventure "Time Bandit."


South of the duergar, you see 10 more orcs approaching, again with another commander leading them.

Flanking the orcs are two nasty looking trolls, hunched and wart-covered as they head across.  Collars like slave collars are around the trolls' necks.

There is also a giant procession of 30 kobolds breaking through the ranks.  They are rat-like humanoids who are moving faster than the others.  They also have excellent nightvision.

Running even faster than the kobolds are 6 giant wolves (dire wolves).  They also have collars and are sniffing close to the ground as they run.

At the southmost end of the gorge, three more collared trolls slink in and begin heading along the southern walls.


OOC: Since you have chosen to concentrate the battle in this area, I have redone the map slightly to make it easier to follow, account for movement, and be more visually appealing.



NOTE: You have had enough time to reload the cannons and catapults.
This message was last edited by the GM at 19:22, Tue 25 Oct 2011.
Adaran Swiftshadow
player, 2944 posts
THAC0: 15 Melee/13 Ranged
AC: 1 (Dex, Stud Lthr +2)
Wed 26 Oct 2011
at 02:12
  • msg #2

Re: The Orc Battle - Wave 2

Group 20, per Adaran's advance orders, will fire at the dire wolves at U10 and coordinate their actions with Flint's cannon crew (group 19). Group 5 will fire at the kobolds at U9.


"They're moving fast." says Adaran, quickly gauging the situation. "Kahan, can your clerics entangle them? Rogues, take aim at those kobolds and fire on my signal. I'll aim for the orc commander."


6 rogues will take careful aim at the kobolds at U9 (forfeiting at least one shot this round for a +1 Careful Aim bonus) and 5 will take careful aim at the kobolds at V9. They are not firing yet. Adaran is taking careful aim at the orc commander at V7 with an arrow coated in parral dust poison, but is not firing yet.
Borimer
player, 1759 posts
Ac -3/-1/ 3 Mvt 18"
Thac0 14 Hit Points 70
Wed 26 Oct 2011
at 02:36
  • msg #3

Re: The Orc Battle - Wave 2

Borimer orders the light cannon (#9) to center the next shot on the two trolls (V8). He orders his men to fire at the eight duergar (V5) and then runs and attacks the five duergar himself (V2).

"Fire a volley and then help me finish the others."
Kahan Singh
player, 1091 posts
Wed 26 Oct 2011
at 03:19
  • msg #4

Re: The Orc Battle - Wave 2

"We need to worry about the trolls first. They are the most dangerous." Kahan instructs, ordering his catapult to fire a flaming boulder at the northern group of trolls, while casting a spell.
Sign In