Session 5 Tuesday Oct 23, 19:30
Players - characters - class
Longarms - Nim - Streetrat (rogue)
Longarms- Bruce - Slayer (monster hunter)
Tanan-Tarrin – Fencer ***not present
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger
Wildelf - Ozerman - fighter
NPC- Red - Red knight
A huge drawn out battle between the group and the orcs of the lower level of Norgrugs fortress, including the massive and nasty Norgrug himself. Last game the group alerted the orcs with some rather noisy fighting and now they are forced to battle it out with an angry mob of motivated killing machines. Loads of action and craziness as the batle pitched back and forth (several times I thought we'd see the end of the group), but eventually they overcame the odds and defeated Norgrug and his orcs!
Voice comms sped up the action with all OOC stuff using voice and allowing me to concentrate on the orcs and what they were doing rather than typing answers to queries and such. I still sometimes forget to re-deal the Quick edged PC's as it can get a bit confusing, but I stretched out the combat tracker and this really helped me set stuff up, now if I could only layer it on translucently...
At the end of the battle the group spends the next hour healing and repairing their equiptment (Bruce's crossbow snapping its string during the battle at a critical moment was a sight to behold).
For surviving the fight and killing Norgrug; 3 Exp each. (plus 100 Suns when they get to Kings Port).
The group now loots the area and discovers the following;
A pair of of ruby 'eyes' in a statue of a six armed orc. Norgrug's battle axe; Str d10 or more to use, does Str + d10 +1 damage (AP 1, -1 parry, 2 hands to use). Treasure room; 2 potions of healing (1 wound level each), A pair of Archers Gloves (+1 shooting to wearer), and 1,000 Suns. The magic items were identified by the blowing bennies that remain for the group this session.
In the tradition of Tarths hero's the group should now decide upon a name (famous groups like the Troll Killers, The Seven or Desert Justice are the stuff of local legends).
At the top of the staircase is an electric blue wall that crackles with electrical energy, there seems to be no way to circumvent the wall at first glance...
Players - characters - class
Longarms - Nim - Streetrat (rogue)
Longarms- Bruce - Slayer (monster hunter)
Tanan-Tarrin – Fencer ***not present
WildElf - Hekdar - Sunpriest (clergy of Solace)
Taran - Elensar – Ranger
Wildelf - Ozerman - fighter
NPC- Red - Red knight
A huge drawn out battle between the group and the orcs of the lower level of Norgrugs fortress, including the massive and nasty Norgrug himself. Last game the group alerted the orcs with some rather noisy fighting and now they are forced to battle it out with an angry mob of motivated killing machines. Loads of action and craziness as the batle pitched back and forth (several times I thought we'd see the end of the group), but eventually they overcame the odds and defeated Norgrug and his orcs!
Voice comms sped up the action with all OOC stuff using voice and allowing me to concentrate on the orcs and what they were doing rather than typing answers to queries and such. I still sometimes forget to re-deal the Quick edged PC's as it can get a bit confusing, but I stretched out the combat tracker and this really helped me set stuff up, now if I could only layer it on translucently...
At the end of the battle the group spends the next hour healing and repairing their equiptment (Bruce's crossbow snapping its string during the battle at a critical moment was a sight to behold).
For surviving the fight and killing Norgrug; 3 Exp each. (plus 100 Suns when they get to Kings Port).
The group now loots the area and discovers the following;
A pair of of ruby 'eyes' in a statue of a six armed orc. Norgrug's battle axe; Str d10 or more to use, does Str + d10 +1 damage (AP 1, -1 parry, 2 hands to use). Treasure room; 2 potions of healing (1 wound level each), A pair of Archers Gloves (+1 shooting to wearer), and 1,000 Suns. The magic items were identified by the blowing bennies that remain for the group this session.
In the tradition of Tarths hero's the group should now decide upon a name (famous groups like the Troll Killers, The Seven or Desert Justice are the stuff of local legends).
At the top of the staircase is an electric blue wall that crackles with electrical energy, there seems to be no way to circumvent the wall at first glance...
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