SPIES
BUNKERCLUB55
1 8 orcs are checking the crates of a dozen wagons, any fight in here will attract orcs from room 2. The Main door can be opened with no noises (SUB DC 15)
2 3 orcs are drinking looted dwarven ale.
3 3 skeletons, the fight will attract spies from room 4 after 3 rounds, and the master spy from room 5 after 5 rounds.
4 3 Human spies are relaxing in this room.
5 Master Spy (3HD) from Eastfair is writing a report for his lord, he will hide the report before taking part in the fight in room 3. A box contains 3D6 x100 gp
6 Many broken crates.
7 2 wolves, after 3 rounds the orcs from room 8 will add to the fight.
8 6 orcs are cooking an halfling stew.
9 12 orcs, this serves as main barrack, a fight in here will attract orcs from room 8 after 3 rounds and from room 11 after 5 rounds.
10 3D6 human slaves (1HD) and 2D6 dwarves (1HD) are chained to the wall.
11 The Orc Chief (3HD orc) and his Advisor (2HD orc) are planning a new raid. The loot is in
here, 5D6 x100 gp in mundane items/goods and 2D6 x100 gp in coins.
12 Empty, no one knows the secret passage.
13 The scout of the marauders, a bugbear, will try to escape or negotiate if cornered.
14 The shaman and his 2 skeletons, he has already cast on himself Armor, he will cast Sleep as first choice.
15 Grobth the ogre, he will never leave this room cos he fears someone will steal his treasure.
Encounters: roll 2D6 everytime the PCs leave a room or when you think it’s needed. 2-8 no encounter, 9-10 1D6 orcs, 11 Jull, 12 Orc Shaman and 2 skeletons. Jull and the orc Shaman are
unique creatures, if encountered again roll 1D6 orcs.
Bugbear, Jull (NE)
3HD +9 (18 hp) AC 17, Morningstar +5 (1d8+2) or
javelin +3 (1d6+2); 5D6 x10 gp,
Human Spy, Evin (N)
3HD +3 (12hp) AC 12, Sword +3 (1D6); 5D6x10 gp
Human Spy (N)
1HD +3 (6 hp) AC 12, Sword +1 (1D6); 5D6x10 gp
Ogre, Grobth (CE)
4HD +12 (24 hp) AC 16, Greatclub +8 (2d6+4) or
javelin +4 (1d8+4); 2D6 x100 gp; 12 barrels of
dwarven ale (30 gp each)
Orc Chief, Hoorz (CE)
3HD +3 (12hp) AC 14, Falchion +5 (2d4+1) or javelin
+5 (1d6+1); 5D6 x10 gp
Orc, Advisor (NE)
2HD +3 (9 hp) AC 13, Falchion +3 (2d4) or javelin
+2(1d6); 5D6 x10 gp, 1 vial of poison (DC15, 1D6
Body 2D6 hours)
Orc (CE)
1HD +3 (6 hp) AC 13, Falchion +2 (2d4) or javelin +1
(1d6); 2D6 x10 gp
Orc Shaman (CE)
4HD +3 (15 hp) AC 11 (15), Staff +2 (1D8); can cast
1
st lvl Arcane spells; 5D6 x10 gp, 1 pot. of Healing
Skeleton (N)
1HD +4 (7hp) AC 13, 2x claws +1 (1D4). (immune to
pierce, ½ damage from slash)
Wolf (N)
2HD +6 (12hp) AC 14, bite +3 (1D6+1)
GAME PLAY
Name : Eff
Class/Level : MAge
Race: Elves
Gender: Male
Height 5.9
Weight : 62
Hair Color : Black
Eye Color Brown
1. Roll a dice of 4 or above to kill all the orcs/ the orcs takes away your health depending on the number displayed on the dice below 4 and we made our way to room 2, then rolled the dice again to get out of room
2. Now we roll a dice of 4 to start drinking the dwarven ale or the orcs takes away from you. Then roll a dice again to kill the orcs once you have finish drinking.
3. Make your way to room 13 roll a dice of 5 or more to escape if not the scout of the marauders and bugbear will take of your health. if successful make your way to room 14
4. Now in room 14, room a dice of 5 or more to take the shaman and his 2 skeletons for your Armour and then roll a dice again 5 or more to make your way to room15.
5. Now in room 15, roll a dice of 4 or more to kill Grobth and take away the treasure.
6. Now in room 4 Burn the room but rolling a dice of 5 or more and make your way to room 6
7. Now in room 6, roll of dice of 3 or more to look the hidden treasure in the broken crates
8. Now in room 7, kill the wolves by rolling a dice of 5 or more if not successful the orcs from room 8 will come and kill you and another player has to roll a dice of 6 or more to give you health back.
9. Now in 5, Roll a dice or 3 or more and make you way with the letter and steal the box.
10. Now in room 10, roll dice or 5 or more and burn the room 10.
11. In room listen to the Orc chief and the advisor of the next plan, make your way to room 12
GAME OVER.

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