Orcs of the High Mountains – 021

You are in a field outside of a cave, on or adjacent to the spaces marked A. The cave entrance is at C. The three Orcs are near the cave entrance at E, F, and G. All other lettered spaces are piles of rubble. Moving through them uses an extra MA per hex. Each of the Orcs will shoot/throw missile weapons for one turn before changing weapons and then charging. Although they are guards, they will let you flee.

If you defeat the Orcs, you may loot the bodies and enter the cave entrance to the north (014) or passing 3/IQ, search the cave entrance (009).

• Orc (E): ST12 DX11(10) IQ10; bow 1D6, mace 1D6+2; cloth 1/1; 6c, 2s.

• Orc (F): ST14 DX10(9) IQ9; 2 javelins D6, morningstar 2d6+1; cloth 1/1, 4c, 3s.

• Orc (G): ST11 DX14(12) IQ10; bow 1D6, short sword 2D6-1; leather 2/2; 15c, 4s.

Arena Map

Orcs of the High Mountains Copyright © 2012 Dark City Games