The door is crude, but sturdy. The heroes can attempt to bash it in by attacking it with weapons. Up to two party members per turn may attack the door. The door has 20 ST and an armor of 3. When the door is out of ST, it cracks and collapses.
This will make a lot of noise. Roll 1D6 each turn. On a 1 or 2, Orc hunters will hear the noise and enter the caves to investigate. To resolve this battle, place your characters adjacent to the C spaces. The 3 Orcs enter on or adjacent to the D spaces. Keep in mind, the cauldron is still at W and the butcher block is at Y. You have initiative. If you survive you may continue to attack the door.
If you break it down go to (037), otherwise return to (018).
• Orc1 (D): ST12 DX12(10) IQ9; shortsword 2D6-1; leather 2/2; 12c, 2s.
• Orc2 (D): ST13 DX11(9) IQ9; spear D6+2; leather 2/2; 15c, 1s.
• Orc3 (D): ST12 DX11(9) IQ9; crossbow 2D6; shortsword 2D6-1; leather 2/2; 14c, 2s.
Orcs of the High Mountains Copyright © 2012 Dark City Games