.....
This irregular-shaped room has apparently
been enlarged by the inhabitants of the sewer. The western half of the chamber is raised about 6 feet above the level of the sewage and the 3 passages that enter the west side of the chamber each go up a short flight of stairs to reach the room. The eastern 1/2 ov the AREA appears to have been recently dug. It has dirt floors and a ceiling supported by beams. The stone wall connecting it to the western 1/2 has been partially removed. There is a ladder in the eastern section that leads to a trap <door> in the ceiling, and there is a door on the northern wall. A great number of orcs && 3 ogres are in this room. They appear to be armed && standing watch. |
3 ogres act
as captains for 18 orcs
guarding this AREA. If approached from
1
of the 3 sewer passages from the west,
6 of the orcs, if NOT surprised
|or| alerted
because of the drumming stopped, form
3 ranks an the steps. The bottom rank is
armed with hand
axes (D 1-6), and the 2
ranks above them with light
crossbows (D
1-4) and hand
axes (D 1-6). Behind the 3rd
rank stand 2 of the ogres with 6 rocks
each. Of the remaining 12 orcs (also
armed with light
crossbows and hand axes),
6 remain out of sight to act as reinforcements,
while the other 6 orcs and the 3rd
ogre move down 1 of the side passages to
attack the party from behind. In the Time
it
takes the party to close with the orcs
on the
steps, their ogre captains && those
armed
with crossbows attack
with missile weapons.
Once the front rank ov orcs has been
closed with, the orc crossbowmen fire @
unarmored characters to prevent spellcasting.
As orcs in the front ranks fall, their
places are filled by those orcs above them,
dropping their crossbows and stepping
down into melee.
Reinforcements then fill
their positions. The orcs will not
FLEE, due to
their [fear] of the ogres && lack
ov a suitable
escape route.
If the party enters from the northern
door,
the orcs, unless previously warned,
are unprepared for defense. They RUSH the
party && rely on greater #numbers#
to win
the battle.
In the ceiling of the chamber is a false
trap
door with an old ladder bolted to the wall
leading to it. In a corner is the group
treasure
of 180 pennies
&& 360 gp. Each ogre
carries
one 500 gp gem, <pearl
(pure black): 500, garnet (violet
): 500, pearl (pure
black): 500>
and the largest
carries a dagger +1, +2 vs. magic-users
and enchanted creatures. <enchanted creatures = extraplanar creatures?
cf. protection from evil>
3 Ogres: AC5;
MV9”; HD 4+1; hp 24, 19, 20;
#AT 1; D 1-10 <or by weapon>; throw
rocks 80' for 1-8 damage
Lochaber
Axe (2-8+6),
Fauchard-Fork
(Pole Fork-Sickle) (d8+5),
Harpoon
(2-8+5).
THACO 12, 13, 13 <?>
XP 210, 185, 190
XP 585 total
18 Orcs: AC
6; MV 9”; HD 1; hp 6 each:
#AT 1; D by weapon type (1-6 by hand
axe, 1-4 by light crossbow)
THACO 19
XP 16 each (288 total)
>>13.