As Vyrna calls her bluff there’s silence beyond the door. Loud footsteps approach, and an ugly orc’s face, scarred and brutal, appears beyond. Words congeal on his lips as he sees you all, and stepas backwards as you pour into the room.
There are two other orcs in there, reaching for their weapons, (so there wasn’t 5 of them as you believed) with one of them looking like a priest of their religion. You don’t recognize what god they worship, but their sign is painted on the walls at several places: a red circle with one black spot in the center, like a red shield or a very round bloodshot eye.
Also, a large dog wakes near the priest. You’d think a dog and three orcs are no match for you, but this thing’s mouth drips molten saliva that bursts into flame when hitting the floor.
GM: | Since they were actually aware of you, I don’t think you get a surprise round as the rules as written in the DMG, though the bluff was effective at making them open the door.
However, and rather than asking you your starting positions, I’ll grant you a move action to place your character. Then everyone who beats the bad guy’s initiative will get their round of actions, followed by the monsters, then the whole party.
Also if I made a mistake with your starting status (mostly hit points) this is the moment to correct me | |
[sblock=actions]
None yet
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[sblock=status]
Ryan: 30/31
Lily 30/30
Eva 24/24
Shun 29/35
Vyrna 22/22
Orc leader: 38
AC: 16 Fort:14 Ref:13 Will:16 MBA: Spear +7 Vs AC, 2d4+2 damage.
Orc warrior 1: 46
Orc warrior 2: 46
AC: 17 Fort:16 Ref:16 Will:14 MBA: Battleaxe +8 Vs AC, 2d6+4 damage and shift 1 square
Hellhound: 92
AC: 19 Fort:16 Ref:16 Will:14 MBA: Battleaxe +8 Vs AC, 2d6+4 damage.
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[sblock=terrain]
The central altar and the columns are blocking terrain and provide cover; this means for example that you can’t move from G8 to H9, you must pass through H8 first. The stairs leading to the altar are difficult terrain. The cave is well lit with torches.[/sblock]
[sblock=map]
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