Surprise Round
The bowmen make their way forward, the others holding fast in position. Without twigs or branches to break, the men are fairly confident they can move around to a clear firing position without giving themselves away.
Apparently, they underestimated the sharpness of orc hearing, however. As the ranger and the former gladiator break cover to clear their shots, the sound of guttural orc calls is unmistakable. At the sight of humans with bows drawn, The lead orc charges forward. His arms seem to swell as he pulls a wicked, bloodstained greataxe from his back. Actually, everything about his seems to grow, including--a bit disturbingly--his natural tusks.
Only one of the other orcs follows his leader's actions. This one draws a falchion in his bid to close on the menacing humans. The other two orcs, it seems, weren't quite as quick on the uptake.
CURRENT MAP
[sblock=ooc]You beat the perception for two of the orcs, but not the leader and one of the flunkies. Orcs won initiative. Their moves were their surprise round actions. Each member of the party gets EITHER a move or a standard action (NOT BOTH) before the orcs can act again in round 1, since none of you are surprised that there are hostile orcs around.
I made a guess at the clearest shot angle for the archers that also gave them room to retreat. If you want to adjust that a square or two, you can do that for free during your surprise round action; just don't expect me to believe, say, your character was planning to make a curving shot from 20 feet closer to the party or something. [/sblock]
[sblock=Status]Wilmorn 12/12, Str 16/18
Erin 5/8, Str 9/12
Siddhartha 6/9
Kepli 12/12
Scuttle 6/6
Aszar 8/8
Klot'Kar 3/3
Horsie 15/15
Resources used:
(All orcs are Dazzled from the midday sun, -1 on all attacks)
Berserker: 23/23 HP, AC 14, Rage, Dazzled
Orc 1: 6/6 HP, AC 13, Dazzled
Orc 2: 6/6 HP, AC 13, Dazzled
Orc 3: 6/6 HP, AC 13, Dazzled [/sblock]
The bowmen make their way forward, the others holding fast in position. Without twigs or branches to break, the men are fairly confident they can move around to a clear firing position without giving themselves away.
Apparently, they underestimated the sharpness of orc hearing, however. As the ranger and the former gladiator break cover to clear their shots, the sound of guttural orc calls is unmistakable. At the sight of humans with bows drawn, The lead orc charges forward. His arms seem to swell as he pulls a wicked, bloodstained greataxe from his back. Actually, everything about his seems to grow, including--a bit disturbingly--his natural tusks.
Only one of the other orcs follows his leader's actions. This one draws a falchion in his bid to close on the menacing humans. The other two orcs, it seems, weren't quite as quick on the uptake.
CURRENT MAP
[sblock=ooc]You beat the perception for two of the orcs, but not the leader and one of the flunkies. Orcs won initiative. Their moves were their surprise round actions. Each member of the party gets EITHER a move or a standard action (NOT BOTH) before the orcs can act again in round 1, since none of you are surprised that there are hostile orcs around.

I made a guess at the clearest shot angle for the archers that also gave them room to retreat. If you want to adjust that a square or two, you can do that for free during your surprise round action; just don't expect me to believe, say, your character was planning to make a curving shot from 20 feet closer to the party or something. [/sblock]
[sblock=Status]Wilmorn 12/12, Str 16/18
Erin 5/8, Str 9/12
Siddhartha 6/9
Kepli 12/12
Scuttle 6/6
Aszar 8/8
Klot'Kar 3/3
Horsie 15/15
Resources used:
(All orcs are Dazzled from the midday sun, -1 on all attacks)
Berserker: 23/23 HP, AC 14, Rage, Dazzled
Orc 1: 6/6 HP, AC 13, Dazzled
Orc 2: 6/6 HP, AC 13, Dazzled
Orc 3: 6/6 HP, AC 13, Dazzled [/sblock]