Kor Torrigan

The mountain Tor Korrigan rises above the steppes, like an ugly black twin to Malturrim.  This craggy peak has been hollowed out by the dwarves, who have amassed a vast fortune in their vaults.  Hardy warriors, the dwarves make for terrible foes, but orcs who venture into their lands and live to tell the tale, speak through gold-encrusted smiles.

Raiding Kor Torrigan

Moving into Kor Torrigan (5,2) and conducting a raid takes one day.  The raid is assumed to occur at night, when it is beneficial to the orcish raiders.  

Every attacker that raids Kor Torrigan must leave the hex by the same side that it entered on the following day.  A second attempt can be made to attack the dwarves, but must be made from the same hex side.

For every full 200HD worth of attackers brought to the fight, each orcish clan participating can re-roll one result of a 6 per attack.

For every full 10HD of raiders that attack the dwarves, roll 1d6 and compare to this table:

  1. Escape with 300gp worth of loot
  2. Escape with 200gp worth of loot
  3. Escape with 100gp worth of loot
  4. No effect
  5. The dwarves provide stout defense and you lose 10HD worth of orc warriors
  6. The dwarves provide stout defense and you lose 10HD worth of orc warriors
The dwarven coffers contain a total of 10,000gp worth of value.  A running total will not be made publicly available, but a notice will be made when the vault contents fall to 5,000gp, and then again when it falls to 10gp.  When the gold falls below 5,000gp, the dwarves begin to migrate away from their home - subtract one from every die result - in this event, a result of zero results in 'no effect'.

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