Quoted By:
Up close and personal with the old orc, Richard steps his foot forward and twists it in just such a way- and the blade is revealed. With a quick kick aimed at the old orc's most sensitive region- he gets him around there- maybe the inside of the thigh, and the big shaman clutches himself in pain. The cage doors were open at that time; and you begin to run.
<span class="mu-b">"Go! Go!"</span>
The orcs crowd around their leader in concern for a second, before he slaps them away.
"After them, swineheads!"
"Ack- My bow!"
<span class="mu-b">"Leave it! Go go!"</span>
Without any weapons; the party must make a retreat in near total darkness away from the orc camp- following along only on a whim. Thankfully, the orcs did not take away their packs or tools- only disarmed them. Snail-Friend gives Jon a dirty look for getting his sword taken away- but they have no room to fight. Only to run.
<span class="mu-r">"D-Don't wait for me! If they catch me, they catch me!"</span>
<span class="mu-g">"Richard, no! Hurry!"</span>
<span class="mu-r">"My bad leg- argh!"</span>
<span class="mu-s">Rules</span>
Every character must roll a 4, 5, or 6 to successfully escape. Richard is slower on his peg leg and is the one the orcs want the most- he must get a 5 or 6 to survive. Roll a 1d6 for each character. You can roll by typing "dice+1d6" in the options field.
>Jon
>Elly
>Richard
>YJ
>Snailfriend
Rolling period ends in 24 hours.