Bandits Attack

Game Master subway rat

A nice trail
Map



You are traveling in a caravan on business from Almas to Oregent, when the road is suddenly blocked by bandits! Oh, no! What ever will you do?

This is a nice easy starter encounter only for people signed up with Endless Encounters.

If you want to play, please go to the main thread and sign up there, make a first level character according to the campaign rules, them come join the fun. This encounter will start on February 1st.


The bandit leader lets out a hearty laugh. "I see we have some heros in this lot. Just as well. I was getting bored. Men, attack!" The leader waves his hand forward and four of the bandits charge the group.

Roll Initiative. I'll have a map up soon.


Yue Fei steadily reaches for some arrows, puts them on the bowstring, closes his eyes and let them fly their path through the Four Winds...

Initiative:: 1d20 + 6 ⇒ (15) + 6 = 21


hp 20/20 | AC 15 13 12 | Fort +2 Ref +4 Will +3 | CMD 14 | Perception +8; low-light vision

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6


Male Half-Orc Sorcerer (Arcane [Sage]) 1 | HP 10/10 | AC 12, touch 12 Flat-footed 10 | CMB +0 | CMD 12 | Fort +2, Ref +3, Will +4 | Perception +2

Malok stands back and concentrates, readying to cast a spell.

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5


Wasn't able to finish the map tonight. Sorry. Tomorrow.


HP: 14/17 | AC: 15, 10, 15 | CMD: 15 | F: 4, R: 0, W: -1 | Init: +0 | Perc.: +3

Initiative: 1d20 ⇒ 9

Geoffrey surveys the scene, putting weapon in hand.


Bandit Init: 1d20 + 1 ⇒ (8) + 1 = 9
Bandit Init: 1d20 + 1 ⇒ (19) + 1 = 20
Bandit Init: 1d20 + 1 ⇒ (10) + 1 = 11
Bandit Init: 1d20 + 1 ⇒ (15) + 1 = 16

Initiative:
Yue Fei
Bandits (4 of them)
Geoffrey
Laillei
Malok

Only the 4 bandits attack. They each pull a long dagger and charge toward the group as the leader looks on smugly.

Yue Fei, take your shot, then brace for impact.
The link to the map is posted above in the thread description.


Yue Fei lets his arrows fly with grace in the hopes of stopping one or two bandits and making the rest rethink.
"I warn you, I ain't no joking. Cease your attack!"

Full-round:Flurry of blows, 1 shot to the rightmost bandit (A) and another to the one beside him (B).
Extra: 5' step.

Shot A: To-Hit: 1d20 + 4 ⇒ (10) + 4 = 14
Shot A: Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Shot B: To-Hit: 1d20 + 4 ⇒ (1) + 4 = 5
Shot B: Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Sorry for the wait folks. Things have a way of piling up just at the wrong time. I'll try not to let that much time slip again.

The rightmost bandit drops! The other 3 move into attack

One goes for Yue Fei, "I'll kill you for that!" he cires.
Attack Yue Fei: 1d20 + 1 ⇒ (5) + 1 = 6, Damage: 1d4 ⇒ 1

The other two go for Geoffrey
Attack Geoffrey: 1d20 + 1 ⇒ (7) + 1 = 8, Damage: 1d4 ⇒ 4
Attack Geoffrey: 1d20 + 1 ⇒ (20) + 1 = 21, Damage: 1d4 ⇒ 2

Next up:
Geoffrey
Laillei
Malok
-map is updated, and should be editable now


hp 20/20 | AC 15 13 12 | Fort +2 Ref +4 Will +3 | CMD 14 | Perception +8; low-light vision

Round 1

Laillei instinctively pulled upon the darker corners of her psyche, letting the power of questionable origin flow trough her. The rush of power was exhilarating; the promises of power well fulfilled. Mentally reaching out she projected their will as a single thought into the mind of one of the bandits.

KILL!

In the real world, Laillei merely tangled a bit with her belt to unsheathe her longsword.

Casting Murderous Command on the bandit behind the leader (as that may hopefully make the bandit leader's life a bit more interesting!). If the grey ones are off-limits for some sneaky tricks, Laillei will target the leftmost bandit in combat with us instead.

The DC is 15. Laillei has 5 rounds of Dark Self left


HP: 14/17 | AC: 15, 10, 15 | CMD: 15 | F: 4, R: 0, W: -1 | Init: +0 | Perc.: +3

OOC:
Second dude crit on me; I'm not sure how you run those, since it's apparently a thing on this site to just ignore crits from mooks. But, in case you didn't, here's his RtC and extra damage if he does. I assume they're actually daggers, and not just some weapon that looks like one.
Crit Confirm: 1d20 + 1 ⇒ (19) + 1 = 20
Crit Damage: 1d4 ⇒ 1
Confirmed for +1 dmg. I'll take it :P

Next we have the argument over a Throwing Shield, which from what I can find is fairly limited and all tends to agree that the attack made with the shield is a Free Action. I don't really care; I just added it to be able to get it off quickly. In this instance particularly, Geoffrey's just dropping it anyway.

Easily blocking one attack with his shield, Geoffrey left an opening for the second attacker, which allowed him to strike a vital spot under the arm. Veins sprouted across his body as he dropped both sword and shield, and roared with bestial fury upon drawing his massive hammer. With a swing powered by rapidly-enlarging muscles, Geoffrey bashed at the bandit in front of him.
Rage: Str+4 1|7
Power Attack
+1 atk/+1 Dodge, Crowd Control

Earthbreaker: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d6 + 11 ⇒ (6, 5) + 11 = 22


Male Half-Orc Sorcerer (Arcane [Sage]) 1 | HP 10/10 | AC 12, touch 12 Flat-footed 10 | CMB +0 | CMD 12 | Fort +2, Ref +3, Will +4 | Perception +2

Malok smirks at the oncoming bandits, steps back, and fires a sphere of magic at the bandit next to Yue Fei.

Move: Move back 5 feet
Standard: Cast Magic Missile

Magic Missile Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Wow, I never see crits somehow. Yes, they are daggers and I'll take your damage roll.

Geoffrey swings his earthbreaker but the bandit barely jumps out of the way. The weapon swings and shatters the rocky ground. He laughs and then is hit in the face with force magic sending him reeling. He recovers and advances to attack again.

The bandit near the leader gets a confused look on his face. Will save: 1d20 ⇒ 9 He draws his dagger and stabs the bandit leader in the back! Attack vs flat footed: 1d20 + 1 ⇒ (5) + 1 = 6. The bandit leader catches his had mid-stab, wrenches it back forcing the man to the ground. "I thought you were smarter than that Felix. I see I was mistaken. Kill this traitor!" The bandit next to him reluctantly pulls out his short sword and runs Felix through as he begs for mercy. The bandit leader turns toward the battle, "I want these heros to suffer. Archers, get in position." A group of bandits produce short bows and move off to the side on top of a small ledge to get a better shot at you. They will attack next round. Bushes on the map will give cover. Squares with bushes count as difficult terrain.

The bandits in melee attack again at their targets (the ones not killed on Yue Fei's turn)

vs Yue Fei: 1d20 + 1 ⇒ (7) + 1 = 8, damage: 1d4 ⇒ 4

vs Geoffrey: 1d20 + 1 ⇒ (9) + 1 = 10, damage: 1d4 ⇒ 1
vs Geoffrey: 1d20 + 1 ⇒ (3) + 1 = 4, damage: 1d4 ⇒ 1

Round 2:
Yue Fei
Bandits (They will attack, the traitor will be killed, and the arches will move into position)
Geoffrey
Laillei
Malok
Yue Fei (Take your round 3 turn as well, that way I can have all the bandits go at the effective start of the round.)


-You belong to the worst kind of scum, and you shall be taught a lesson!

Yue quickly realises that the situation is going out of hand. He spots the archers there, and fears the worst for the fate of the poor peasants. He tries to finish his most immediate threat and thin down the shooters before they can rain arrows on the innocent.

Round 2: 5ft step sideways, flurry against the wounded bandit and the topmost archer

Flurry vs Melee Bandit: 1d20 + 4 ⇒ (8) + 4 = 12
Damage vs Melee Bandit: 1d8 + 2 ⇒ (2) + 2 = 4

Flurry vs Ranged Bandit: 1d20 + 4 ⇒ (4) + 4 = 8
Damage vs Ranged Bandit: 1d8 + 2 ⇒ (7) + 2 = 9

Round 3: 5ft Step if needed, Flurry against 2 different archers

Flurry A: 1d20 + 4 ⇒ (2) + 4 = 6
Damage A: 1d8 + 2 ⇒ (5) + 2 = 7

Flurry B: 1d20 + 4 ⇒ (3) + 4 = 7
Damage B: 1d8 + 2 ⇒ (7) + 2 = 9


hp 20/20 | AC 15 13 12 | Fort +2 Ref +4 Will +3 | CMD 14 | Perception +8; low-light vision

Round 2

Very pleased by the fruits of her efforts, Laillei turns her attention to the archers instead. Being perforated by arrows was not on her to-do list for today so maybe she could shift that responsibility to someone else ...

Locking gaze with one of the archers she once more projected raw malice into his mind, whispering sweet nothings about the beautiful carnage that would result if he just shot that pesky guy next to him.

With all that said and done Laillei moved back towards the crowd of peasants, placing the lushy bushes as cover between herself and the archers.

Standard to cast, Move to move

Murderous Command on middle archer. DC is still 15, 4 rounds left of Dark Self.

Note: Despite having no visible components (emotion + thought vs verbal + somatic) psychic magic can still be detected (standard Spellcraft roll to figure out what spell, just as normal). It is really funny to poke the poor bandits without them knowing anything, but it could probably turn really op really quick. Just a quick heads-up : )


The flurries still fall short of dealing any damage.

The middle archer tries to resist the urge to kill his friend Will Save: 1d20 ⇒ 13. He will not succeed.


Male Half-Orc Sorcerer (Arcane [Sage]) 1 | HP 10/10 | AC 12, touch 12 Flat-footed 10 | CMB +0 | CMD 12 | Fort +2, Ref +3, Will +4 | Perception +2

Malok stands still and gathers arcane energy for a bit, then flicks his wrist at the damaged bandit and lets another missile of force loose at him. Upon noticing the archers moving into position, he moves next to Laillei and drops to the ground with his hands covering his head in the hopes that he won't get shot.

Standard: Cast Magic Missile at the damaged bandit
Move: Move 5 feet to the left
Free: Drop prone

Magic Missile Damage: 1d4 + 1 ⇒ (1) + 1 = 2


The middle archer steps back and shoots at his friend. Arrowed!: 1d20 + 1 ⇒ (8) + 1 = 9, damage: 1d6 ⇒ 6
But even at point blank range, he misses. The archer he just shot at scrambles away down the edge of the ridge, and then fires an arrow at one of the peasants. Attack: 1d20 + 1 ⇒ (2) + 1 = 3, damage: 1d6 ⇒ 5
He is pretty spooked by the sudden betrayal, and his arrows goes wide. The third archer, oblivious to what is happening behind him takes careful aim at Laillei and lets loose. Attack: 1d20 + 1 ⇒ (11) + 1 = 12, damage: 1d6 ⇒ 1

Back in the melee, the wounded bandit sees sense and dives into the bushes, leaving large drops of blood behind. The remaining two bandits continue their assault on Geoffrey.
Attack Geoffrey: 1d20 + 1 ⇒ (4) + 1 = 5, damage: 1d4 ⇒ 1
Attack Geoffrey: 1d20 + 1 ⇒ (3) + 1 = 4, damage: 1d4 ⇒ 4

The bandits seem to be losing confidence. And then the leader speaks. "Ugh, such incompetence. I thought we were better than this. I always have to do everything myself." The bandit leader begins an incantation in a foreign tongue, his arms moving wildly.

If you roll a spellcraft of 18 or more, you can look at this:
The spell being cast is Summon Nature's Ally II

Round 3-4ish:
Yue Fei (missed)
Bandits (all missed, but leader began casting)
Geoffrey
Laillei
Malok
Yue Fei


hp 20/20 | AC 15 13 12 | Fort +2 Ref +4 Will +3 | CMD 14 | Perception +8; low-light vision

Spellcraft: 1d20 + 9 ⇒ (14) + 9 = 23

What - isn't that a tad bit hypocritic? Laillei mentally noted and pointed at the bandit leader. "He is conjuring more allies!"

AND HOW DOES THAT MAKE YOU FEEL - TO BE REPLACED SO WILLINGLY? DISCARDED LIKE A USED UP HANDKERCHIEF. PATHETIC. She projected the dejected thoughts along with a (un)healthy dose of malice towards one of the thugs near their leader.

Murderous Command @Bandit behind and to the left of the leader - hopefully to distract/disrupt the summoning. But it may not make it in time given the imitative order (if the bandit leader is to act before the bandit grunts, for example : ) )

3/6 rounds of Dark Self left, 2/5 1st level slots left


It will not get there in time, but it will be able to distract quite a bit.


Go ahead Everyone but Laillei...


I was waiting for Geoffrey, but I guess I'll post my turn now and let's see.

Yue sees how the horde of thieves assaults the caravan one after another. -We must try to cut this from the root.

5ft step back and I'll flurry down their leader, in the hopes that taking him down will demoralise the rest. If the leader is not targetable, I'll try to shoot down the 2 leftmost bandits.

Flurry A, Point Blank: 1d20 + 5 ⇒ (1) + 5 = 6
Damage A: 1d8 + 3 ⇒ (4) + 3 = 7

Flurry B, Point Blank: 1d20 + 5 ⇒ (7) + 5 = 12
Damage B: 1d8 + 3 ⇒ (6) + 3 = 9

Edit: I think a 10 is the highest I rolled so far in this game, after 6 attacks... :(


Male Half-Orc Sorcerer (Arcane [Sage]) 1 | HP 10/10 | AC 12, touch 12 Flat-footed 10 | CMB +0 | CMD 12 | Fort +2, Ref +3, Will +4 | Perception +2

Sorry for the delay, my internet's been a bit wonky and I couldn't post as some of my aliases for some reason.

Malok, seeing that he hasn't been shot at, stands up off the ground and pulls a tanglefoot gab from his belt, getting ready to hurl it next round.

Move: Get up
Standard: Retrieve tanglefoot bag


ue Fei, your dice are cursed!

Both attacks inexplicably miss. The archers look menacingly at the group. The bandit leader looks like he is going to complete his spell. Only Geoffrey can prevent that from happening

Geoffrey is up. I'll give him another day to respond...


Uh, oh! Geoffrey is unresponsive, just standing there in a daze. He must have been hit with a poison dart or something.

The bandit leader's spell goes off and 1d3 ⇒ 3 Stirges appear right in front of you and attack! One goes for Yue Fei touch attack: 1d20 + 7 ⇒ (3) + 7 = 10, and one goes for Malok touch attack: 1d20 + 7 ⇒ (14) + 7 = 21. If it beat your touch AC, it will suck your blood. Take one Con damage.

The third stirge flies off after the archer that just turned against his ally. (poor guy, he's having a rough day).

The two bandits near Geoffrey each take a swing.
attack: 1d20 + 1 ⇒ (7) + 1 = 8, damage: 1d4 ⇒ 1
attack: 1d20 + 1 ⇒ (8) + 1 = 9, damage: 1d4 ⇒ 2
Looks like he evades even in his state of semi-unconsciousness.

The last archer bandit takes a shot at Laillei.
attack: 1d20 ⇒ 8, damage: 1d6 ⇒ 3

Round 4:
Bandits (Stirges!, and some weak attacks)
Geoffrey (Can act if he comes back)
Laillei
Malok
Yue Fei


Yue Fei breathes calmly... -Ok, I cannot miss this time...

5ft step and flurry directed at the leader. Will use Perfect Strike an the first shot, and Point Blank activates

Flurry A, Point Blank, Perfect Strike: 1d20 + 5 ⇒ (4) + 5 = 9
Flurry A, Point Blank, Perfect Strike: 1d20 + 5 ⇒ (2) + 5 = 7
Damage A: 1d8 + 3 ⇒ (3) + 3 = 6

Flurry B, Point Blank: 1d20 + 5 ⇒ (3) + 5 = 8
Damage B: 1d8 + 3 ⇒ (3) + 3 = 6

Edit: Really?


Muhuhahahahahaaa...


hp 20/20 | AC 15 13 12 | Fort +2 Ref +4 Will +3 | CMD 14 | Perception +8; low-light vision

Laillei flinches as the bandit's arrow whistles past uncomfortably close to her face. With a snarl and a sweeping gesture, she pulls the arrow out of the air and throws it back at the shooter.

Casting Telekinetic Projectile with some extra flair. Was thinking I should help dig trough all the sucky dice rolls in the thread :P (seriously, 5 rolls in total above 10 in the last 20-30 rolls I can see when I preview my post ...)

To Hit: 1d20 + 4 ⇒ (10) + 4 = 14

Damage?: 1d6 ⇒ 2 +1 Bleed

2/6 rounds of Dark Self left


Male Half-Orc Sorcerer (Arcane [Sage]) 1 | HP 10/10 | AC 12, touch 12 Flat-footed 10 | CMB +0 | CMD 12 | Fort +2, Ref +3, Will +4 | Perception +2

Malok grunts in pain as the Stirge sinks its spear-mouth into his shoulder, then steps forward and hurls another missile from his fee hand at the bandit directly in front of Geoffry.

Move: 5 foot step
Standard: Cast Magic Missile

Magic Missile Damage: 1d4 + 1 ⇒ (3) + 1 = 4

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