Bokkah |
Bokkah stands up quickly, awakened by Kulga and the shouting merchant. She steps forward and swipes at the red bandit.
claw attack: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Chaosorbit |
Teal Bandit bow v. Pink Merchant: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
damage: 1d6 + 2 ⇒ (2) + 2 = 4
lime green Bandit axe v. Pink Merchant: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 2 ⇒ (6) + 2 = 8
dark green Bandit axe v. Grey Merchant: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 + 2 ⇒ (2) + 2 = 4
red Bandit axe v. Bokkah: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 + 2 ⇒ (2) + 2 = 4
yellow Bandit axe v. Garduk: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Bokkah rises rakes one of the bandits.
North to south
Two of the Bandits begins rifling through the merchants horse's bags. While one fires his shortbow at the first merchant to arrive, missing; while the other attacks him with his axe and slices into him.
A bandit wearing a blue vest, makes straight for the wagon and climbs in; while another engages the nearby merchant. He hits him with his axe, the merchant cries out in pain.
The red sashed bandit returns the attack on Bokkah, missing and nearly fumbling his axe; while the last of the bandit emerges from the bushes and attacks the still prone Garduk. His axe hitting the prone and flat-footed arcanist.
Round 1
map
Merchants
pink 8 dmg
grey 4 dmg
Bokkah
Bandits
Red 5 dmg
Garduk 7 dmg
Kulga
Brayne
Round 2
Merchants
Bokkah
All Pathfinders are up. Brayne and Garduk are still prone.
Note: @Garduk - Mage Armor would have worn off by now.
Brayne |
Brayne gets himself out and plays the victim running around heedlessly. "Bandits! Bandits! Arm yourselfs! Protect the merchandise!"
Move to get up and move action to move.
Kulga Gruenakslag |
Kulga circles around one the bandit that struck the guard and tries to give him a vicious chop with her axe.
Waraxe: 1d20 + 7 - 1 + 2 ⇒ (5) + 7 - 1 + 2 = 13
Magic Slashing w/ Sneak Attack and Studied target: 1d10 + 4 + 2 + 1 + 1d6 ⇒ (4) + 4 + 2 + 1 + (6) = 17
Bokkah |
Bokkah realizes she needs to dispatch this red bandit immediately to go protect the merchants. She asks Lamashtu for greater strength in her hour of need.
Swift action to use strength surge blessing, then full attack. If she slays red, she will 5' step towards the teal merchant.
claw+strength surge: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
damage: 1d6 + 3 ⇒ (4) + 3 = 7
claw+strength surge: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage: 1d6 + 3 ⇒ (6) + 3 = 9
bite+strength surge: 1d20 + 1 ⇒ (8) + 1 = 9
damage: 1d3 + 1 ⇒ (1) + 1 = 2
Garduk the Unteachable |
Garduk shouts in pain and surprise as the axe bites into his side.
No warning, no demand for our surrender. So much for them not trying to kill us!
Garduk stands up, bracing himself for another blow.
(Once the AoO resolves:)
He takes a five-foot step away from the yellow bandit, and:
Hearing Brayne's shouts, Garduk snorts and joins in. "Yes! Protect the scepter at all costs, you Abyss-blasted sellswords!"
Chaosorbit |
Yellow AOO on Garduk: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Pink merch v. light green: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Grey merch v. dark green: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
damage: 1d6 + 2 ⇒ (4) + 2 = 6
Orange merch v. yellow: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Pink merch confirm crit: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 + 2 ⇒ (4) + 2 = 6
light blue bandit on Pink: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 2 ⇒ (2) + 2 = 4
dark green bandit on grey: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 2 ⇒ (5) + 2 = 7
red bandit on Bokkah: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 + 2 ⇒ (4) + 2 = 6
yellow bandit on orange: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d6 + 2 ⇒ (6) + 2 = 8
The bandit takes another hack at Garduk as he rises, this time dropping the arcanist unconscious.
Kulga's axe narrowly misses a bandit. As Brayne races around the camp.
The merchants get more into the fight, As the merchant with the pink turban takes a step forward and takes a swing at one of the bandits. He delivers a vicious blow and the bandit goes down. While another races to help him. The grey clad merchant takes advantage of Kulga flank and takes a swing, hitting another bandit and the merchant in orange moves to intercept the bandit assaulting Garduk, cutting into him with his short sword.
Bokkah's flurry of attacks miss.
Two of the bandits continue to riffle through the merchant's horses. While the other moves forward attacking the the pink turbaned merchant, hitting. The blue clad bandit continues his searching through the cart. While the other bandit steps out of the flank and attacks the grey merchant, also hitting. The bandit in red takes a step and attacks Bokkah, missing. As the last of the bandit swings at the merchant in orange, but he misses as well.
Round 2
map
Merchants
pink 12 dmg
grey 11 dmg
sea blue
orange
Bokkah
Bandits
red 5 dmg
light green 14 dmg
dark green 6 dmg
yellow 4 dmg
Garduk 14 dmg
Kulga
Brayne
Round 3
Merchants
Bokkah
Pathfinders are up, sorry Garduk - need a check to stabilize.
Kulga Gruenakslag |
Don't worry Garduk, I'll save you!
Acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
Kulga deftly ducks under her opponent's blade and uses that distraction to move closer to her fallen half-orc, and neatly surround two of her foes...
Waraxe: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25 @ Green
Magic Slashing: 1d10 + 4 + 2 + 1d6 + 1 ⇒ (9) + 4 + 2 + (3) + 1 = 19
Taking advantage of her foe's bad positioning she shatters his guard and buries her axe in his side!
Brayne |
"Don't hurt us! Take our stuff and go! We don't want any trouble! Ah!" Brayne continues to play chicken and moves to Garduk to tend to him.
Move and attempt heal check.
heal: 1d20 + 1 ⇒ (5) + 1 = 6
Chaosorbit |
Forgot about Orcish Ferocity -- slight retcon
Despite the blow Garduk somehow stumbles backward and launches his wrist sheath and casts infernal healing on himself.
So see if you agree, brought below 0 to -2, Orcish Ferocity kicks in, standard to activate wand - heals to -1, but doing a standard causes 1 dmg, back to -2, but already stabilized, so it seems like a weird situation, but I guess I would rule you don't go unconscious, but until above 0 you are still disable and only able to to use either a move or a standard until above 0, and standards cause 1 damage per the rules of disable.
I'll be glad to hear your opinions on this.
Brayne feel free to retcon as Garduk is still standing.
Garduk the Unteachable |
That sounds right to me. I think Garduk may only have through next round (or only up to his next turn) to get above 0 hp before falling unconscious - there is a discrepancy between the disabled rules and the orc ferocity racial trait description - but I do think he is conscious now.
Bokkah |
Bokkah squawks and pecks and flaps her wings, taking advantage of Kulga's positioning.
claw+flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
damage: 1d6 + 3 ⇒ (5) + 3 = 8
claw+flank: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
damage: 1d6 + 3 ⇒ (3) + 3 = 6
bite+flank: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d3 + 1 ⇒ (3) + 1 = 4
Brayne |
Actually, I have CLW as a spell, don't know why i chose to atabilize. But I'll CLW Garduk instead considering circumstances.
Garduk the Unteachable |
Excellent!
Garduk grunts as first the wand's infernal healing, and then the positive energy from Brayne's spell, course through his body, closing the gaping wounds from the bandit's axe and even restoring some of the blood that drenches his clothes and the grass.
"Thank you, Brayne. That is much better than what I can manage on my own."
Chaosorbit |
Kulga's axe cuts her opponent down with ease. While Brayne rushes in curing Garduk. While Bokkah's claws down another of the bandits. Garduk's infernal healing continues as he...
Round 2
map
Merchants
pink 12 dmg
grey 11 dmg
sea blue
orange
Bokkah
Bandits
red 19 dmg - down
light green 14 dmg
dark green 25 dmg - dead
yellow 4 dmg
Kulga
Brayne
Garduk 5 dmg
Round 3
Merchants
Bokkah
We'll just put you behind Brayne, Garduk and then you can take you round 2, after that I'll post the merchants and the bandits
Garduk the Unteachable |
"Oh, look, Brayne." Garduk growls. "One of the ponies must have gotten loose."
Garduk summons Piotr to appear on the other side of the bandit from the merchant with the orange turban.
Piotr the Celestial Pony |
With a puff of summer air and the scent of fresh hay, Piotr appears. With an indignant snort, he lashes out at the bandit with his mighty (if inaccurate) hooves.
Left hoof, flanking: 1d20 - 3 + 2 ⇒ (13) - 3 + 2 = 121d3 ⇒ 3
Right hoof, flanking: 1d20 - 3 + 2 ⇒ (18) - 3 + 2 = 171d3 ⇒ 3
Chaosorbit |
Pink merch v. light blue: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 2 ⇒ (4) + 2 = 6
teal merch v. light blue: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 + 2 ⇒ (2) + 2 = 4
grey merch Init v. blue: 1d20 - 1 ⇒ (6) - 1 = 5
orange merch v. yellow: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 + 2 ⇒ (3) + 2 = 5
blue acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
Piotr appears and hits with it's second hoof. Two of the merchants converge on one of the bandits up by their horses. One of the merchants hits The grey clad merchant approaches the bandit in the cart, just as he raises the fake scepter in a victory pose. Drop that right there and step out of the cart or I'll cut you down He calls out. But the bandit ignores him.
The orange attired merchant also attacks the bandit now flanked by the Piotr, and drops him with a short sword thrust.
With so many of their number down the bandits begin to retreat, the 3 to the north grab a few trinkets and make haste into the wilds, while the one with the scepter leaps into the heavy bushes and begins drudging through.
The grey merchant calls out He leaped into the bushes, cut him off.
Round 3
map
Merchants
pink 12 dmg
grey 11 dmg
teal
orange
Bokkah
Bandits
light blue 4 dmg
yellow 12 dmg - down
Kulga
Brayne
Garduk 4 dmg
Round 4
Merchants
Bokkah
Pathfinders are up
Kulga Gruenakslag |
Kulga begins to stomp towards the fleeing bandits, bellowing threats as she goes.
Intimidate for show: 1d20 - 3 ⇒ (15) - 3 = 12
Brayne |
If the bandits are clearly retreating, no actions for me.
Once the bandits clearly left the site, Brayne reverts to a calmer self. "is anyone in need of medical attention?" He questions as he searches for a wand, taking longer than an average person would. "Elfred..." He mutters under his breath.
Garduk the Unteachable |
Garduk runs toward the wagon.
"I'll check the merchandise, see if they took anything else. After them, after them!"
Chaosorbit |
Kulga bellows after the fleeing bandits as Bokkah moves to the north, Brayne looks around for a healing wand, and Garduk moves to check the wagon.
However, the grey clad merchant pursues with vigor moving past Kulga in his pursuit.
Any additional actions?
Bokkah |
Bokkah shakes her claw at the escaping bandits in mock fury.
Nope. She was just trying to sell the bluff. :D
She starts checking the downed bandits. "Maybe we can heal one of these punks enough to interrogate them?"
perception: 1d20 + 7 ⇒ (1) + 7 = 8
Brayne |
None from me either.
Brayne helps the clean up and the first aid if anyone requires it. After all the assisting, Brayne turns to his bedroll. "Do we get to go back to sleep? I am awfully tired." He rubs his eyes.
Garduk the Unteachable |
"Hey, friend - don't follow him alone! Wait a moment!"
Garduk tries to catch up to the gray-turbaned merchant before he gets himself into trouble.
"Did he get any of your goods? Or just ours?"
Chaosorbit |
Sorry for the delay, was waiting for Kulga to possibly post, then had an IRL emergency.
Garduk's words get the grey clad merchant to stop his pursuit with a bit of a protest.
But your scepter, it looks valuable! But then concedes, not worth my life, you are right. Looking at the wounds he has already sustained.
The merchants look disappointed and concerned, one of them laments A couple of our men look badly hurt, but we are alive and only lost a few trinkets, they were able to loot much more from you it seems.
You find one of the bandits is still breathing (unconscious), but the others are dead, each one has a handaxe, leather armor, composite shortbow (Str +2) with around 20 arrows, and a few silvers.
Do you wish to heal and interrogate the bandit or what's next?
Kulga Gruenakslag |
Sorry, didn't realize I was 'up'
We used them as bait, we should see to their wounds.
Brayne |
Brayne looks to the fallen bandit, "Clean the wounds of the thief?" He sighs, and shakes his head. "Let those who live by the sword, die by the sword. I'm in need of some rest, I'm sure we all are! I suggest we head back to sleep and sort this out in the morning." Brayne yawns widely for all to see.
Brayne is not in favour or has interest to heal and interrogate the bandit. He wants to rest, to get his spell back, and then search for the sceptre in the morning.
Kulga Gruenakslag |
Kulga nods, I meant the merchants.
Garduk the Unteachable |
Is the bandit who is still alive the one who attacked Garduk? It will have an impact on the tone of his questioning.
Although the half-orc had managed to stick to the plan, he is furious about being woken up by an axe to the chest. Without waiting for discussion, Garduk drags the unconscious bandit over to a tree and ties him to the trunk, then taps the bandit with his wand of infernal healing.
While he is waiting for the thug to heal enough to regain consciousness, Garduk kicks him in the stomach, which probably delays things a bit.
The arcanist paces back and forth in front of the tree, snarling quietly, waiting for the man to wake up.
Chaosorbit |
Yes it is the one that attacked Garduk.
AS Brayne goes back to sleep, Bokkah heals the merchants at Kulga's urging. Garduk waits as the bandit slowly comes back to consciousness from the infernal healing. As the man comes to, he gets a look of shock on his face when he realizes his predicament.
Question away.
Garduk the Unteachable |
Garduk does his best to loom menacingly at the bandit in the flickering light of the campfire.
पहचाना क्या? तुमने मुझे थोड़ी देर पहले एक छोटी नींद से जगाया। मुझे आठ घंटे तक पूर्ण होने से पहले मुझे बहुत सताव मिलता है।
The half-orc brandishes the bandit's axe, hoping not to look too clumsy with it.
इस बात पर गंदा ब्लेड यह गहरा कट जाता है - शायद आप अंधेरे में नहीं बता सकते, लेकिन मेरे वस्त्र रक्त से भिगोते हैं। मेरा खून, जिसे आपने गिरा दिया
आपके अधिकांश दोस्त मर चुके हैं एक या दो चले गए, लेकिन वे बहुत तेज चल रहे थे। वे अब तक चले गए हैं कोई भी आपके लिए वापस नहीं आ रहा है, और यहां कोई भी नहीं जानता कि मैं आपका सिर ले रहा हूं या नहीं।
Garduk thinks it over.
तो क्यों नहीं मैं तुम्हें अभी तक मार डाला है? मैं थोड़ा उत्सुक हूँ आप और आपके दोस्तों ने आज रात एक गलती की। आपने एक समूह पर हमला किया जो आप के लिए तैयार थे, लेकिन आप किसी के लिए स्पष्ट रूप से तैयार थे। तो आपको क्या उम्मीद थी? कौन तुम्हें भेजा, और उन्होंने आपको क्या बताया कि आपको मिलेगा?
Intimidate: 1d20 + 2 ⇒ (15) + 2 = 17
There should be a bonus to intimidate someone you have tied to a tree in the dark in the middle of nowhere.
Kulga Gruenakslag |
Circumstance bonuses exist for exactly this reason IMO
Kulga listens to Garduk rattle on in the local tongue for a minute before she shakes her head and yawns, Well, my watch is up. Let me know what he says in the morning, Garduk. Let me know if he gets away and stabs you again too, I suppose.
With that Kulga changes for bed, and quickly begins to snore.
Chaosorbit |
As Brayne and Kulga get there rest, the clearly intimidated bandit reveals information to Garduk, the Grey clad merchant listens in, clearly interested in the answers as well.
कृपया मुझे मत मारो। ज़मीर ने हमें इस बहुत जगह पर आने के लिए कहा। एक अमूल्य राजदण्ड को शामिल करने के लिए एक कारवां मूल्यवान कलाकृतियों से गुजरना होगा। हमें राजदण्ड पाने के लिए कहा गया और यदि संभव हो तो।
Please do not kill me. Zamir told us to come to this very place. A caravan would pass with valuable artifacts to include a priceless scepter. We were told to get the scepter and if possible more.
Kulga Gruenakslag |
The next morning, Kulga grunts knowingly at Garduk's information, and says, somewhat subtly, Well, that's about what we expected. Lets get after them then!
Chaosorbit |
Shall we move on then, yes? Any further questions for the bandits can be resolve still if you have them.
-------------
In the morning you break camp with the merchants, who bid you luck and safety. Opening the special wayfinder you see it points in a very specific direction and you follow it for several hours until you reach a ruined monastery atop a rough hill. Your approach is from the north on an obscure game trail. Bushes and debris litter the nearby hillside with the remains of the outer walls of an ancient stone structure visible above the foliage and reaching a height of about fifteen feet. The shattered stone remains of a taller building are visible inside the walls.
You are currently hidden in a copse of bushes.
What would you like to do?
Kulga Gruenakslag |
Survival: 1d20 + 10 ⇒ (16) + 10 = 26
Kulga scans the trail, searching for signs of passage.
May as well get a sense of how many of them there are in here.
Brayne |
Brayne wakes up cheery after a better undisturbed rest. He limps along in attempt to keep up with the group.
At the sight of the ruined structure, he suggest something out of the unusual. "I could attempt to sneak to get a closer look. I've been known to be quite the expert in hide and seek back in the days." He grins confidentially and taps himself with a little bit of guidance.
stealth,hill area bonus, guidance: 1d20 + 5 + 2 + 1 ⇒ (18) + 5 + 2 + 1 = 26
Bokkah |
Bokkah nods at Brayne's suggestion. "We could definitely use some information about our targets here. Just be careful- we can't afford to lose you!"
Kulga Gruenakslag |
Go ahead, make yourself useful. If you get spotted, I'll just come pull you out.
Brayne |
Brayne nods back, and makes his way to have a look around, hoping not to be spotted.
Stealth roll as per above spoiler (26)
Chaosorbit |
Brayne Perception: 1d20 + 1 ⇒ (1) + 1 = 2
Brayne Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Kulga sees that human tracks are prevalent, with 8 or more different sets of tracks of various ages. The wayfinder points straight to the fortress.
Using the natural cover of the area and his ability to move stealthily Brayne moves up to the gap in the old fortress's wall and can see an inner courtyard surrounds the ruins of larger inner building. Moving in a little further he sees a ladder leading up to the palisade. All seems quiet.
Brayne |
Brayne heads back quite jovially to the party to detail his observations, "Well, it seems we would have the upper hand! All seems very quiet, no guards about the inner courtyard. what do you guys think? The perfect opportunity to strike if you ask me!" He also invest the time to explain in intricate detail the layout of the courtyard.
Kulga Gruenakslag |
Odd. Bandits are normally more paranoid than this. Well, even if you're leading us into a trap, we'll just break its jaws.
Kulga will take the lead as she heads towards one of the gaps in the wall.