Furiel |
I would think we move at half speed of the lead scouts. The rest of us can keep up as we do not need to actively scout and sneak as much.
"I would suggest we keep going for two hours, if we don't make contact by then, we need to reevaluate our intelligence."
Rogar Valertis |
Rogar looks at Furiel with disbelief:"Come on now! It was to say it will take too long to move that way! Leave the horses here, we move togheter with Alice and Ta'de-Win slightly ahead of us. This way it won't take half night to reach this bandit camp!"
DM Bloodgargler |
The hard-packed dirt path into the woods, on the right side of the river, could almost be considered a road .. it is wide enough (at least what is visible) for three to walk abreast comfortably. To the right of the path, the ground inclines sharply but by only a few feet before the flat ground and treeline. The branches of the trees reach out over the river; just a few days into sprouting new leaves..
just need to know who is leading and how fast you are moving .. full speed, half speed, quarter speed .. 1 to 4 hours by Budgie's estimate .. if you care to be as specific as half speed 30 minutes, quarter speed rest of way, that's ok too. We are working out Standard Operating Procedures on these early encounters/missions .. things will go more smoothly once we've worked these things out
I will need perception checks from all.. and a bald d20 from the one to three people in front.
Alice Morell |
Also I say maybe Full speed for 30 minutes, then Half for 30, and then quarter for the rest of the way?
Perception 1d20 + 7 ⇒ (19) + 7 = 26
Stealth (when we decide to be stealthy) 1d20 + 6 ⇒ (18) + 6 = 24
D20 roll for being in front (if needed). 1d20 ⇒ 20
Edit: Talk about being lucky with rolls!
"Shall I lead the way?"
Bregor Rowain |
The Green Man places a friendly (if somewhat meaty paw) on Rogar's shoulder.
"Don't fret, we will get there, all of us together, and in one piece, and then we can all work out some frustration AND do some good.
Just be patient a little while longer...
Here The Green Man leans forward and whispers so only Rogar can hear.
"And know you are not alone in your frustration and wish to do something eh?"
DM Bloodgargler |
other than who is leading and speed/level of caution, specifics are not necessarily important... I'm using what was said plus a little common sense to place your order as:
Alice, followed roughly 10'- 15' behind by Rogar on left Ta'de-win on right. 10' behind R and T is Green on left, Furiel on right. Norton in back. (that leaves plenty of room for mounted charge through group if needed) speeds suggested are close enough to go with Alice's suggestion (she is leading anyway)
Unless someting is posted that changes fate, I will post the entering of the woods in about 18 hours.
Ta'de-win of the Gale |
That's fine by me.
DM Bloodgargler |
You travel northwest into the woods with Alice in the lead. The path continues to be fairly level and even .. it appears even to be somewhat maintained. You hear the constant trickle of water in the slow stream and the occasional tiny splash, or plop, or croak .. even though it appears to be just minnows and toads, this is the most "life" you've detected since you've been in the stolen lands. This and the fecund smell of good rich soil here helps remind you of your greater mission, which further emboldens you for the task ahead.
After about 20 minutes Alice stops to inspect the path near a bush that, unlike the level of maintenance so far, sticks out suspiciously on the side of the road. While stopped Ta'de-win is able to detect a "jog" in the tracks around this spot. The group is able to squeeze around following the tracks single file for the 30' deviation.
Shortly after that .. Alice slows down the pace .. you are able to take the time to really look around .. and get fairly used to the natural forms of the forest in this light. You try to keep an eye out for anything that sticks out.
Another 30 minutes pass at this speed until Alice slows the group down to little more than a crawl ..
DM Bloodgargler |
Ten minutes later the stream and the path start to separate. The stream seems to start to gently bend to the left, and while there appears to be a trail alongside it (west northwest instead of the northwest direction you have been going) the maintained path you have been following veers to the right. (straight north) It is not immediately clear to Alice which way to go.
Rogar Valertis |
Rogar checks bot trails searching for signs of use and hints pointing at the way leading to the bandit camp but between the dim light and his rather bad tracking skills he can't seem to make any sense of what he sees:"Damn! I can't really say which way leads to them! But I know Ta'de-Win will find it and lead us to them!"
Ta'de-win of the Gale |
Ta'de-win casts Light (or uses Furiel's if available) and examines the tracks, searching for the path the bandits have taken.
Survival 1d20 + 11 ⇒ (19) + 11 = 30
"I am glad you have more faith in my tracking abilities than my skill to scout alone." She chides Rogar as searching in a whisper.
DM Bloodgargler |
Ta'de-win inspects the area ..
Ta'de-win of the Gale |
"It would appear that they continued to follow the stream. Signs are everywhere."
Does it appear to have been used for awhile, or just often recently?
Bregor Rowain |
"No objections from this end Goodlady Morell, I have a wish to introduce my axe to the less than pretty faces of yon bandits.
Think any of them would like a kiss from her?"
The Green Man hefts his axe and grins.
Ta'de-win of the Gale |
"We are getting close. The smell of fire is carried by the wind. We should exercise caution from her on out. Blood will soon be spilled."
Bregor Rowain |
The Green Man scratches his head a little.
"I think one of the bandits mentioned sentry posts, if it was me, I'd place them in the trees so you got a better view of anyone approaching the camp.
So if WE can smell them, THEY can soon see us."
Rogar Valertis |
Rogar sheates his blade at Ta'de-Win words, then nods to Green:"In that case I'd suggest we smother every source of light we have and we trust in Alice and Green's sight till we reach the camp. In this gloom they can't see us easily unless we give them an hand"
DM Bloodgargler |
You smother your light and continue on .. Alice stops when she hears faint talking .. You continue a little further until the area around the campfire is visible .. You can see three figures around the fire.
OK need percept checks stealth checks .. where you would like to set up .. who is mounted.. .. map of what is visible here
It does not appear that you have been spotted.
Ta'de-win of the Gale |
Perception 1d20 + 8 ⇒ (17) + 8 = 25 +2 if Natural Surroundings
Stealth 1d20 + 3 ⇒ (10) + 3 = 13
At Z19 I have range for an Entangle, soften them up with range while they're stuck, or deal with ones we can't see.
Bregor Rowain |
"I'll go last, I'm the slowest, if you can, herd them towards me."
The Green Man looks for a good place to secure the horses that won't be used in the charge.
I'll roll assuming once I know if securing the horses will give us away or not.
Z23 is where The Green Man should start, unless someone else wants it.
Norton Ambrosi |
How is the terrain around, is it suitable for mounted combat? If so I suggest furiel stays with me so I can cover him and charge into the fight
Perception check1d20 + 1 ⇒ (9) + 1 = 10
Stealth check1d20 - 3 ⇒ (9) - 3 = 6
Norton Ambrosi |
I'll take decent
"If we want to take them by surprise I must not be on the front line." he wispers "I'll stay here, as soon as the fight starts I'll be in with Murak. Tar, Alice, any chance you can get around to the other side undetected? If we have Rogar and you charging from different direction, and then me coming mounted, maybe we can take all the fight out of them before they relize how many we are. Furiel, mind to stay with me?"
Rogar Valertis |
Rogar will be on foot, sword unsheated, starting from Z28
Stealth check:1d20 + 2 ⇒ (4) + 2 = 6
Perception check:1d20 - 2 ⇒ (4) - 2 = 2
Rogar silently points to the 3 figures at the fireplace and starts moving forward.
Is there enough light to have a clear shot on one of the bandits using a bow?
Rogar Valertis |
According to my calculations I would have a -6 to hit the one in O6 if I move and shot, due to distance (but with +5 TAB it's not that difficult to hit one, especially if he's surprised). Considering my abysmal stealth check it could be worth a try, cause I'll give us away if I get too near, better to start with an attack IMO. I'll act after a lot of people though, so we have time to decide what to do... Rogar would certainly start firing as soon as possible to seize the advantage. Btw I'll post the initiative order. I find it helps a lot.
Initiative order:
#1 Furiel
#2 Ta'de-Win
#3 Alice
#4 Rogar
#5 Norton
#6 Bandits
#7 Unknown
#8 Green
Rogar wisphers back:"I'll charge all right but first I think it better to use some of them as target pratice" so saying Rogar takes out his bow and grins at Norton
Furiel |
Furiel will enlarge Alice, then Green, then Rogar before combat starts.
Alice first as she gets the best benefit (+2 STR, 1d8 fists for both hands and reach); Green is actually second as 1d12 becomes 2d10 for his axe
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Rogar Valertis |
I think you are mistaken about the amount of damage Bregor axe will do: according to the Tiny & Large weapon damage table 1d12 becomes 3d6 not 2d10. You are correct about Alice's fists (1d6 becomes 1d8) and Rogar sword increases its damage to 2d6 from 1d8. Check the table out here
Furiel |
I think you are mistaken about the amount of damage Bregor axe will do: according to the Tiny & Large weapon damage table 1d12 becomes 3d6 not 2d10. You are correct about Alice's fists (1d6 becomes 1d8) and Rogar sword increases its damage to 2d6 from 1d8. Check the table out here
You are correct 3d6 - a half point less avg than 2d10 avg and 5 pts more than the original avg damage not counting strength. Rogar takes a penalty to DEX while enlarged that may actually reduce his to hit when considering the size mod--but reach is always nice. If Norton fights from a horse, the horse probably won't like him being enlarged (8xmass)
Ta'de-win of the Gale |
"There appears to be some form of structure as well." Ta'de-win attempts to point it out through the trees as best able.
DM Bloodgargler |
Ta'de-win backtracks a bit and then circles around the south side of the camp .. staying a good 50 or 60 ft from the edge of the clearing. Once she reaches the other side, she approaches carefully.
updated map let me know if anyone wants to be moved before we start .. and Norton is only one mounted, right?