GM Aarvid |
Saldoc sneaks off into the forest to the right, blending into the foliage.
Pub joins the others on foot. The two closest cloaked figures near the cart are more than 60' away, engaged in looting. The two mounted figures are more like 100' away and, although you cannot detect anything that far, you overhear harsh voices as one brandishes a sword and threatens the man protecting the cowering women and children.
He croaks commands at the man in a harsh, biting dialect of Tien...
“You want to run? Leave early? We won’t stop you. But it costs! Gold, silver, where is it?”
You can still have an action Pub.
Ruth Rubani |
Ruth quietly moves to the trees on the side of rode as she draws her bow.
Stealth: 1d20 + 3 ⇒ (3) + 3 = 6
Or not so quietly
GM Aarvid |
Meredith casts entangle, which will certainly call attention to her.
Meredith, can you place an "X" or tell me where you target the spell center.
I will mark off the map. Remember you must have line of sight and the forest blocks more than 5' in most places
Halt! Who are you!
The trees try to grab the riders and horses. (pending AoE on spell for rolling saves. Likely all will be included.)
Goldur drops his stick and hefts his hammers.
Ruth tries to draw her bow but gets it tangled in a low tree branch for a moment.
Huck ducks under a bush without as much difficulty.
Pub Brewster |
Pub's smiling face turns grim as the sight what appear to be innocents in trouble before him unfolds. He draws his falchion prepared to do what is necessary if it comes to it and says a silent prayer to the Gods.
GM Aarvid |
Trees and bushes start grabbing foes and family alike as Meridith places the spell to avoid her hidden friends. (assuming she knows where they went)
cloaks: 4d20 ⇒ (6, 19, 2, 19) = 46
horses: 4d20 ⇒ (20, 6, 17, 16) = 59
women: 3d20 ⇒ (16, 18, 19) = 53
man: 3d20 ⇒ (5, 8, 8) = 21
Several people are grabbed and held by grass or shrubs. The one horseman in the rear that was menacing the old man seems to have pulled free and exited the far side.
Three women escape as well, but the old man and kids do not.
GM Aarvid |
Cloak Footmen: 1d20 + 2 ⇒ (3) + 2 = 5
Cloak Horsemen: 1d20 + 2 ⇒ (10) + 2 = 12
2 Horses: 1d20 + 2 ⇒ (11) + 2 = 13
Family: 1d20 + 2 ⇒ (13) + 2 = 15
FriarHuck: 1d20 + 3 ⇒ (20) + 3 = 23
Goldur: 1d20 + 0 ⇒ (7) + 0 = 7
Meredith: 1d20 + 1 ⇒ (5) + 1 = 6
Pub: 1d20 + 1 ⇒ (1) + 1 = 2
Ruth: 1d20 + 3 ⇒ (11) + 3 = 14
Saldoc: 1d20 + 3 ⇒ (4) + 3 = 7
=== Round 1 ===
23-Huck <-- GO!
15-Family(some entangled), Horses(woods)
14-Ruth <-- GO!
12-Horsemen(green-entangled ,blue-free)
7-Goldur, Meredith, Pub, Saldoc
5-Footmen(yellow, orange)
3d20 ⇒ (3, 8, 8) = 19
The woman and horses move into the woods to escape the vines trying to grab them. The man and kids are still stuck.
Huck and Ruth are up. But, anyone can post and I will put your action in order.
Meredith Une |
I repositioned the entanglement a bit.
"I can dispel the plants, if you want to close into melee." Meredith focuses on keeping the weeds up.
GM Aarvid |
With the new AoE, the kids are free, but not the old man.
Adjusted the two riderless horses, since they would have tried to escape the area
Goldur Twinthunders |
"I have always wondered what drives young men such as these to do such horrible things. I met a young thief once who tried to steal one of these very hammers-- well, I applied it to the hand he was using as quickly as I could!" he adds with a chuckle.
Inspire courage (oratory, round 1): Starting on my turn, all allies gain +1 attack/damage for 1 round.
Ruth Rubani |
Ruth steps out of the tree line, up toward the bandits and draws her sword as she chants a quick word.
Cast Silent Image - DC 15
A massive lion appears next to the rider fleeing to the south and roars. Blue one - trying to scare the horse to run into the entangle.
GM Aarvid |
Ruth moves up and casts a spell, causing a silent lion to appear to the south.
Assuming silent image means cannot roar effectively. ;)
2d20 ⇒ (17, 5) = 22
5d20 ⇒ (5, 16, 20, 10, 13) = 64
GM Aarvid |
Huck delays, waiting for a chance to advance while the plants do their work.
Women and children scream at the vines as they escape and then at the lion to the south.
In Tien Oh help us! Help us...now a lion is going to kill us mommy!
The stuck horseman tries to break free of the vines trying to pull him from his horse.
1d20 ⇒ 13 but the vines are too strong. His horse however is not entagled and bolts...leaving the rider suspended from a branch.
As his hood comes open, the rider is seen to have the head of a crow rather than a human.
In Tien Curse you beast!
The rider in the rear tries to calm his mount in the face of the silent lion.
1d20 ⇒ 9
In Tien Woa seabiscuit!
1d8 ⇒ 3 but he has no luck and the horse heads to the east into the woods.
7-Goldur, Meredith, Pub, Saldoc and Huck (Delaying) <-- GO!
Goldur starts an inspiring speech!
Meredith Une |
Meredith draws her shield and advances. "I'll drop the vines as soon as you're ready. Just tell me when."
Readying an action to dispel Entangle. Someone tell Meredith to drop it.
GM Aarvid |
LOL - I just realized none of you speak Tien. Although the actions of the NPC's mimic their words, so not hard to figure out in this case. It may be tricky later.
Friar Huck Flaxseed |
I think Huck might have mentioned that earlier at the beginning of the series, or at least I thought of it. Oh well, let's hope pictionary and miming is good enough.
Huck steps out of the trees, pulling out his crossbow. He aims at one of the men on the horses and fires!
heavy crossbow: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 ⇒ 7
Saldoc Tisbane |
Saldoc moves forward, trying to remain hidden as he draws out his bow.
I assume I need to move at half speed for no penalty to stealth so 30' I go.
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22
GM Aarvid |
Huck steps out of the trees and fires a bolt at the formerly mounted horse-crow-man. The bolt hits the green-garbed man/bird in the arm/wing.
Caw caw!
Saldoc advances very stealthily while Meredith advances with more direct purpose.
Pub?
GM Aarvid |
Pub delays
The two footmen with the yellow and orange sashes try to break free from the vines.
2d20 ⇒ (6, 8) = 14 but their squirming does little other than to pull of their hoods and also reveal the faces of bird men, tengu!
GM Aarvid |
=== Round 2 ===
15-Family(some entangled), Horses(woods)
14-Pub, Ruth <-- GO!
12-Horsemen(green-entangled ,blue-free)
7-Goldur, Meredith, Saldoc, Huck
5-Footmen(yellow, orange) (both entangled)
1d20 ⇒ 20
The old man is able to break free from his vines and reaches the women and children, who cheer.
Papa-san!
Horses nay and run in the woods to the east.
Pub and Ruth are up
Ruth Rubani |
Ruth will move around the right side of the entangle spell and move her illusion to race in front of the fleeing horse once again trying to scare it back toward the group.
GM Aarvid |
@Ruth, due to the trees, you do not have LoS to the horses...and movement in the trees/underbrush is difficult terrain...
unless you are a druid :-)
Meredith Une |
What's a Druid? Can I eat it? I can dispel the entangle if you want me to, Meredith is readying an action to dispel it when asked.
Ruth Rubani |
New Action
Ruth draws a wand and says a quick command word as she taps herself with it. An invisible cocoon of force wraps around her body. Mage Armor
Friar Huck Flaxseed |
Huck is quite pleased that his bolt hit the target but also shocked to only just now notice that these are birdmen and not just regular Big Folk.
He reloads his crossbow and takes aim again.
GM Aarvid |
Ruth bolsters herself with a wand, and Pub seems undecided on what to do with the entangled birdmen.
1d20 ⇒ 12 The rear birdman gets his horse under control somewhere to the south. The other horses continue their escape.
1d20 ⇒ 6 the other birdman, remains tangled as he watches his horse saunter off through the western woods.
Huck reloads his crossbow.
7-Goldur, Meredith, Saldoc, Huck, Pub
Meredith Une |
Meredith waves her hands and recalls the plants, thanking them for stalling for time. Standard Action to dispel entangle
Meredith draws a shortspear and moves in, her shield ready.
Goldur Twinthunders |
"But of course, life is funny sometimes. That young man, instead of cursing me or simply running, actually broke down in tears. He told me he was starving and desperate, and hoped my hammer would buy him enough food for a good while. Well, he was right, of course; it certainly would have."
Inspire courage, round 2: All allies get +1 to attack/damage. Double move toward the bandits.
Saldoc Tisbane |
Saldoc takes a small step and fires an arrow, hopefully catching one of the men offguard! Going for orange.
Bow vs FFAC: 1d20 + 5 ⇒ (15) + 5 = 20 for Arrow: 1d6 + 1 ⇒ (2) + 1 = 3
Sneak: 1d6 ⇒ 1 All that for this? <sigh>
Saldoc then drops his bow so that he can draw blades.
GM Aarvid |
Goldur continues his inspiration and moves forward.
Meredith releases the plants from her spell, freeing the bandits.
Saldoc fires an arrow and injures another of the birdmen.
The two injured birdmen advance.
Banzai!
charge Meredith: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 for 1d6 + 1 ⇒ (3) + 1 = 4
charge Ruth: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 for 1d6 + 1 ⇒ (1) + 1 = 2
=== Round 3 ===
14-Ruth <-- GO!
12-Horsemen(green-entangled ,blue-free)
7-Goldur, Meredith, Saldoc, Huck , Pub
5-Footmen(-6 yellow, -4 orange)
Ruth Rubani |
Ruth retreats back and fans her sword out in front of her for defense and as she does says a quick word while throwing a hand full of colorful sand at the bandit with her off hand.
Color Spray DC 15
Meredith Une |
Meredith fights with shield and spear against her attacker.
Shortspear vs Charging, Inspired Courage: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
sigh
GM Aarvid |
Ruth steps back and casts, blasting her opponent with colorful lights.
1d20 + 2 ⇒ (13) + 2 = 15 the birdman blinks but does not go down.
Banzai!
The two horsemen, one on foot an the other riding, emerge on the road to the south. The horseless one calls to the fleeing horses.
1d20 ⇒ 17
Meredith's spear goes wide on her foe, as he side-steps her thrust.
7-Goldur, Meredith, Saldoc, Huck , Pub
Saldoc Tisbane |
Saldoc will step in to flank the nearest enemy and slashes twice!
Shortsword: 1d20 + 5 ⇒ (18) + 5 = 23 for Damage: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
Shortsword: 1d20 + 5 ⇒ (4) + 5 = 9 for Damage: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (6) = 12
GM Aarvid |
Saldoc's blades make quick work of the previously injured birdman.
It drops to the ground bleeding out.
Goldur Twinthunders |
"But like many criminals, that young man didn't want to be locked up and he certainly didn't want to die, so... No, no, I don't want to hurt you but I will if you make me." Goldur swings at the closest bandit.
Inspire courage, round 3: All allies get +1 to attack/damage.
Warhammer vs yellow: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Friar Huck Flaxseed |
Ok, back from traveling over the holiday weekend!
Huck throws his crossbow up to his shoulder and steadies it before taking aim at the horsed enemy.
heavy crossbow: 1d20 + 5 + 1 - 4 ⇒ (14) + 5 + 1 - 4 = 16
damage: 1d8 + 1 ⇒ (7) + 1 = 8
GM Aarvid |
Huck launches another bolt at the horsed enemy, but the bolt is turned by the birdman's armor.
The footman on Ruth and Goldur steps back and slashes and bites at the singing dwarf.
"Hiyah!
wakizashi: 1d20 + 3 ⇒ (9) + 3 = 12 for dmg: 1d6 + 2 ⇒ (1) + 2 = 3
bite: 1d20 - 2 ⇒ (16) - 2 = 14 for dmg: 1d3 + 1 ⇒ (2) + 1 = 3
The blade misses but the beak draws blood.
=== Round 4 ===
14-Ruth(-2) <-- GO!
12-Horsemen(-7 green-unmounted ,0- blue-mounted)
7-Goldur(-3), Meredith(-4), Saldoc, Huck , Pub
5-Footmen(-6 yellow, -15 orange-bleeding/uncon)
GM Aarvid |
Pub considers going back to the last town to inform the authorities. (Delaying, and will likely drop out unless I receive a reply from my PM)
Ruth Rubani |
Ruth moves around the bandit to flank as she sends an arcane charge thru her blade. "Fine!! You want to do this the hard way!"
She thrust her large blade at the birdman.
Attack: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Damage: 2d6 + 3 + 1 ⇒ (6, 5) + 3 + 1 = 15
GM Aarvid |
Ruth's blade goes well over the foe's head.
One of the horsemen mounts his horse, while the other rides up closer to your group.
Huck reloads.
7-Goldur(-3), Meredith(-4), Saldoc
Saldoc Tisbane |
Saldoc moves to the next enemy, flanks him, and tries to stab him!
Shortsword: 1d20 + 7 ⇒ (13) + 7 = 20 for Damage: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (4) = 11
GM Aarvid |
Saldoc takes out the second birdman in one swift thrust of the blade. The creature drops bleeding.
The other horseman calls out, shaking his fist at you.
NOOOOO!
Meredith Une |
Meredith advances, hurling her shortspear with all of her strength.
Shortspear: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
But none of her aim.
Goldur Twinthunders |
"Anyway, this young man was able to be turned around-- and I wish more would follow, yes I do."
Inspire courage, round 4. All allies gain +1 to attack/damage.
-Posted with Wayfinder
Ruth Rubani |
Ruth charges the man on the horse. "Rahhhh!!"
Attack: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12
Damage: 2d6 + 3 + 1 + 1 ⇒ (3, 3) + 3 + 1 + 1 = 11
AC 15 for the next round.
GM Aarvid |
While the dwarf sings, Ruth's charge comes up short on hitting the mounted birdman.
The birdman will slash at Ruth before turning his mount to head down south.
The wakizashi nearly slices Ruth's neck, but she avoids a much worse injury.
sword,higher: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
confirm: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
dmg: 1d6 + 2 ⇒ (5) + 2 = 7
Bonzai!
Leaving their two fallen allies, both horses and riders take off to the south, one much further south.
The closer one drawing an Aoo from Ruth.
Party up. They are still relatively in range, but after this round, they will be out of even bow range/sight on their horses unless you can keep up on foot some how.