Cainbar Stonehammer |
knowledge engineering: 1d20 + 5 ⇒ (13) + 5 = 18in case it matters Looking for the best hiding spot where I could quickly close the gates.
"I think we are all agreed we don't want them to escape, I would like to be by the gate, and either wait for Reuben to get it closed or close it myself and I'll guard the exit on the signal given."
Vorrs |
This is starting to sound like a plan. So Esskr charms them and gets them drunk in the Market Yard (A1). Ricean remains mounted and hidden behind the stable (A3) ready to charge on the signal. Canibar remains hidden behind the guest house (A2) and is ready to cut off any retreat (and bash a few bandit heads I assume). And Reuben and I, hidden up on the wall by the gate, ready to pull the gates closed with a rope and then start shooting the scum with bows. This could be fun!
Reuben Garess |
"Yes sir Cainbar. Should the catapaults be repairable, I think that would be a better plan. If it has been years without maintenance, then I have grave fears for their condition." Reuben hesitates and then continues "The plan doesn't sound very... honourable."
GM Barrister |
The party makes their plans, with Svetlana offering words of encouragement and assistance, and Oleg reluctantly brings his personal supply of mead from their storage area; the large keg is 3/4 full with the dark, rich drink. Chiding Sverlisk to not waste too much of it (and being chided by his wife for his selfishness), Oleg brings the keg to the yard, and sets up a display of goods, along with the party's ox cart. Before an early bed, Svetlana provides another hearty meal, though neither she nor Oleg have much they wish to discuss.
---
Rising well before dawn, Oleg rouses the group from their slumber in the guest quarters, Svetlana having served a simple breakfast of hard bread and jerky. Their bellies full, Oleg begs everyone to quickly assume their positions, and wait patiently for the bandits, who should be arriving in short order. He sets out his own wares, preparing the ruse for Sverlisk.
"Remember, friend, our plan: I have told you I did not want you here, but you insisted on staying to 'meet your future customers,' and when they arrive, you are a merchant. I do not see this going well; may the Gods watch over us all."
---
Almost exactly one hour after sunset, four men arrive on horseback, with two more horses bearing pack saddles being towed behind. They ride confidently through the front gates, pausing only when the front man raises a hand on noticing Sverlisk. Dismounting, the mooks walk their horses into the market yard, the leader dropping his hood to reveal a scarred and weathered face.
"Ehh...um...greetings. I am Happs. My friends and I are travelling, and we seek trade and rest for a day-and-night."
Reuben, Cainbar, and Vorrs: I'll need Stealth checks, and a Perception from Vorrs to notice them coming and hide in time if he isn't staying hunkered down. Ricean, give me a Handle Animal instead. Happs isn't making a Bluff, since you all know he's lying anyway.
And yeah, I know the catapults are supposed to be catapults, but there's no quarry nearby, and not enough room to staff a crew to haul rocks up to them even when it was a border fort. So I made them ballista instead; that would only take two people per siege engine, and there is plenty of wood around. Idk, catapults just didn't make sense to me.
Vorrs |
Vorrs would use whatever cover he could find (or carry) to the wall (a box, barrel, etc.). So I will let the GM add whatever plus he thinks is appropriate for the stealth check.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Vorrs will study the target closest to him as he wait for the signal.
Cainbar Stonehammer |
stealth: 1d20 - 2 ⇒ (16) - 2 = 14
Cainbar wedges himself into the shadows against the wall as best he can and wait for the signal as well, wither to close the gates or to stand in front in case Reuben gets them closed.
Sverlisk Sssskirssk |
Sverlisk will hide between A4 and A6-A11 between some barrels. When the Bandits arrive he will attempt to discern the leaded and cast charm person on him as discretely. He will instruct Oleg to make sure he is doing something somewhat noisy when the bandits arrive. After he has cast his spell he will stumble "drunkenly" through the barrels he is hiding behind to greet the bandits.
Sverlisk will make sure he looks as non threatening as possible when he comes out from hiding with a mug of watered down mead. He will have on his armor with his dagger sheathed in plain sight. His wand will be hidden on his person. The rest of his combat gear will be hidden in one of the store rooms (A7-A11).
Sverlisk Sssskirssk |
I guess I should give some dice rolls as well
stealth: 1d20 + 6 ⇒ (17) + 6 = 23
perception: 1d20 + 2 ⇒ (2) + 2 = 4
bluff to appear drunk: 1d20 + 6 ⇒ (20) + 6 = 26
Reuben Garess |
stealth: 1d20 + 3 ⇒ (17) + 3 = 20
Reuben has spent so many hours reading on the roof while hiding from his parents that he has it down to an artform. His cloak, reversed to brown, blends in with the wood, and his position near a barrel disguises his silhouette.
GM Barrister |
1d20 ⇒ 17
Happs smiles broadly at the emerging Nagaji, and waves to his comrades as he speaks, "And good day to you, sir! It would seem you took an early respite from your troubles, eh? What say you share some of your drink? My friends and I are parched from our travels, and could use refreshment."
The four mooks nod at Happs, confused by the situation enough to pay little attention to their surroundings, and stand awkwardly nearby, unsure of what to do.
Vorrs |
Vorrs nervously fingers his bow as he waits for the signal.
Vorrs will use his "Study Target" ability on the nearest bandit. And if that bandit happens to be within 30 feet, he will also use his Point Blank Shot feat.
Sverlisk Sssskirssk |
Sorry for the length of this post, but a back and forth dialogue between Sverlisk and bandits could take a while. I'll hide subsequent portions of the conversations in spoilers so-as to not just leave a wall of text.
HAHA Well met!!! Come come we mussssst drink. I am Essssskr, a humble merchant looking to ssssstart a semi-monthly caravan through thessssse partssssss. If I am not missssssstaken, I have a businesssssss propossssssal for you. Oleg bring ssssome mead for thesssssse men!!!
If the bandits act suspicious of the mead Sverlisk will take a drink from one of their mugs as though to demonstrate that it is not poisoned. He will also periodically invite one or 2 of the other bandits over for drinks if they do not all join him at the large wooden table
The Model that Sverlisk has worked up for his ploy is based on a merchant wanting to transport 2000 lbs of wool the approximately 500 miles by riven from New Stetven to Isarn using a 30x10ft keelboat. If he bought the wool at 5.5g/lb from the farm and sold it at 6g/lb in Isarn, then he would have 1000g to cover the transportation costs + profit. The 300g figure comes from the cost of hiring 10 guards for 60 days to escort his caravan round trip. He will negotiate up to 600g per ton, although if push comes to shove he will point out that if he can't make any profit going along the East Sellen River, then he will find a different route.
If an accord is met then Sverlisk will insist on yet another drink.
Come my friendsssss we must have a toassssst to ssscelebrate the momentous occasssssion. Oleg more mead.[b/] when the mead arrives he will raise his mug and say [b] To profit in the Greenbelt for one and all. after the toast Sverlisk will stand up and say All this drink has gone sssstraight through me. If you excussse me I mussst relieve sssome built up pressssure. He will stumble into the main building and if not followed or stopped go straight to his combat gear to grab his weaponry (should take a total of 18-24 seconds) once he has his equipment he willstart to bellow out at the top of his lungs OOOOOOOH a horse is a horse of course of course. And nobody can talk to a horse of course unless the are a druid!!!!!!
pick any and all that apply, wasn't exactly sure what you would want.
bluff to pass as a merchant: 1d20 + 7 ⇒ (9) + 7 = 16
sense motive to check bandit disposition: 1d20 + 1 ⇒ (10) + 1 = 11
perception to watch for overtly hostile moves: 1d20 + 2 ⇒ (12) + 2 = 14
diplomacy to entice bandits to drink more: 1d20 + 7 ⇒ (14) + 7 = 21
sing: 1d20 + 6 ⇒ (1) + 6 = 7
Oleg is supposed to water my mead down, but in case he decides not to
fort check to avoid drunk: 1d20 + 2 ⇒ (8) + 2 = 10
Cainbar Stonehammer |
will wait to take any action to see how gm handles the dialogue
stupid snake people and their insistence on making things more complicated. The spring a dwarf! It's worked so many times in the past, we should've just used that again. As the negotiations continue..Man I'm glad we picked up some seemingly competent companions, otherwise i'll be out in the tunnels without a pick standing by me lonesome in front o' the gate.
Cainbar muses thoughts to himself waiting for the plan to spring into action, and upon the signal will heave against the door to make sure it closes.
GM Barrister |
4d20 ⇒ (16, 19, 2, 20) = 57
1d20 ⇒ 20
3d20 ⇒ (7, 5, 14) = 26
2d20 ⇒ (13, 18) = 31
1d20 ⇒ 19
Good lord; I'm sorry the RNG chooses to like me now.
Happs grinned as the man started his spiel, sitting with him at the table and motioning his men to join. The mooks, to their credit, started as one to do as ordered, but three took pause, held back by the eldest looking among them.
"Boss, sumthin' ain't right here." The nameless henchman gestured about the post, happenstance directing a hand to Vorrs's location. "Look around, somethin's up. Boss, you-"
A cry of alarm sounds from one of the bandits, as he spots Voors behind a barrel, and a second shouts, "Oy, look, a Dwarf!"
The four thugs quickly took up their arms, one producing a bow aimed for Cainbar. Happs sat dumbfounded, staring at Sverlisk for a few moments, before the reality of his situation snaps him to attention.
"Oleg!! I'll kill you for this treachery!"
Let's look at the map:
Oleg's Trading Post Map
Sverlisk, you're on the fire's side of the left table. Ricean, you were behind the bottom-left of the stables; your charge'll bring you around and clearly gut a bandit clean through, and I'll show the actions once everyone else has gone, so no worries! Vorrs, I've got you 3 squares up on the wallto the left of the door, getting partial cover behind some assorted containers you hauled up there. Cainbar, I put you on the left of the door, as that's the most visible spot and you seem pretty protective of Reuben. And Reuben, you're on the right on top, with not-quite-clear line of sight to the goings on, but they've also not spotted you yet. There is no clear "surprise round" here, except against Happs, who reacts slowly and skips the first round. He is seated across the table from Sverlisk. The ranged bandit is standing right on A1, one melee is where the wagon (which is gone) would have it's top-left wheel, another is at the bottom-right wheel, and the fourth is in the square adjacent to the door of the stable.
Since we don't have a good map or tokens, positioning is less vital, and as with most PbP, turn order is somewhat irrelevant. Go ahead and let me know what you do, and then when everyone has acted, I'll give the actions of the bandits and PCs in a narrative-fashion. Always assume the PCs go first, if I don't give you actions of NPCs before asking for yours.
Vorrs |
Vorrs shoots the bandit he has been studying (one at the right side of the wagon, assuming Ricean will spite the one on his side).
I will add +1 for a studied target and +1 for Point Blank shot (assuming he is within 30').
Longbow: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Sverlisk Sssskirssk |
Sverlisk, ever devoted to his ruse and not ready to throw himself into a fight with only a dagger, will act surprised as well. bluff: 1d20 + 7 ⇒ (14) + 7 = 21
Oleg you basssshtard ill be having your head for ruining my buisssnesh proposhal. He will angrily stumble into to store room to grab his sword and shield.
Once in the main building he will whisper to Oleg if the leader follows me in we take him one on either side. Svetlana best hide.
so that is a move action to get to my gear, and a move action probably to pick up sword and shield, though the shield would not be equipped yet
Cainbar Stonehammer |
"Aye a dwarf! But not just any dwarf. Fear the righteousness of Torag!!" Cainbar bellows as he heaves the gate closed. He turns around to face the oncoming enemy head on, starting his deadly twirl of his dorn-dergar until it is up to speed if anyone should move within 10 feet of him.
Taking standard action? move action? to heave the gate closed. Do both doors work on the same gear system? or is one door now open and the other closed? I want to be barring passage to the gate either way after I get done. If I have a standard action left i'll ready an attack for someone within range if they close to melee.
Sverlisk Sssskirssk |
it occurs to me that i did not roll initiative
init: 1d20 + 2 ⇒ (14) + 2 = 16
Reuben Garess |
acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17
bluff: 1d20 + 2 ⇒ (11) + 2 = 13
init: 1d20 + 1 ⇒ (14) + 1 = 15
Leaping out from his ambush point, Reuben simply drops off the wall, bouncing back into the door and slamming it shut with his weight. As he pushes the door shut he snarls and points his crossbow.
"Don't make me use this!"
GM Barrister |
1d6 + 1 ⇒ (6) + 1 = 7
1d20 ⇒ 5
1d20 ⇒ 1
Happs is apparently pretty hapless...
The thunderous sound of hooves roared around the stables as Ricean and his steed charged into battle; the unfortunate archer caught in his path was gored through the chest, the impact sending his corpse flying through the air to land in a heap several yards further.
His neighbor was more keen-sighted, and moved from Ricean's way, breaking into a run towards the newly-appeared Reuben.
After taking an arrow to the shoulder, the most outspoken of the bandits follows his partner, the two of them moving together in an effort to take the Dwarf. Loudmouth was the first to close the gap.
Cainbar, enter readied attack. If the bandit isn't slain, tripped, or otherwise stopped, he'll move into melee with the following:
Putting himself into position to block Cainbar from reaching his young colleague, Loudmouth struck at the Dwarf with his short sword;
eyes too intent on following the spinning weapon, the swing went wild, splintering off part of the door. By that point, his partner stood opposite Loudmouth, wedging Cainbar between. With a mighty thrust, his sword managed to pierce through the Dwarf's stout defenses, cutting deeply into his abdomen. (7 dmg)
Enraged, Happs leaped from the table, only to catch his foot upon his chair and fall flat to the ground; entangled with the splinters, he found himself unable to swiftly rise.
Terrible neighing and echoing cracks of wood emanated from the stables, and horses and ox panicked at the sounds of combat.
Cainbar is between two bandits, being flanked by both.
Reuben is on the ground with a bandit 10' away.
Ricean is now at the top left corner of building A2.
Vorrs is still snipin'.
Sverlisk is inside, with Happs on the ground on the outside.
Vorrs |
Vorrs moves, if needed to get a clean shot, and fires again at the same target (using Precise Shot) who is now in melee with Canibar.
I will add +1 for a studied target and +1 for Point Blank shot (assuming he is within 30').
Longbow: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Ricean Darkeyes |
Ricean wheels his mount and charges back towards one of the men flanking Cainbar.
Handle Animal: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14 if needed
Lance: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d8 + 6 ⇒ (1, 7) + 6 = 14
if he doesn't get the charge, then it will be 2 less on the attack and remove the second d8+3 from the damage
Sverlisk Sssskirssk |
Sverlisk will call out to Happ's If we take Oleg and his whore wife, they will have to let us go. Get in here and help me. then more quietly and directed towards Oleg. So sorry for the theatrics
would you like a diplo check or bluff check to try to convince Happs to come into the building and take Oleg hostage.
He will wait long enough to take up the entire round of combat before giving up on his ruse
Cainbar Stonehammer |
readied attack against first bandit: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d10 + 4 ⇒ (9) + 4 = 13
attack of opportunity against first bandit: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d10 + 4 ⇒ (7) + 4 = 11
attack of opportunity against second bandit: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d10 + 4 ⇒ (1) + 4 = 5
"you can't just run up to a dwarf! [\b] swinging firstone way then the other and back to the first target Cainbar continues his rhythm and momentum with his weapon. [b]"Well done Rice.. Oof. By the five mountains that'll leave a mark.". Looking at the gash left by the sword Cainbar retreats a step out of being flanked and to put his enemy back at 10 feet away.
attack on bandit who hit with sword: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d10 + 4 ⇒ (7) + 4 = 11
Sverlisk Sssskirssk |
bluff: 1d20 + 7 ⇒ (15) + 7 = 22
Reuben Garess |
Reuben obviously panics as the bandit runs for him. Desperately he points with the crossbow and fires, the bolt sliding slightly as he does - blocking the mechanism and jamming the crossbow.
His left hand comes up, he speaks a tongue-twisting word and a dazzling jet of blue-green fire, fifteen feet long and just as wide, races to roast the unfortunate bandit
"I'm so sorry!" he called out as he released his spell.
Whole crossbow thing is just flavour. Time to reveal he's actually not a complete dead weight!
Focussed Spells, Burning Hands. DC 16.
damage: 5d4 ⇒ (3, 1, 4, 3, 4) = 15
Not sure if the bandit will save. If he does, Reuben will move away (closer to one of the others) - I mean, wouldn't you?
Vorrs |
If the three bandits in the yard appear dead, Vorrs will move on the wall so he can get a good look at the leader. Vorrs will spend a move action (either this round or next round) to study his target and be ready to fire if needed.