Sorry about the massive delay. Found a fix and am raring to go.
You wait in your hiding places, the soft scent of summer pollen, the mellow buzz of insects and the gentle gurgle of the stream all lulling you into a sense of calm.
Then a trundle of wagon and horses comes from the south.
The Armigers ride along, the four horsemen talking together as they survey the treeline. Most of their chat is about food, horses, uncomfortable armour and the rigours of training.
Behind them the lockwagon has 6 Armigers on the running board and the mood is much more serious, probably because a hard-faced Signifier sits alongside the wagon driver.
The lockwagon has a large crossbow mounted on top, the Armiger behind it is leaning against the stock, looking bored.
The mounted Armigers have just passed the bridge - the ambush is on!
Everyone can post their surprise round actions together and we'll play it as almost simultaneous. I'll do initiative blocks afterward.
A lone bird of prey, hanging in the sky, suddenly plunges after its prey. You realise the time has come to strike.
Given the layout, our actions during the surprise round make sense if the wagon has too much inertia to stop right away. The plan was that Nicolai was going to fire the bridge right in front of the wagon and Pontia was going to open a pit behind the wagon, but the range on expeditious excavation is 30'. Even if Pontia were in the bush with Astra and Nicolai, she wouldn't be able to reach the road with the spell without moving.
Sorry for the delay.
Nicolai takes 5ft step and chucks bomb.
Pontia moves into position to cast.
Daxius and Hyngrot go for combat.
Astra goes for the lock.
Janniven starts shooting.
Time seems to slow as the lockwagon inches toward the bridge...
Nicolai, time to throw your bomb!
Nicolia pushes out of the greenery, and charges his bomb. He squints in the morning light, and targets the oil-soaked bridge.
Attack, ranged touch 1d20 + 4 ⇒ (1) + 4 = 5
Ooo..that isn't good; can I use my Ricochet feat to have some splash damage hit (attack roll at a -5)?
Sorry Nicolaihombre, that's a natural one.
Nicolai bounds out of the undergrowth and flings his bottle of explosives at the bridge. They sail clear and true through the bright morning air and land with a resounding thunk on the deck of the bridge.
Nicolai's bottle has failed to break and the explosives are still trapped within. You may adjust your surprise round actions accordingly. Oh, and everyone roll initiative.
armiger 1d20 ⇒ 14
signifier 1d20 - 1 ⇒ (17) - 1 = 16
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Clearly the plan going off the rails has distracted Pontia, but not so much that she can't call to Janniven before she acts. "Shoot the signifier!"
Daxius swears under his breath as he jogs out of the bushes toward the lock-wagon. He has his shield strapped on his arm, ready to defend himself, but has not yet drawn his sword.
Double move to CN 41, activating Resiliancy Judgement as a swift action.
Resiliency Judgement: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Nicolai - chucks bomb
Hyngrot - Moves out from under bridge
Astra - dash for the cart
Daxius - Only one standard or move action allowed (CP45?) in the surprise round
Pontia - The water is about 3ft deep: just waiting for your surprise round action.
Anticipating that the wagon will make it across the bridge, Pontia wades to the other side of the stream to position herself for casting her spell. Move to CB-31, treating the water as rough terrain.
1 = Signifier
2 = Nicolai & Janniven
3 = Armigers
4 = Everyone Else
Janniven aims for the signifier
attack 1d20 + 9 ⇒ (17) + 9 = 26
damage 1d8 + 2 ⇒ (3) + 2 = 5
Suddenly struck by an arrow, the signifier grunts in pain and then barks out a command to his men: Position Crux! Get over the bridge! and clambers over the back of the lockwagon to take over the mounted crossbow on the top.
Block 2, go!
Is the wagon showing any signs of slowing? Would reattempting setting the bridge be viable?
The wagon is being driven by one of the armigers, it doesn't move and he doesn't react until after your next go... so, yeah, you've rolled just enough initiative to get a second shot at 'the plan'.
Nicolai's bomb hits the bridge with a blast of flame, igniting the unexploded bomb as it goes 1d6 + 4 ⇒ (4) + 4 = 8.
The force of the blast sends splinters of rock flying through the air and the fuel on the bridge ignites with a whoomph of sucking air.
Janniven lets fly another arrow at the armiger, then heads north through the woods, looking to help the distraction team to disappear.
attack 1d20 + 9 ⇒ (4) + 9 = 13
damage 1d8 + 2 ⇒ (3) + 2 = 5
The armigers on horseback see the wall of flame just as the distraction team start firing arrows at them. They waste a moment a move action wheeling around on their horses before careening toward the distraction group, only to hit the caltrops they laid in the grass and find their horses semi-lamed.
1d20 ⇒ 18
1d20 ⇒ 8
1d20 ⇒ 9
1d20 ⇒ 11
Two of the armigers are unmounted but you barely notice as the men before you spring into action
Meanwhile, the men on the running boards reach for their weapons and hop down to confront their foes. The driver tries to calm the horses, who are panicked by the sudden flames.
1d20 ⇒ 16
The horses are well-trained and respond to his touch and calls, they do not bolt.
Two of the armigers reach Astra and decide to gang up on the smallest of their foes.
attack1d20 + 2 ⇒ (6) + 2 = 8
damage1d8 + 1 ⇒ (2) + 1 = 3
attack1d20 + 2 ⇒ (14) + 2 = 16
damage1d8 + 1 ⇒ (5) + 1 = 6
Both Armigers show some skill but are unable to land a blow upon the lithe woman.
AC 18 T12 FF14 CMD 17
Hyngrot circles around to flank the armigers with Astra, striking out with his scimitar as he moves.
Move to flank armigers (I think move CJ29-CJ28-CK27-CL27-CM28 works, if I can't do it without provoking, I'll provoke.), standard to attack.
Attack 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 +2 for flank
Damage 1d6 + 3 ⇒ (4) + 3 = 7
Pontia wades back across the stream, she can feel the fierce heat emanating from the bridge next to her.
At the same time, Hyngrot cleverly circles the armigers and lashes out with his scimitar. Unfortunately his blow skitters across the man's chainmail shirt without doing any harm.
Astra and Daxius!
Daxius continues to move as a trot, shifting to a charge as he sees an armiger move into his path. He draws his longsword as he charges, swinging it in a wide arc to attack.
Ending charge at CP 42
charging attack 1d20 + 6 ⇒ (2) + 6 = 8 Edit: Of course.
damage 1d8 + 2 ⇒ (8) + 2 = 10
Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.