The Winds of Fate |
You kick in the door and the whole room turns to look at you. You see the guard who fled earlier talking to tall, slender, dark man dressed in leather and 4 other guards who putting their armor on and gathering up their weapons. An abandoned game of cards and half drunk mugs of ale cover the large table in the room, a clear indication of how they were spending their time before your arrival.
Go ahead and roll initiative.
1d20 + 3 ⇒ (15) + 3 = 18
1d20 ⇒ 3
Thaliar Medevin |
Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Thaliar, who had covered the rear door while the others aptly dealt with Auch, now joins the others. "Hate to break up your game of cards but we must ask you where we can find your boss, the so called Stag Lord. The man has a bounty on his head." Perhaps some of the bandits would be eager to turn on their commander given this opportunity.
He holds his spear at the ready but does not act yet.
Alexander Orlovsky |
Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Alexander steps forward into the room. I'd say that any of you that don't fight may leave, but I'm pretty sure none of you will take my offer. However, I do suggest that if you pick up those weapons, don't surrender. He smirks as he delivers his warning. Alexander lifts his sword and shield and readies to attack any enemy that approaches.
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Eduard Petrov |
Initiative: 1d20 + 11 ⇒ (18) + 11 = 29
Round 1
Eduard will move to cast Color Spray making sure to hit the tall man and as many other enemies as possible.
Boosting the DC with Arcane Reservoir. Will Save DC 18
Soren Bowman |
Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Soren moves into the room wordlessly, and studies the man in black leather for a moment, before loosing an arrow at him.
Attack, Deadly Aim, Studied Target, Point Blank Shot: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Radomir Shax |
Round 1
initative: 1d20 + 4 ⇒ (12) + 4 = 16
bardice attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d20 + 7 ⇒ (1) + 7 = 8
Radomir advances on the nearest of the guards and attacks with abandon.
The Winds of Fate |
(29) Eduard casts color spray at the bandits.
Dovan will: 1d20 ⇒ 18
Bandits will: 1d20 ⇒ 12
The tall dark man in leather seems unaffected, but two of the other bandits caught in it appear to be blinded and stunned.
That leaves two others, plus leather boy unaffected
(24) Andrea questions their loyalty.
(22) Thaliar readies his spear.
(18) Dovan moves up close enough to throw a dagger at Eduard.
ranged attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 2 ⇒ (4) + 2 = 6
(16) Alexander strikes at Dovan, dealing some damage.
(16) Radomir deals damage to the nearest bandit.
(10) Soren misses his target.
(3) Bandits. Two bandits remain stunned, the other two attack. One of Alexander, one on Radomir.
attack Radomir: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 + 2 ⇒ (2) + 2 = 4
attack Alexander: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 + 2 ⇒ (5) + 2 = 7
confirming attack Radomir: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Eduard Petrov |
Round 2 - Initiative 29
That didn't tickle, Eduard says, grunting and removing the dagger from his side. He will then try to step behind as many of his allies as possible and cast Daze at Dovan.
Will Save DC 15
Soren Bowman |
Round 2, Initiative 10
Soren grunts in self disappointment and launches two arrows at the leader this time.
Attack, Deadly Aim, Studied Target, Point Blank Shot, Rapid Shot: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Attack, Deadly Aim, Studied Target, Point Blank Shot, Rapid Shot: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Radomir Shax |
Round 2 Init 16
Blast! To the Nine Hells with all of you! Radomir reverses his grip on his bardiche and brings it down in a crashing over-handed cho pnthe bandit he attacked before.
power attack and furious focus: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d10 + 9 ⇒ (7) + 9 = 16
The Winds of Fate |
Eduard attempts to cast at Dovan.
1d20 ⇒ 17
But he doesn't seem affected.
Andrea stabs one of the bandits.
Dovan strikes at Alexander since he cannot get to Eduard yet.
attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d6 + 3 ⇒ (5) + 3 = 8
But misses.
Alexander strikes the leather clad man again.
Radomir finishes off the bandit that he was facing.
Soren finishes off the leather clad man.
The remaining, unstunned bandit strikes back at Andrea.
1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 + 2 ⇒ (3) + 2 = 5
Radomir Shax |
intimidate: 1d20 + 8 ⇒ (12) + 8 = 20
RADOMIR STANDS, dripping blood from his bardiche. His cold eyes flare at the bandit from beneath his helm.Drop. your. sword.
Radomir Shax |
Radomir will tie up Dovan, assuming he's still barely alive. If he IS barely alive, Radomir will ask Alexander if he wishes him ended (i.e. Coup de grace)
Alexander Orlovsky |
Alexander chuckles darkly, If you must. I'd think he'd prefer to die now than at the end of a noose, but it doesn't matter to me. Radomir, The man nods curtly towards the door. Door. He heads towards the door, hefting his shield and ready to lead the way in.
Radomir Shax |
Radomir nods grimly and heels his master like a dog. At the door, he kicks back once more and grunts with status factions s it collapses. i'll take point, my Lord.
Alexander Orlovsky |
Alexander hesitates a moment and steps back to touch Eduard.
Cure Light Wounds: 1d8 + 3 ⇒ (4) + 3 = 7
Turning back to Radomir, he grins. I'll take the lead inside. Just need you to make your usual impression on that door. That is, after all, what a shield is for.
The Winds of Fate |
Thick layers of animal hides insulate this room’s walls. In one corner rests a ragged bed draped with threadbare silks and thick furs. On the floor, three stout chests serve as furniture, cluttered with
empty liquor bottles. A few more bottles lie scattered about the floor, leaving the room reeking of stale alcohol. A man in a stag's head helmet is standing beside the bed, with bow in hand. The minute that the door open, he fires off a readied shot at the person in the doorway.
ranged attack: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d8 + 5 ⇒ (7) + 5 = 12
Radomir is hit for 12 damage
init: 1d20 + 4 ⇒ (5) + 4 = 9
roll initiatives
Soren Bowman |
Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Soran takes up his position behind Alexander and raised his bow.
I'm ready. Let's finish this.
Thaliar Medevin |
Sure in the combat abilities of his companions Thaliar instead ransacked the room the oaf was in. There could be something useful in there and if there was he could probably use it.
As soon as the sound of combat was over he started making his way to the others, stepping over corpses as he went. When Alex insisted that Radomir would step through first he sighed. The Staglord, whatever he was, could not have been an idiot and he was sure to have heard the sound of combat. It would have been a better idea to push either a corpse or one of the two living bandits through first.
His expectation was confirmed the moment an arrow pierced Radomir's skin.
Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Radomir Shax |
Radomir grunts in pain as the arrow pierced his stomach. He breaks off the shaft
initiative: 1d20 + 4 ⇒ (11) + 4 = 15
He raises his bardiche and strikes out at the Stag Lord.
attack: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d10 + 7 ⇒ (1) + 7 = 8
Crit check: 1d20 + 7 ⇒ (2) + 7 = 9. Nope
Andrea1 |
Andrea will cast Cause Fear at the Staglord
DC 14 Will save or become Frightened.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
Alexander Orlovsky |
I realize that Thaliar's passive aggressive criticism is fully within character, but I'm feeling irrationally defensive today, so figured I'd point a couple things out: First, Alexander specifically noted that he'd be leading the way. Second, it is physically impossible to kick open a door from anywhere but in front of it. I, and Alexander, are both well aware that the Stag Lord would be ready to shoot anyone busting down the door, but that's not something we can get around. If we had kicked in the door and ducked to the side, he'd just wait till we eventually rushed in to shoot. The same goes for trying to use a body as a shield. (Though, additionally, I question the ability to kick down a door while holding a body in front of oneself *and* then trying to use it as a shield while rushing into a room.) In any case, the Stag Lord is just going to wait till you enter the room and drop the body and then get a good shot at you. So yes, I considered the "use a body as a shield", and I even considered using Silent Image. But, in the same way that Thaliar just sighed at Alexander's "blunder", I sighed and dismissed these options as not-so-bright. There's a reason why, even in reality, people kick down the door and rush into a room as a group. They don't use bodies as shields (or even shields, usually). And pushing in a living bandit would just slow us down. *Maybe* he shoots the guy, but almost certainly not because why would he? (People, I guess surprisingly, can and do react fast enough to not shoot "friendly" targets.) Unless he's jumpy, in which case he'll probably miss anyway.
To be fair, at least some of that is using actual experience, and I probably could have asked if the idea was feasible in the game.
Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Round 1: Initiative 17
Alexander steps into the room and points his sword at the man, Nice shot. I presume you are finally this Stag Lord we've heard so much about. I certainly hope you've made you peace with whatever god you pray to.
Alexander activates Inspire Courage +1 as he moves into the room.
Soren Bowman |
Soren studies his target for a moment, and then lets fly an arrow.
Attack, Point Blank Shot, Deadly Aim, Studied Target, Inspire Courage: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Eduard Petrov |
Initiative: 1d20 + 11 ⇒ (6) + 11 = 17
If possible, Eduard will attempt to cast Color Spray Will Save DC 16 into the room and hit the Stag Lord. Otherwise he will draw his crossbow and fire.
Crossbow: 1d20 + 2 + 1 - 4 ⇒ (5) + 2 + 1 - 4 = 4
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Thaliar Medevin |
It was, as you said, all in character. Thaliar simply is convinced he knows better in almost all situations.
Round 1
"Save yourself the trouble and just lay down so we can kill you nice and easily." Thaliar moves in, spear drawn. Once he is within reach he lashes out, hoping to catch the bastard and draw blood.
Move Move so Staglord is within reach
Standard Attack the Staglord
Attack: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d8 ⇒ 8
The Winds of Fate |
Round 1
23 Thaliar moves in and barely misses that Stag Lord with his spear.
22 Andrea casts Cause Fear on the Stag Lord.
17 Eduard angles a Color Spray to hit the Stag Lord.
17 Alexander enters the room and Inspires Courage.
15 Radomir successfully makes contact, drawing the frist blood of battle on the Stag Lord.
13 Soren's arrow flies true, striking the Stag Lord.
9 Cause Fear fails to affect the Stag Lord.
will save vs color spray: 1d20 + 1 ⇒ (1) + 1 = 2
The Stag Lord appears to be stunned this round.
The Winds of Fate |
No. You need a specific feat in order to coup de grace stunned opponents.
Dastardly Finish (Combat)
You can take advantage of an enemy's debilitated state to attempt a coup de grace.
Prerequisite: Sneak attack +5d6.
Benefit: You can deliver a coup de grace to cowering or stunned targets.
Normal: You can only coup de grace helpless targets.