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123 posts (178 including aliases). No reviews. No lists. No wishlists. 1 alias.

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The Leader Takes a vicious hit from the Knight, blood spurting from his wound. It is followed up by a fierce kick from the mount. Though he looks rather wounded, the Leader is still mobile enough to parry Slandra's attack.

Map as of Slandra's action.

I'm going to assume Wynn is probably going to want to go now, though she would be up if she wasn't delaying anyways.


The Bandits movements are disordered, their focus mostly on the Knight, though their leader seems a tad more aware. Several still appear to be rather badly wounded, having had but a single rainy night of repast and apparently no access to magical healing like the stalwart band of heroes.

The two Bandits who have drawn their bows fire at the parading knight, and the leader moves deftly towards him, aiming his blade high. The other three move towards him, ducking under branches and through an increasing mire of mud, though none can get close enough initially to add to the press of blades.

Bandit 2 double-moves to S11, Bandit 5 double moves to U11, Bandit 3 to S9. Bandit's 4 and 1 use bows to attack Markus, and the Leader moves to S12 and attacks Markus(who should be occupying squares T13-14 and U13-14).

Bandit Bow at Markus: 1d20 + 3 ⇒ (3) + 3 = 61d6 ⇒ 1
Bandit Bow at Markus: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 3
Leader Sword at Markus: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 2 ⇒ (3) + 2 = 5

The Gods seem to smile on the Knight-Errants Bravado, as arrows go wide into the tree's, and his defence is enough to ward off the leaders assault.

Kristaps decides it is easily time to join the frey. Knife draw he moves to try and circle the opponents gathering around the knight.

Kristaps will undelay, and now be going right after the Bandits, He double moves to X10

Kārlis follows Wynn's lead and lays low, waiting for her signal even as the other bandits all, for the most part, have their backs to the two waiting scouts.

Markus and than Slandra act. Wynn and Kārlis are delaying, so though they may not interrupt some-ones turn, they may go after any-one has acted. As of right now, the initiative order is:

Wynn-Delayed
Bandits
Kristaps
Karlis-Delayed
Markus
Slandra

Lastly I'll try and get a revised map up tomorrow after I get home


All the Bandits are now turned towards the rather Blatant Knight-Errant, while Kristaps seems to take his time, judging when he should act.

Kristaps is Delaying at the moment, Wynn is up


The Bandits haven't seemed to have noticed Wynn or Kārlis yet, but they certainly have noticed those approaching from the South East. They leap to their feat, most of them drawing blades, though one or two are readying bows. Their Leader, who you now all recognize, already slings his backpack across his shoulders and stands with his sword in the air. "Gods' Blood... it's that plowing Knight, I'll give a half dozen royals for who-ever puts an arrow in his eye..."

All of the Bandits are standing up and getting out their weaponry. A few will be taking 5' steps. Kārlis follows Wynn's lead, and moves behind her at half-speed

Map for Round 1 as of Now

Markus up and Than Slandra


Moving through the Muck, water splattering off of branches and cloaks, the heat of coming battle pushing back the cold of the spring rain, the party advances on the bandits. Not able to do much more than move, the two brothers have their weapons drawn and move forward, Kristaps taking position eventually behind a large tree.

Finally it seems the Bandits have in some sense become aware of the party, the movement of Argentus through the underbrush and mud enough to alert them, though there isn't any indicator they have heard the two rangers moving up from the opposite side.

They are reaching for weaponry, bow-strings dampened but still possibly usable, blades in slickened and warped sheaths.

Ultimately Kārlis moves to E17, and eventually, using a double move on his actual action, Kristaps gets to U15. Something I forgot to remind everybody is that due to underbrush and the mud, everything is considered difficult terrain. Wynn is up for her actual action this round, than the bandits.


Alright, so I am back, and I've sent out e-mails to everybody, but obviously it might take a little bit for people to trickle back.

Wynn and Kārlis sneak off to try and come from the other side as they reach the camp. Thankfully, though the rain and mud makes moving through the forest and underbrush difficult, it also masks the noise of even Argentus' heavy tread.

The Bandits make a sorry sight. Several and still obviously wounded from previous conflicts, and though there is a remnant of a fire, it's obvious that they are sitting around waiting for the rain to let up to move on, various cloaks and collected branches made into make-shift shelters for wet and soggy men.

Even though they are likely wary, the conditions are against them as the party moves to finish this once and for all.

You have a surprise round in which to act, the map is linked below, questions and queries and the initiative order are as follows

Kārlis: 1d20 + 5 ⇒ (5) + 5 = 10
Kristaps: 1d20 + 4 ⇒ (20) + 4 = 24
Markus: 1d20 + 1 ⇒ (8) + 1 = 9
Wynn: 1d20 + 3 ⇒ (14) + 3 = 17
Slandra: 1d20 + 1 ⇒ (6) + 1 = 7

Bandits: 1d20 + 2 ⇒ (9) + 2 = 11

So First the Full Surprise Round, than Kristaps, Wynn, and than the Bandits, followed by Kārlis, Markus and Slandra.

Recall that in the Surprise round you have a single Move or Standard Action.

Map for the Surprise Round


As a brief note, I'll be going to Italy later today, and I'll be gone for two weeks. I may post during this time, but it's obviously less likely. So there may be a two week Hiatus until I get home.


Morning of the 30th Day of the 3rd Month, 1532 Imperial Calender

Kristaps manages to slink down the stairs, though his demeanour improves at the burst of healing energy that courses through the room, the slight altering of the way light falls the most subtle of the signals that you have received Menuo's blessing.

Kārlis seems more eager to go, running a wet-stone once more along the edges of his blades till they are sharp enough to split a hair.

You're about as ready as your going to be, and with weapons in toe, and a goodbye to Oskar and the few regulars at the Inn this early in the morning you set out.

At once you notice the a trickle of traffic greater than one would expect on a rainy day. It is the town's market Day, and a few farmers have braved the weather in covered carts to sell the early spring Garlic, the last of the Winter Wheat, fresh flower Bulbs, Woven Baskets and other house-hold crafts. You seem the only people going out of town, and the Guards at the town gate give you a small nod as you leave.

As might be expected, the traverse first along the road isn't bad only in comparison to entering the woods. The cool spring rain has helped along the grounds thaw, and your boots stick in the Mud, though thankfully it's not that deep yet. Wynn seems to know the way well enough, even though much of the trail is likely obscured by the weather now.

Finally Wynn thinks you are about as close as you can reasonably get without being observed. While you don't know if they are still at their camp-site or if they have moved on, you have to consider how you will approach this site. Though granted there are fewer men, and a couple are likely still injured without access to magical healing.

Okay, I'll let you guys discuss what you want to do, but if there seems a quick consensus I'll go with it. I'll have a little map up. Something to consider is that at the moment the majority of the ground in the forest is going to be difficult terrain, and thus cost 2 movement, and preventing 5' steps and charging.


Early Morning of the 30th Day of the 3rd Month, 1532 Imperial Calender

Assuming you will generally sleep through the night, getting everyone a single HP back.

Despite wounds and fatigue and in at least one case a drink too many, the party finds itself readily roused in the morning, not the least which because of the gentle pelting of a cold spring rain off the Inn's roof. The rain is light, and poses both potential problems and benefits. Obviously travel will make you wet, and the roads are likely to be more muddy. Likewise it may be more difficult to track through. However, the former is a problem as much for your opponents as yourselves, and It would be that much more difficult for them to move on. Of course they also lack both a decent roof over their heads, and access to magical healing. Or at least Wynn believes.

Oskar has busily mended what of Markus' gear he could, and has taken the liberty of ensuring that a meal of bread and cheese is available, along with some dried apple pieces. "You did leave the impression youd' wish to be off again as soon as possible Sir..." he volunteers as the party gathers itself together.

The town seems quieter in the morning rain. The pattering of it off the stones and into puddles seeming to harken the true start of spring, regardless of what some Noble Astrologer has to say on the matter. Gathered together in the common room, Kristaps is still rather worse for wear, and a few others still sport wounds, if not as severe.

[b]"Lovely... nice rain for some Dirty work huh?"[b]Kristaps volunteers.

He obviously waits for some more healing, with his brother takes a bite out of the offered bread and looks to Markus for direction, offering a single nod to Wynn when the pile of rags enters from the direction of the stable.


Kristaps shrugs and grabs a mug as he follows Wynn away from the crowd, Kārlis following along. The crowd seems a bit disappointed that more stories are not forth-coming, but generally disperses with some help from the boisterous matronly Inn-keeper.

In private quarters, with only Oskar on-looking as he pricks his fingers trying to thread a needle to patch up some of Markus' clothes, they listen to the on-going exchange.

Kārlis remains silent, with only the occasional nod one way or the other as the discussion carries on, one getting the impression he see's both sides of the issue and is content to let others decide the course of action.

Kristaps however, does speak up "I know your eager to get this finished, and I confess that I don't want those Bastards to escape any more than you do. But even after that... Medicine from Old Lady Vanags, I'm still not at my best. If he has more men and we run in there weakened as we are? I mean at worst if we take the night to rest up he flee's and we've got our bounties already right? I think I'd be much better after a full nights rest, and with Menuo's blessings from Slandra more fully backing us." He turns to the mentioned Cleric "When will you be able to use your magic again?" He inquires.

I don't recall if we had figured out when Slandra gets her spells and such back, and do Channels returns at the same time? I would assume so to keep everything part and parcel. Given that Menuo is a Moon God, I would say almost any time save Noon would probably be appropriate.

For GM:
1d8 + 1 ⇒ (3) + 1 = 4

Keep in mind that Kristaps is presently at -1 Hit point even after the Healing draught.


Early Evening of the 29th Day of the 3rd Month, 1532 Imperial Calender

Granny Vanags listens attentively to what Markus has to say, seeming to keep a half wary eye on the door to her cottage where her grand-daughter obviously conspires to hear as much as possible. The herbal infusion is more than bitter and goes down harshly, tasting of roots and something else, but it's effect are undeniable. Wounds knitting together, blood-flow staunching, and so forth. Kristaps avails himself of a batch and lets out a low curse as he drinks the foul stuff.

"Demons Blood this stuff is strong.... though mother did say the best medicine should be almost as bad as what it cures..."

Having purchased some small measure of supplies, Grandmother Vanags is quick to make sure you'll be able to make it back to town with no effort and congratulates you on your victory, while mentioning, offhandedly, that this gives her lots of hope that her ring might be recovered.

The remainder of the trip back to the town is still slow, but not as torturous. The sun is almost set by the time you reach the outer gates, and you are halted by the guards there, who recognize you and seem startled both at your appearance and the half-dozen men you take with you.

A short explanation has one of them rushing into town for other guards, a half-dozen of whom soon appear and take the prisoners off your hands with assurances they will let the Mayor and the Guard-Captain know regarding your assistance so you may collect your bounties.

The party, sans Wynn, returns to the Inn, where they are soon swamped by the evenings regulars, all eager for tales of their battle against the Bandits. Tales that Kristaps is more than happy to supply, carefully omitting that he was unconscious. You are each bought at least two rounds of the houses Ale by those who wish to reward your heroism, and the thick stew and bread that forms dinner seems welcome in your stomach.

For Wynn:
You indeed reach Granny Vanags long after the others have left, and the old woman explains what she saw of them as well as offering you the similar options regarding healing. She is a little less circumspect with you by yourself but does mention before you leave that she understands why you keep your secret, both of them, though she suggests perhaps not all of your party are as blind to the particulars as they may seem. Also, that revelations are seen less as betrayals the sooner they occur.

It is into the evening, the sun fully set and the second round already half drunk before Wynn enters the Bar, having been stopped at the gates by guards who readily let her in, as they had been forewarned of her appearance. A rousing cheer goes up as she enters and one of the more elderly gentlemen is quick to seat a drink in her hand as she is marshaled over towards the others as Kristaps describes; "The Arrows rained down from the bandits like deadly crows, biting at our flesh, and we surged forward. Wynn there was as quick as a cat, and with a slash, opened one bandit from his guts to his gorgles.


Early Evening of the 29th Day of the 3rd Month, 1532 Imperial Calender

The Matter of the Bandits settled you continue your over-land trek, now at least on a road, and with a wagon that Kristaps can sit on. Still the going is tough, and shepherding the captive bandits no easy task. The Sun has already begun to dip lower and lower in the sky by the time you find yourself down the curving side-road that leads to Grandmother Vanags.

As you approach the little hut you see the light of a warm hearth emanating from within, and the small tendril of smoke that emits from the chimney is readily caught against the day's dying light.

The door to the cottage flies open and you can see the silhouette of the old woman, who hobbles forth on her cane well before you have approached the dwelling. She stops once and waves her stick back towards it with a cantankerous yell to "Stay in the house!"

Through the open door though, as the old lady ambles up to you, all can see her Grand-daughter peering out, her subtly lost as she see's what must be a bloody and gruesome, yet perhaps somewhat heroic sight.

"My-My, you work fast don't you Sir Knight? I hadn't expected such so soon. You look quite... well like you decided to wrestle the wrong end of a bear, but than from the looks of things you gave as good as you got." Here she cackles for a second, eyeing the party all the more. "These are part of those bandits you were looking for eh? Well and good than. Nice to see there is SOME-ONE around who can look after order and civility in these parts. I suspect you hear about your wounds eh?

Granny Vanags can provide a great deal of assistant in terms of healing, as well as herbal remedies, lures, and concoctions. How-ever she is relatively tight-lipped, she wont' be giving lists of what's on offer, rather she answers to need. For the present purposes she will readily provide first aid, and will, for 15 silver, Treat Deadly wounds, Healing 1 hit-point of damage. She has a 'Special Herbal Tea' which is basically a cure-light wounds potions for a cost of 15 Gold Crowns. She will voice the opinion that Markus and Kristaps need a good while to heal, lots of bed-rest and that they would heal better if under the attentions of a skilled healer.


Early Evening of the 29th Day of the 3rd Month, 1532 Imperial Calender

It takes some time to pack the camp, or rather what you can take with you. The Gold and valuables divide up evenly enough, but the remaining gear seems to be a 'take what you can carry' affair. The Bodies are left where they are, with perhaps a cursory prayer on them afterword. Without proper buriel, of course, there is the danger of the bodies animating, or the ghosts of the dead men returning as angry spirits of one kind or another, and yet there is little the party can do at the present moment.

The treck back through the woods is slow. Even with markus on Horse-back, Kristaps slows the party down, and it takes over an hour to reach the main road. The other bandits, bound to the cart, and right where you left them, to be joined by the single fellow left alive whose unconscious body lays across the horses flank.

Working to rehitch the Horse to the cart itself, there is only the matter of the living bandits to contend with. Though he says little it's obvious Kārlis thinks they should follow their brethren to early graves, but he's willing to bear with them to town if others wish for them to receive 'proper' justice.

Their is some time to debate the matter however, as you move back along the road towards the small off-shoot that leads to the Granny Vanag's place.

[spoiler=For Wynn]You get only the barest of information. A couple of names. The Leader is 'Rego' and from the sound of his voice, and the way he gives commands, you think he probably has military training of some sort. You get that they at least will stay the night in the present camp, but don't plan on staying around too long. Though there seems to be some disagreement, Rego says they will send a single man into town the next day to see what has happened to their fellows and than either try to rescue them, or flee with the gold and papers Rego was able to flee with from the battle.[/ooc]

Given the time-frame involved I just need to know what your doing abotu the living Bandits and such before you'll reach Granny Vanags. Presumably Wynn will likely show up well after the rest of you have returned to town.


Kārlis stands, watching Wynn move towards the woods and it seems for a moment as if he might follow her. He nods in seeming agreement with Slandra's position and turns back to the group, now one less.

"I guess we gather what we can and hope for them to wake soon? Than we can move back to where we left the cart. You'll be able to..." here he pauses as if not sure he knows exactly what he is saying. "... you'll be able to use the blessings of Menuo to heal them further?"

He is already setting aside things he obvious things are useful or not, trying to judge what the two fo you, plus the two injured party and the horse can carry.

Wynn, meanwhile, moves through the forest, tracking the bandits, whose leader is soon joined by some of his fellows.

Wynn Tracking: 1d20 + 8 ⇒ (13) + 8 = 21
Wynn Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Wynn Perception: 1d20 + 9 ⇒ (12) + 9 = 21

The Elf tracks her quarry for some time, having to slow down to not over-take them, but eventually finding their camp. Only the Leader and four additional bandits seem to have survived, several of them is rather rough shape. Though you dare not approach closer, you can hear them cursing you, and the leader suggesting they need to recover from their wounds and rebuilt their strength, as well as find out who the hell you were.

Having learned all your likely to as they settle in, still rather wary, you seek to Return to the Inn.

Meanwhile, after some time, both Kristaps and Markus, thanks to the Blessings of Menuo, regain consciousness. Still wounded, neither one seems lible to be able to do much strenuous, wounds threatening to re-open and pour out their lives blood.

Kristaps groans before awakening, but laughs to see that they are alive. [b]"We survived? And they have all died and fled? A good outcome than... and supplies and riches besides? Enough for many nights of food and ale and warm beds at least. Perhaps a suit of clothes that don't smell of blood and sweat and soil."[b]

He looks around and nods to Markus [b]"Seems I'm not the only one holding his guts in. Where is Wynn? assuming an explanation of shortly coming he nods. [b]"Wise... I do think he is more than he appears... actually I'm not entirely sure he is a he.."[b] He than slips into uncharacteristic silence, or more like groans as he tries to help with the gathering of supplies.

Feel free to do some RPing as we go here. I'm going to presume without further braod comment the party will be gathering what it can and heading back to the cart. You'll reach the cart in an hour or so, and more than likely the town within another couple. Depending on what you do with the remaining bandits. Also recall that Granny Vanags is on the way and she did suggest she could offer you some healing, at reasonable rates.

Wynn, with that perception check you can get quite a bit about the Bandits remaining, so if you want specific information, just ask for it.


Both Kristaps and Markus remain unconscious despite Slandra's healing. After throats are slit and but one Bandit remains alive, with all the goods one could find gathered together, the party seems at a cross-roads.

"They both seem like they'll live. But they don't look in good shape. Should we try and get them and... well evidence of the bandits back to the town. Maybee back to the cart where we left the other bandits bound at least?" Kārlis asks.

I'm not going to have Slandra make any checks for this, but in the rules, both Markus and Kristaps may wake up in about an hour or so, though they will both be limited to a single standard action a turn, and anything other than moving will start them bleeding again. Kārlis has sort of voiced his opinion but will go with whatever the group decides. With Markus down, who ends up making decisions? Who knows?


The group moves frantically to where Kristaps lays, and be it by spell, or his own constitution, it is rapidly discovered that he lives.

"Well we got a bunch of them... and most of their loot it looks like. Kārlis volunteers as he helps to move his brother to a more central location.

"Will they recover? And how long till they are up and about?" He enquires, before turning to Wynn "You think you can keep that horse settled. We're going to need him to get any of this stuff away from here...

After waiting to here what Slandra has to say on the state of the various companions, Kārlis nods and moves to gather things together. "Should we check to see if the bandits are alive at all? Do we want them to be? He seems unsure where to proceed, even as he picks up backpacks, bodies, fallen weapons and moves them to a central pile.

For Reference, and because I figure you'd get to it eventually, here is what is to be had from the Bandits;

* 8 Shortswords
* 9 Shortbows
* Roughly 200 Arrows
* 16 Daggers
* 8 Suits of Leather Armour
* 12 Backpacks
* 6 Large Sacks
* 8 Medium Tents
* A Collection of 'Camping' Gear, including several Pots and Pans, numerous wooden spoons and bowls, as well as cups. All relatively crudely made.
* 6 Coils of 100ft' of Hemp Rope
* Assorted Foodstuffs for about 150 Man-Days; mostly a combination of smoked Rabbit and Deer Meat with overly hard bread, and several baskets of dried Apples and old cabbages.
* A small(4 Gallon) Cask of Local Beer.
* Six Fishing Poles, some cheaply made line, and a dozen or so fish-hooks.
* Two small Green Gems
* A Silver Cloak-Clasp
* 80 Royal Crowns, and an additional 300 Silver Wolves.


Midday of the 29th Day of the 3rd Month, 1532 Imperial Calender

With no immediate persuit seeming likely, the Bandits, including their leader, slip into the forest, though granted, the two by the path from which you appeared do so much more slowly, on account of the ones wounds. No more arrows rain down upon you, nor do they seem likely to immediately return.

Almost at the same instant, Kārlis bursts from the Forest, sword in hands, a vicious gash across his shoulder and signs of a smaller wound on one of his legs. His blades are bloodied and he moves swiftly towards the party, looking from face to face as the others flee.

"Where is my Brother?" he asks, even as he draws deep breaths. "I was accosted by two of them and a Dog. The men fell easily enough but the blasted Beast was more tenacious than a Greyhound with a rabit."

The fallen around you bleed or not as their wounds may indicate, and the scattered remains of the hastily drawn camp remain, as do the majority of the bags the Bandits had been packing.

I'm going to assume combat is over here, given the Bandits desire to just get out of here and the lack of pursuit. 650 Experience points


As the Horse mulls about and Wynn leans on her sword, the Bandits make ready their escape, apparently deciding to embrace the better part of valour. The one injured by the Horse limps away, while his fellow seems to cover him. The one injured by Wynn merely retreats, reaching the edge of the tree-line as he does so. More cautiously, the leader see's the moving Slandra and takes a quick shot with his bow.

Bandit 3 moves away from your group, Bandit 6 readies an action, Bandit 4 takes a double-move, and the Bandit Leaders takes a Shot at Slandra and than moves away 30 feet.

Bandit Arrow at Slandra: 1d20 + 4 ⇒ (8) + 4 = 121d6 ⇒ 5

The Arrow goes wide, and the leader of the bandits swears as he tries to get further away.

Wynn is up

Map for beginning of Round 7


The Horse savages his opponent, while Slandra's blade sinks deep into her opponent, his body slumping to the ground.

As two more of their brethren fall to the ground, the remaining bandits seem less inclined to listen to their erstwhile leader. While the one who has downed Kristaps picks up his bow and moves cross-wise to the action, appraising what has been going on, the others attempt to escape the fray. Only the leader appears committed to the action, swearing under his breath. He reaches down to grab a bag on the ground, hoisting it over his shoulder and beginning his own slow retreat as he re-readies his bow.

So Bandits 1 and 5 are out for the count. Bandit 3 is limping away, obviously disabled, takes a single move action. Bandit 4 Withdraws(and actually does it on the map this time...), while the Bandit leader uses a standard action to pick up a backpack on the ground, and a move action to move away from the group.

Map for Coming round

I will definitely revert to the marked grid next combat. Wynn is up.


Wynn's blade cuts deep into the Bandit she attacks, his blood spurting forth, though he remains standing. Likewise the horse takes another chunk out of one of his attackers, and this bandit looks like he is barely up on his feet.

The last bandit begins to stumble backwards, his hand clutching at the gaping wound left by the ferocious beast. Wynn's opponent's morale seems broken by her deadly charge and his own damage and he begins to withdraw, stumbling backwards in a defensive posture.

One of the Attacks on Slandra presses his attack, trying to circle around her. His compatriot turns his attention to the Killer horse, driving a sword toward the beast in a furious yell as it savages his compatriot. The bandit on Kristaps continues his attack as well, blades flying. The opponent in the tree takes his time to drop to the ground, before taking a quick survey of the situation and sends an arrow flying towards Wynn.

"Stand your ground you cowards!" He calls, his face obviously distorted by anger.

Bandit 3 takes a five-foot step to avoid attacks of opportunity from the horse. Bandit 1 and 5 attack Slandra, Bandit Four Withdraws, Bandit 6 Attacks Kristaps and the Bandit Leader Fires at Wynn

Sword on Slandra: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 1 ⇒ (2) + 1 = 3
Sword on Horse: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 1 ⇒ (6) + 1 = 7
Bow on Wynn: 1d20 + 4 ⇒ (17) + 4 = 211d6 ⇒ 2
Sword on Kristaps: 1d20 + 2 ⇒ (17) + 2 = 191d6 + 1 ⇒ (6) + 1 = 7

Apparently the words of their commander have their intended effect as the Bandits press their attacks, blood splattering across the ground. Kristaps lets out a cry of pain as he drops to the ground, cluthing a wound to the shoulder. While the rest remain standing, all look haggard.

With Kristaps down for the count, it's back to Wynn's turn. Map posted


The Bandits seem taken aback by the ferocity of the Horses attack, even as the slumped knight on it's back clutches precariously to life and saddle both.

Slandra's blade slips through first her opponents defences, and than his rips, tearing out through his back before he slides to the ground, his own blood bubbling from his mouth.

With nearly half their visible members gone, the Bandits do seem shaken, and indeed, the one in the tree yells out, even as he sends another arrow flying. "Fall back! Stay together you fools! Ignore the Double-Damned Horse!"

One bandit, at which Wynn rushes, fires one last arrow, before dropping his bow and drawing his sword to meet the onrushing bundle of bandages and fury.

The Bandit bitten by the horse ignores the issued commands and presses on against the beast, though his two fells turn to the large Kef woman, trying to flank her, one moving left, the other right, though the horse proves a bigger obstacle than one might imagine.

Alright, guy in the Tree, whom you might surmise is the leader, fires an Arrow at Slandra. Bandit 4 fires an arrow at Wynn, drops his bow and draws his sword. Bandit 3 attacks the Horse, Bandit 1 takes a 5' step East and attacks Slandra. Bandit 5 takes a bit of a route, but provokes an attack of opportunity from the Horse before he can attack Slandra. Of course, Bandit 6 attacks Kristaps

Shortbow at Slandra: 1d20 + 4 ⇒ (9) + 4 = 131d6 ⇒ 3
Shortbow at Wynn: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 201d6 + 1 ⇒ (6) + 1 = 7
Shortsword at Slandra: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (3) + 1 = 4
Shortsword at Slandra: 1d20 + 2 ⇒ (2) + 2 = 41d6 + 1 ⇒ (3) + 1 = 4
Shortsowrd at Horse: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (3) + 1 = 4
Horse AoO: 1d20 + 4 ⇒ (12) + 4 = 161d4 + 3 ⇒ (3) + 3 = 6
Shortsword at Kristaps: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 1 ⇒ (4) + 1 = 5

Slandra truly seems blessed by the gods, as neither Arrow nor Blade seems able to touch her. Others are not so lucky however. The Arrow finds it's mark on Wynn, sinking deep into her flesh. Kristaps takes a quick wound across the side, but presses his own attack. The Horse, foam streaming around it's bit, takes a sizable chunk out of one of the bandits, proving that perhaps ignoring it was not the wisest move.

Kristaps Attack: 1d20 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (6) + 1 = 7

Kristaps however, proves unable to beet his opponents defences.

Okay, same order as Before, Wynn, Markus and SLandra

Map as of Now


I think next time I'll go back to using the grid. Incidentally I'm going to post a map at the end of this post rather than the beginning, just so you can all judge what your doing after the bandits have acted.

Slandra's blow goes wild, the Bandit that had been nipped by the horse ducking beneath her blade.

Most of the Bandits with bows discard them for swords, save for a single one who quickly fires the bow towards Wynn. The Bandit in the tree seems to be taking his time, but after a moment does a quick draw and sends an arrow flying at Slandra.

The Bandit engaged with Kristaps Draws his sword and attacks, and the rest alternate between attacking Slandra and swarming the mounted knight. Though the tension of battle means none of you have really taken the time to make a careful look, none of the ones you've engaged as of yet match the description of the leader, though no-one has a good bead on the one in the tree.

Bandits 6, 2 and 4 drop their bows and draw their swords, attacking Kristaps, Slandra and Markus respectively. Bandits 5 and 3 move into position with their already drawn swords to try and overwhelm Markus. Bandit 4 fires at Wynn, Bandit in the Tree fires at Slandra.

Sword on Kristaps: 1d20 + 2 ⇒ (6) + 2 = 81d6 + 1 ⇒ (2) + 1 = 3
Sword on Slandra: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (2) + 1 = 3
Sword on Markus: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 241d6 + 1 ⇒ (5) + 1 = 6
Sword on Markus: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 201d6 + 1 ⇒ (2) + 1 = 3
Sword on Markus: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 1 ⇒ (4) + 1 = 5
Bow at Wynn: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 161d6 ⇒ 1
Bow at Slandra: 1d20 + 4 ⇒ (8) + 4 = 121d6 ⇒ 3
Confirm: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 221d6 + 1 ⇒ (3) + 1 = 4

The Combined weight of the sudden mob seems to over-whelm the Knight, Blades flashing from around him and finding holes in his armour. An Arrow nicks Wynn's shoulder, while Slandra and Kristaps escapes unscathed for the time being.

Ouch, that hurt. By my reckoning Markus is at -5 HP, and it's Wynn, than Markus(unconscious, though his horse can still fight), than Kristaps, than Slandra, to make life Easier I'll just post Kristap's attach here so Slandra can just go.

Sword Attack on Bandit 6: 1d20 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (6) + 1 = 7

Map As things stand now


While the Sentry Bandit to the South seems focused on the charging main force, he seems barely even aware as Wynn approaches him, only turning too late, as the sword slices across his body and he collapses in a spray of blood.

Markus's mount spurs forward into the midst of the Bandits, driving his lance straight through one's shoulder, who collapses to the ground. The horse stamps forward, battering another of the foes about. Slandra is jarred about by the movement of the mount, the saddle not truly made for two, but manages to stay steady.

A note, I'm not going to accountant it, but it's possible, perhaps even likely that with Slandra on board your horse would be at Medium Encumbrance.

Drawing his Dagger, Markus runs behind the horse for a moment, veering to the side to get to one of the bandits.

Markus moves up to the square SW of Bandit 6, but can't do anything else this round.

It's Slandra's turn. Sorry about forgetting you were on the horse.


Map for Round 1

Initiative Order

Wynn: 1d20 + 3 ⇒ (11) + 3 = 14
Markus: 1d20 + 1 ⇒ (12) + 1 = 13
Slandra: 1d20 + 1 ⇒ (5) + 1 = 6
Kristaps: 1d20 + 4 ⇒ (7) + 4 = 11
Bandits: 1d20 + 2 ⇒ (19) + 2 = 21

So the Order is;
Bandits
Wynn
Markus
Kristaps
Slandra

The Bandits seem, if not surprised by the entry of the party, at least wary, and they leap into action. The two sentries are yelling even as they fall back, slinging arrows at the approaching Adventurers.

Those bandits who were busy packing stop what they are doing, a few pushing stray objects into packs as they unsling bows or heft swords, a couple beginning to move towards you. Those with bows readied take their shots, arrows whistling through the air.

Bandit 7 Moves 6 East and fires at Markus, Bandit 6 Likewise Fires at Markus. Bandits 1, 3 and 5 are draw swords and move towards the party, each moving 6 spaces West. Bandits 2, 4 and 8 Fire their Bows at Kristaps, Kristaps and Slandra Respectivly, and the guy in the tree is holding his arrow for the time being.

Bandit 7 at Markus: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 6
Bandit 6 at Markus: 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 3
Bandit 2 at Kristaps: 1d20 + 3 - 6 ⇒ (8) + 3 - 6 = 51d6 ⇒ 2
Bandit 4 at Kristaps: 1d20 + 3 - 6 ⇒ (4) + 3 - 6 = 11d6 ⇒ 3
Bandit 8 at Slandra: 1d20 + 3 - 8 ⇒ (13) + 3 - 8 = 81d6 ⇒ 1

Most of the Arrows sail wide, though at such close range, one does manage to pierce into Markus' Leg.

Sorry this took so long guys, I'll be more consistent now. Alright, Wynn is up.


Always forgetting something. Consider 'North' to be up and give directions as directions. i.e. I move two squars east and than a square north-east or whatever. Or just E-E-NE. All should work. Unless you guys would prefer the grid? The Size of this particular area makes that difficult, but eh, I'll work it out.


Map for Surprise Round

As you come across the bandits you find that there camp is a well used clearing, the ground slightly mucky from travel, but a well-worn path leading straight to them. The men seem to be on guard, but are partially distracted by the plume of smoke that emits from the North-East -North being up on this map-.

The two nearest to your small group are obvious sentries, and have bows drawn and arrows at the ready. The remainder are split between those with readied bows, and those that seem to be engaged in furious packing. You see tents that have been struck, small bundles of fire-wood. Most of the men seem to be wearing packs of some sort. It's obvious they have been striking this camp as quickly as possible. One of them sits relatively high in the large tree in the centre of the clearing, only partially visible among it's branches(the one surrounded by the yellow ring).

Trying something new with the maps, let me know if it doesn't work. There is no sign of Kārlis at the moment, but a quick count indicates there may have been more men at one point, and that at least a couple may have wondered off to investigate the fire, so you have no idea if or how long it will be till he returns. You all have a surprise round in which to take a single standard or move action before initiative is laid out. I'll be doing a group initiative for them to make our lives easier. At this vantage point none of them scream out 'leader' though the description you have you can keep in mind. You can tell for sure the two closest to you don't match that description. All the 'Green' Area's are Difficult Terrain, but also offer Partial Cover from a combination of Tree Foliage and ground covering


Kārlis takes the offered tindertwigs and torches and nods. [b]"I'll split off when we think we're getting close... wait for the smoke, perhaps a count of twenty afterword?" He says, nodding his head as if that's all that needs to be said.

After perhaps two hours of moving through the forest, slow and steady, patiently observing the two trackers move, Wynn and Kārlis both stop, look to each other, and with a nod Kārlis fades into the forest. To most of you, the Forest remains as it was, the sounds of clattering branches, the near-by caw of birds, and the dampening muffled sound of so many tree's.

For Wynn:
You have heard the movement of men ahead, detected the faint smell of smoke, like a nearby fire that has been put out. The Stench of Humans is thick in the air, and their heavy boot-prints obvious in the hardened soil. You would guess you are perhaps 100 feet from the nearest, and that there are many, perhaps a dozen.

Waiting with purpose, the regular noises of the forest are broken with the unmistakable bark of a dog, and a thin trail of smoke pursing upwards further along, the work of Kārlis one hopes. You have moment to prepare yourself.

Give a basic outline of what you are doing. You have had a bit of atime to assure things like readied weapons and so forth, and there is a surprise round in which you may all act, though you obviously have only a vague notion that there is something in front of you. I'll post an actual map either Tommorow or the Weekend.


If you guys wanted to discuss strategy, go for it, but again, I don't here anything else by say, Tues., well follow Markus' plan, and Kārlis will create a distraction while the rest of you go in, or at least that will be the plan.


In reply to Markus' comment Kristaps only shrugs "Might get something for the swords, always money for swords, but I'm not exactly a weapons merchant you know..." before setting up to trudge along with the rest of the group after double-checking some knots.

The movement through the woods takes a considerable amount of time, with strategy being discussed in hushed whispers between Wynn and Kārlis' discussions on some aspect of the trail.

"We'll probably not notice we've hit the camp till we're within... well maybe 100 paces, 150 if we're lucky..." Kārlis observes. "... if they've got scouts out, they might see us before we see them. Distraction might be good, might be pointless if that other one got there before us. Fire is always good.." He shrugs as if to indicate he's given what input he thinks he can, and looks to Wynn as if he expects her to have something else to add.

The forest gets darker and thicker as the motley band gets deeper and deeper into the woods.

Alright, unless one fo the PC's suggests some concrete plan, I'm going to assume after the next set you just keep moving until you get some notion of the camp, and that's all stealth and perception checks and so forth.


The pleading continues, but apparently, falls on relatively deaf ears. It's a quick measure to lash the three men to the cart, and pile the two bodies in the back. It seems unlikely, unless they manage to slip their bonds, that they will be going much of anywhere.

Sadly, the Bandits appear to have very little on them. After a few minutes or rumaging and man-handling, they only give up 5 daggers, 5 Short-Swords, 5 Short-Bows, and a collection of 42 Regular Arrows. Each was also wearing studded leather armour. You also find a crudely half-carved figure of some sort, and one of them is wearing a rabbits foot on a leather thong around his neck, if your so inclined. Everything they have is functional, but not of exceptional quality.

Moving into the forest, Wynn and Kārlis co-ordinate their efforts at tracking, and the party begins to move into the woods, the ground still thankfully frozen, though some spots are more thawed than others, and the going is not especially easy once you get far beyond the road.

A Tracking roll from Wynn, with an Assist from Kārlis

Tracking for Kārlis: 1d20 + 6 ⇒ (16) + 6 = 22
Tracking for Wynn: 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27

The tracks, laid as they are through the remnants of snow and the beginnings of melt, are relatively easy to follow, and after the first while it takes little to follow the trail, though the men making it have at times tries to cover their tracks. As you move through the woods you may, of course, discuss strategy. You know there are perhaps a dozen and a half men left, though who knows how many will be at the camp.

If you want to make any preperations or such, nows the time to say so. Otherwise you'll just keep tracking until you come across something of note.


The Bandits stir, and Kārlis and Kristaps do there best to look intimidating to add to Slandra's undeniable aura of menace. The Bandit Markus speaks to stutters a bit before saying "...it..it's the gallows for us one way or another..."

Kārlis and Kristaps both make aid other rolls with intimidate

Kārlis: 1d20 + 4 ⇒ (4) + 4 = 8
Kristaps: 1d20 + 3 ⇒ (15) + 3 = 18

One of the others blinks back and forth at the various displays and yells out "Better the f$&!ing noose than what that Kef B*%~$'ll do to us. I seen how that kind work, we'll be staked out to bleed to death or have out guts eaten by wolfs..." even as the 'leader' tries to shush his men, the ones who regain consciousness seem eager to fall all over themselves to betray their former compatriots, honour and thieves indeed.

[b]"The New Leader is a guy named Napus. I ain't never seen him before last year, but he's got the look of a professional soldier or the like, and he's real smart. He's the one that got us boys together eh. Says if we work in a big group and share the spoils we'd get more and be able to get better targets, and he's right. We've never eaten so well during a winter..."

Another pipes in just as quickly as the first finishes. "He's a tall man, Darkish Hair, and a scar on his cheek, nice and wicked, like from a claw or a duller blade or something. The camp... the camp is maybee two hours walk east... we can show you the trail, it's not hard to follow..."

Further interrogation leads simply enough to the truth that their orders were simply to look for ripe looking targets, ambush them, get their money and than let them go. The little band is by far the worst resistance they have ever encountered. They dont' seem to know much about Napus' motives, save to 'Get Rich', and though they do say they know they are getting supplies from in the town, they mention the names you already know in that regard, who seem to have handled most of those negotiations.

When pressed one of them also offers up "Napus was going to move the camp soon. Said it would be better pickings on the East Road soon... now please, we told you what you want to know... just keep that crazy savage away from us..."

Of course there is also much pleading for their respective lives, all save for the one Markus retrieved, who seems to have fancied himself a braver sort, and has merely fallen into sullen, dejected silence as his companions offer up information as freely as water.

Kārlis clears his throat and draws the group to the side. "The man ahead of us knows the land better... but if we headed now, we might be able to over-run him... or reach the camp first. Though we don't know what we'd be riding into... and it would mean having to figure out what to do with this sort and the wagon. Wynn.." he says, pausing for a moment "... you seem apt at tracking Men, I think between the two of us we wouldn't have much trouble." He puts strange emphasis on the word 'Men' and than looks to the others, having voices his opinion now content to follow the lead of others.

"Well each man worth coin to a head, and a Bandit to boot, we can't really take them with us. Not sure what we can do with them unless we waste a bit of time to go back to town... which I mean, we did promise we'd bring back the wagon..." Kristaps volunteers.


The Bandits bound hand and foot, Kārlis nods the Wynn "We can bet the one who fled is probably on his way straight to where-ever this camp is." He just nods as he moves among the others.

In a subtle emergence of moonlight flesh reknits itself, and the power of the gods spreads through the assembled. It causes all of the bandits to slowly regain consciousness, though some are obviously better healed than others. The One Markus brought it is the first to regain some semblance of awareness and he tests his bonds before looking around and taking stock of his predicament.

Kristaps takes up a position just on the side of vision, having finished cleaning his dagger and going about sharpening it in a vaguely threatening manner. Kārlis just stands there, his eyes moving from person to person as if to ask who should be doing the interrogating. The Bandits seem in silence, though one or two do continue to test WYnn's bonds.


With a -Thunk-, Markus causes the Bandit to crumple, presumably returning with him to the scene of the battle.

Of the five that remain, two of the Bandits are Dead, one outright, and one having bled out in his time on the ground. The other two are quickly stabilized by Slandra and though unconscious, appear to be in little danger.

Congregating on the road Kristaps smiles "Well that went pretty well I think? Certainly not that tough eh..." his Jovial smile spreading and raising the corners of his moustache.

Kārlis nods as Markus returns with the fifth Bandit over his sadle. "Well that's five bounties at least..." standing back and working to clean his blades.

Out of Combat obviously, and 200 XP for everyone.


Markus continues to try and run down the bandit, who dodges and weaves and such. The Bandit takes a furious swing at the horse, side-stepping to let it pass but attempting to slash at it as it moves in front of him.

Bandit takes his Attack of Opportunity at the Horse, but doesn't prevent the over-run.

Sword at Horse: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 1 ⇒ (3) + 1 = 4

The Bandit waves his sword wildly at Markus as he tries to move around the horse.

Bandit takes a swing at Markus and a 5' step.

Sword at Markus: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (5) + 1 = 6

He can't quite get the man however, even as he tries to marshal away.

It's technically Slandra's turn before the Bandit, but both him and Markus are far enough away to be there own seperate melee more or less.

So Slandra is up, though...

Kārlis looks around for a moment, having already advised Slandra to try and see if any of the bandits are still alive, while he gestures to Wynn and Kristaps. "Where did the Knight go?" a bit of unspoken derision tonning his voice.


Kārlis looks to Slandra with a nod, looking down at the bandit at their feet as he watches the other bandit flee into the woods. "Kristaps... let him go..." he calls, turning to nod towards Wynn, reasoning the wrapped figure is probably right and that seperating deeper into a forest when they have no knowledge of how many other bandits their might be, is critically dangerous. "Slandra, see if any of these are alive and try and keep one of them that way eh?" he says with a shake of his head.

The Bandit and Markus are into the forest, and the bandit continues to withdraw, drawing the Knight-Errant deeper into the woods if he chooses to follow.

For sake of ease, assume 75% movement and a DC8 Ride Check if you want to follow Markus, the tree's and such prove an impedement. He has moved another 45 feet into the woods and is becoming lost in terms of vision to the rest of the party.

It's Wynn's turn, you can still see Bandit 3 but would require a DC18 Perception check to see Bandit 1 at this point. Bandit 3 has light cover, and is at a distance modifier of -6 at the moment, which you could reduce to -4 by moving toward him before firing.

Assuming Wynn doesn't drop 3, he will break into an all out run into the forest, and Kristaps will not follow, falling back to the others.


It's Slandra's turn, but the real question at this point is whether your going to try and chase down the two remaining bandits or not.


Kristaps looks back and forth between the remaining two bandits and hearing Wynn's warning moves towards her Target, lunging with his dagger.

Kristaps moves to K9 and attacks

Dagger on Bandit 3: 1d20 + 1 ⇒ (13) + 1 = 141d4 + 1 ⇒ (3) + 1 = 4

His dagger skirts off the bandits armour though, only tearing a hole in it's sleeve.

The bandit see's himself as the only one standing and makes a break for, fleeing into the woods like his companion, though in a much less controlled manner.

Bandit 3 Withdraws, moving as far as he can in the opposite direction and ends up in what would basically be V9

Difficult Terrain: 1d100 ⇒ 991d100 ⇒ 51d100 ⇒ 661d100 ⇒ 911d100 ⇒ 551d100 ⇒ 501d100 ⇒ 811d100 ⇒ 32

The two remaining bandits are fleeing in either direction. They will probably be lost to the forest quite quickly.

Markus' turn


Map for Round 6

Order Remains
Slandra
Kārlis
Bandits 1 and 6
Wynn
Kristaps
Bandit 3
Markus

The Brave charger has only a little difficulty navigating the difficult terrain, stepping over roots, branches, and around bushes. Markus manages to bean the Bandit hard in the head with his sword, though the man remains upright.

Slandra's poor footing seems to allow the other Bandit to continue to defend himself, though he appears to be getting more desperate in his defences.

Kārlis tries to immitate Slandra's tactic, attempting to box the bandit in as his blades strike out.

Karlis tries to five foot step to M23 and attack

Difficult Terrain: 1d100 ⇒ 95

Sword attack on Bandit 6: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d6 + 3 ⇒ (6) + 3 = 9

Managing to hope over a root, Kārlis finally beats back the bandits defenses and slides his blade into the oponents chest, watching him sink to the ground.

The Bandit that Markus' confronts is no fool. Seeing his men out numbered he starts to beat a hasty withdrawal, careful trying to work his way deeper into the forest, where the terrain will be more difficult to navigate.

Bandit 1 is doing a withdrawal, effectively off the map to the maximum of his movement, ending up 40 feet away

difficult terrain: 1d100 ⇒ 841d100 ⇒ 371d100 ⇒ 331d100 ⇒ 361d100 ⇒ 791d100 ⇒ 511d100 ⇒ 661d100 ⇒ 93

Wynn is up


The Bandits confronted with Kristaps drops his bow and draws his sword, desperately trying to defend himself and fall back.

Bandit 4 drops his bow, draws his sword as a move action, attacks Kristaps and tries to take a 5 foot step to C9

Sword at Kristaps: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (3) + 1 = 4
Difficult Terrain: 1d100 ⇒ 25

He apparently stumbles however, and is unable to effect his short retreat, but also misses wildly with his sword.He remains in his previous spot, the ground he is on counts as difficult terrain and thus he can't 5' step.

The Final bandit takes the Arrow to the arm and twists, realizing their is another assailant. Looking around he seems to decide retreat is the better part of valor. He spins an arrow towards Wynn.

Bandit 3 Fires at Wynn and moves to what would be P9

1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 81d6 ⇒ 2

The Arrow goes wide as the Bandit sinks deeper into the woods.

Kristaps presses his advantage, slashing with his knife

Kristaps merely attacks

Dagger at Bandit 4: 1d20 + 1 ⇒ (20) + 1 = 211d4 + 1 ⇒ (1) + 1 = 2
Critical Confirm on Dagger: 1d20 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (2) + 1 = 3

The Slash of the Dagger is enough to bring that Bandit to the ground, bringing the number still standing to half.

Markus and than Slandra are up. A note that both bandits 1 and 3 have partial cover


Map for Round 5

The Order remains:
Slandra
Kārlis
Bandits 1, 5 and 6
Wynn
Bandits 2 and 4
Kristaps
Bandit 3
Markus
Though Bandit 5 and 2 are down, and Bandits 6 and 4 aren't looking so great.

Markus' charge ends with him slicing his sword deep into the Bandits collarbone, a sickly snap coupled with a spray of blood. It's hard enough to know if the man survived as he collapsed, but the stomp of the Chargers hooves that pulp his chest leave little doubt.

Kārlis continues to press the other bandit who in increasing desperation falls back before the twin assaults.

Kārlis attacks Bandit 6

Sword at Bandit 6: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 3 ⇒ (6) + 3 = 9

The Bandits feverish defence holds however, even as he returns his attack. Meanwhile his fellow continues to move slowly into the forest while firing Arrows at Markus.

Bandit 1 will move to A7 and fire at Markus, Bandit 6 with Fight on the Defensive and attack Kārlis.

Bow at Markus: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 3
Sword at Kārlis: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 61d6 + 1 ⇒ (2) + 1 = 3

The Arrow goes wide and Kārlis' own skill with a blade seems to hold on.

Wynn's Turn


For Wynn:
Just as a Note these are shortbows so they have a range increment of 60ft and don't permit strength bonuses on damage.

Wynn's arrow goes wide. The Chaos that is now the road gets worse as the bandits, who seem to have not anticipated something happening beyond 'we pop up, take money, leave', are now scrambling to effect a good strategy. Two of them continue their assault on Markus, letting Arrows fly. A Third fires an Arrow straight at Kristaps even as Kristaps charges him, blades flying.

Bandit 2 Fires at Markus, Bandit 4 fires at Kristaps. Kristaps charges the Bandit 4, ending at E10. Than Bandit 3 Fires at Markus, having not noticed he's being fired on himself.

Arrow at Markus: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 71d6 + 1 ⇒ (5) + 1 = 6
Arrow at Kristaps: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 181d6 ⇒ 4
Charge at Bandit: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 211d4 + 1 ⇒ (1) + 1 = 2
Arrow at Markus: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 121d6 ⇒ 6

Kristaps takes an arrow to the side, but it snaps off in his charge, his daggers slicing along the the Bandits cheek.

Markus is up, and holy pace change batman


Map for Round 4

The Order remains:
Slandra
Kārlis
Bandits 1, 5 and 6
Wynn
Bandits 2 and 4
Kristaps
Bandit 3
Markus
Though Bandit 5 is down, and Bandits 6 and 4 aren't looking so great.

While Markus' ferocious charge slices mightly across one of the bandits, Slandra seems to have similar problems to Kārlis, this bandit seeming to have some measure of skill with the blade, or luck at the least.

The Bandit by Slandra and Kārlis tries to take a step toward the forest while he slashes at Kārlis, not wanting to be trapped, even as Kārlis returns the favour.

Kārlis slashes at Bandit 6
Sword at Bandit: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 3 ⇒ (4) + 3 = 7

Bandit 6 takes a 5-ft step to L23 and attacks Kārlis
Difficult Terrain: 1d100 ⇒ 88

Sword on Kārlis: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (2) + 1 = 3

The dance continues however, the chiming of metal on metal echoing through the forest, the Bandit drawing a small beed of blood from Kārlis even as he is beaten back.

The Bandit closest to Markus takes the oppurtunity to fire his bow from such close range, before trying to step further into the tree's, and thus hopefully away from the charging mounted warrior.

Bandit 1 fires as Markus and moves to B8
Bow at Markus: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 171d6 + 1 ⇒ (3) + 1 = 4
Terrain: 1d100 ⇒ 85
Terrain: 1d100 ⇒ 99
Terrain: 1d100 ⇒ 71

An arrow finally finds it's way past the chinks in his armour to bite into Markus.

Wynn is up


The Bandits seem rattled by the furious pace of the massive charger and it's stalwart rider, and respond by loosing their arrows as one at Markus, who has made himself a rather obvious target.

Bandits 2, 3, and 4 all fire at Markus, 3 moving to L9 and 4 to D9 first

Bow at Markus: 1d20 + 3 ⇒ (6) + 3 = 91d6 ⇒ 3
Bow at Markus: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 51d6 + 1 ⇒ (2) + 1 = 3
Bow at Markus: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 121d6 + 1 ⇒ (4) + 1 = 5

The panicked flurry of arrows only come as close as a single arrow flying off the side of his shield, the others flying off into the tree's as luck, or perhaps the gods, seems to be on Markus' side.

Kristaps storms ahead, sparing a moment to look at his brother who gestures him onward with the tip of one of his blades.

Kristaps keeps moving forward to H17, not running as he wants to keep that precious Dex bonus to AC

Markus is up again


Map for Round 3

Figures all in red are 'down', though there actual status requires either a heal check or magic. To Answer Markus your pretty sure it was either 3 or 4, though it was a fair distance away.

The Order remains
Slandra
Kārlis
Bandits 1, 5 and 6
Wynn
Bandits 2 and 4
Kristaps
Bandit 3
Markus

Kārlis snarls as he continues to hack away at his opponent, taking a moment to draw his other blade.

Move action to draw a weapon, Standard to attack

Short Sword: 1d20 + 4 ⇒ (18) + 4 = 221d6 + 3 ⇒ (5) + 3 = 8

Finally slashing past his opponents defences, he sinks his sword deep into his opponents belly, though the Bandit seems determined to fight on.

Bandit 6 will fight defensively and slash as Kārlis

Short Sword at Karlis: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 121d6 + 1 ⇒ (5) + 1 = 6

One of the Bandits loose an Arrow at the Galloping Markus, even as he raises his shield to cover himself.

Arrow at Markus: 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 1

But Markus luck holds as his Brazen charge seems to unnerve more than one of the Bandits.

Wynn is up


Yeah Sorry Wynn, I forgot about that too. Thankfully the guy was still up... or would be...

Wynn sword slashes out and cuts viciously across the man's abdomen, blood spraying to the ground as he quickly follows, clutching the wound as it bubbles.

The other bandits hold to their targest, though the one next closest to Wynn seems a little unnerved by the speed with which his companion was dispatched and takes a step back.

Bandit 4 takes a 5 foot step to E7, and than again fires at Slandra, Bandit 2 fires at Markus

Bow at Markus: 1d20 + 2 - 6 ⇒ (3) + 2 - 6 = -11d6 ⇒ 3
Bow at Slandra: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 171d6 ⇒ 1

Perhaps it's his shiny armour, of the wreath of Virtue about his Head, but no Arrow seems able to touch the noble Markus. Meanwhile, another slices it's way to nick Slandra, though it doesn't appear to slow the oncoming Kef Cleric.

Taking his cue from Slandra, Kristaps begins to jog up the road, screaming a battle cry.

Kristaps Double-Moves up to J32

Which of course cases the land bandit nocking an arrow to loose it at him.

Bandit 3 fires bow at Kristaps

1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 181d6 ⇒ 1

It appears these Bandits aren't particularly skilled with their bows, or perhaps they've never faced so many who were willing to fight back at once, for while the arrow finds Kristaps, it leaves only an angry red slice on his hip.

Markus is up next, than Slandra.


Poor Slow Slandra...

The Bandit who is engaged with Kārlis continues to trade blows. The one bearing a wound from Wynn's Dagger drops his bow and Draws his sword as he plunged forward to try and return the favour. Another arrow is drawn and loosed, though the bandit this time decides the man on horse-back appears the more dangerous target.

Bandit 6 attacks Kārlis, Bandit 5 Moves and attacks Wynn, Bandit 1 fires an Arrow at Markus.

Short sword at Kārlis: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (6) + 1 = 7
Short sword at Wynn: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1 ⇒ (6) + 1 = 7
Bow at Markus: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 101d6 ⇒ 4

While Kārlis and bandit continue to trade back and forth, their blades flashing off one another, and another Arrow fires wide, though this time far closes to the Mounted Markus, Wynn suffers a savage cut from the Bandit she confronts, their blood mingling on the ground.

Wynn is now up. Again I'll give at least 24 hours from this post before posting an action for some-body.


A map for the starting of Round two

Technically because he delayed his action, Kārlis is acting after Slandra, but for the sake of clarity

Karlis slashes at the bandit in front of him, driving back and forth as the two trade blows.

Sword Attack: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 3 ⇒ (1) + 3 = 4

None of them land however.

Slandra is up. The Initiative Order stands right now as
Slandra
Kārlis
Bandits 1, 5 and 6
Wynn
Bandits 2 and 4
Kristaps
Bandit 3
Markus


Just for reference from now on, I'll give at least 24 hours, but no garuntee of more for some-one to post during combat, otherwise I'll post for them as I'm about to do for Wynn

Wynn moves forward, fluiding drawing a Dagger and in a single action flipping it forward towards one of the Bandits, trying herself to remain under cover.

Wynn moves to D29 Difficult Terrain: 1d100 ⇒ 58 to E28 Difficult Terrain: 1d100 ⇒ 44 finally to E26. She throws a dagger
Dagger: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 161d4 + 3 ⇒ (3) + 3 = 6[/ooc]

The dagger thunks into the Bandits thigh, drawing a nasty gash that spouts blood. The other bandits release a volley of Missiles, most directed either at Slandra or Markus, though a stray one does target Kristaps as he leaps out of the wagon, swearing as he draws his weapons.

On his initiative Kristaps gets out of the Wagon and ends up in I44. The Three remaining Bandits take a shot at Markus, Slandra and Kristaps respectively
Bow on Markus: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 91d6 ⇒ 4
Bow on Slandra: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 171d6 ⇒ 2
Bow on Kristaps: 1d20 + 3 - 6 ⇒ (9) + 3 - 6 = 61d6 ⇒ 3

Slandra takes a nic to the arm, while the other arrows go wide.

It's now Markus' turn, I'll post a new map with actual marks so you know which bandit is which after his action.


Kārlis watches as Slandra draws her weapon and decides to act, attempting to move as swiftly as possible across the broken, uneven ground, scrub and errant roots and small patches of mud making his way difficult.

Kārlis will now act right after Slandra but before Bandit 1. He moves to M28 Difficult terrain: 1d100 ⇒ 14 to L27 Difficult Terrain: 1d100 ⇒ 41 and than to L24 with the Double-Move.

The Bandits, seeing Slandra and Kārlis draw weapons react. One fires a shot at the approaching and menacing Slandra, the one that Kārlis has moved towards drops his bow and draws the short-sword at his belt, taking a swing, and a third seems to stand stunned, blinking, apparently shaken by Slandra's proclamation and the sight of the Large Kef woman descending on him.

Bandit 5 at E22 is stunned for this turn, Bandit 6 swings at Kārlis
Sword Swing: 1d20 + 2 ⇒ (7) + 2 = 9 and misses.

Bandit 1 fires his bow
Bow: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1 and it goes hugely wide.

Wynn is up


For about a split second it seems as if the Bandits are not quite sure what to do. One closest to the group actually relaxes his draw completely, the others looking on nervously. Within the Kart Kristaps almost slaps himself in the face at Slandra's pronouncement.

All is still for a moment in the aftermath of Markus' challenge till one of the Bandits yells out "We still out-number ya Two to One! apparently math not being one of the bandits strong-points.

I'm going to presume combat is going to start here, as the Bandits aren't likely to back down nor surrender, at least at this point, so I'll put out initiative, if you want to try something else, let me know.

Initiative Rolls
Markus: 1d20 + 1 ⇒ (3) + 1 = 4
Slandra: 1d20 + 1 ⇒ (20) + 1 = 21
Wynn: 1d20 + 3 ⇒ (14) + 3 = 17
Kristaps: 1d20 + 4 ⇒ (4) + 4 = 8
Kārlis: 1d20 + 5 ⇒ (20) + 5 = 25

Bandit 1: 1d20 + 2 ⇒ (19) + 2 = 21
Bandit 2: 1d20 + 2 ⇒ (5) + 2 = 7
Bandit 3: 1d20 + 2 ⇒ (9) + 2 = 11
Bandit 4: 1d20 + 2 ⇒ (4) + 2 = 6
Bandit 5: 1d20 + 2 ⇒ (18) + 2 = 20
Bandit 6: 1d20 + 2 ⇒ (15) + 2 = 17

In the map below I'll label the bandits more fully next time with text. The Road area is entirely clear and normal movement and such. Off the road any given square have a 50% chance of having light underbrush(Making it Difficult Terrain, costs 2 to move into, cannot charge through, +2 DC to Stealth and Acrobatic Checks). Standing in a square with a tree in it(basically the centre four squares around a tree trunk) grants partial cover(+2 AC, +1 to Reflex saves) but your otherwise unaffected. Kārlis is delaying at the moment

Of Note, the Horse is currently connected to the Cart and it will impede said horses movement. It will take a full-round action, or two standard actions to free him.

Map for Round 1

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