| DM Sothal |
The three scouts close in on the encampment, that's located on a clearing near a small waterway.
It soon gets clear that the camp isn't all too large and has no fortifications,
Queslin, Delfey
The clearing seems to be man-made, trees cut down and all. In the center of it is a stone-lined fireplace, with some smaller sticks and kindlings kept nearby.
About 5 bandits can be seen on the ground doing their business, mainly resting, 2 tending to their equipment.
1d20 ⇒ 14 Perception,
1d20 ⇒ 8 Perception
Halfway circling the camp, they hear the sound of a big branch falling from a tree, and quickly thereafter the bandits in the camp rise to arms. Seems like that was the alarm and they have been spotted.
| Queslin |
Queslin holds still until I'm sure I've been spotted.
- Once I'm sure I'm ok, I'll hold still and try to figure out the pecking order among the bandits. I want to make sure my first shot is at the leader, the Lady with the axes.
- If by some act of some horrible god that I am spotted, however, I'll try to lead bandits back to where the other characters are. If they don't want to follow, I'll take shots at them until they give chase or all die.
You can do the rolls to spare time.
| Agerron |
Agerron at least tries to find a large tree to stand behind. Although he certainly desn't expect to remain unseen, he knows the tree can provide cover from ranged attacks, and may at least break up his outline a bit. He'll ready his bow for Queslin's return.
stealth 1d20 - 2 ⇒ (13) - 2 = 11
| DM Sothal |
Welcome back!
While Queslin and Delfey try to get a look on the bandit's camp, the rest of the group that's still out in the wild (namely: Aggeron, Big Ern, Branomonrik and Majet) more or less loudly discuss the things to come, once the lands are pacified.
Being in their discussion, they overhear the bang, that's rather loud at the camp of the bandits.
And it happens to be a thunderstone, that strikes a tree between Queslin and Delfey, shoking them.
Fort Save Queslin: 24, saved
Fort Save Delfey: 10, deafened for 1 hour
The bandits grab their bows, and hide behind some large tree-trunks that had been used instead of benches beforehand.
Kressle, the female leader of the bandits is easily identified though: she's the only one left standing upfront, throwing knives up in the air and catching them again as a show of bravery in the face of the enemy.
"Getcha' han's inne air an' show yo' asses! No sneaky 'round 'ere!"
| Queslin |
"Orcstink!" Queslin curses below his breath. Supremely confident in his abilities, Queslin looks to around to find out who it was that saw Delfey or at least try to figure out where the thunderstone was thrown from.
Perception 1d20 + 7 ⇒ (16) + 7 = 23 +2 v Humanoid (human)
| DM Sothal |
Agerron: Distance is about 300ft.
Queslin spots the thunderstone thrower easy enough. He hides in the nearer one of the watch-platforms in the trees around the encampment. (About 25ft. southeast of your position, 20ft. up in the tree)
Devlin: I rolled the save for both of you, but didn't post them immediately. At the point of posting the die-roller took other results and messed up even more.
Everyone racing to the camp: on horseback? on foot?
You only have a general sense of placement of the camp for now.
| Agerron |
Agerron: Distance is about 300ft.
Queslin spots the thunderstone thrower easy enough. He hides in the nearer one of the watch-platforms in the trees around the encampment. (About 25ft. southeast of your position, 20ft. up in the tree)
Devlin: I rolled the save for both of you, but didn't post them immediately. At the point of posting the die-roller took other results and messed up even more.
Everyone racing to the camp: on horseback? on foot?
You only have a general sense of placement of the camp for now.
Foot. Agerron doesn't trust the damned beasts in combat any more, after the last time through.
| DM Sothal |
Queslins arrow finds his target, but scratches off the womans studded leather armor harmlessly.
The elf finds a nice big tree to hide behind just some steps to his left, and is followed by the looks of the bandits, but no arrows for now.
Delfey could reach the female, jumping over a treetrunk and running past two of the bandits along the way, but would risk getting attacked from them.
| Branomonrik Assia |
Woh, sorry did 't know we were active again
Branomonrik, raises his crossbow and looks toward the sound. "Up an at em Lads, there is Abadar's work to be done this day" he says headed toward to sound on foot, unwilling to enter combat on that beast if he does not have to, after all he had two fine stable legs.
| DM Sothal |
Delfey's claws find their target easily, ripping through the leather armor of the bandit, leaving an open wound.
The hit enemy screams in pain (which Delfey doesn't hear), lets go of his longbow and takes some steps back from the eidolon (retreating).
Being in the open now, Delfey is an easy target for 5 bandits with bows, two of them up in the trees.
They shoot at the eidolon, while the woman laughs: "Two do-gooders? That all? Ya shoud've kept to yo' bedrolls taday!"
3 bandits with bows on the ground attacking Delfey:
Longbows +2: 1d20 + 2 ⇒ (18) + 2 = 20 1d8 ⇒ 2
Longbows +2: 1d20 + 2 ⇒ (16) + 2 = 18 1d8 ⇒ 4
Longbows +2: 1d20 + 2 ⇒ (14) + 2 = 16 1d8 ⇒ 6
2 bandits with bows in the trees attacking Delfey:
Longbows +2: 1d20 + 2 ⇒ (13) + 2 = 15 1d8 ⇒ 7
Longbows +2: 1d20 + 2 ⇒ (8) + 2 = 10 1d8 ⇒ 7
Being hit from 4 arrows, the summoned creature falls to the ground, liveless.
| Queslin |
Not sure when I get to go again.
Queslin peers around the corner and fires another shot at the female bandit.
Composite Longbow: to hit 1d20 + 8 ⇒ (6) + 8 = 14 +1 if within 30'
Composite Longbow: damage 1d8 + 4 ⇒ (4) + 4 = 8 +1 if within 30'
| DM Sothal |
Sorry for not being clear about that, it was your turn anyway.
Another arrow that flies to hit the woman, but also another one that doesn't draw blood.
The woman laughs again, this time throwing one of her knives at the tree Queslin hides behind. The dagger and several arrows stick to the bark of the tree shortly thereafter.
"Give up already! Han' over yo' weapons an' yo' gold an' we let yo' wan'er off!"
This was the second round since the thunderstone.
Queslin's turn.
In the 4th round, Big Ern and Devlin will arive.
Branomonrik and Majet will arive in the 5th round.
Agerron will arive in the 6th round.
| Queslin |
Queslin will use this action to move to another place of hiding in case they are surrounding him.
Perception 1d20 + 7 ⇒ (4) + 7 = 11 +2 v Humanoid (human)
Stealth 1d20 + 7 ⇒ (19) + 7 = 26 +2 v Humanoid (human)
| DM Sothal |
Sorry, wasn't online yesterday...
Queslin is able to get away from the tree he hid behind without the bandits noticing. He makes his way to a large bush and a fallen treetrunk a bit further north and sees the banits fire another volley of arrows at his previous hiding spot. They don't even try to get at him from the sides.
The woman still plays with her remaining daggers, laughing and acting fearless.
Third round over.
Big Ern and Devlin will arive the next round.
| Queslin |
From behind his new hiding place, Queslin refocuses himself on the task at hand. He comes out of cover just enough to shoot at his target and let's an arrow fly.
Composite Longbow: to hit 1d20 + 8 ⇒ (18) + 8 = 26
Composite Longbow: damage 1d8 + 4 ⇒ (2) + 4 = 6
Sure of his aim this time. Queslin moves over a few steps in anticipation of return fire.
Move 15' (half speed) and find more cover
Stealth 1d20 + 7 ⇒ (5) + 7 = 12 +2 v Humanoid (human)
| DM Sothal |
There is no map, but I try to spell it out more detailed:
The bandits camp is situated on a man-made clearing with a diameter of roughly 40ft.
It has a stone-lined fireplace in it's center and some sticks and firewood nearby.
The clearing is surrounded by large treetrunks that normally serve as chairs and are currently used as cover.
East and West of the clearing is a watchpost in a tree, hidden behind some branches.
About 60ft. west of the camp runs the Thorn river, though that one is pretty shallow at that point, and the ford is probably the reason for the bandits to make their camp there in the first place.
Queslin is currently a bit (~30ft.) southeast of the camp, hiding behind some trees and bushes, letting another arrow fly at the human woman leading the bandits, this time piercing her armor just under her left shoulder. She screams in pain, shouting: "YEARGH! There's 'nother one! Get'em, ye lousy stupid ban' of cow'rds! An' get'em good or I get yo' hides!"
Perception: Kressle: 1d20 + 6 ⇒ (8) + 6 = 14
Bandits: 6d20 ⇒ (9, 8, 19, 14, 5, 14) = 69
After realising that it was still only Queslin, the female starts laughing again: "Ha, so yo' had'a lucky shoot. That all?"
Of the 4 other bandits on the ground, two see through the trick of the elf and start to move towards him.
One of the bandits in the trees up in the watchtower notices Queslin's movement as well, and let's loose an arrow, but misses.
longbow: 1d20 + 2 ⇒ (4) + 2 = 6
Devlin and Big Ern approach the camp from northeast, seeing the female bandit leader standing in the clearing, having an arrow stuck in her chest.
Everything unclear now, right?
| DM Sothal |
From a quick look out of the distance (about 60ft. to the outer circle of the camp, so about 80ft. to the woman), Devlin only sees one bandit standing, the others are crouching behind treetrunks. (There are some more trees standing in the area, obscuring the sight.)
Same for Big Ern (who should be a bit further behind, but I didn't want to run the exact math...).
Also, the woman's pretty much the only one making some louder noise, so she's the easiest to make out.
| Guard |
At the end of the current round, Majet and Branomonrik arive, the round thereafter Agerron rolls in.
Agerron now sees trees, bushes and sometimes the backsides of Majet and Branomonrik. He hears the blood pumping in his ears, the leaves rustling and the footsteps of the dwarf. With a perception check of 15 he could hear the woman screaming in pain.
| DM Sothal |
Ok, I seem to have posted with the wrong avatar last time... Odd.
5th round start:
Out of the woods, from the northeast of the camp, a furious human wielding a morningstar comes running, flailing it at the first bandit he encounters but missing by just inches.
Devlin now stands in the clearing of the encampment, bandits left and right and in front of him the woman with the arrow in her chest.
Big Ern and Queslin still to act this round, then the Bandits are up, lastly Majet and Branomonrik arive.
| Queslin |
Despite receiving fire from several different directions, Queslin stays on target and shoots at the bandit leader again.
Composite Longbow: to hit 1d20 + 8 ⇒ (4) + 8 = 12
Composite Longbow: damage 1d8 + 4 ⇒ (7) + 4 = 11
Despite receiving fire from several different directions, Queslin stays on target and shoots at the bandit leader again.
Composite Longbow: to hit 1d20 + 8 ⇒ (18) + 8 = 26
Composite Longbow: damage 1d8 + 4 ⇒ (6) + 4 = 10