
Brom Wolven |

Brom listens to the halflings suggestion, giving an overly-knowing nod of agreement at Dendarial's suggestion Cappi... do whatever he just said he wanted to do. Eyes still following the halfling as he departs, the barbarian lets Krasa's heavy head rest on the ground and leans partially on the haft. Maintaining the relaxes pose a moment he speaks quietly out of the side of his mouth towards Denarial, "Vhat is 'cracking zhe vhid'?" trying to minimize the number of folks who are aware of his ignorance.

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Doing his best to keep up with the suddenly quicker pace, Will sees Cappi dash off to crack his whid, "huff...If they are dangerous... do we think sending him off alone... will be safe? huff"

GM Captain Trips |

As the party approaches, Cappi in the lead, the people milling about at the gate entrance do not appear to be moving and do not appear to notice your approach. As you make your way a bit closer you notice the ones in the rear actually have bows in hand that are loaded, and while not pointed anywhere in particular, they are definitely at the ready.

Cappi Brightonspinner |

Noting the knocked arrows, Cappi begins to reconsider his initial assumptions. Talking always serves as a better place to begin, as people are much less suspicious of what you're doing when simply conversing. Besides, Cappi feels a sort of camaraderie with many of the brigands along the rivers... but when weapons leave their scabbards, words must be chosen with extreme caution.
Opting to postpone the conversation, the halfling silently slips into the underbrush. Where he had been leading the group previously, the path is now empty save for a shaggy red cat lazily strolling along the shaded portion of the road. The cat stops for a moment to watch a butterfly flutter aimlessly in and out of the tall grass, then continues its casual stroll.
Cappi, hidden by the tall brush and shaded canopy tries to creep close enough to hear what might be going on with the group, and to see how inevitable a clash of weapons might be. He flicks his own blades free from their sheaths as well, burying them in the folds of his clothing to keep them from reflecting any stray beams of sunlight.
Stealth: 1d20 + 11 ⇒ (1) + 11 = 12
Ok, Cappi. The whole groups watching you. Don't blow this opportunity...
...epic.

Kurgan Grimtooth |

Sorry for the lag, busy weekend..
Kurgan watches Cappi move forward and readies his xbow in case something goes wrong.. He looks hard to see if he recognizes anyone..
Perc.: 1d20 + 5 ⇒ (3) + 5 = 8

GM Captain Trips |

Do they look to be a motley crew like we are, or other adventuring parties, or do they all share a similar clothing style like we'd expect from a band of bandits?
They aren't wearing standard uniforms, so they don't appear like an organized group. Keep in mind that bandits are typically as poorly dressed as your common farmer, they don't have tags that say, "Hi, I'm a bandit". :)
That being said, they don't have the completely random look of an adventuring party in that they all appear to be human. You are still about 300 feet away at this point, so details are still a little difficult to make out.

GM Captain Trips |

As the party approaches they notice a build up of activity from the area of the gates. The archers that were to the rear of the group aim their bows forward and the horses appear slightly spooked for a moment. Most of the men visible take up an aggressive stance and look to be preparing for a fight.
At this distance a few of the party hear someone inside the fort belt out a growling challenge, "...cross this line unless he would find himself in the afterlife..."

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"Afterlife... Gents, I don't think they be friendly, unless Oleg is challenging those that would help him to a fight." says Will as the group rushes forward.
Will resists the urge to play Ride of the Valkyries as his group gets ready to swoop in.

Kurgan Grimtooth |

"Well i think that settles it then.. Obviously they are bandits and hence subject to the charter.. Give mercy to those that ask for it!.." With he moves forward, crossbow at the ready..

Brom Wolven |

Brom isn't so sure of their guilt, but the thrill and opportunity for battle are too much of a draw, plus his new found friends readiness urges his own battle lust to the forefront. I cannot let the small men beat me to an impending battle! and lumbers into a sprinting charge after the others, Krasa trailing behind him.

GM Captain Trips |

As the group picks up pace, horses breaking out into a run and the advance party picking up speed, the two men inside the gate cast a glance behind them to see what the commotion is all about. The one to the left manages a shout of warning and confusion falls amidst the ranks of the men. Horses spook and shuffle, the men take positions inside the gates, and havoc breaks out.
At this point for the sake of keeping things simple I will assume that all members of the party are 120' away from the gates. Those not encumbered and of standard size (sorry Cappi) will be able to make the gates with one round of running.
Initiative order:
Brom: 1d20 + 2 ⇒ (4) + 2 = 6
Kurgan: 1d20 + 2 ⇒ (9) + 2 = 11
Cappi: 1d20 + 4 ⇒ (18) + 4 = 22
Dendarial: 1d20 + 6 ⇒ (16) + 6 = 22
Castor: 1d20 + 9 ⇒ (11) + 9 = 20
Will: 1d20 + 4 ⇒ (5) + 4 = 9
Tshilaba: 1d20 + 2 ⇒ (10) + 2 = 12
Init Order:
1. Cappi and Dendarial
2. Castor
3. Tshilaba
4. Kurgan
5. Will
6. Brom (Huffing and puffing)
As this plays into a larger scene, I need you to take your turns in the order provided, when prompted.
Once you are within 30' of the gate I will place you on the battle map.
Dendarial and Cappi are up!

Cappi Brightonspinner |

Still a significant distance from the gates, Cappi opts for action over stealth. While he could never keep up with those on horseback, his leaping strides keep pace surprisingly well. He races up to the rear of the group, aiming for the cover of a horse rather than one of the armed men. If the animal is kept at the rear in a siege, he's gambling that the beast is trained utilized for travel rather than combat.

Castor Antares |

Posting in advance since my turn's coming up soon.
Leaving his horse behind, away from the battle about to ensue, Castor runs for the entrance of the fort, using the palisade for cover, and being ready to follow the group in from the rear.
On his way, he tries to peer through the entrance and catch sight of any potential allies inside the fort.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Going to stop three squares to Cappi's right. Trying to see who I can spot inside to include them when I cast Bless.

Brom Wolven |

On his turn
Brom, unable to determine friend from foe, just runs after the others as quickly as he can. Those horses look pretty good about now! he thinks as those riding horses rush arrive even faster. A bit out of breath he gets as close to the gates as he can, trying to make sense of the scene there.

Dendarial the Ken Hunter |

Den advances 30' as he loads a blunt arrow into his bow. Watching the men at the gate he makes a judgement call and fires at the nearer one trying to thump him in the head.
Longbow: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 181d8 + 2 ⇒ (8) + 2 = 10

Kurgan Grimtooth |

Kurgan would double move and attempt to go stealthy like..
stealth: 1d20 + 5 ⇒ (8) + 5 = 13

GM Captain Trips |

The group moves up, closing the distance between them and the people at the gates. As they near they see a lone warrior in armor standing against a throng of men who are attempting to surround the warrior. Some of the men break off from the group inside the fort and move to intercept the party, weapons drawn and ready to be put to use.
Suddenly, an arrows streaks into view from behind the group, the missile striking true and dropping one of the bandits armed with a bow. Behind the main group Dendarial can be seen pulling another arrow from his quiver and readying another shot.
One man, dressed in leather and wielding a handaxe, steps up to Cappi and takes a swing...
Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
...but the attack flies over the halflings head, the rogue ducking with amazing agility.
One of the remaining archers sees the massive form of Brom approaching and recognizes the doom that the massive hammer he carries will bring, and fires a shot at the barbarian...
attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d8 ⇒ 5
...but the attack misses, the arrow flying off into the tall grasses.
Kurgan moves forward and makes a stealthy approach as to not be seen as a primary target.
Kurgan is now 60' away, Den is 90' away. I'll wait a while longer for Tshilaba to make his post before moving forward. I know he's got some things going on right now and may not be posting much for the next two weeks. I'll bot him if needed.

Kurgan Grimtooth |

On his next turn Kurgan will move attempting to maintain his stealth and fire his crossbow at a bandit and then drop it preparing for a charge n round 4..
Attack: 1d20 + 2 ⇒ (12) + 2 = 14
dam: 1d8 ⇒ 7 If sneak is allowed from stealth
sneak: 1d6 ⇒ 5

Tshilaba Vadoma |

Seeing that things aren't nearly as friendly as he had hoped, he was rather glad that the other elf stopped him before he could make them terribly known. When it was discovered that there was going to be death threats and killing, the whole of them went forth and Tshilaba went along with the throng.
As they neared the bandits, Tshilaba's staff took a life of it's own, flying through the air and taking a swing at one of the bandits before returning to his hand after doing a demonstrative swirl. The crystal on top of the staff glowed throughout it's movement and faded as it landed back in his palm.
First Round, double move on horse, 100 feet.
Second round, dismount, use Hand of the Apprentice on archer bandit not in melee.
Hand of the Apprentice: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 ⇒ 6

GM Captain Trips |

Tshilaba gallops up and prepares to dismount his horse.
Inside the fort movement is obvious as the bandits continue to shuffle around to gain a better position. The knight standing alone swings his flail at a bandit, knocking him to the ground.
Another man wielding a bastard sword rounds the corner and prepares to strike at one of the archers inside the compound.
Then, suddenly and without warning, the gate begins to descend on the bandits underneath.
Top of the round
Cappi and Dendarial are now free to act prior to the bandits taking a turn.

Castor Antares |

I'm not sure I understand what "the gate" here refers to. The fort's big wooden door, basically? I assume that was a bit of trickery going on from the inside? Either way, once Castor's turn comes...
Having gotten a clearer idea of the situation, Castor moves to stand by Brom and Will, and calls forth the blessigns of Desna. A light breeze seems to flow in a circle around him, bearing twinkling stardust, and falls over the area.
Cast Bless, empowering Brom, Cappi, Will, Tshilaba, Castor, Dendarial if he's moved within 50 feet of Castor's new space, and that ally warrior Castor spotted earlier, as well as any other allies Castor might percieve before his turn comes. Each gets +1 morale bonus to attack rolls and saves against fear. Bless rounds remaining: 10/10

Brom Wolven |

I think in the other thread it was described more as a reverse drawbridge with a winch as opposed to the double doors on the map, with the option to cut the rope/cable cause it to drop down into place with great force. It also sounded quite heavy. Correct me if I'm wrong Captain.

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Order won't affect my actions either, so I'll just post now.
Drawing his shield up and ready, Will calls out loudly in the voice practiced for the field of battle. ”Those who face these bandits hear my words and strike true!” Then, taking a rhythmic step away from the axe wielding bandit he faced, he begins to sing. ” They say the land is breathing
With each wave that finds the shore
Her soul rises in the evening
For to open twilight's door
Her eyes are the stars in heaven
Watching o'er us all the while
And her heart it is in Rostland
Deep within the land fertile.”
Inspire courage, +1 to hit and damage for any who hear the song and would consider Will an ally, 5/6 rounds remaining

Dendarial the Ken Hunter |

Den advances another 30 feet and fires again, choosing a target not in melee if there is one to be chosen. If not he will choose a non-archer. This time, sure that the men he faces are bandits, he uses a more deadly arrow.
Longbow: 1d20 + 5 + 2 + 1 + 1 ⇒ (18) + 5 + 2 + 1 + 1 = 271d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8
If Den is not, or not yet blessed please remove that bonus to hit.

Dendarial the Ken Hunter |

Sorry - Let me break it down. Its +4 for dex and +1 BAB. That is the +5. The +2 is for Ranger Favored Enemy bonus and is shown in both to hit and damage. The +1 to hit and damage is from the Bard's song, and the last +1 to hit is the Bless. Perfectly clear to me. :) Not sure how I can better display it.

Dendarial the Ken Hunter |

Yea, I love me some bard song and bless spells. Den is good at ranged combat already. But add in both Bard and Bless and then human favored enemy he is +9 to hit, +10 at point blank range. Looks like the closing of the gate will cut him off though. Oh well.

Kurgan Grimtooth |

On his turn Kurgan will charge the left bandit..
Attk+Inspire+Bless+Charge: 1d20 + 8 ⇒ (19) + 8 = 27
Dam+Inspire: 1d10 + 7 ⇒ (5) + 7 = 12
Confirming Crit
Attk+Inspire+Bless+Charge: 1d20 + 8 ⇒ (8) + 8 = 16
Dam+Inspire: 1d10 + 7 ⇒ (8) + 7 = 15
All his damage his none lethal via Bludgeoner feat.. Located Here

Brom Wolven |

Brom plans to be shouting when he get's a chance.

GM Captain Trips |

Trying to fit this all in before I leave for the day, probably won't be able to post another update until the morning.
Cappi still has a turn waiting, but I'm going to push this part forward so people can act.
Dendarial fires off another arrow at the rear archer, connecting with a solid hit and nearly slaying the man outright. The bandit stumbles but manages to stay on his feet, his life's blood pouring out of the wound.
The bandits, having scattered and selected their targets, attack.
The knife wielding bandit next to Castor attacks with his shortened blade, stabbing at the cleric...
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
...but the attack misses completely.
The Archer to the rear, bleeding to death from an arrow wound, returns fire at the elf who pierced him so badly with the missile...
Attack: 1d20 ⇒ 18
Damage: 1d8 ⇒ 1
...and the projectile connects, barely scraping the ranger and leaving him almost unhurt.
The other archer takes notice of the bard and fires point blank...
Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 ⇒ 3
...but the arrow is deflected by Will's shield, bouncing off and shooting high into the air.
The two axe wielding warriors square off against the mighty barbarian who they see as the biggest threat of all...
Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
...one shot connects, lightly wounding Brom and pissing him off even more.
The party except Dendarial may now take their turns.