
Aleksara |

Looks like there's not too much we're giving to Oleg... although the horses will be worth a pretty penny to him when he sells them to random
fur trappers and hunters.
I was thinking we'd split the money with Oleg too.

Aleksara |

To simplify, I will throw my ideas here so we don't have to RP the entire Camp Attack discussion.
Obstacles:
1. 10 or 11 total bandits?
2. Platform lookout
3. Three sneaked off into the woods? -Where did they go?
4. Leader? Did they see her at all?
Possible Resolutions:
1. Attack at a specific time (Midnight, Dawn, etc...) to gain some advantage?
2. Sniper/Magic attack on platform guy?
3. Disguise/Infiltration possible..to what specific end?
4. 6 vs. 8-11 Not impossible odds.
Summary over.
Anybody have some decent ideas here? Nothing shouts out at me as "best way to handle things."
@GM...Can we get a general map of the camp now? Or is that too early?

Alfentinius Lentinels Ferington |

I hate to say it but I think we need a second scouting mission. Maybe we could all travel to within 10 minutes of the camp and send the scouts again.
Specific questions will be lighting conditions and how many guards stay up on watch.
Phase 1: If we're lucky it will be only 2 guards who both stand in the light. We make the surprise round ranged attacks hopefully killing them without waking the others. Alternatively if you have faith in your stealth or if guard stays in the shadows people could sneak up and kill guards.
Phase 2: Walk in amongst sleeping bandits and start coup-de-gracing.
Not a lot of honor and it's not pretty but it limits danger to our side. And attempts to counter act the whole out numbered thing.

GM Shai Hulud |

As Wendell and Arim would be able to draw out a general map, I've uncovered it for what they had seen.

Aleksara |

OK...just wrote a big post, then forgot to submit it.
Quick Plan Summary: (Simplified)
1. They are 3 people down. I say we hit them tonight, at the darkest part of the night (Midnight/moonset?). Most of us have visual enhancements that will help in the dark anyway, and I think most of the enemies are human so will be at more of a disadvantage because of it. Take out the sentries as quickly and quietly as possible (snipers/silent take downs from stealth).
2. Move in and clean up. Improvise as needed.
Questions for the GM:
1. Can you place the platform on the map, or tell us where it is generally?
2. Can we tell how the sentries get to the platform (THey climb a tree, or a rope)?
3. Where there any animals in view? Horses, dogs, etc...

GM Shai Hulud |

I've marked the platform, it's within the camp. Wendell and Arim were not able to notice how people get onto the platform. As for animals, none are in view or present.

![]() |

I think a midnight raid would catch them off guard, and give us the element of surprise and cover. Good ol' fashioned night fight.
Wendell is always willing to do another scouting mission.
GM confirmed we are around 1 to 1-1/2 miles from the camp, which wouldn't be much more than 10 minutes anyway (maybe closer to 15 minutes). I think if we move up to scout again, everyone should come along.
I'm not sure where the three bandits who left are headed. If they return during the raid, we can deal with them in the moment. If they have not yet returned by the time the raid is finished, we can set up a ruse to try and draw them in unsuspecting. Prop up the slain scouts and make it look like nothing's amiss, then hit them once they enter camp.
I like the idea of trying to take out the guards during a surprise round, if we can drop them quietly we would have free roam. If not, then it's a fight.
It's also possible that we could pull off a disguised entrance pretending we are the returning bandits. They might spot the trick, so it would be smart to keep at least a few of us apart from the returning group - maybe on the other side of camp. Those who are in disguise could say they fell into an ambush, Happ is dead. Just spit-balling.
I'm confident either way. We have surprise, the cover of darkness, and a plan. The firelight will help us see our targets, but will not help them see us very easily.

Aleksara |

Ok, Midnight it is (or darkest part of the night we can use).
Final Summary for approval:
1. We all sneak as close as possible (Jerrik can stay at extreme bow range unless he wants to try to sneak as well), surveyone last time, then we all either launch silent attacks on the watchers (ranged or melee).
2. I suggest we keep at least one person hidden and shooting from ranged as long as possible in case things go badly and/or we have to retreat suddenly, for whatever reasons. Wendell or Jerrick are probably the best choices for this, but I don't know how they feels about it yet.
3. We attack the remaining bandits once the watchers are down, target the leader quickly if possible, and improvise from there. We should also have a warning sign/sound for retreating if someone calls it. Stealth and speed are our allies here.
Does that sum it up? Questions, problems, or ideas?
Jerrik, you've been silent so far on this. Any opinions? We are not trying to override your voice. We want to hear everybody's opinion.
(You could just be busy IRL too...)

Jerrik Hagen |

I have normal human vision so attacking during the darkest night is going to severely limit me as well as our opposition. I guess it really depends on what light sources the bandits will have setup. I suppose I could use my longsword one-handed and carry a lantern or torch if anyone brought one, but that kind of gives away my position. I wouldn't normally be okay with using the bow but when presented as holding the line in case of retreat he'd do it, but I don't have any ranged feats and again the light sources will determine the range.

Aleksara |

The last thing I want to do is make you feel sidelined Jerrik.
Wendell could cast his light spell on a coin or your sword blade, then you can keep it hidden or sheathed until you needed the light. The spell lasts for ten minutes at 1st level and should last long enough for the fight.
We could add a shock and awe factor too if it comes up:
I have the alchemist's fire I took from the previous bandit fight and can use it to set something ablaze once the "you know what" hits the fan.
You could improvise some "fire" arrows too to make your own light if it come up. Just wrap a bit of oily-rag around the tip of an arrow. Should create a couple of extra lights if we need it.
Plenty of light then.
It comes down to this: Do you want to move in with us once the sentries are taken out, or stay back and be the designated archer? (You still have a full BAB and decent Dex so you can still shoot a bow better than I.)

Aleksara |

Fair enough.
=)
Sounds like a plan!
It will be up to the bowmen to take out the platform guy ASAP first.
Agreed?
Once that happens it could be used as our signal for the take down on the other sentries. Let's hope he doesn't fall off the platform.
I'll take one of the stand alone sentries and Arim can take the other.
Chett can help whomever Chett/Wendell wants on the take downs.

GM Shai Hulud |

It's really fun to read the plans! I'll let the campfire RP go as long as you guys want, just roll your stealth checks when you're ready to move in. No tracking roll is needed since Wendell and Arim know the way.

![]() |

I will be home in a couple hours and post then, sorry for holding up the encounter.

GM Shai Hulud |

In a dark subterranean room, a pale pimpled face humanoid shields its eyes from the stark lantern light. "How dare you have a life outside of the Game," it hisses, then wipes drool from its chin with a musty soiled cloak.

Arim Jubar |

K I'm back, I'll post properly in a bit. Is Aleksara far enough away from the fire to be in dim light since we're attacking at darkest night, that would give that hit a 20% miss chance...

Alfentinius Lentinels Ferington |

I think someone's post got deleted? The numbering I see, including this post, is 201 to 204 of 204. Yet there are only 3 posts on this page..
My fault I had double posted somehow and deleted one without even thinking about the fact that I had rolled on them... As it turns out I actually deleted the one with the higher role. Hope you don't think I was trying to cheat the die roll system.

GM Shai Hulud |

Naw you're good, I was mostly curious about the glitch. Knee jerk programmer habits.
As to the miss chance, I didn't roll it for the bandit or Jerrik. Bandit because he's within 20ft of the fire, Jerrik because he had a nice silhouette with the fire behind the bandit. I can implement more strict light rules though in the future so outcomes are what everyone expects. Refreshing some of the finer details as we go :)

![]() |

@ GM: Any input on whether or not others in our party can command Chett to perform his "tricks" using Handle Animal? I see no problem with it, so long as the check succeeds, but just want approval. Either way I was able to command him this round, but it could be helpful if Wendell is unconscious or something.

GM Shai Hulud |

As long as you are cool with it I have no problem! DC will get higher with multiple different commands in one round though, confusion will need to be able to be expressed somehow. The higher roll would be the one to succeed, and a loss of action that round if both fail the higher DC.
Are there official rules on this BTW?

![]() |

I'll see what I can find, but haven't happened upon anything so far other than basic Handle Animal rules.

Alfentinius Lentinels Ferington |

Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
Push an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
So I would think anyone could command an animal. It's not in the rule but I would think the relationship between the animal and person giving the command would serve as a modifier to the role. I.E. (Hostile... Neutral... allied.)
Here are two tricks that modify the normal circumstances of Handle Animal. One to make it harder for others to command your animal, one to make it easier for others to command your animal.
Exclusive (DC 20): The animal takes directions only from the handler who taught it this trick. If an animal has both the exclusive and serve tricks, it takes directions only from the handler that taught it the exclusive trick and those creatures indicated by the trainer's serve command. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.
Serve (DC 15): An animal with this trick willingly takes orders from a creature you designate. If the creature you tell the animal to serve knows what tricks the animal has, it can instruct the animal to perform these tricks using your Handle Animal bonus on the check instead of its own. The animal treats the designated ally as friendly. An animal can unlearn this trick with 1 week of training. This trick can be taught to an animal multiple times. Each time it is taught, the animal can serve an additional creature you designate.

GM Shai Hulud |

The existence of the serve trick makes me think only the companion can command the creature, but if we open it up to alies we also open it up to charismatic enemies.(possibly with a modifier penalty) I'm for it, like some of the GM possibilities, but it's a bit of a house rule so I'll let the group vote on what they're comfortable with allowing.

Arim Jubar |

All fine by me. It would seem sensible that only Wendell could use the tricks he has taught though and everyone else has to force, unless Wendell shares the commands with that person. That make sense?
I only mentioned the light level thing because I'm hoping to make use of light levels with Arim after a few levels and I just wanted to check you weren't a "oh I don't use those rules" GM...

GM Shai Hulud |

Yeah I plan to use the light and terrain speed rules. You'll just have to get Jerrik some sweet goggles!

Arim Jubar |

I'm thinking of getting an Eclipsed version of an Ioun Torch. Or something to that effect.

Arim Jubar |

My fully raged up damage seems to differ every time I work it out...
3 Strength
+2 Rage
+2 x1.5 for two handed
+3 Two handed power attack
=10
Does that look right to everyone?

Aleksara |

My fully raged up damage seems to differ every time I work it out...
3 Strength
+2 Rage
+2 x1.5 for two handed
+3 Two handed power attack=10
Does that look right to everyone?
Looks right to me.
=)
GM Shai Hulud |

Just want to check in with what you all prefer when interrogating NPCs. Since this medium takes more time, I can post all I have off the bat if you succeed on the charm and then you can follow up with whatever small things you think of, or we can go back and forth from the start until you're satisfied. I'm cool with both but just curious what people would like to see to keep everyone engaged and the flow moving.

Aleksara |

Start with what you have off the bat. Just give us time to reply later if we have more questions that he may be able to answer.
NOTE: Jerrik is a Paladin of Seranrae, right? They believe in Redemption as part of their faith. However, Aleksara will not be happy about giving ANY bandit a second chance, and will be obvious about it, if not actually vocal. Just FYI.

Alfentinius Lentinels Ferington |

My request is that I would have a chance to ask initial questions and then a chance to ask follow up questions. That would Keep the interigation down to 2 posts for you.

Alfentinius Lentinels Ferington |

I went ahead and made some lists of the loot on the local map page... I'm assuming Aleksara didn't pocket anything for herself with out showing the rest of us.

GM Shai Hulud |

Love the organization! Added a couple quantities in there. I'm a spreadsheet guy personally, let me know if you need anything and I can produce.

Aleksara |

Looks good to me.
We should go ahead and grab the potion (somebody) and any gold for now.
OK, I'm at an impasse:
We need to disarm the bear-trap, but nobody has disable device do they? That's a skill you can't use unless trained.
Could we just set off the trap without damaging the supplies? Throw a log on the thing? Remove the supplies carefully without setting it off first?
I would love to keep the bear-trap too and take it back to Oleg's place.

Aleksara |

I went ahead and made some lists of the loot on the local map page... I'm assuming Aleksara didn't pocket anything for herself with out showing the rest of us.
You are correct!
=>
Alfentinius Lentinels Ferington |

Looks good to me.
We should go ahead and grab the potion (somebody) and any gold for now.OK, I'm at an impasse:
We need to disarm the bear-trap, but nobody has disable device do they? That's a skill you can't use unless trained.
Could we just set off the trap without damaging the supplies? Throw a log on the thing? Remove the supplies carefully without setting it off first?
I would love to keep the bear-trap too and take it back to Oleg's place.
Disable device lets you disarm a trap without triggering it which is pretty important for things that may explode or release a toxic gas. If all you want to do is trigger it then throwing a log at it should be no problem... Unless you're the log of course.

![]() |

Wendell would very much like to keep the bear trap, if at all possible.
I was thinking we could just activate the pressure plate and keep whatever supplies aren't damaged. Maybe we could carefully move the breakables first, then use the cart to bring it all back to Oleg's.
Someone else should take the potion.
What's the preferred order of action? Return the items to Oleg's, then come back and deal with the Mites? Or deal with the Mites immediately? If we leave everything we run the risk of the bandit's returning and taking it, or ambushing us.

Aleksara |

I was thinking we could just activate the pressure plate and keep whatever supplies aren't damaged. Maybe we could carefully move the breakables first, then use the cart to bring it all back to Oleg's.Someone else should take the potion.
What's the preferred order of action? Return the items to Oleg's, then come back and deal with the Mites? Or deal with the Mites immediately? If we leave everything we run the risk of the bandit's returning and taking it, or ambushing us.
Them's the dilemma I see!
I suggest possibly: let's clear the trap. Load the wagon, take it and go see the Mites. Then take a rounda'bout way home that takes us a day or two out of the way from returning to the river crossing.
Wendell can help remove our tracks, so they don't follow, or we let them track us and we take them out knowing they will track us...the Stag will want his Liqueur!

Aleksara |

I'm sorry if Aleksara seems pushy. She's intelligent and tends to think tactically, but not very good with social skills. She has no intent to bully anybody into doing what she wants. But she will argue her point(s) if she believes it to be the best course. Just don't be afraid to offer alternates or changes, or even completely different ideas. (Like Wendell leaving Chett behind.)
So that's said.

Aleksara |

I think that it is going to be really complicated in the future as things progress with building cities ans such.
Right now, I say we see if Oleg wants to be our "Bank." We can deposit any treasure, goods, or cash we don't want to carry around with us, that he can sell (taking a percentage of each sale) or use personally. He can then borrow against any money we give him as long as he pays us back eventually as best he can, and without charging him any interest. We want him to prosper in our new land, so this would be an investment in our new realm's "infrastructure" really.
Can't wait to see what end up naming our new land!

Alfentinius Lentinels Ferington |

Al...Handle animal does not work on wild animals, only domesticated ones as far as I know. Try Intimidation or...Wild empathy? You are a VMC Druid right?
Handle Animal (Cha; Trained Only): You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.
Alfentinius will get wild empathy at third level, so making friends with the wolves isn't really an option yet. I'm pretty sure "scat, go away" would count as a simple command. Nowhere does it say Handle animal only works on domesticated animal. In fact it say handle animal is the skill you would use to domesticate a wild animal.

Alfentinius Lentinels Ferington |

Okay the Aleksara... Wendell fight was kind of epic... had me really worried when I heard they were going 2 vs 3.
For clarifications sake... there were 3 bandits?...
One went down right at the beginning of combat when Aleksara charged.
One died with a critical hit from Wendell's bow.
One died in mounted combat with Aleksara.
So that's three more sets of gear? and how much gold for the treasury?

GM Shai Hulud |

All correct, 3 sets and 30 gp.

GM Shai Hulud |

Haha nope, around halfway there. Making really good progress though!