| Idris of the Blade |
I was really hoping for stealth rather than disguise... stealth I could have taken 10 on... oh well, here goes...
Bluff/disguise: 1d20 - 1 ⇒ (5) - 1 = 4 Crap.
Idris pulls her hood over her head and rides forward, but a stray gust of wind blows it back, revealing her long auburn hair which does not look anything like what the bandits who rode out in the morning looked like. "Gorum's balls, that's done it!" she mutters.
Are these horses combat trained? Can we ride them into battle?
| Maja Weatherseed |
Aw, crap - now I've clearly penalized everyone. We all could've made the stealth checks.
The way I see it, they're expecting some arrivals on horseback, it's dark, and we even have a pass-phrase. Can we get a little love, GM? :)
*Edit* And if not love, at least let me take back my statement and not penalize the entire group, who didn't get a say.
| Cassius Blackmore |
Bluff: 1d20 + 1 ⇒ (20) + 1 = 21
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
To notice that Idris's hair is now revealed
By Gregory's Green Gonads, Hello!
Trying to fix the situation, Cassius begins to speak as if he really was one of them in the hopess to convince them that he has some prisoners.
Look what I found boys, a couple of idiots were sneaking around our camp, so I captured em' and brought them here. The rest of the boys are chasing down her accomplices. I'll bring em to you.
| Idris of the Blade |
Bluff to try to support Cassius's cover: 1d20 - 1 ⇒ (12) - 1 = 11 Whew, ok that's a +2 aid another.
"I'd prefer a straight fight to all this sneaking around," she grumbles quietly to herself, as she does the best she can to look like a scared, captured prisoner. At least her cloak hides her mail shirt.
| GM_Jacob |
Indeed, a little love is to be given. Cassius, THAT is this game is to be played. Way to go.
Bandit's Sense Motive - dusk light - aid another - passphrase: 1d20 - 1 - 2 - 2 - 4 ⇒ (16) - 1 - 2 - 2 - 4 = 7
The bandit on the western tower calls out Green indeed! Welcome home! He turns to the east and yells They're back! Up and at 'em! Then he turns his back and climbs down the ladder.
Botting Pretty
Sensing the time to strike, Pretty moves in on the bandit, who finds himself surrounded by darkness. Before he has a chance to speak, she already has a knife in him.
Pretty's Surprise Round
Pretty's Sneak Attack: 1d20 + 1 ⇒ (12) + 1 = 13
Pretty's Damage: 1d8 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6
You all get to act now. You have not yet been detected, but each round will allow the bandits an easier check. The first one will reach you in 2 rounds. The horses are not combat trained, so you may count yourselves dismounted now. The river is difficult terrain, avoidable with an acrobatics check of DC 10.
| Kivan Corsan |
Kivan tries to move down 25 ft, over the rocks without too much difficulty.
acrobatics: 1d20 + 4 ⇒ (8) + 4 = 12
He then keeps himself next to the foliage hoping that pretty would deal with whatever sentry was looking.
Readying an action to color spray if three, or more bandits are ever within 15ft of him.
| Idris of the Blade |
If I make the acrobatics roll, am I able to jump over the difficult terrain and therefore make a charge?
Acrobatics: 1d20 + 2 ⇒ (8) + 2 = 10
| Seraphina Medvyed |
No need to bot me, I've been checking in several times a day. Everything is fine beyond that my initial plan has been blown. I guess I don't understand what we're doing now. I thought you left me off the map because I'd said I was disguising myself as "stuff" as we approached. I thought the bandits would come to investigate the goodies and then I would pop out and blast them. But if the "stuff" just gets up and saunters over, I figured that would blow our cover so I was waiting for us or them to close the distance. But then you said to consider ourselves dismounted, so now I'm not sure what happens next.. been waiting for someone to engage so I can come out.
| Pretty |
I'm also here, back from the trip.
After killing the bandit Pretty moves straight southeast, taking 10 on stealth for a total of 18 (6 sq totalmovement).
| Idris of the Blade |
Moving suddenly, Idris abandons the disguise of a captive and leaps across the creek, unsheathing her blade as she charges the nearest bandit. (The one on a direct diagonal from her across the stream.)
Initiative if needed: 1d20 + 3 ⇒ (2) + 3 = 5
Attack with Aldori sword, wielding it two-handed: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
damage: 1d8 + 3 ⇒ (2) + 3 = 5
When she pulls her sword back, bloody with the bandit's lifeblood, she shouts, "In the name of the Swordlords, surrender now, repent of your banditry, and your life will be spared!"
| Seraphina Medvyed |
At Idris' battlecry, Seraphina dismounts quickly and hurries to join the others crossing the river. But she finds she must navigate the stones carefully to get across.
Double move to cross the river.
Acrobatics: 1d20 + 2 ⇒ (4) + 2 = 6
| GM_Jacob |
Apologies for the confusion, Sera. I didn't realize you intended to remain hidden. Using prestidigitation was a great idea, though.
The bandits, shocked, try in vain to pull out weapons as the party closes in. Idris leaps across the river, jumping off a dry rock, and races into the fray. Her sword comes down on the bandit with all force of a charging animal. He tries to block the blow, but only manages to turn enough to take a hit on his shoulder pad instead his neck.
The woman who appears to be in charge yells Enemies! To arms!
Party Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Enemy Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Uh oh. Bad news for the bad guys. You're up again.
| Maja Weatherseed |
"Oh bless us, Erastil..." Maja begins to mutter a prayer, and her holy symbol glows. Everyone finds that their weapons strike truer. Cast Bless - +1 to attack.
She then draws her longspear and takes a step closer to the battle. Assume she's 4 squares down from her starting position. Do the trees on the map affect movement at all?
| Idris of the Blade |
Idris shifts her sword to a 1-handed grip and with her other hand unslings her bow from her back. "Throw down your weapons and fall to the ground, now, or you shall surely die," she says with conviction to the bandit she just struck, and holds her sword at the ready to interrupt any attack.
Readied action: if the bandit she just struck verbally refuses or starts to attack her, she will attack him. If any other bandit moves to within 5ft of her and starts to attack, she will attack that bandit instead.
Attack: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Oops!
| Pretty |
Pretty will move east in full speed, remaining hidden through the darkness around her, getting close to the guard in the next tower.
Stealth full speed without darkness mod: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17 As I cannot take 10 on combat.
Acrobatics through the river: 1d20 + 6 ⇒ (3) + 6 = 9
| Kivan Corsan |
Kivan moves down 25 behind the fallen tree and readies his magic's.
Readied action that if any enemy comes around that fallen tree Kivan will Cast Acid Splash on them.
| Seraphina Medvyed |
As Idris' offer still hangs in the air, Sera moves into position, and prepares to cast Color Spray on at least 2 of the bandits.
Preferably the two that are nearest Idris, hard to tell for sure how far she can get and who she can reach. Could we possibly get some lettering/numbering on the map so we can call coordinates?
Color Spray DC:15 (Will)
Rolls for first effect in rounds on creatures with 2HD or less: 2d4 ⇒ (1, 3) = 4
unconscious, blinded, and stunned duration
Roll for second effect in rounds on creatures with 2HD or less: 1d4 ⇒ 4
blinded and stunned duration.
Then stunned for one round.
--------------------------------------------
Roll for first effect in rounds for creatures with 3 or 4 HD: 1d4 ⇒ 2
blinded and stunned duration.
Then stunned for one round.
------------------------------------------------
If 5 HD then stunned for one round.
| GM_Jacob |
The trees do not affect movement.
The bandit woman yells Get 'em! and the bandits move in to attack.
Idris swings and whiffs and the nearest enemy, while Cassius fires and arrow into the leader's shoulder pad, causing her to grunt in pain.
Sera moves in and unleashes another burst of blinding lights, sending one to the ground, but the other blinks at just the right time and misses the worst of it.
Will Save for Bandit 1: 1d20 - 1 ⇒ (15) - 1 = 14
Will Save for Bandit 2: 1d20 - 1 ⇒ (6) - 1 = 5
Sorry, I'll try to post the new map each turn. I think everyone is in about the right place.
The woman pulls out a horn and lets out three short blasts that echo through the trees. The bandits move in on the party.
As one runs toward Kivan, he gets blasted by a ball of acid.
Kivan's Acid Splash: 1d20 + 4 ⇒ (3) + 4 = 7
Acid Splash Damage: 1d3 ⇒ 1
Perception on Pretty: 1d20 - 1 ⇒ (16) - 1 = 15
Another swings at Idris...
Shortsword: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
...and misses by a mile.
One rushes up to Sera...
Shortsword: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
...but has similar luck.
Start Round 2
The grey "X" indicates unconsciousness.
| Kivan Corsan |
Kivan moves up to cover Maja and lets loose with another ball of acid at the bandit he hit before.
Moving north 20 ft and then east 5 ft. He then uses the spell acid splash again.
attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d3 ⇒ 1
| Idris of the Blade |
Idris jabs her sword forward at the bandit she hit before (unless he's the one unconscious in which case she'll hit the next closest).
Attack with Dueling sword, 1-handed: 1d20 + 5 ⇒ (19) + 5 = 24
Crit confirm: 1d20 + 5 ⇒ (11) + 5 = 16
Regular damage: 1d8 + 2 ⇒ (1) + 2 = 3
Crit damage: 1d8 + 2 ⇒ (7) + 2 = 9
Nice! Hope that confirms.
| Seraphina Medvyed |
Seraphina takes a step back to give herself some breathing room and casts Color Spray again at the two bandits in front of her.
5 foot step back to avoid AOO's
Color Spray DC:15 (Will)
Rolls for first effect in rounds on creatures with 2HD or less: 2d4 ⇒ (3, 1) = 4
unconscious, blinded, and stunned duration
Roll for second effect in rounds on creatures with 2HD or less: 1d4 ⇒ 3
blinded and stunned duration.
Then stunned for one round.
--------------------------------------------
Roll for first effect in rounds for creatures with 3 or 4 HD: 1d4 ⇒ 2
blinded and stunned duration.
Then stunned for one round.
------------------------------------------------
If 5 HD then stunned for one round.
| Maja Weatherseed |
Idris gets a +1 to the crit confirm for Bless. Might make the difference.
Maja moves toward the bandit harassing Kivan, trying to get him from the backside.
Move 3 right and 4 down.
Stab at the bandit with the longspear.
Attack: 1d20 + 3 ⇒ (17) + 3 = 20; Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Crit?: 1d20 + 3 ⇒ (9) + 3 = 12; Damage?: 2d8 + 6 ⇒ (6, 8) + 6 = 20
| Pretty |
Pretty Jumps over the Log and double moves east, getting close to the leader in case she starts running:
Acrobatics to jump the log if necessary: 1d20 + 6 ⇒ (8) + 6 = 14
| GM_Jacob |
Kivan's acid ball hits the bandit again, but it seems to be anooying him more than actually hurting...but it opens him up to Maja's spear attack to his side, which sends him to the ground in a pool of blood.
Idris jabs her blade right into a gap in the bandit's armor. He flinches, giving her the chance to drive it in and twist. It's too much, and another enemy falls.
Sera's hand send forth another blast of light, but he just won't go down.
Will Save: 1d20 - 1 ⇒ (16) - 1 = 15
Cassius' arrow strike true once again, causing the bandit leader to fall back as she drinks a potion.
The last standing bandit swings desperately at Idris, but he can't seem to land a blow.
Attack: 1d20 + 3 ⇒ (10) + 3 = 13; Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Start Round 3
| Idris of the Blade |
Idris tries to push her advantage against the remaining bandit. "I've got this one! Take out the leader!"
Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Unfortunately, she stumbles on the dropped weapon of the bandit she just killed and her slash misses the foe entirely.
| Kivan Corsan |
Gah. I need to work on my wizardry.
Kivan knowing that he would have a terrible shot at the only standing bandit within range moves to the downed bandit. He casts another acid splash at the downed fellow unwilling to take any chances.
Using Acid Splash on unconcious bandit
Attack: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Damage: 1d3 ⇒ 1
| Pretty |
Pretty, with her darkness "aura", moves stealthy behind the fleeing leader (SE,E,E,E,NE): Stealth Full speed: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14
She readies an action to "attack if the leader make any move" (dropping anything and raising her hands included), whispering to her as she finishes drinking her potion:
"Move an inch and you die!"
A demoralize action would be an Intimidate standard action, but I readied one. I'm not sure if I can intimidate her while readying an action, just for the beauty of it, but please roll or tell me to do it if Intimidate is possible/needed.
| Seraphina Medvyed |
Seraphina nods at Idris' directions and sprints to gain ground on the wounded bandit leader, who appeared to be trying to make an escape.
Acrobatics if needed to clear the stump: 1d20 + 2 ⇒ (16) + 2 = 18
Using the full round to run to catch up to the woman before she can make it off the map.
| GM_Jacob |
The bandit leader stops in her tracks when she hears Pretty behind her. Damn! The others move in to surround her quickly, and the only other bandit surrenders. The woman looks to the southwest as two men on horseback approach. As soon as they are close enough to see the situation, they turn and flee.
Out of initiative. YOu have two almost dead, one unconscious, two living. You've been through three combats without losing a stinking hitpoint...we'll have to do something about that.
| Kivan Corsan |
Kivan ties up the unconscious one. After that's done he approaches one of the still conscious bandits.
"So.... I really only have two questions. One, what do you have in the way of loot. Two, are any of you really die hard Stag Lord supporters?"
| Pretty |
"Shouldn't we pursuit them?"
| Pretty |
Pretty stares astonished at the Elf, and just to check she looks at the horses, a few feet away from them. She gives up on the idea just to avoid the argument, and turns to the prisoner instead, while tying her up, taking away her holy symbol, if she have one, and taking 20 to search the rest of the pockets.
"So, my friends here have a really short temper, thus I would advise you to begin talking as soon as possible and do not stop until we know everything about who are you, your bosses, what have you been doing and so on..."
Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22
| Seraphina Medvyed |
Seraphina turns quickly to Idris and Cassius. "Are the riders beyond the range of your bows? If so, I fear the Stag Lord will know of us sooner rather than later."
Is it a foregone conclusion that we can't run them down or stop them?
| Idris of the Blade |
As the man she threatens surrenders, Idris turns and steps away from him. Sheathing her sword, she fires a n arrow at the fleeing horsemen.1d20 + 4 ⇒ (19) + 4 = 23
| GM_Jacob |
Idris' arrow flies through the air, seeming to hang forever before plunging into one of the riders' sides. You can hear him groan loudly, but it's unclear whether it was enough to kill him. Either way, the horses both keep galloping off.
By the time you get to your horses and start chasing them, they'll be too far gone.
The bandit woman frowns and stares daggers at everyone. Her body odor is surprisingly potent, especially for a woman. All our loot is hidden under the firewood. As for who we are, we're bandits. What else do you need to know? The Stag's a drunk, but a mean one, so we listen. I'm in charge of this camp, and we rob people on the road. It's pretty straightforward.
I've just included the values of the trade goods. No sense in making you roll appraise skills since Oleg promised to give you a fair price on everything. Plus, you have extra horses to carry it, so no worries on encumbrance either.
321 sp, 90 gp, a pair of silver earrings worth 150 gp, a wooden music box worth 90 gp, three crates of furs and hides worth 50 gp per crate, and a polished wooden case of potent greenish herbal liquor. There are still eight bottles with liquor left in them, each worth 20 gp.