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You are about a quarter mile away, there are atleast three and no more than a dozen. They are on foot. Walking relatively briskly on foot through the deep snow will take about twelve minutes, if they turn towards you, you will close much faster, if they try to flee, they will succeed with you on foot...

Roga Beastfriend |

"You guys can walk if you want. I'm gonna head over."
Roga will ride up in plain view, he is after all a knight now. Once within a hundred feet of them he will reign up and see what he sees.

Hammas |

Not wanting to be left behind, Let's stick together. Garm, Tulla! Hammas will ride with the others, readying her bow and making sure she is in a position to quickly dismount if it comes to it.

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The troupe stops as you approach, having realized running away from a gang on horseback would be futile. As you get to your one hundred foot mark, you notice that the eight bandits all have short bows trained on your party.
"Halt!"

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"We are simple tax collectors for the lord of the lands. We want no trouble, so simply turn around, or we will kill you where you stand. Knights of the lords of Brevoy doesn't mean a pail of piss to us."

Hammas |

Roga, we can fight 'em now, all direct like and take the arrows, or we can move back and be sneaky. Either way should work. With a sigh, Too bad aren't more longbows to go around, we'd just circle and feather 'em. Hammas will dismount and ready her longbow, unless the rest of the party seems interested in a less direct approach, then she will stay mounted, with bow ready.
Calling out to the bandits, Y'all might want to be more friendly. My bow's bigger than yours, and after trolls he thinks you're nothin' special. The he being Roga.

Sir Roga |

"We are the only legitimate authority in these lands! Now prepare to die bandits!" Roga will spur Midnight into a gallop, riding around the group of bandits in a 130 foot arc, to get to the other side of their group and cut off any escape.
Hopefully this will cause them to attack, and me not to take eight readied arrows to the face for charging them.

Hammas |

As Roga charges off, I think that nobility 'as gone to his 'ead
Hammas will loose her arrow, preferably at the one who spoke if he is within 110 feet.
With favored enemy, assuming they are human, the attack is +6 and 1d8 + 5

Inuki Talespinner |

Inuki will stay mounted until he sees how this will play out. He takes the opportunity to begin a stirring speech. "They'll never take our FREEDOM!!!!!"
Inspire courage
I did get a combat trained horse, although my ride is only +3.

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ISorry, I have been held up at work. I plan to have the surprise round set tonight or tomorrow

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Hammas: Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Inuki Talespinner: Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Jutmon Symber: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Nareth: Initiative: 1d20 + 0 ⇒ (5) + 0 = 5
Roga Beastfriend: Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Sergei Surtova : Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Bandit Leader: 1d20 + 5 ⇒ (14) + 5 = 19
Bandit 2: 1d20 + 3 ⇒ (17) + 3 = 20
Bandit 3: 1d20 + 3 ⇒ (19) + 3 = 22
Bandit 4: 1d20 + 3 ⇒ (19) + 3 = 22
Bandit 5: 1d20 + 3 ⇒ (3) + 3 = 6
Bandit 6: 1d20 + 3 ⇒ (12) + 3 = 15
Bandit 7: 1d20 + 3 ⇒ (20) + 3 = 23
Bandit 8: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Order: Bandit 7, Roga, Bandit 3, Bandit 4, Hammas, Bandit 2, Bandit 8, Jutmon, Bandit Leader, Bandit 6, Sergei, Bandit 5, Nareth, Inuki
There are 13 people in this combat, so to keep things simple, I am asking that you post in initiative order, if possible..
Feeling a little twitchy, one of the bandits lets an arrow fly, at Roga To Hit: 1d20 + 1 ⇒ (8) + 1 = 9. The arrow whistles through the air, clipping the cavalier's shoulder as it sails past.
Roga
Edit: When you post your action, please also indicate whether or not you are (1) Mounted, (2) Combat trained mount. For the sake of simplicity, until you take a hostile action, or a hostile action is taken against you (or your mount), you are not in combat.

Roga Beastfriend |

Mounted, Midnight is combat trained.
Roga dodges the arrow and continues to ride to the opposite side of the group of bandits from his friends.
Direct Midnight to take the run action and move to the opposite side of the group of bandits. Trying to end my movement within eighty feet of them so I can charge next round.

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[URL=https://docs.google.com/drawings/d/1_Faw8A5Qrl3rNwSInZJb6FWhZZKOhXCV-dObb1euCE4/edit]Map is up![/Dice] Bandit numbering -> Leader is the odd ball, clockwise then increasing as you move clockwise.
Distracted by the sudden Roga's sudden charge, bandits 3 and 4 lose their arrows at Jutmon and Nareth!
Jutmon: 1d20 + 1 ⇒ (15) + 1 = 16 Damage: 1d8 ⇒ 8
Nareth: 1d20 + 1 ⇒ (10) + 1 = 11
The arrow directed at the mage sails true and strong, sinking deep into the mage's flesh. The cleric's arrow also finds its home, but with insufficient force to penetrate his armor.
A Quick FYI on Mounts, Mounted combat and Ride: Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).

Hammas |

Hammas will loose her shaft at whichever bandit seems like the leader. If unidentifiable, she will aim for one that hasn't shot yet, then direct Garm to attack whichever she shot, or just attack if the arrow missed. Nareth! Run in there with Garm! I'll cover then join you. Between our chains and the dog, they won't have time to shoot!
If I understand it right, if they haven't acted yet they are flat-footed, yes? No? Be nice if the leader is.

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Yes, everyone yet to act is Flat-Footed. The only female in the group is likely the leader, as she was the speaker.
To Hit: 1d20 + 5 ⇒ (3) + 5 = 8 Handle Animal: 1d20 + 5 ⇒ (12) + 5 = 17
Hammas' arrow sails true and straight, but plummets to the earth a foot short of its intended target. Garm quickly catches on though, and carges through the snow, bounding after your desired target.
To Hit Inuki: 1d20 + 1 ⇒ (8) + 1 = 9
To Hit Roga: 1d20 + 3 ⇒ (12) + 3 = 15
Another two arrows come sailing in, one falling just short of Inuki, and the other embedding itself in Roga's armor, failing to punch all the way through.
Roga, I am leaving your movement to you, the map is up and editable.
Jutmon, it is your up!

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Jutmon's magic missile is true as ever, the violet projectile streaks across the field, and strikes the bandit leader square in the chest. Damage: 1d4 + 1 ⇒ (2) + 1 = 3
In response, she turns and looses her arrow at Hammas, to Hit: 1d20 + 3 ⇒ (11) + 3 = 14. The arrow burrows deep into the ranger's armor, but does not reach the half-orc's flesh.
To Hit Sergei: 1d20 + 1 ⇒ (13) + 1 = 14 The commotion temporarily distracts Sergei, allowing an arrow to find a home in his leg. Sergei, you can attempt to take cover, if you succeed, it will miss, see Ride skill. Damage: 1d8 ⇒ 3

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Sergei tries to roll off the side of his mount to avoid the incoming arrows, with a twist and a grunt, Ride: 1d20 + 6 ⇒ (2) + 6 = 8 but is unable to react in time.
Another bandit fires at Roga To Hit: 1d20 + 3 ⇒ (18) + 3 = 21, and unlike his compatriots, manages to actualy strike his target. Damage: 1d8 ⇒ 6. As Sergei, you can try to take cover behind your horse.
Bandit 7, Roga, Bandit 3, Bandit 4, Hammas, Bandit 2, Bandit 8, Jutmon, Bandit Leader, Bandit 6, Sergei, Bandit 5, --->Nareth, Inuki

Sir Roga |

Gonna go ahead an post since I'm on vacation and might not have time when my turn is up.
Roga will spur midnight forward, charging the nearest bandit with his lance. "C'mon folks! Get up close so they can't use those great hockin' bows." He shouts to the others.
After he slays one (or misses) he will drop the lance and attempt a quick dismount.

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Nareth succesfully casts his spell at the the mage, hoping to keep him safe from the slings and arrows. Meanwhile the small bard charges in on his horse, slashing at the bandits.
To Hit: Inuki: 1d20 - 3 ⇒ (19) - 3 = 16 -8 to hit, +1 Higher Ground, +4 base To Hit: Inuki: 1d20 - 3 ⇒ (3) - 3 = 0 Despite all odds, the kitsune bard's blade strikes true, slashing across the bandit's face Damage: 1d6 + 1 ⇒ (2) + 1 = 3.
The seventh bandit lines on on Roga again, firing his bow to hit: 1d20 + 3 ⇒ (2) + 3 = 5 wide and high, the arrow streaks over Roga's head.
In response, the cavalier lowers his lance, and charges. To Hit: 1d20 + 8 ⇒ (2) + 8 = 10. As the lance goes wide, the cavalier throws the weapon aside, and attempts to quickly dismount. Ride: 1d20 + 8 ⇒ (4) + 8 = 12, a spur gets hung up in the saddle and slows his dismount down.
Two more bandits fire, again at Jutmon and Nareth. Will Save To Hit Jutmon: 1d20 + 1 ⇒ (17) + 1 = 18 to Hit: 1d20 + 1 ⇒ (1) + 1 = 2 Although he is able to fire, the bandit's best effort fails miserably. To Hit: Nareth: 1d20 + 1 ⇒ (14) + 1 = 15 The next bandit has slightly better luck, his arrow does find Nareth, but the arrow fails to get through his armor.
Bandit 7, Roga, Bandit 3, Bandit 4, ---> Hammas, Bandit 2, Bandit 8, Jutmon, Bandit Leader, Bandit 6, Sergei, Bandit 5, Nareth, Inuki

Hammas |

It's getting crowded over there.
Hammas drops her bow and runs headlong at the leader, drawing her chain as she does, attempting to flank her so that Garm will have an easier time taking her down.
3x/4x move depending on what is needed. No attack for me, but Garm should arrive at about the same time and hopefully the charge and flanking bonuses will be enough for him to hit, and maybe trip her.

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Hammas makes it into flanking position with her trusted dog, spiked chain in hand.
To Hit: 1d20 + 5 ⇒ (5) + 5 = 10 Unfortunately, the long run has taken too much wind out of the dogs sails, and his teeth fail to penetrate.
To Hit Inuki: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d8 ⇒ 2 An arrow sprouts in a bright bloom of crimson from the bard's back as he gallops away from combat.
To Hit Roga: 1d20 + 3 ⇒ (12) + 3 = 15 Another arrow likewise sprouts from the armor of the cavalier, again, failing to punch through.
Bandit 7, Roga, Bandit 3, Bandit 4, Hammas, Bandit 2, Bandit 8, --->Jutmon, Bandit Leader, Bandit 6, Sergei, Bandit 5, Nareth, Inuki

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Yes. I had a note, but I wasn't applying it. I went back and all the misses still missed. updated damage on the hit though. Map updated. I will be gone from 5:00- ?? for Valentine's day, so this may be the only update of the reasonable timed day.

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The bandit leader, convinced Hammas and her dog are no great threat, takes a five foot step to the north, to alleviate the flanking situation, the fires at Hammas, drawing an attack of Opportunity. She then drops her bow. Hammas AoO: 1d20 + 6 ⇒ (10) + 6 = 16. Hammas' spiked chain strikes true! Holding until I know what you want to do with the chain. . .
To Hit Sergei: 1d20 + 1 ⇒ (8) + 1 = 9 Arrows continue to rain down around the party up-field, but fail to find purchase in your allies.
Will retcon in the Bandit Leader's attack, as well as Hammas' AoO and Jutmon as soon as they report in. Moving on!
Bandit 7, Roga, Bandit 3, Bandit 4, Hammas, Bandit 2, Bandit 8, Jutmon, Bandit Leader, Bandit 6, --->Sergei, Bandit 5, Nareth, Inuki

Hammas |

Let's go for plain damage for now, 2d4+6. Much as I would like to try tripping, I don't think a 14 would do it, and I'll not ask the dice gods for favor twice. Also, thank you. Whether merciful DM or foolish NPC. I thank you.

Jutmon Symber |

"Potentia vi, orbis protectionis protege me iam nunc" Jutmon says the words of his spell, in a clear, firm voice; causing a shimmering transparent disk to spring into being. A magical shield to protect him from further harm. He then advances on the enemy.
Casts shield, moves full movement toward bandits. Nareth's sanctuary should still be in effect as well.

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They are cocky and self assured. So far, undefeated as bandits of the land (as proven by they are still alive). You have done no harm thus far, despite your best efforts. So they aren't worried. . . Yet.
Damage (Hammas): 2d4 + 6 ⇒ (4, 2) + 6 = 12 The spiked chain tears deep into the bandit leader's flesh, and rips her nearly in half as Hammas' pulls the weapon back to herself. The bloodly body crumples to the snow, and a red blossom slowly spreads from her torso.
Damage to Leader = 15 (12 Hammas +3 Jutmon)
In typical bandit style, the remaining seven bandit's begin an expeditious retreat, heading away as fast as their legs will carry them.
Bandit 5 moves 40' to the south west, as does Bandit 7.
Sergei, Nareth, Inuki and Roga, you're up.

Sir Roga |

"Blood and sh*t!" Roga curses as he sees the bandits beginning to flee. He picks his lance up off the ground and mounts back up on Midnight, giving him the signal to attack.
Move, pick up lance.
Move, mount Midnight
Free, direct him to bite and kick the bandit next to us.

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Roga: Quick Mount: 1d20 + 7 ⇒ (12) + 7 = 19
Roga grabs his lance, and quickly and gingerly leaps into his saddle You still have a standard action
Inuki lashes out with his rapier to hit: 1d20 + 5 ⇒ (4) + 5 = 9, missing narrowly as he urges his warhorse to attack Handle Animal: 1d20 + 5 ⇒ (18) + 5 = 23. The horse lashes out with hooves its To Hit: 1d20 + 3 ⇒ (11) + 3 = 14 To Hit: 1d20 + 3 ⇒ (6) + 3 = 9 one of which connects! Damage: 1d4 + 1 ⇒ (2) + 1 = 3. As the bandit tries to move away, the horse gives chase.