Colvin "Slick" Dashtail |
Sorry, long day yesterday!
Once the sounds of the approaching brigands can be heard, Colvin begins summoning his friends from beyond.
I assume I would have one summoned prior to the surprise round even DM.
Colvin hides in a tree. Stealth take 20=32
Surprise Round
Summoned Dire Rat - 1
The Dire Rate leaps at one of the riders which is not stunned and smites him!
Smite Evil
Celestial Rat Attack 1d20 + 4 ⇒ (2) + 4 = 6
Damage Bite 1d4 + 4 ⇒ (2) + 4 = 6
Eidolon - Colvin's Eidolon leaps from a small tree and attempts to Bull Rush one of the horse into a pit!
Bull Rush 1d20 + 5 ⇒ (19) + 5 = 24
If that is not possible it will simply leap onto the other Rider which was not stunned by the Color Spray.
Leaping Bite Attack - 1d20 + 5 ⇒ (8) + 5 = 13
Damage - 1d6 + 2 ⇒ (3) + 2 = 5
Colvin
Colvin summons forth another rat from the ether and it attacks flanking with the first such summoned creature and smiting the rider!
Summoned Dire Rat - 2
Smite Evil
Celestial Rat Attack Flanking 1d20 + 6 ⇒ (16) + 6 = 22
Damage Bite 1d4 + 4 ⇒ (4) + 4 = 8
Round 1
Initiative - Colvin 1d20 + 1 ⇒ (3) + 1 = 4
Summoned Dire Rat - 1
The Dire Rate leaps at one of the riders which is not stunned and smites him!
Celestial Rat Attack 1d20 + 4 ⇒ (19) + 4 = 23
Damage Bite 1d4 + 3 ⇒ (3) + 3 = 6
The Dire Rat begins to turn to mist, its time on this plane - finished...
Eidolon - Colvin's Eidolon presses the attack!
Bite Attack - 1d20 + 5 ⇒ (12) + 5 = 17
Damage - 1d6 + 2 ⇒ (4) + 2 = 6
Colvin
Colvin summons forth yet another rat from the ether and it attacks flanking with his Eidolon and smiting the rider!
Summon Monster 3/6 for the day.
Summoned Dire Rat - 2
Smite Evil
Celestial Rat Attack Flanking 1d20 + 6 ⇒ (8) + 6 = 14
Damage Bite 1d4 + 3 ⇒ (2) + 3 = 5
Summoned Dire Rat - 3
Smite Evil
Celestial Rat Attack Flanking 1d20 + 6 ⇒ (1) + 6 = 7
Damage Bite 1d4 + 4 ⇒ (4) + 4 = 8
KenderKin |
The four bandits under the effect of the color spray are spared temporarily as Colvin's summoned creatures and Eidolon focus on riders who were not effected and Kressel.
The two bandits who were not effected by the color spray are torn to shreds quickly (-5,-8 & -6,-6) with the Kressel taking more damage as well.
Right now you have four blinded bandits and an angry Kressel to deal with.....
.....oh and another group that will be here shortly!!!
The rest of the party is up!
Quuroog |
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When Gufi gets the ball rolling, Quuroog begins summoning a fire beetle, which appears during the first round. Meanwhile, Scratch scuttles down a tree branch and stings a stunned bandit.
Poison Sting: 1d20 + 7 ⇒ (6) + 7 = 13
Poison: 1/round for 6 rounds; Fort DC 10, failure means he is sickened for 1 round; Cure: One save
First round:
Fire beetle attacks Kressel.
Bite: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 ⇒ 3
How does Smite Evil work when the creature has a Charisma of 7?
When the summoning is complete, Quuroog calls her innate ability to doom a foe, recognizing Kressel as the most formidable opponent from the now-dead bandit's description. Will DC 13 to resist or become shaken
KenderKin |
Smite evil
Yraalik sees guffi is in danger and fires his musket
@ Kressel1d20 + 7 ⇒ (20) + 7 = 271d10 ⇒ 5
right after the retort the well trained Soggy leaps into attack while the kobold reloads....
claw/claw/bite 1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (18) + 2 = 201d4 ⇒ 21d4 ⇒ 31d6 ⇒ 6
Kressel is down, you have four blinded bandits near you and another group riding in towards you. They see what has happened and fire at you at range!
1d20 + 2 ⇒ (16) + 2 = 181d6 + 1 ⇒ (5) + 1 = 61d20 + 2 ⇒ (16) + 2 = 181d6 + 1 ⇒ (6) + 1 = 71d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (1) + 1 = 21d20 + 2 ⇒ (16) + 2 = 181d6 + 1 ⇒ (1) + 1 = 2
The man named Happs is leading them as they manage to get delayed via your earlier preparations!
You are up!
Quuroog |
Quuroog was hiding, also. Her action was to summon a critter, so she's not necessarily drawing attention. There are more obvious targets, summoned critters, that they might fire at.
Y's musket was a crit threat, so unless Kressel is dead, we might be interested in seeing if it confirmed.
If Quuroog was attacked, that was a crit threat, also.
Gufi |
Ouch!
Gufi's hit, but still in the fight. With Kressel down, he sets his sights on the other leader and attempts to find concealment/cover.
stealth: 1d20 + 16 ⇒ (18) + 16 = 34
From hiding, he fires a Snowball at Happs.
ranged touch: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
If that hits, cold damage: 2d6 + 1d6 ⇒ (2, 6) + (4) = 12 (sneak), and Fort save DC 15 or be staggered for 1 round.
He tries to hide again. stealth: 1d20 + 16 - 10 ⇒ (19) + 16 - 10 = 25
Maybe.
Quuroog |
sorry Q I had your last action as using doom on Kressel. On a natural 20 I automatically make it confirm and just double the damage already rolled.....
Doom is a spell-like ability for Q. I don't think that would necessarily give away her position. I lost track of her actions taken. 4 points of damage, then.
KenderKin |
Yraalik is re-loading his musket this round and Soggy the poor beast is complaining about being shot with an arrow.
Gufi hits Happs with a giant snowball, that send him to the ground....
Quuroog and Colvin can act!
Survival DC 14
The bandits are coming in a bit faster, but they look like they are going to run into your surprises.
Quuroog |
Just to make sure we are on the same page: Quuroog started casting summon monster 1 during the surprise round so that the critter would appear during the first round, when it would have attacked the bandit leader. Then she used her SLA on Kressell to complete her available actions for the first round. She remains hidden in the trees with a Stealth check of 36 other than the vocalization necessary for her summoning, which tells them she's there, but not necessarily where, especially if they are riding in. But that ship has sailed.
How far are they from her and the summoned fire beetle?
Colvin "Slick" Dashtail |
Round 2
Colvin still hidden in a tree summons one more Celestial Dire Rat
Summoned Dire Rat - 1 returns to the nether from whence it came!
Eidolon - Seeing the riders rush in with their bows, the Eidolon presses changes tactics to attack them and slow down their attacks on Colvin's companions.
Bite Attack Swarmfighting- 1d20 + 7 ⇒ (6) + 7 = 13
Damage - 1d6 + 2 ⇒ (5) + 2 = 7
Summoned Dire Rat - 2 attacks another one of the riders who have slipped past the groups defensive trap perimeter.
Celestial Rat Attack 1d20 + 3 ⇒ (8) + 3 = 11
Damage Bite 1d4 + 2 ⇒ (4) + 2 = 6
Once the bite is delivered, like his companion before him, the summoned creature begins smoking about ready to depart from the prime material plane.
Summoned Dire Rat - 3 flanks alongside his soon to be banished companion.
Celestial Rat Attack Flanking 1d20 + 5 ⇒ (19) + 5 = 24
Damage Bite 1d4 + 3 ⇒ (4) + 3 = 7
Colvin summons another Dire Rat to flank alongside his Eidolon!
Summon Monster 2/6 for the day.
Summoned Dire Rat - 4 flanks alongside the Eidolon and smites evil!
Smite Evil
Celestial Rat Attack 1d20 + 6 ⇒ (8) + 6 = 14
Damage Bite 1d4 + 3 ⇒ (3) + 3 = 6
KenderKin |
How far are they from her and the summoned fire beetle?
Since we are going freeform (map less) in most encounters you can have your fire bettle go after whomever you like, a nonspecific blinded bandit, nonspecific approaching bandit or Happs himself, just declare the target and roll the attacks.... [ooc]
[ooc]The map we are using for "reference" the bandit camp, should put the riders within 30
Quuroog |
The fire beetle will attack one of the closer bandits.
Bite: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d4 ⇒ 1
Scratch the scorpion moves to a new blind foe and delivers some more poison.
Poison Sting: 1d20 + 7 ⇒ (13) + 7 = 20
Poison: 1/round for 6 rounds; Fort DC 10, failure means he is sickened for 1 round; Cure: One save
Quuroog begins casting another summon monster I.
Kelvaalpaaz |
Kelvaalpaaz takes aim from his position, and fires a shot at the same man Gufi had struck with his magic ice ball.
Attack-Musket: 1d20 + 7 ⇒ (17) + 7 = 24 (vs Touch AC)
Damage: 1d10 ⇒ 6
The krenshar staggers off into the brush, hoping to lay low until her injuries are attended.
Stealth: 1d20 + 10 ⇒ (11) + 10 = 21
Gufi |
Gufi moves to flank with the fire beetle.
rapier: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
dmg: 1d4 - 1 + 1d6 ⇒ (1) - 1 + (3) = 3
crit: 1d20 + 9 ⇒ (12) + 9 = 21
dmg: 1d4 - 1 ⇒ (2) - 1 = 1
KenderKin |
The riders were coming in fast, but the traps along with Gufi's iceball and then Kelvaalpaaz'smusket finishing off Happs at a distance.
The near bandits die horribly at the hands of a goblin and summoned creatures, the Eidolon misses, and the swarm of rats seems to as well, save one who strikes true.
One of the remaining bandits yells out...
"Ambush! Retreat!"
The riders turn their horses to ride away and fire arrows towards the group!
The riders are approximately 30 away
Arrows~
1d20 + 2 ⇒ (19) + 2 = 211d6 + 1 ⇒ (4) + 1 = 5
1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (1) + 1 = 2
1d20 + 2 ⇒ (4) + 2 = 61d6 + 1 ⇒ (2) + 1 = 3
You realize too late they had focused their shots on the Eidlon
You are up!
Colvin "Slick" Dashtail |
Round 3
Colvin decides that the distance the bandits have created calls for yet one more summoned creature before he joins the fray.
Summon Monster 1/6 for the day.
From behind a Celestial Eagle flashes down attempting to disarm one of the attackers.
Disarm - 1d20 - 1 ⇒ (3) - 1 = 2
As Colvin's second and third summoned dire rat departs, the 4th charges forward at the riders each facing off against an individual bandit to draw their fire away from Colvin's companions!
Summoned Dire Rat - 4
Celestial Rat Attack 1d20 + 3 ⇒ (1) + 3 = 4
Damage Bite 1d4 + 3 ⇒ (4) + 3 = 7
As with his other creatures, Colvin's companion soon begin to take a misty translucent quality this shall be their final strike until called again...
The Eidolon has 11 HP so it is still engaged in Combat as it only took 6 damage correct KK? I will roll for it if it is not there ignore the rolls.
Colvin's Eidolon attacks the third rider.
Bite Attack 1d20 + 3 ⇒ (12) + 3 = 15
Damage - 1d6 + 2 ⇒ (5) + 2 = 7
HP= 5/11
KenderKin |
The Eidolon brings down another rider, you must act quickly before they escape!!
Rats and an eagle pursue the fleeing 2 or 3? bandits...
Loot
Combat Gear potion of cure moderate wounds; studded leather armor, 2 masterwork handaxes, 4 daggers, 85 gp 1 silver Stag Lord amulet worth 20 gp,
Happs : 1 potion of cure light wounds, longsword, leather armor, 40 gold
Do not forget to roll for standard bandit gear per campaign info tab
You are still up!
Quuroog |
"We make place to gather dropped things, away from camp, yes? Get things, make sure bandits dead, wait for those to try again? Or follow them?"
What has become of the bandits' horses?
Thinking we should cache anything we found in one place until we know what we have and whether we will come under attack again. Immediately-useful stuff like potions we would hand out, but over-sized (for us) weapons do us little good.
Kelvaalpaaz |
Kel moves to the krenshar, to tend to its wound. "Soggy has been hit; if any has a method of magical healing, he could use it."
Observing the situation, the kobold counts the numerous bodies of fallen bandits, watching as many of their horses have since calmed and graze about nearby. He stares at the backs of the fleeing, before addressing his comrades again.
"We should gather, yes Quuroog. The horses as well; my tribe, and certainly Gufi's, would enjoy the feast. Perhaps we can take them back to our hidden wagon, as we prepare for the return of their friends."
"We should also report back to the chiefs. We need to warn our home of the possible dangers ahead."
Colvin "Slick" Dashtail |
Colvin's tail twitches, "We should eat some horsemeat for sure but they have value we can sell them, better to eat the humans. I hear they are delicious but we will need to skin and clean them quickly!"
Colvin holds his position and look to Quuroog, "First you are right Mite. Let's gather up all of the goods they have dropped and hide them with the rest. We should clear all signs of battle so they have a hard time locating where our ambush took place".
Colvin will also check the traps they created to see if any bandits did indeed fall in.
Kelvaalpaaz |
She was down six, I think; I only saw the one spot at the beginning of this page where she got hit, but it all happened before I actually joined. At any rate, I don't think she was dying, so I'm sure 5's good enough. And "sips;" I think I read that meant 1HP/per sip, right? Just for the future.
Kel makes use of his animal magnetism and fast (for a little guy) speed to round up some of the stray horses.
Handle Animal: 1d20 + 9 ⇒ (7) + 9 = 16
Handle Animal: 1d20 + 9 ⇒ (19) + 9 = 28
Handle Animal: 1d20 + 9 ⇒ (16) + 9 = 25
Handle Animal: 1d20 + 9 ⇒ (11) + 9 = 20
KenderKin |
Quuroog will channel to heal once everyone gets together to discuss the situation.
[dice=Channel to heal]1d6
[dice=Channel to heal]1d6
[dice=Channel to heal]1d6She obviously needs some practice. How badly is Soggy hurt?
You can do average +1/level per channel and just state it rather than rolling. Yes I know that makes channel 4 points per use at first level, 5 points at second.....the +1 resets when you gain another die, but it applies to both dice so at third level the 2d6 is always 8, 4th level jumps to 10.....fifth level 3d6, the bonus resets to +1....12 point of healing......or you can roll it.
Colvin "Slick" Dashtail |
Colvin shrugs as it seems no one else is interested in man flesh, "These Bandits are quite busy it seems! I wonder how many more there are beyond the four who got away? Though we should start to head somewhere in case they come back in greater numbers but where to?"/
KenderKin |
You pile most of the big items into the wagon you his before. The wine, gold, and potions I assume you are carrying.....
The horses are deemed to be of average quality....
The bandits can be readily dumped into the pits you made for the ambush, so you can quickly leave the area....
Where to?
Kelvaalpaaz |
Out of timing, but I honestly overlooked the comment about eating the people! I'll just throw this in there, and we can pretend he said it when he should have.
Kel sniffs the corpses of the bandits. "The meat may be good, but tall folk, particularly wicked ones such as these, may have disease as well. Prepare them now if you'd like, but I would prefer one more familiar with cooking them to do so. I would hate to be sickened by their rotting flesh."
Kel leads the herd of equines around the battlefield, aiding his comrades in gathering the supplies from the fallen and loading them onto the beasts. He nods at Colvin and the others once the scene is clean.
"We should get the wagon, and visit Baron Oleg. He must be informed of what happened here, and we must remove this evidence from our possession."
Quuroog |
Quuroog is quiet when she returns from her prayers and helps the others gather up bandit bodies and gear. She climbs down into the pits to strip those bodies, then once the other bodies have been thrown into the hole, she commits them collectively to The One Below with a short but fervent prayer followed by a handful of dirt thrown in.
She gets an odd look in her eye and nods as though in response to a suggestion, then begins intently gathering tall grass from around the battlefield, here and there, and carrying it back to the burial pit. She asks for no aid and does not respond to offers of same, but doesn't tell anyone to stop, either.
When she's done, there is a noticeable depression where the pit is, but unless someone rides or walks into it, they won't realize how deep it is - or what it contains.
Job done, the frenzied look fades and the timid little cleric is herself once more.
KenderKin |
All in all you are feeling confident that you have the bandits on the run. Though the bandits fled toward Oleg's.....
Knowledge local, geography or tactics DC 13