| Tarandil Moonbrook |
Tarandil nods to Ziyad. "Oh, a little of this and a little of that. I would be a poor bard if I didn't seek out the strange and usual. But your explanation of the planes is quite excellent. Were you perhaps a teacher at one point? I'm sure I will have to ask about the finer points later."
Tarandil listens to the constable when he enters and speaks after he finishes. "We have indeed heard of increased banditry on the roads. Do you or your men have more specifics about their numbers? Or perhaps be able to point us to someone in town that may have encountered them?"
| Dasim Dakat |
Slipping back inside at hearing the constable, Dasim folds his arms and leans against the back wall while the constable lays out the situation.
"Cairn Road seems as good a place to start lookin' as any." He says. "There any gold involved if we bring back prisoners, scalps, fingers or other proof of our lawfully sanctioned dispensation of justice? Or is it just favors and steaks?"
| Dasim Dakat |
"Aye. No sense letting the dust settle on our shoes more than it already has." Looking at Rrath he adds with a sly grin. "It's not caravan duty, but I'll wager you'll get a good bit of exercise knocking a few bandits back onto the right side of the law."
Taking a deep breath, he slaps his hands together and walks back to open the door.
"So, I'm game and ready if you good folk....and the Thayan...are."
| Magmoira |
Magmoria stumbles back as the party begins to exit the room. She had heard what the butcher had to say and was initially worried that no one would be investigating the strange happenings in the area. She skips to catch up with the human she spoke with before.
"So you are going to look at what is happening in the valley? Do you mind if I join you all? I know a bit about the wilderness and can provide food and water for the group..."
She trails off as she realized that maybe her contributions will not be enough for this lot of experienced adventurers.
| GM Natloz |
Harburk takes a look and lets out a slow whistle. "You've got quite the relic here. Let's see if the mountains are here and the river is there... that means we're here. The places the bandits may be are around this area." he points to an area about ten miles down the Cairn Road.
Anything to do before we head out of town? It will take about 3 hours to get to the area pointed out on the map. From the it will take time depending on survival checks to find a trail.
| Ziyad |
"That close? No sense in not setting off at once. Shall we make sense of these woodlands together then? I can promise you I have knack for staying on course, despite its difficulty. And do not worry, Rashman, you follow my map but I will not yet call you slave." he smirks.
Ziyad has a compass built into his brain and remembers everything with perfect detail for up to a month...feat.
| Rrath |
Rrath scowls at the Thayan, as he looks to Dasim.
So, he's a funny guy, huh?
He looks to Magmoira.
You're welcome to join us. Always good to have someone doin' the gatherin' and cookin' out on the road.
He th ed n focuses briefly on Tarandil.
Who knows, bard, ya might have a story or two to tell of of us killin' the bandits?
| GM Natloz |
"Sorry friend. I'd rather not offer horses to get stolen. Let me know what you find when you get back and we'll talk."
Leaving the butcher shop, our intrepid heroes (and/or villains depending on your point of view) set out eastward on the Cairn Road. Tended fields quickly give way to more wild terrain. It might be pleasant journey if the possible dangers of the area weren't weighing on you thoughts. After a few hours of walking you arrive at the general area indicated by Harburk. Magmoira quickly finds some signs that people trekked off the road dragging a wagon heading further south. You follow the trail and about ten minutes later you hear what sounds like people sharpening swords and talking but they ste not in sight yet.
I figure a +7 survival was well into the realm of auto success. Give me a bit to get the map set up. If you've played in Infinity's games it will be a familiar system. If I've done this correctly you should be able to move your token as needed. Let me know if you cannot. For the initial set up you can place your token anywhere south of that first tree without being spotted.
EDIT: Map is up. Link is the PotA by pic.
| Tarandil Moonbrook |
Tarandil tells stories of battles with bandits and them being brought to justice to Rrath while they travel until they get close to their destination.
I couldn't move my token earlier but the forums have been difficult to access today.
| GM Natloz |
Oops, didn't realize I had to adjust permissions. It should be fixed now.
As you creep towards the sounds you see a handful of bandits and a bear that is trapped in a cage on a wagon. Behind the bandits is a shallow cave.
brown squares on map are tents. Brown with the bear is a wagon. Grey is the cave. Darker grey is the mouth of the cave. Dark green are trees.
| Magmoira |
"Do you know how to handle wild animals? I have had some experience with such beasts. I could go and talk to him and see if he would join us."
Magmoria waits to see what the rest of the group thinks.
| Dasim Dakat |
"So you are versed in the arts of the Wychlaran?" Dasim says to Magmoira, eyebrows raised in surprise as he ducks behind the trees for cover. "Likely won't be hard to convince the poor creature to attack it's captors, but the trick will be getting close enough without being noticed. Might be easier to convince him to not go after us once he's free and had a bit of revenge." He gives the caged bear another look and anger flares through his eyes. "It's not right keeping a grand beast like that caged. By The Three, I'll see these fools caged or worse for their blasphemy against nature."
He turns to Ziyad, all evidence of animosity toward the Thayan gone with the immediate threat of the bandits. "How close do you need to be to work your magic on the cage?"
He leans out to get a slightly better look at the camp and the rough looking band of bandits.
"Perhaps Wrath, Tarandil, and I can act as a distraction..." He says before turning back to Ziyad and Magmoira. "...while you two slip around and get close enough to free and enlist the aid of the bear?"
| GM Natloz |
Would you all rather I roll initiative for everyone at once or you roll it individually? Just so you know Magmoira, your disguise self spell would have run out on the way here. Ziad, jammed was a strong word. The cage is held closed by the pitton and mage hand/ unseen servant could probably pull it out. It isn't at some weird angle implying it is being held in place. Let me know when you all are acting instead of planning and we'll proceed. Feel free to keep planning though.
| Dasim Dakat |
Once everyone is in place, Dasim nods his head to Rrath and starts walking up the trail toward the bandit camp.
He starts singing in a loud voice, the words echoing through the open forest similar to the sound a drunken moose might make if it had caught its leg in a trap.
"I’ll drink from dusk till dawn
I’ll drink a toast to day’s end.
Yes, I’ll drink from dusk till dawn
And I’ll drink to the health of me friends."
Approaching the small camp, he calls out. "Hellloooo! Helllooo! the camp." He holds his hands out wide, one empty, one holding a reasonably full wineskin. "I've good, strong Jhuild for trade. Brewed myself and strong enough to curl a witch's chest hairs."
| Magmoira |
Using her innate ability, Magmoria disappears and quickly moves across the clearing to an area behind the bear's cage. Once there she uses her races affinity with wild animals to speak to the bear and try to get it to understand the plan, as she knows it. When the time is right, she will release the bear and the two of them will join the battle. She also makes sure the bear knows who to attack and does not go after any of her party.
| GM Natloz |
The bandits put away their swords and pick up their crossbows as Dasim approaches the camp. One of the men speaks up, "Looky here boys, someone wants to trade. What say were relieve him of his burdens! The men raise their crossbows at the foolish man to come upon a bandit camp alone.
Dasim: 1d20 + 3 ⇒ (1) + 3 = 4
Ziyad: 1d20 + 3 ⇒ (16) + 3 = 19
Rrath: 1d20 ⇒ 5
Magmoira: 1d20 + 1 ⇒ (16) + 1 = 17
Tarandil: 1d20 + 2 ⇒ (1) + 2 = 3
bandits: 1d20 + 1 ⇒ (15) + 1 = 16
bear: 1d20 ⇒ 1
Dasim and Magmoira, I've placed you. Dasim, you can move 10 ft in any direction but you have to be out in the open at first. The rest can place yourselves below the line of the bottom most tree.
Round 1:
Ziyad,Magmoira
Bandits
Rrath, Dasim, Tarandil
Bear
| Dasim Dakat |
Dasim reaches for the sky at the sight of the crossbows. "Whoa there fellas!" He shouts while stepping a little closer. "No need to get all trigger happy with those widowmakers. It could be I'm worth more to you alive then as a pincushion, given what I heard back in town earlier."
Lowering his voice a little, he leans in toward the nearest bandit. "I've a bit of news about a big take heading your way....course I couldn't say more with all those pointy objects distracting my memory."
The former smuggler leans back and starts to whistle casually, but his muscles remain tense and ready to spring at moments notice.
| Magmoira |
Persuasion: 1d20 - 1 ⇒ (6) - 1 = 5
Persuasion: 1d20 - 1 ⇒ (18) - 1 = 17
Also wondering if I gave the bear a goodberry if it would help me to talk it into leaving my friends alone?
| GM Natloz |
Rrath, you can walk up with him if you wish. Start next to him with the same 10ft leeway to start.
darned pcs trying to make a combat into a social encounter.
"You can leave whatever it is you are trying to "trade" and be happy ro leave with your life. You little muscle there doesn't scare us"
Zlyad, is that your turn? You are successful either way.
| GM Natloz |
Doing this while i can. I moved you Rrath, hope that is ok.
The bandits move into firing position with their crossbows and shoot at the trader and his half-orc bodyguard.
Aqua and yellow vs Dasim. Brown, pink, and blue vs Rrath.
Aqua: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Yellow: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d8 + 1 ⇒ (4) + 1 = 5
brown: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d8 + 1 ⇒ (8) + 1 = 9
Pink: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d8 + 1 ⇒ (1) + 1 = 2
Blue: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d8 + 1 ⇒ (7) + 1 = 8
And I was worried I was going to drown someone in round 1..
Bolts fly but only a few find their mark.
| Rrath |
Round 1, Rage Rds 1/10
Rrath flies into a rage after being struck by an arrow. He rushes up to Brown and attempts to plant his greataxe in the enemy.
GA Att: 1d20 + 6 ⇒ (2) + 6 = 8
GA Dam: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9
| Dasim Dakat |
As the arrows fly, Dasim ducks and dodges but one of the bolts pierces his robes sending pain shooting through his side.
"Well if that's the way you want to play it, then by the Three, prepare to meet your gods!" He shouts and charges toward the nearest bandit. Drawing a short spear on the way he quickly lashes out with the weapon and follows that up with a quick kick that lands with a satisfying crunch.
Move up and attack yellow with monk weapon and martial art follow up.
Spear Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Unarmed Strike Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Unarmed Damage: 1d4 + 3 ⇒ (3) + 3 = 6
HP: 4/9
| GM Natloz |
Rrath swings wildly in his rage but fails to connect with the bandit. Dasim on the other hand thrusts his spear through the gut of his foe while his follow up kick turns the man's head in a sickening direction and he crumples to the ground.
Round 1:
Ziyad,Magmoira
, Tarandil
Bandits
Rrath, Dasim
Bear
| Tarandil Moonbrook |
Tarandil moves from behind the tree and sees several bandits engaged with Dasim and Rrath. He makes arcane gestures and begins to cast a spell...
Tarandil uses sleep on a point slightly behind the bandit with the pink outline to try and put the bandits engaged with Rrath to sleep with a 90 feet range, 20 feet out from the point chosen.
Sleep HD: 5d8 ⇒ (1, 7, 6, 6, 7) = 27
So 27 hp worth of creatures affected, should be based on their current hp of bandits in the area to make a saving throw or be unconscious for 1 minute. Spell DC appears to be 13.
| GM Natloz |
Oops, forgot I had to have the bear go
The starved bear heaves itself into the cage door, getting impatient to repay his captors.
str check: 1d20 + 2 ⇒ (10) + 2 = 12
The cage groans but does not break. The bear gives an impatient roar.
Round 2:
Ziyad,Magmoira
Bandits
Rrath, Dasim, Tarandil
Bear
| Magmoira |
Magmoria releases the catch on the cage and releases the bear. She also moves forward to strike at one of the bandits.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
| Ziyad |
Seeing his unseen servant no longer required Ziyad reassesses the battlefield from his hidden vantage.
His ancestors had once invaded the forests of Sembia, and as part of the settlement treaty Ziyad's line was given arcane access to its kindling until the sun no longer rose in the sky. He focuses now on the man engaged with Mag and brought forth this foreign wood into existence at the man's feet, setting it alight like a funeral pyre.
Create Bonfire: 1d8 ⇒ 4 Dex 14 for none.
At the same time, his fiendish crab slipped off his robes and scuttled forth...
| GM Natloz |
The bear noses the cave open as Magmoira removes the pin. She moves to an unsuspecting bandit and caves in the back of his skull before he even has time to turn around. Meanwhile, Ziyad summons fire beneath another bandit.
Ziyad, you can rejig your turn of you want. Magmoira killed her bandit in one hit.
| GM Natloz |
dex save: 1d20 + 1 ⇒ (3) + 1 = 4
The man engaged with Rrath can't react fast enough as flames come shooting up from beneath his feet. He drops his crossbow and draws his sword as he scuttles out of the fire. The intimidating figure in front of him obviously has him frightened as he can barely hold on to his weapon through his feeble swing.
Scimitar: 1d20 + 3 ⇒ (6) + 3 = 9
by the way, that crab icon is great