Beltias Kreun

DM Trav "Happs"'s page

1 post. Alias of GM Trav.


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The next morning comes. You all make your way to your hiding spots during the twilight hours of dawn. Oleg finishes piling up furs, alcohol, and other trade goods just outside the storage pen. He stands there, waiting for the arrival of the bandits with the gates wide open. Just as he had predicted, the bandits arrive one hour after sunrise. There are four total with one clearly in charge. They are all mounted and have two horses in tow behind them to load the goods on. They bring the horses up to Oleg and he begins to load the goods on to them.

"Oi! Get yer fat arse moving old man. I aint got all day. Kressel be aching for my luving and I aint one to keep 'er waiting... an' if you keep me waitin' much longer muh luvin will hav'ta go to that wench of yers." He chuckles and glares at his men, who follow suit with fake laughs.

Oleg finishes loading the horses with the goods when he looks up the bandit and says, "Hold on Mr. Happs, I have a special whiskey that I have stored inside. I believe Kressel will enjoy it." Oleg retreats into the house. This was the agreed upon sign.

You all have one standard or move action during this surprise round.

Initiative
Deanarth: 1d20 + 1 ⇒ (15) + 1 = 16
Krallek: 1d20 + 1 ⇒ (14) + 1 = 15
Melismar: 1d20 + 2 ⇒ (7) + 2 = 9
Oropher: 1d20 + 7 ⇒ (15) + 7 = 22
Bandits: 1d20 - 3 ⇒ (19) - 3 = 16
Happs: 1d20 - 6 ⇒ (12) - 6 = 6

Order
1. Oropher
2. Bandits
3. Deanarth
4. Krallek
5. Melismar
6. Happs

Round 1 Battle Map

Just to clarify, all the PCs have the element of surprise. So you can all act before the bandits. This allows you either 1 standard action or 1 move action. After this surprise round is completed then it will move into regular initiative.