Tarren the Dungeon Master |
There is a rope on the door of the hut. Untying it will take a bit of time but will not be difficult.
If you untie it or have it cut:
Inside the hut are three prisoners, two men and a woman. All of them are tied up by their arms and legs. They look weak but alive. when they see you they look scared. Their mouths are gagged but one of the men is moaning in pain.
Tarren the Dungeon Master |
Quickly undoing the man's gag, Yaja cautions him.
"We can help you, but you must be quiet. We don't need any more guards."
She swiftly assesses his condition.
Heal check: 1d20+8 ?¨ [7,8] = (15)
I was just about to have the man cry out in pain and anger but you cautioned him first. You guys are too good.
His leg is injured from an arrow. He can walk on it but only with great pain.
The rescue operation is going quite well so far. What do you do now?
Is everyone inside the hut then?
Tarren the Dungeon Master |
"The guards bodies!!!!!!!"Uema then goes to the door and tries to pull the guards in.
STR:15
Yes, the guards! Having pulled the bodies in helps a bit. Anyone coming outside now will see missing guards which is less suspicious than dead guards. This may buy you some time.
What do you four want to do?
Uemala Neddam |
How many pigs and horses are there? I think we should put the prisoners on horse, and give them a pig and let the other pigs out wall were at it to create confusion among the bandits!
We could wait infront of the bridge and use our ranged weapons until they are close enough but if there are too many we could retreat onto the bridge and give the prisoners time to escape (their pig is too get by the boggard).
Yaja |
Lord Kerrigan is attacking from the other direction. It might be helpful if we could take out the guards in the watchtower before he arrives.
We could just carry on sneaking from hut to hut taking down the occupants.
The wounded prisoner can't travel far with his injured foot. If any of them can ride, then getting them onto horses to get them out of the camp makes sense, but only if some tack is available - we don't really have time to hunt for it and they won't be able to rise bareback or bridleless. Otherwise they could try and get over the bridge and join up with Larden. Or they could stay where they are in the hut with the dead guards until we've finished with the rest of the camp. They might not be keen on that.
It's worth asking them for any information they have about the camp and the guards.
I'm sensing we don't have a lot of time before someone spots we're here.
Tarren the Dungeon Master |
Lord Kerrigan is attacking from the other direction. It might be helpful if we could take out the guards in the watchtower before he arrives.
Check out the map. The watchtower mentioned is nowhere near the base. It was the tower used to watch the road and co-ordinate the attacks on travellers. The base is near those pine trees.
I will wait for you to decide what to do.
Tarren the Dungeon Master |
How many pigs and horses are there? I think we should put the prisoners on horse, and give them a pig and let the other pigs out wall were at it to create confusion among the bandits!
We could wait infront of the bridge and use our ranged weapons until they are close enough but if there are too many we could retreat onto the bridge and give the prisoners time to escape (their pig is too get by the boggard).
There are six horses and around 13 pigs.
Tarren the Dungeon Master |
Do I have my own horse?
If so, I let a prisoner on my horse with me.
If not, then i'll do the same on another horse in the ?barn?
Your borrowed horse is back with Larjen just outside of the bandit camp area. There are horses for each of you there.
As Yaja has pointed out, it is difficult to ride without a saddle.
Yaja |
"Perhaps I can stay with the captives to protect them and provide cross-bow cover. This wounded man cannot walk fast." suggests Yaja.
"If you release the animals and hide by the bridge, then I might be able to pick some of them off as they run towards you and you can ambush them there. The captives and I will join you when you have mopped up the guards."
She pauses for a second. "Could you signal to Larjen so that he and Ogre can get into range in case any of them escape over the bridge?"
Tarren the Dungeon Master |
You have barely gotten into position when five men on horseback ride into the camp from the other side. "Wake up. Get up. Get out!" one of them is shouting "Kerrigan's coming."
Three more bandits emerge from the huts "Kerrigan?," one of them asks "How many men with him?"
"Isn't Kerrigan alone enough for you?" asks the bandit on horseback.
"For me? Yes. But for eight of us? ... Who let the pigs out?! And the horses?! ... Where are the guards?!"
"Kerrigan's not alone! Grab a horse and let's get out of here."
At that the five mounted men attempt to ride towards the bridge where the monks hide.
The animals cause much confusion amongst the horses. Two mounted horsemen make it through to the bridge. They are unaware of Kornelius, Yaja or the monks.
One other man struggles as his horse starts going around in circles avoiding the pigs. Two other men dismount.
If your plan was to create chaos, it is working perfectly.
Uemala Neddam |
I want to knock the bandit closest to the bridge off his horse with a flying kick, what do kind of rolls do I have to make to do that? Unarmed Strike then? Unarmed strike (1d20+2=4) NEVER MIND
Uemala leaps out at the horseman.
Tarren the Dungeon Master |
The green X's in boxes represent the four of you. Uemala and Lion are by the bridge, right? Kornelius and Yaja are on the other side of the bridge. Two horsemen have made it through the chaos on to the bridge. Two others have dismounted. One is going in circles amidst the pigs and horses. Other bandits are milling about. Red Xs represent bandits on horse. Red Os represent bandits on foot.
The bandits are running from Lord Kerrigan who they fear and they are confused by the pigs and horses so the are caught by surprise. Everyone has a free attack this round.
Yaja |
Sighting as carefully as she can, Yaja tried to bring down one of the mounted bandits. She finds it incredibly difficult to aim at the rapidly moving target ...
Which is another way of saying I'm pretty sure she's missed, but here are the rolls anyway!
1d20+3;1d8+1 ?¨ [10,3] = (13)
1d20+3;1d8+1 ?¨ [5,1] = (6)
Uemala Neddam |
Uema dashes onto the bridge and furiously attacks the bandit.
Stunning fist (1d20+2=7)
Tarren the Dungeon Master |
As the entire party misses in their attacks, the two horsemen rush towards the path that Kornelius and Yaja are blocking. One tries to overrun Kornelius, the other Yaja. Both Yaja and Kornelius get to make 'attacks of opportunity'.
I will tell you how they do at the overrun after Kornelius and Yaja make their attacks.
Tarren the Dungeon Master |
Both men fall from their horses upon taking damage. Serious failure on the ride check! Funny dice. They are still alive but you have the iniative again. Yaja and Kornelius.
Meanwhile, the third horseman has managed to get his mount to trample through the pigs and is charging towards the bridge. He swings his sword at Uemala but misses.
Uemala and Lion both have two attacks on him -- one regular attack and one AofO as he tries to charge by you.
Yaja |
"Irori guide me." Yaja leaps on the fallen bandit wielding her mace.
1d20 ?¨ [18] = (18) damage 1d8 ?¨ [2] = (2)
Although a solid hit, her blow seems to do little damage to the foe.
"I never knew combat could be so satisfying." She smiles across at Korney. "Maybe I should work on my strength skills."
Uemala Neddam |
AofO (1d20+2=20) Damage (1d6+2=6) Flurry of blows (1d20=7, 1d6+2=3, 1d20=11, 1d6+2=7) Uema hits with his first but not with his combo.
Tarren the Dungeon Master |
The combined attacks of Uemala and Lion manage to knock the third rider from his horse but neither of them are able to hurt him any further as his horse is kicking and rearing.
Yaja does a little more damage to the man she's attacking but Kornelius only frightens his.
Yaja takes a hit from the short sword of one bandit. 3 points Kornelius avoids a short sword from his bandit.
The horses of all three of these riders run a bit further and then wander over to the grasses.
Kornelius Rowel II |
1d20+4=20, 1d10+3=7
Kornelius responds to the last round miss.
"Ha Ha! Take that you little pesty bandits!!"
"Ha Ha!"
Uemala Neddam |
attack with flurry:Flurry of blows (1d20=5, 1d6+2=5, 1d20=4, 1d6+2=5) RRRRRRRRRRRRRRRRRRRRR!!
Uema stumbles on a hard stone misses his combo.