Personally, Soph, I'm more amused at how every post of yours thus far has been roughly the same number of lines, with roughly the same proportion of purple to black text. I don't know why, it just tickles me.
I think this question got missed in the other thread, but how many (armed) people, roughly, are in Tallhelm's caravan? Obviously us six, but how many NPC guards or others are there who could be reasonably expected to fight?
"The beauty of a living thing is not the atoms that go into it, but the way those atoms are put together." - Carl Sagan
New Hotness has been repaired - I am posting from it now.
In a strange reversal of fortunes, Old and Busted appears to have finally given in to its debilitating illness, having kept itself working just long enough for its successor to return to functionality.
Old and Busted was a true and faithful friend. I wish it well on its journey to the digital afterlife.
Ok, so, map time. At this point, the bandits have not noticed you. Grey rectangles are horses, because I can't draw. Red circles are bandits, Thorus and Cecily obviously excepted. Blue circles are caravan members. For the sake of simplicity, civilians have not been drawn. Assume they are hiding, or something. Willam and Dayne are marked seperately, because they have different skills and whatnot.
With that out of the way, we need some initiative rolls.
Bandit Leader: (1d20+2)
Your group gets +1 from Thorus' aura. This has been included in these rolls. Bandits would have gotten a surprise round, but they got noticed. Sucks to be them. Though, not so much, as thanks to that roll, they still go before pretty much everyone, except Thorus.
Oh, and before anyone asks: yes, there are more wagons. Two of them contain guards, which puts four guard tokens not on the map. One of them also contains your prisoner, who is not on the map either.
...Well, I have to say, I expected that. It's just like in your last game: I roll very well until it really matters, then I do horribly. The next round with the combination of charge penalties and flat-footed-ness could be unfortunate now.
Leader and Thorus' other friend are both rather dead, so they don't get any dice. Sucks to be them. The southern bandit is also dead, so no dice for him either. Everyone else gets dice.
First, the bandits.
The three up near the top have crossbows, and aren't afraid to use them. First one shoots at Dayne, on his horse. (1d20+3)
damage: (1d8+1)[/roll]1d6[/roll] botched the d6, but he misses, lucky for Dayne.
second one moves down the hill, and shoots at one of the horses pulling the front wagon. (1d20+3)
damage: (1d8+1)[/roll]1d6[/roll] also botched the d6. Rolled a 3 with one of mine. 11HP to the horse.
the last one turns around, and fires his crossbow at Thorus (1d20+3)
damage: (1d8+1) el missington.
The four just below them are holding shortbows, and are firing one shot each at the guards in the lead wagon. Two guards, so two shots per guard.
At Guard A: (1d20) (1d20+1)
damage: (1d6) (1d6+1) failure.
At Guard B: (1d20+1) (1d20+1)
damage: (1d6+1) (1d6+1) Good rolls, but they hit the cover.
The single bandit behind them moves forwards to get away from Thorus, and attempts to cast Grease on the horses pulling the lead wagon. He's got studded leather too, so 15% failure chance. (1d100) le not failure.
assuming he passes, the horses have to make reflex saves to not fall down: (1d20+4) le failure (1d20+4) and le not failure. Down goes the wounded horse.
The horses belonging to the bandits Thorus killed run away. The other horsed bandit wheels around and moves in to attack him. (1d20) (1d6) he rolled a 4
The four other bandits in a line jump down the hill to hide from the guards behind the broken wagon, and take shots at Alec and Glaffin. Two each.
Alec: (1d20+2) (1d20+2)
damage: (1d6+1) (1d6+1) saved by the studded leather.
Glaffin: (1d20+2) FAIL (1d20+2) but that's a hit.
damage: (1d6+1) (1d6+1) Glaffin takes 6 HP damage.
Which leaves two living bandits. They move near each other, and take potshots with shortbows and Indrys and Cecily. One each.
Indrys: (1d20+1) (1d6)
Cecily: (1d20+1) (1d6) let us never speak of these rolls again.
That's all the bandits, so let's see what they accomplish!
Much as I hate to mention it, I think both those bolts should've hit Alec. His flat-footed AC is 13, so with the charge penalty, doesn't that put him at 11 for this round? Unless the archers are firing past their range, which seems unlikely.
He had a surprise round, so he's not actually flat-footed. The rules might technically work that way, I'm not sure, but that would be stupid. That said, he still has -2 for the charge, which I legitimately forgot, so they do both hit.
meaning that, being unconcious, he needs a roll to see if he falls off his horse. (1d100) let's say low numbers are bad. (1d6)
so yes, he does fall off. 50% chance and all. Takes 2 more HP from the fall in the bargain, putting him at -4 right now.
It looks like Glaffin comes after Alec in the initiative roster, so I assume Alec's turn is spent lying there bleeding to death. =P On the bright side, he'll be able to get a point of health back from the fast healing feature before the spell puts him above half his total.
Also, I'm going to be gone until late next week. I'm flying out to a conference. If Alec gets an action before I'm back, he'll stay on foot and try to get closer to the crossbow bandits while using his horse as cover. Unless there're other bandits in his immediate area, in which case murder is a good alternative plan.
Alright, thanks for the heads up. I guess that means it's time for more rolls, and a new map, since with Alec out for his round everyone we need has already posted. The fast healing from Thorus means he doesn't even need to roll and see if he bleeds out - he goes up one point, is stabilised by the magic healing aura, and then Glaffin uses a heal, putting him at 3HP.
Also, it seems I need will saves for that pair of bandits in the middle there. They're the only ones Indrys can reach without needing to make a concentration check to keep his spell. It truly sucks to be those guys.
(1d20) - well, not this guy. Good job, Bandit A! (1d20) - You, on the other hand... no bonus for you!
So, the guards need to get their licks in. They are, predominantly, human warriors, and they have rapid reload and quick draw. Since right now they're all armed with crossbows, none of them is moving.
so let's shoot bandits. The four in the rear wagons shoot at the bandits behind the broken wagon. Those bandits have cover, so this is a trickier shot. Fortunately, they can hear Cecily singing, so they get +1. (1d20+1) (1d20+1) (1d20+1) (1d20+1) (1d8+1) (1d8+1) (1d8+1) (1d8+1)
one hit, and max damage to boot. Huzzah.
and the four in the upper wagons will shoot at the ones still on the hill. No cover for those guys. (1d20+1) (1d20+1) (1d20+1) (1d20+1) (1d8+1) (1d8+1) (1d8+1) (1d8+1)
Better! Two hits, and I need a crit roll for that second guy.
which leaves the outriders. Those guys have swords and bows. The one at the bottom charges the bandits by the wagon. (1d20+3) (1d8+1)
and hits most mightily. Wham, bam, thank you ma'am.
The other one can't get around the wagons, so he moves his horse up near Dayne's and takes a potshot at the bandits. (1d20+1) (1d6+1) FAILURE.
So, critical confirmation for Mr. Fancypants guard there. (1d20+1) (1d8+1) - makes it. Look at you, dealing 14 damage to that bandit.
And that puts it back to Thorus, who missed, which means it is bandit time again.
Not so many of them anymore. Let's see...
the three at the top with the crossbows go Rapid Reload, and then fire again.
one at Dayne: (1d20+2) (1d8) - 7HP. More than he has, and my dice apparently dislike him. He falls off his horse, and takes 4HP additional damage.
one at Willam: (1d20+3) (1d8+1) - 5HP. Also more than he has, but he is not on a horse. Slumps over in his seat.
and one at the guard below Willam. (1d20+2) (1d8) - Wishful thinking from him. I'm pretty sure he needed a natural 20.
then, we have the spellcaster, who does not approve of Indrys. Magic Missile! (1d100) Failure chance. Low numbers BAD. (1d4+1) - no failure, and that can't miss. 3HP to our valiant elf.
Thorus' dancing partner attacks with his shortsword (1d20) (1d6) - oh, horse bandit. You suck so hard.
Then, the two left out of the group on the hill, who have shortbows. They each take a shot at the horsed guard by the broken wagon. (1d20) (1d6) (1d20+1) (1d6+1) - bazinga! 7HP.
Then, they move up near the crossbow group.
The two left by the wagon also shoot at the horse guard. Unlike their fellows, they do not move afterwards. (1d20+2) (1d6+1) (1d20+2) (1d6+1) - 4HP. Rolled with one of my dice to see if he fell off his horse. He did. 1 more HP damage to him, for 12 total. He's dead, Jim.
Bandit A, who passed his will save, decides that discretion is the better part of valour and moves north, away from Indrys, shooting as he goes. (1d20+1) (1d6+1) - he's got a shortbow, so that's no crit, but it is 4HP more. That's 7 total, which matches Indrys' HP exactly. So he's not unconcious, yet. OF NOTE: At the beginning of his turn, he regains 1HP from Thorus' aura.
last, his poor friend is out of the fight for (2d4) + (1d4) +1 rounds. 10 total, so I think he's useless for the rest of the fight.
With the bandits done, I have one more roll to make. Dayne, assuming he is still alive, reins his horse in, and takes a shot at the crossbow bandit nearest him. (1d20+1) (1d6) - NOPE.
oh, and one other thing I forgot. The uninjured horse on the front wagon makes a strength check. My dice give me 22, which is plenty. That's going in the update.
EDIT: New and improved map, now with coordinates! One of the crossbow bandits is standing on the M. I told him that was inconsiderate, but he didn't seem to care.
Right, been a few days. Soph, yer gettin' autopiloted, based on the last course of action you mentioned to me. Cecily and Glaffin have owned their bandits, and Thorus has owned his. Roll to see if the bandit falls off his horse: (1d2)
1 he falls, 2 he stays.
He stays. That is the first anything to stay on its horse after being knocked unconcious. Fanfare is in order.
And it's the guards! Something I aactually forgot last turn was Dayne's roll to stabilise, so that can go here. (1d20) Epic fail.
Willam gets one too: (1d20) regular fail.
The guards in the last two wagons are out of range of the bandits. They jump out, and move up. The ones in back do a double move, the ones in front make it to the broken wagon and take potshots at the two bandits nearest them.
A: (1d20+1) (1d8+1) - missington.
B: (1d20+1) (1d8+1) - but this guy hits. Another dead bandit.
Guard by Dayne jumps off his horse and tries to do first aid. He's untrained, but there's no special penalty for that.
(1d20) - success! Dayne is no longer dying.
and the remaining four guards return fire. The two in the top wagon shoot at one crossbow bandit, and the spellcaster.
Crossbow guy: (1d20+2) (1d8+2)
Squishy Mage: (1d20+1) (1d8+1) - more failure.
the two in the other wagon shoot at the same crossbow bandit as the other guy, and one of the regular bandits.
Crossbow guy: (1d20+2) (1d8+2) - that's a hit, and the crossbow guy is DOWN.
Other guy: (1d20+1) (1d8+1) - yet more failure.