3. The Caravan Track
- tumblingdice
- Ranger
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- Joined: Sun Mar 18, 2012 11:57 am
3. The Caravan Track
Day 41, Sind Desert, Caravan Track, late morning
Despite Taranna's revelation that half the caravan is evil--or at least chaotic, this is Basic D&D after all--you cast your lot with them and head Westward. It's been five days, and, not finding the company of the caravan the most pleasant or sociable around, your party has accepted Lamshar's request to act as an advance guard.
Riding out to a point about 300 yards ahead of the main group, you notice signs of the passing of a large group of men. Occasionally you find graves, torn open by wild animals. From the remains, you can tell that the Republic army passed this way, apparently just recently. Then, as you ride past the base of a steep bluff, you see a cloud of dust in the distance. It appears to be moving your way.
Actions?
Despite Taranna's revelation that half the caravan is evil--or at least chaotic, this is Basic D&D after all--you cast your lot with them and head Westward. It's been five days, and, not finding the company of the caravan the most pleasant or sociable around, your party has accepted Lamshar's request to act as an advance guard.
Riding out to a point about 300 yards ahead of the main group, you notice signs of the passing of a large group of men. Occasionally you find graves, torn open by wild animals. From the remains, you can tell that the Republic army passed this way, apparently just recently. Then, as you ride past the base of a steep bluff, you see a cloud of dust in the distance. It appears to be moving your way.
Actions?
Last edited by tumblingdice on Sun Feb 25, 2018 9:35 pm, edited 1 time in total.
Re: 3. The Caravan Track
Diego rides with the advance group. "Though it may be churlish to say so openly, I trust that I can count you as friends," he says. "The company of the men behind us was not...entirely satisfactory, shall we say? Quite boorish, nearly all of them. It is refreshing once again to be in the society of gentlemen and ladies such as yourselves."
When they spot the cloud of dust, he pauses to gauge the reaction of his new companions. Do they rush for shelter, or prepare to stand and fight?
When they spot the cloud of dust, he pauses to gauge the reaction of his new companions. Do they rush for shelter, or prepare to stand and fight?
- tumblingdice
- Ranger
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Re: 3. The Caravan Track
Sir Joffrey - NPC, remember him? 
Sir Joffrey, atop his trusty warhorse Zepher, stands up in his stirrups a bit at the sight of the approaching dust cloud, trying to get a better view, then glances back toward at the caravan ambling along behind you. Steady, lads, he cautions.

Sir Joffrey, atop his trusty warhorse Zepher, stands up in his stirrups a bit at the sight of the approaching dust cloud, trying to get a better view, then glances back toward at the caravan ambling along behind you. Steady, lads, he cautions.
Re: 3. The Caravan Track
Zelaz activates his ring, casting flight from the jewelry. He launches himself high to see if he can get a better view of the newcomers.
Fly
Level: 3
Duration: See below Range: 0
For a number of turns equal to the caster's level (8) +1d6 turns, the caster can fly with a maximum movement of 120' each round. The caster can vary the speed as desired, and is capable of hovering.
fly duration 8 + [1d6] = 6 turns
spell deducted
Fly
Level: 3
Duration: See below Range: 0
For a number of turns equal to the caster's level (8) +1d6 turns, the caster can fly with a maximum movement of 120' each round. The caster can vary the speed as desired, and is capable of hovering.
fly duration 8 + [1d6] = 6 turns
spell deducted
Re: 3. The Caravan Track
Zelaz floats down, hovering over the party. I see dozens of them--perhaps as many as a hundred--headed our way. No way to tell if friend or foe, human or no. They appear to be charging. We must prepare for confrontation.
Re: 3. The Caravan Track
Aristide - Rogue
Aristide winces at the mention of hundreds of men approaching. He sighs and says "Shall I ride back and tell the main force what's coming?"
Aristide winces at the mention of hundreds of men approaching. He sighs and says "Shall I ride back and tell the main force what's coming?"
Re: 3. The Caravan Track
"This so-called desert is full of company after all!" exclaims Tasrem, curious of what is coming but not overly anxious.
Last edited by kwll on Mon Feb 19, 2018 1:15 pm, edited 1 time in total.
Re: 3. The Caravan Track
Aristide - Rogue\
Aristide turns and prods Max to a gallop, heading back to the main body to warn them of the coming (apparent) attack.
Aristide turns and prods Max to a gallop, heading back to the main body to warn them of the coming (apparent) attack.
- spanningtree
- Rider of Rohan
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Re: 3. The Caravan Track
Taranna
That's quite a force.... I think we can take them with the assistance of the caravan vanguard. We will feed them jackals.
That's quite a force.... I think we can take them with the assistance of the caravan vanguard. We will feed them jackals.
Anall nathrack uthos bethos doss yell yenva. -Merlin
- tumblingdice
- Ranger
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- Joined: Sun Mar 18, 2012 11:57 am
Re: 3. The Caravan Track
Aristide, seeing no time to put up a roadblock in the middle of the desert...

races back to the caravan to alert them of the danger. Ahmed Khel, Captain of the Guard, closes the gap to meet him. On hearing the news, Khel yells out a few orders, and the guards begin circling the merchants and camels. I hope you can hold your own in a fight, he says, we're going to need all the help we can get. I've got my men in four positions. I'll take one, and my sergeants will each take one. Your group can take the last position. Hurry!
Actions? Diego, please post a link to your character sheet under the characters thread.

races back to the caravan to alert them of the danger. Ahmed Khel, Captain of the Guard, closes the gap to meet him. On hearing the news, Khel yells out a few orders, and the guards begin circling the merchants and camels. I hope you can hold your own in a fight, he says, we're going to need all the help we can get. I've got my men in four positions. I'll take one, and my sergeants will each take one. Your group can take the last position. Hurry!
Actions? Diego, please post a link to your character sheet under the characters thread.
- spanningtree
- Rider of Rohan
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- Joined: Sun Jul 22, 2012 9:35 pm
- Location: Las Vegas, NV
Re: 3. The Caravan Track
Taranna
To Zelaz: Can we just toss battle spells at them as they ride in? Would be spectacular! then thinking harder: That might leave us spent should the sergeant and his guards try something...
To Zelaz: Can we just toss battle spells at them as they ride in? Would be spectacular! then thinking harder: That might leave us spent should the sergeant and his guards try something...
Anall nathrack uthos bethos doss yell yenva. -Merlin
- connivingsumo
- Ranger
- Posts: 557
- Joined: Thu Jan 23, 2014 3:01 am
Re: 3. The Caravan Track
Roikos: Cleric
The Cleric prepares himself and his steed for battle. "Penhaligon, we are out numbered. Fight for your life, and we'll fight for each other!"
========================
Available Spells
Level 1:
Cure Light Wounds (d6+1)
Cure Light Wounds (d6+1)
Cure Light Wounds (d6+1)
Cure Light Wounds (d6+1)
Detect Magic
Sanctuary
Level 2:
Bless
Bless
Find Traps
Hold Person
Silence 15'R
Speak with Animals
Level 3:
Dispel Magic
Dispel Magic
Striking
Level 4:
Cure Serious Wounds (2d6+2)
Cure Serious Wounds (2d6+2)
Level 5:
Flame Strike
The Cleric prepares himself and his steed for battle. "Penhaligon, we are out numbered. Fight for your life, and we'll fight for each other!"
========================
Available Spells
Level 1:
Cure Light Wounds (d6+1)
Cure Light Wounds (d6+1)
Cure Light Wounds (d6+1)
Cure Light Wounds (d6+1)
Detect Magic
Sanctuary
Level 2:
Bless
Bless
Find Traps
Hold Person
Silence 15'R
Speak with Animals
Level 3:
Dispel Magic
Dispel Magic
Striking
Level 4:
Cure Serious Wounds (2d6+2)
Cure Serious Wounds (2d6+2)
Level 5:
Flame Strike
Re: 3. The Caravan Track
Aristide - Rogue, Aspiring General
Aristide will head back to the group, telling that that we have been requested to take up one of the four positions. As he sees the approaching dust cloud he dryly says "This should be a lot of fun. Yeah... what do you say, Max?"
Aristide will head back to the group, telling that that we have been requested to take up one of the four positions. As he sees the approaching dust cloud he dryly says "This should be a lot of fun. Yeah... what do you say, Max?"
- tumblingdice
- Ranger
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- Joined: Sun Mar 18, 2012 11:57 am
Re: 3. The Caravan Track
Your party takes up position number 4, which is the southern flank. With you are ten guards, standing with set spears. Ahmed Khel takes up position number 3, and the two sergeants take up the remaining positions.

The horde is upon you within seconds! About two dozen riders, possibly thirty, barrel down on each of your positions, swords drawn, hooves thundering!
The enemy will be within missile fire range (100' away) for this first round, but will certainly be within melee range for the next round.
Actions?

The horde is upon you within seconds! About two dozen riders, possibly thirty, barrel down on each of your positions, swords drawn, hooves thundering!
The enemy will be within missile fire range (100' away) for this first round, but will certainly be within melee range for the next round.
Actions?
Re: 3. The Caravan Track
Zelaz, from his position above, sets off a fire ball (from his ring) in the front lines of the horde, catching as many as he can.
Fireball damage [8d6] = 24
Fire Ball
Level: 3 Duration: Instant Range: 240'
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within a 20' radius. The caster points his finger and determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.)
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier causes it to shatter or break apart, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. All beings caught within the explosion are allowed a saving throw versus spells. A successful save reduces damage by half.
Fireball damage [8d6] = 24
Fire Ball
Level: 3 Duration: Instant Range: 240'
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level to every creature within a 20' radius. The caster points his finger and determines the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.)
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier causes it to shatter or break apart, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. All beings caught within the explosion are allowed a saving throw versus spells. A successful save reduces damage by half.
Re: 3. The Caravan Track
"Have at you, knaves!" cries Diego Francisco Villablanca de la Lobos. He looses an arrow at the onrushing horde before drawing his rapier for melee.
Longbow (THAC0 14): [1d20+2] = 8+2 = 10 [1d8] = 1
Longbow (THAC0 14): [1d20+2] = 8+2 = 10 [1d8] = 1
- spanningtree
- Rider of Rohan
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Re: 3. The Caravan Track
Taranna
Taranna decides to keep her magic on the down low for now and opts for her longbow. She'll target a leader looking attacker using an arrow +1.
THAC0: 14
To hit: [1d20 + 2] = 11+2 = 13 Damage: [1d8+1] = 8+1 = 9
OCC: Arrow deducted.
Taranna decides to keep her magic on the down low for now and opts for her longbow. She'll target a leader looking attacker using an arrow +1.
THAC0: 14
To hit: [1d20 + 2] = 11+2 = 13 Damage: [1d8+1] = 8+1 = 9
OCC: Arrow deducted.
Anall nathrack uthos bethos doss yell yenva. -Merlin
Re: 3. The Caravan Track
Tasrem casts Web at the incoming horde, if possible not in the immediate vicinity of where the fireball is targeted.
- connivingsumo
- Ranger
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Re: 3. The Caravan Track
Roikos: Cleric
Roikos rides between areas #1 and #3 staying close to side #4; the idea is to be maneuverable to wherever the need is at our weakest, which is between #1 & #4, or between #3 & #4.
Oops, had this posted on the wrong thread ~ back from 3/3/2018.
Roikos rides between areas #1 and #3 staying close to side #4; the idea is to be maneuverable to wherever the need is at our weakest, which is between #1 & #4, or between #3 & #4.
Oops, had this posted on the wrong thread ~ back from 3/3/2018.
- tumblingdice
- Ranger
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- Joined: Sun Mar 18, 2012 11:57 am
Re: 3. The Caravan Track
Rik, I saw that post earlier. Roikos did that all that before the horde closed to missile range. Now it's combat time. What's he going to do?connivingsumo wrote:Roikos: Cleric
Roikos rides between areas #1 and #3 staying close to side #4; the idea is to be maneuverable to wherever the need is at our weakest, which is between #1 & #4, or between #3 & #4.
Oops, had this posted on the wrong thread ~ back from 3/3/2018.