Day 41, Sind Desert, Caravan Track, late morning
Combat round 2
You fight ferociously to defend the caravan as the bandits work up a Number 6 on you, a whampin' and whompin' every livin' thing that moves within an inch of its life. Merchants holler and scream while trying to take cover. Camels bellow and bray in agitation. Steel rings against steel. Arrows whistle through the air.
Initiative: PCs:
[1d6] = 1, bad guys:
[1d6] = 6 - Uh oh!
Five of the bandits attack the 5 remaining caravan guards at your position,
[1d20] = 14, trampling some to death, putting the rest to the sword.
Five more bandits push through your defenses, and into the caravan proper. They'll start butchering camels and merchants in the next round.
Four of the bandits, seeing their leader in danger, break off to the left, then circle around to pepper Sir Joffrey with arrows.
[1d20] = 12,
[1d20] = 2,
[1d20] = 18, hitting the knight for
[1d8] = 2 hp dmg,
[1d20] = 2, but only one of the missiles finds its mark.
Of the remaining four bandits:
One attacks Taranna,
[1d20] = 2, but the swing goes wide.
One goes after Roikos,
[1d20] = 11, but the cleric fends him off.
One lunges after Diego
[1d20] = 2, but the swashbuckler deflects the blow.
The last one goes for Aristide,
[1d20] = 2, but the wily thief steps aside.
The bandit leader, a few yards away from Sir Joffrey, ignores the knight for a moment, and looks around for the source of the fireball that incinerated his men. Spotting Zelaz in the air, he draws from his belt what looks to be a horn fashioned from a giant yak. Putting the horn to his lips, he looks up at the airborne wizard, then blasts out a deafening rumble straight from the lowest reaches of the abyss. Or possibly fourth grade band class.
[2d6] = 11 hp dmg. Zelaz will be defeaned for
[2d6] = 3 rounds. The good news is that he can make a saving throw against the deafness. The bad news is that Zelaz' magic missile spell is ruined.
Tasrem mumbles a few words, then takes flight. He and Zelaz now have the best seats in the house, though Zelaz is probably too battered to appreciate it.
Kwll, Tasrem's AC should be 8, not 9. In basic LL, the starting armor class is 9, not 10.
Taranna's sleep spell knocks
[2d8] = 5 of the bandits, let's say the ones preparing to slaughter the merchants and camels, unconscious. Some break their necks as they slump from the saddle to the ground. Others are trampled to death by their mounts, or agitated camels. Dock those bandits a day's pay for nappin' on the job!
Roikos and Aristide, despite their prowess with flail and longsword, respectively, fail to connect with their quarry. Perhaps if Roikos hand't been listening so intently to Aristide's story about Skull Mountain, the outcome would have been different.
Diego is no luckier, and misses his foe.
Joffrey drops his lance, then draws his longsword. He lunges after the bandit leader
[1d20+3] = 10+3 = 13, hitting him for
[1d8+3] = 3+3 = 6 hp dmg.
Aristide 44/44
--Max 19/19
Tasrem 15/15
Taranna 34/34
Zelaz 4/15 - possibly deafened, roll saving throw vs spells, please
--Horace 10/10
Sir Joffrey 44/51
--Zephyr 19/19
Roikos 50/50
--Peny 16/16
Diego 55/55
16 bandits are dead, and 1 is stuck in a web. 13 bandits remain, 9 within melee range, 4 at close missile range.
All ten of the caravan guards at your position are dead.
Tasrem and Zelaz are up in the air, somewhere.
Sir Joffrey and the bandit leader are off the map, to the southwest.
All kinds of chaos and bloodshed are going down at the other three positions, but due to the fog of war, you're not really taking them in.
Actions? Don't forget to deduct any missile weapons or spells used.