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Re: 3. The Caravan Track

Posted: Sat Mar 10, 2018 4:17 am
by connivingsumo
tumblingdice wrote:
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.
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?
Oh! Uh... Flail to face! :mrgreen:

Re: 3. The Caravan Track

Posted: Sun Mar 24, 2019 1:41 pm
by tumblingdice
connivingsumo wrote:
tumblingdice wrote:
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.
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?
Oh! Uh... Flail to face! :mrgreen:
Rik, is this an exaggerated face-palm, or is it your intent to clobber one of the oncoming bandits with your flail?

Re: 3. The Caravan Track

Posted: Sun Mar 24, 2019 3:22 pm
by connivingsumo
tumblingdice wrote:Rik, is this an exaggerated face-palm, or is it your intent to clobber one of the oncoming bandits with your flail?
It's clobber time! (but I do like the exaggerated face-palm! :D )

Re: 3. The Caravan Track

Posted: Mon Mar 25, 2019 5:12 pm
by tumblingdice
connivingsumo wrote:
tumblingdice wrote:Rik, is this an exaggerated face-palm, or is it your intent to clobber one of the oncoming bandits with your flail?
It's clobber time! (but I do like the exaggerated face-palm! :D )
Oops. I forgot. The bandits are still 100 feet away. Any spells or missiles you want to fire off first? By the end of the round, they will be in melee range, so you're still welcome to clobber if you like.

Also, Brandon, I need an action from Aristide. Besides checking his hair in the mirror...

Re: 3. The Caravan Track

Posted: Mon Mar 25, 2019 8:09 pm
by spanningtree
OCC: I'll stick with my previously posted attack (missile).

Re: 3. The Caravan Track

Posted: Mon Mar 25, 2019 10:28 pm
by connivingsumo
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!" If the approaching horde is on foot, then Roikos will charge Penny into their masses! Otherwise, he waits for their horse-back melee.

========================
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

Posted: Tue Mar 26, 2019 1:36 pm
by kwll
Tasrem is not in a mind of changing anything et wanted to do, whatever it was.

Re: 3. The Caravan Track

Posted: Wed Mar 27, 2019 3:21 am
by badams30
Aristide - Ladies Man, Rogue, Camel-Whisperer

Aristide pats Max on the head and says "Okay Max... we've been through worse. Let's look sharp, eh?"

The rogue flicks his well-groomed hair back and with a toothy grin he draws his longsword with a flourish and shouts at the foolish attackers "AHA! Taste our steel, fiends!"

OOC: Aristide will engage anyone who closes with him using his sword, in the absence of an attacker, he'll keep his eyes open to see if there appears to be a leader of this group, and he'll note his location...

Re: 3. The Caravan Track

Posted: Fri Mar 29, 2019 3:17 am
by tumblingdice
Day 41, Sind Desert, Caravan Track, late morning
Combat round 1


You brace for the worst as over 100 bandits descend upon the caravan. In your present position, you're shoring up a column of 10 guards with spears, as 30 bandits and their leader charge in on horseback.

Initiative: PCs [1d6] = 3, bad guys: [1d6] = 2

Aristide and Roikos stand their ground.

Sir Joffrey (NPCd) spurs Zephyr to a gallop, bringing his lance down into position as he charges towards the bandit who looks most like the leader...

Diego fires an arrow into the oncoming horde. He hits one of the bandits in the arm (1 hp), who shrugs it off.
Note: Zhym, short range on a long bow is 70', or 70 yards outdoors, so you were actually at +3 to hit, not +2.

Taranna lets loose a magic arrow at the bandit leader, before Joffrey reaches him, fortunately. Her arrow finds its mark (9 hp).

Tasrem casts a web spell. There's no area of effected listed for a web spell, but borrowing from the AD&D/OSRIC rules, let's say 80 cubic feet. So, that's roughly 7' long, 6' high and 2' thick. Generously speaking, that would ensare one mounted rider, who falls down.

Zelaz, high above the fray, launches a fireball at the oncoming horde. It explodes, throwing the ranks into confusion. A fireball's area of effect is 20' (not yards!) across. Let's say mounted riders in close formation take up a space 4 feet wide. This will let Zelaz incinerate 5 bandits, and several horses.

Sir Joffrey and the bandit leader meet in a thundering crash of steel and horse flesh [1d20+3] = 13+3 = 16, dmg [1d10+2] = 9+2 = 11. The bandit leader, sword drawn, curses in pain and rage, then, taking advantage of the close quarters with Sir Joffrey, brings his long sword down upon the knight with crushing force: [1d20+1] = 17+1 = 18 damage of [1d8+1] = 4+1 = 5.

The ten caravan guards, spears drawn and set, meet the onslaught of charging bandits. Five of the bandits meet their bloody ends on the, well, bloody end of a spear. Five other bandits mow down five of the guards.

Four of the bandits break from the charge to attack Taranna, Tasrem, Aristide and Diego. All of them miss!

Aristide [1d20+2] = 16+2 = 18 cuts down his attacker [1d8+2] = 6+2 = 8 without breaking a sweat. No small feat in the middle of the Sind Desert.

Roikos swings his flail at Tasrem's foe [1d8+2] = 4+2 = 6 but misses.

Brandon and Rik, can you handle your own dice rolls for next round?

Aristide 44/44
--Max 19/19
Tasrem 15/15
Taranna 34/34
Zelaz 15/15
--Horace 10/10
Sir Joffrey 46/51
--Zephyr 19/19
Roikos 50/50
--Peny 16/16

5 of your caravan guards are down. 5 remain.
6 bandits are down, 5 have been incinerated, and 1 is stuck in a web. 18 remain, plus their leader, who is engaged with Sir Joffrey.
Everybody except Sir Joffrey and the bandit leader are in melee range. No map needed. Woohoo!

There are other pockets of bandits and guards surrounding the caravan, duking it out, but David Cook says I'm not supposed to tell you about them until 3 rounds go by. Fog of war and all, you know! :D

Actions? Don't forget to deduct any missile weapons or spells used.

EDIT: Oops! I forgot to record Aristide's and Roikos' attacks. Revised!

Re: 3. The Caravan Track

Posted: Fri Mar 29, 2019 2:18 pm
by greyarea
Zelaz eyes the leader. If he goes down then perhaps the rest will flee. He casts magic missile at him.

Magic Missile three missiles with unerring strike, dmg [3d6+3] = 11+3 = 14

Re: 3. The Caravan Track

Posted: Fri Mar 29, 2019 4:21 pm
by Zhym
"What ho!" cries Diego Francisco Villablanca de la Lobos as he enthusiastically engages his nearest opponent in battle. "Have at you, miscreant!"

Rapier of the Snake (THAC0 14): [1d20+2] = 4+2 = 6 [1d8] = 1

If only his accuracy matched his verve.

Re: 3. The Caravan Track

Posted: Wed Apr 03, 2019 2:52 pm
by connivingsumo
Roikos: Cleric

The Cleric curses the sunlight in his eyes, "Damn! That was me Penny, not you!" he says as his strap-hand pats her mane while bringing the flail around once more at his target.
Flail To Hit: [1d20+2] = 14+2 = 16 = 2+3 = 5 Dmg: [1d6+2] = 1+2 = 3
4/4/19 EDIT: Good God! It still isn't right!! Never mind - I'm not messing with it again - choose whichever roll you like.

Oops! Wrong modifier, sorry about that; then I copy/pasted the wrong text (if you look at the history of the rolls) - YIKES! I'm out of practice - sorry about that!! :oops: :?
Flail To Hit: [1d20+3] = 2+3 = 5 Dmg: [1d6+2] = 1+2 = 3
ooc: yay... another miss :shock:



========================
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

Posted: Thu Apr 04, 2019 10:17 am
by kwll
Tasrem is at the same time disappointed by the weak impact of his spell and horrified by all these savage warriors trying very hard to hit him. He jumps in the air to evade the melee, so high that he decides to stay up and take the time to assess the situation.

Casts 'Fly' on himself.

Re: 3. The Caravan Track

Posted: Fri Apr 05, 2019 7:12 pm
by spanningtree
Taranna

Taranna will target a cluster of baddies with a sleep spell.

Re: 3. The Caravan Track

Posted: Wed Apr 10, 2019 8:29 pm
by badams30
Aristide - Handsome Rogue and Camel Whisperer

Aristide seems quite surprised and pleased with the results of his sword work on the bandit that he wheels around to take a slash at another scummy brigand.

"Taste some fine Darokin steel, dirtbag!"

[1d20+2] = 2+2 = 4 YOINK! SWISH!

OOC: and we waited DAYS for me to post a fabulous miss. Sorry. Dammit.

Re: 3. The Caravan Track

Posted: Wed Apr 10, 2019 8:54 pm
by tumblingdice
badams30 wrote:Aristide - Handsome Rogue and Camel Whisperer

Aristide seems quite surprised and pleased with the results of his sword work on the bandit that he wheels around to take a slash at another scummy brigand.

"Taste some fine Darokin steel, dirtbag!"

[1d20+2] = 2+2 = 4 YOINK! SWISH!

OOC: and we waited DAYS for me to post a fabulous miss. Sorry. Dammit.
He can still try mooning the bandits instead, if you prefer.

Re: 3. The Caravan Track

Posted: Wed Apr 10, 2019 9:05 pm
by greyarea
tumblingdice wrote:
badams30 wrote:Aristide - Handsome Rogue and Camel Whisperer

Aristide seems quite surprised and pleased with the results of his sword work on the bandit that he wheels around to take a slash at another scummy brigand.

"Taste some fine Darokin steel, dirtbag!"

[1d20+2] = 2+2 = 4 YOINK! SWISH!

OOC: and we waited DAYS for me to post a fabulous miss. Sorry. Dammit.
He can still try mooning the bandits instead, if you prefer.
Seems more in character for... well... any of Brandon's characters, to be honest. :mrgreen:

Re: 3. The Caravan Track

Posted: Thu Apr 11, 2019 1:44 am
by badams30
greyarea wrote:
tumblingdice wrote:
badams30 wrote:Aristide - Handsome Rogue and Camel Whisperer

Aristide seems quite surprised and pleased with the results of his sword work on the bandit that he wheels around to take a slash at another scummy brigand.

"Taste some fine Darokin steel, dirtbag!"

[1d20+2] = 2+2 = 4 YOINK! SWISH!

OOC: and we waited DAYS for me to post a fabulous miss. Sorry. Dammit.
He can still try mooning the bandits instead, if you prefer.
Seems more in character for... well... any of Brandon's characters, to be honest. :mrgreen:
Yeah, I probably should have stuck with mooning. Then again, I'd have probably failed the camelback dexterity check and fell from Max' back and got trampled. Anything's possible.

Saaaay..... did I ever tell you all about the time my halfling rode a black dragon? NO? Well.... there was this mountain shaped like a damn skull... no kidding. And then he..... blah blah blah...

Re: 3. The Caravan Track

Posted: Sat Apr 13, 2019 4:20 pm
by tumblingdice
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

Image

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.

Re: 3. The Caravan Track

Posted: Sat Apr 13, 2019 10:49 pm
by greyarea
Zelaz Zelaz "can't touch this" save vs spells (12) [1d20] = 1 wonders why it got so quiet.

Can he still cast spells while deafened? What about from his ring?