3. The Caravan Track

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tumblingdice
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Re: 3. The Caravan Track

#61 Post by tumblingdice »

Day 41, Sind Desert, Caravan Track, late morning
Combat round 4


The bandits begin to retreat as word of their fallen leader spreads among their ranks. Note: Because the bandits are in full retreat mode, your attacks will be made at +2 to hit, so some of you who thought you missed may be pleasantly surprised.

Initiative: party [1d6] = 5, bad guys [1d6] = 5 - simultaneous combat!

Roikos, Aristide and Sir Joffrey spur their mounts to full charging speed as the bandits retreat westward.

DM NPCs Tasrem: Hmm, Tasrem doesn't appear to have any good spells left to use. He remains up in the air with Zelaz, safely above the fray.

Zelaz's fireball fizzles among the rocks. Still, it manages to scare the retreating bandits enough to quicken their pace.

Diego's rapier of the snake triumphantly claims another victim as a retreating bandit falls to his doom.

Taranna, fresh from her previous kill, handily slays yet another bandit with her bastard sword ([1d8+3] = 6+3 = 9 hp dmg) as he tries in vain to escape. Her charmed friend takes to his new opponents with enthusiasm [1d20+3] = 19+3 = 22, running his long sword through a former friend ([1d8] = 5 hp dmg).

Aristide and Max take down their opponent with a flourish!

Roikos didn't specifically state he would attack, but let's assume he does: [1d20+4] = 12+4 = 16, bashing his quarry in the face for [1d8+2] = 3+2 = 5 hp dmg. Down goes another yet another bandit!

Sir Joffrey takes up his lance once again, and with an oath, sets it upon his foe: [1d20+4] = 20+4 = 24, critical hit! The bandit's horse goes down, taking its rider with him!

And with that, the bandits--minus the six you just killed--disappear into the west, whooping and screaming in defeat. Combat is over, unless you decide to give chase.

All around you, you hear (well, everyone except Zelaz, who can't hear anything) the screams of the dying. Ahmed Khel surveys his remaining men. Lamshar scrambles to bring some semblance of order to his caravan as the other merchants try to control their frightened camels. The ground is strewn with spilled wares.

Two bandits remains: the horse and rider caught within Tasrem's web, his cursing and straining becoming more intense as the caravan guards circle in on him with murder in their eyes. Then there's Taranna's charmed companion. As the caravan guards approach him, he mistakes their aggression as being aimed at Taranna, and he lifts his sword in way of challenge.

This should be interesting.

Aristide 44/44
--Max 19/19
Tasrem 15/15
Taranna 26/34
Zelaz 4/15
--Horace 10/10
Diego Francisco Villablanca de la Lobos 52/55
Roikos 50/50
--Peny 16/16

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

EDIT: In the original post, Taranna's charmed bandit was killed by another bandit, but it seemed unfair that only his quarry had opted to attack instead of run in full retreat mode. Having two bandit prisoners, one charmed, one not, will make for much better role-playing, especially with this ill-tempered lot. Good luck!
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greyarea
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Re: 3. The Caravan Track

#62 Post by greyarea »

Zelaz flies to the ground, landing next to the others. He says in a perfectly normal voice (read shouting, as he is deafened), WHAT DO WE DO WITH THE PRISONERS? I HAVE A FEW NASTY SPELLS IF YOU WANT TO QUESTION THEM.

DON’T LET THEM KNOW THAT THOUGH, WE WANT TO KEEP IT A SURPRISE.


He keeps shaking his head as if to get water out of his ears. Not like it will help...
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Re: 3. The Caravan Track

#63 Post by connivingsumo »

Roikos: Cleric

The Cleric, will not attack enemies in retreat, only enemies in combat. He maneuvers Penny to Zelaz and casts Cure Light Wounds upon his injuries.
*Roikos casts Cure Light Wounds on Zelaz twice

Roikos' Action
Cure Light Wounds: [1d6+1] = 5+1 = 6
Cure Light Wounds: [1d6+1] = 4+1 = 5


========================
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
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Re: 3. The Caravan Track

#64 Post by greyarea »

Zelaz, the atheist wizard, is humiliated that a cleric has healed him. He whispers, for he is still gracious even if he hates it so, THANK YOU, to the cleric. He can be heard clearly by everyone around.

He tries picking out wax from his ears with his long pinky fingernails.

Does the healing cure his deafness?
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Re: 3. The Caravan Track

#65 Post by tumblingdice »

greyarea wrote: Does the healing cure his deafness?
No, it doesn't. Fortunately, the deafness wears off after three rounds. Two rounds of combat came and went, and now that combat is over--presumably--the third round passes in no time at all. Zelaz' hearing returns in full, midsentence, as he's thanking Roikos at top volume. Quelle surprise!
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Re: 3. The Caravan Track

#66 Post by badams30 »

Aristide - Smooth Criminal

With a broad grin, Aristide will dismount near the defeated bandit leader to search his corpse. He pats Max on the head and says "Wait here, old fella, let's see what this goon has...."
OOC: Aristide isn't trying to be sneaky or covert, just curious what this jerk was carrying. He'll conceal any findings and share them all with the group in private later, out of earshot of the caravan members.
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Re: 3. The Caravan Track

#67 Post by spanningtree »

Taranna makes a show of telling her new friend to drop his weapon and answer any questions asked of him. Holding up her hand to the unwashed horde approaching: Halt! This man is under my power and will find his death acting as my guard. He is my spoil from this battle but I will allow you to ask him what questions you wish.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 3. The Caravan Track

#68 Post by kwll »

Tasrem lands as well among his companion, at the same time proud and surprised by the power of his own spells. He asks around: "And why were we fighting exactly, by the way?"
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Re: 3. The Caravan Track

#69 Post by greyarea »

Zelaz reminds Tasrem, Those villains attacked the caravan we were with. Perhaps we should rethink with whom we travel, but when attacked, I say attack back!

It seems all we do is make way to our goal, and everywhere villains attack us. It is as if the gods--were they to exist--set up obstacles just to try our mettle! This is why I reject them and rely only on my own magicks, for if they try us for their own bemusement, they are no friends of us!
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Re: 3. The Caravan Track

#70 Post by Zhym »

"Cowards!" cries Diego Francisco Villablanca de la Lobos. "Come back to face my blade, and die like men!" He sighs when none of the fleeing bandits volunteer to die at his blade, but he does not attack, as cutting a man down from behind is neither sporting nor an impressive display of one's swordplay prowess.
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Re: 3. The Caravan Track

#71 Post by kwll »

Tasrem looks awkwardly at Zelaz after his tirade, then shrugs and goes about to check the bandits' leader he just blasted a while ago.
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Re: 3. The Caravan Track

#72 Post by tumblingdice »

Aristide and Tasrem investigate the fallen bandit leader. He was wearing plate mail, and his sword lies on the ground nearby. The horn of blasting that he used to deafen Zelaz is cracked beyond use. Lightning and fire will do that. He appears to have nothing else of value on him.

Taranna's new friend looks at her uncertainly for a moment, then drops his sword. The encircling guards halt at Taranna's command, then exchange uneasy glances with each other (reaction: [2d6] = 4). The sergeant named Dakhial, fearful of the elf's sorcery but only so much, advances to within a few yards of the charmed bandit, sword drawn. "First question: tell me why I shouldn't kill you now, you filthy desert dog?" Not waiting for an answer, he turns to his companions. "And how do we know that he wasn't in league with these newcomers from the start?" he asks, eyeing the rest of your party suspiciously.

The rest of the guards being to murmur among themselves, casting furtive looks in your direction.

Actions? This will be more fun if a PC interrogates the prisoner. Dakhial is a hothead, but he'll back down if one of you guys, or ladies, takes him on. :)
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Re: 3. The Caravan Track

#73 Post by greyarea »

Zelaz smiles a crooked smile at Dakhial. If you'd like a demonstration of the power of magic, I can surely give you one. He is charmed and under Taranna's command. I can do the same to you, if you'd like. However, if you'd prefer to keep your will, then leave us to question the prisoners.
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Re: 3. The Caravan Track

#74 Post by spanningtree »

He has answers we all want to hear... Dakhial. Taranna leans down to her new friend: What is your name and who sent you to attack us? Your life thread is close to being cut, answer with truth.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 3. The Caravan Track

#75 Post by Zhym »

Diego Francisco Villablanca de la Lobos lowers his voice and raises an eyebrow. He fixes the guard with a sardonic look. "My ears must be playing tricks on me. I thought I heard you suggest that these gentlemen were in league with the bandits—but surely I misheard you, yes? You wouldn't dream of besmirching their honor. Not when you must know that such an insult could only be settled between men at the point of a blade?" Diego holds his rapier out, tip pointed to the ground, showing his readiness to teach the guard some manners if he doesn't quickly recant his accusation.
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Re: 3. The Caravan Track

#76 Post by connivingsumo »

Roikos: Cleric

Roikos makes his way over to interrogation, pleased with his companions assertiveness, and observes while listening intently.

========================
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
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Re: 3. The Caravan Track

#77 Post by tumblingdice »

Surna Lamshar, the caravan master, looks with fright upon Taranna and Diego after witnessing Segeant Dakhial's threats. He hurriedly signals to Ahmed Khel, captain of the guard. You cannot hear their conversation, but the caravan master's furtive nods towards the elf, Roikos, Tasrem and Roikos, alomg with some exaggerated hocus pocus gestures, leads you to believe he's afraid of what the spellcasters in your group might do if provoked. The captain nods, approaches the sergeant, then silently orders him to stand down with a gentleness that catches you somewhat off-guard. Dakhial's relaxes a bit.

Taranna's new friend looks around at his captors. "My name is Khalid. I used to ride with the Peshawar tribe. Since my exile, however, I've known no kinship but that of my bandit brothers. We raid the caravans of the civilized lands of the West. Sometimes we trade with those who will deal with us. Say, what happened to Muktar over there?" Khalid points to the bandit caught in the magic web with his horse, still lying on the ground.

Actions?
Last edited by tumblingdice on Sat Jul 06, 2019 1:00 pm, edited 1 time in total.
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Re: 3. The Caravan Track

#78 Post by kwll »

Not interested in arms loot, Tasrem turns away from the fallen leader and approaches the warrior caught in a web. "Hey there, that's a nice net you are in. Who put you there?" he asks to him.
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Re: 3. The Caravan Track

#79 Post by badams30 »

Aristide - Tom Selleck wanna-be, tough guy

Seeing the situation with the guards diffused, Aristide accompanies Tasrem to the man trapped in the web. He has his sword out and will eyeball the fiend as menacingly as he is capable, allowing Tasrem to talk. If the prisoner gets lippy or says something stupid, Aristide will whack him with the flat of his blade, telling him that the next time it'll be with the sharp side.
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Re: 3. The Caravan Track

#80 Post by tumblingdice »

The bandit trapped in the web--evidently his name is Muktar--looks up at Tasrem for a moment, (Reaction roll: [2d6] = 3) then hangs his head as best he can given his confines. "You did," he says dejectedly. "You have beaten me. Do what you will." He turns again, as best he can, for a look at Khalid, wondering what's come over the fellow.
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