Page 1 of 10

3. The Caravan Track

Posted: Fri Feb 16, 2018 4:06 pm
by tumblingdice
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?

Re: 3. The Caravan Track

Posted: Fri Feb 16, 2018 4:23 pm
by Zhym
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?

Re: 3. The Caravan Track

Posted: Fri Feb 16, 2018 5:08 pm
by tumblingdice
Sir Joffrey - NPC, remember him? :D

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

Posted: Fri Feb 16, 2018 6:03 pm
by greyarea
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

Re: 3. The Caravan Track

Posted: Fri Feb 16, 2018 7:06 pm
by greyarea
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

Posted: Sat Feb 17, 2018 3:07 am
by badams30
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?"

Re: 3. The Caravan Track

Posted: Sat Feb 17, 2018 12:04 pm
by kwll
"This so-called desert is full of company after all!" exclaims Tasrem, curious of what is coming but not overly anxious.

Re: 3. The Caravan Track

Posted: Sat Feb 17, 2018 1:14 pm
by badams30
Aristide - Rogue\

Aristide turns and prods Max to a gallop, heading back to the main body to warn them of the coming (apparent) attack.

Re: 3. The Caravan Track

Posted: Sun Feb 18, 2018 12:04 am
by spanningtree
Taranna

That's quite a force.... I think we can take them with the assistance of the caravan vanguard. We will feed them jackals.

Re: 3. The Caravan Track

Posted: Mon Feb 19, 2018 1:37 am
by tumblingdice
Aristide, seeing no time to put up a roadblock in the middle of the desert...
Image
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.

Re: 3. The Caravan Track

Posted: Mon Feb 19, 2018 11:47 pm
by spanningtree
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...

Re: 3. The Caravan Track

Posted: Tue Feb 20, 2018 1:35 am
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!"

========================
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 Feb 20, 2018 2:38 am
by badams30
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?"

Re: 3. The Caravan Track

Posted: Wed Mar 07, 2018 2:51 am
by tumblingdice
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.

Image

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

Posted: Wed Mar 07, 2018 2:56 am
by greyarea
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.

Re: 3. The Caravan Track

Posted: Wed Mar 07, 2018 3:08 am
by Zhym
"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

Re: 3. The Caravan Track

Posted: Wed Mar 07, 2018 7:09 pm
by spanningtree
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.

Re: 3. The Caravan Track

Posted: Thu Mar 08, 2018 1:13 pm
by kwll
Tasrem casts Web at the incoming horde, if possible not in the immediate vicinity of where the fireball is targeted.

Re: 3. The Caravan Track

Posted: Fri Mar 09, 2018 2:06 am
by connivingsumo
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.

Re: 3. The Caravan Track

Posted: Sat Mar 10, 2018 1:58 am
by tumblingdice
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?