Thanks to Dorric - any more detail from other characters?
John doesn’t take any precautions aside from riding towards the back of the group. He will remain on the outskirts of any combat as well.
Appleciders, if you’d like to post the encounter map in the Game thread now, that would be great!
Quentin should be front and center now. He’ll do everything he can to keep track of the approaching figure and any companions they might have, and to prevent anyone in the party from being taken unawares. He’ll dismount if anyone gets near fighting distance and if anyone takes us by surprise, it’s the sword and red ruin. If we’re hailed or challenged he’ll let Dorric handle that.
Dorric is going to start looking out for ambush attempts. Does he recognize anything about the figure up ahead that could help the party?
Dorric is 40% to use Ambush.
He needs 1-8 on a d20 (= 20 sided dice), and rolls a 7 = success.
Dorric is going to tell the party his plan to sneak and hide to provide sniper type attack support (if necessary) and then he goes off to sneak and hide in the brush, sling in hand.
Quentin will continue to try to get a sense of the enemy’s numbers and position.
The ogre’s greedy and stupid; any of you clever chaps have a suggestion before we just bum rush the show?
glee, how stupid? Does Quentin know whether there’d be any point in even trying to communicate with it (admittedly, to trick it into falling into a hole or eating some poisoned soap or whatever, but still)?
I’m not sure we should just rush in and attack, really. Looks like a toll station. Wouldn’t it be easier just to throw them a few coins and walk on?
Glee, would I mistake a toll station for an ambush?
Your Ranger training allows you to recognise all Orc-Kind (e.g. Goblins, Ogres, Giants) and know their typical characteristics. However individuals may differ from the norm…
Toll stations do differ (bridges, road clearing etc.), but as you’ll see in the Game Thread, this is not a typical toll!
Dorric, your Ambush roll concerns hidden creatures - and you have spotted traces of them in the boulders to the North of the road…
Quentin is 50% to use Tracking (30% base; +20% for massive tracks).
He needs 1-10 on a d20 (= 20 sided dice), and rolls a 9 = success.
Dorric is 59% to Hide (+ 20% bonus from the bushes) = 79%.
He needs 1-16 on a d20 (= 20 sided dice), and rolls a 14 = success.
Dorric is 59% to Move Silently (the bushes don’t help here)
He needs 1-12 on a d20 (= 20 sided dice), and rolls a 3 = success.
Hi Glee,
I’m afraid I’m going to have to bow out of the rest of the game as a few life issues mean I won’t be able to give this the proper attention it deserves. Rather than keep everyone waiting for my responses or just “phoning it in”, I think it’d be more fair to everyone in the party if I gave up my spot to someone else. I know that we have a few keen people waiting on stand-by, so best to pass control of Johannes to one of them I think.
Apologies to all. It’s a shame I won’t be able to stick around but I hope you all have loads of fun with what looks to be a great campaign and a great GM.
Thanks again guys.
Ah, ok, that’s not a typical toll. I’m going to be staying at the back with John, keeping Spot with us in case we need him.
I’ll hold off on summoning anything until we know more - don’t want to waste it
Bibliovore,
thanks for playing and I’m glad you enjoyed it.
I’ve had a think about things and I’m not going to replace Bibliovore from the reserves list.
Instead I’ll play Johannes. This is so:
- there are less players, so the game moves faster
- I’m on hand (so to speak) to give hints or advice.
Onwards and upwards!
Quentin will join the rush at the ogre on foot, and attempt to keep the most likely source of an ambush in front of him.
Plixican is going to keep back, preparing for any further attacks which may require him to summon more bodies. Spot is staying with him.
Quentin gives a battle-cry and swings at the Ogre.
Quentin is 35% to hit.
He needs 1-7 on a d20, but rolls a 14 = fail.
Johannes also attacks the Ogre.
Johannes is 35% to hit.
He needs 1-7 on a d20, and rolls a 4 = success, doing 6 damage.
Dorric suddenly appears and fires his sling.
Dorric is 45% to hit (+20% for successfully Sneaking).
He needs 1-13 on a d20, and rolls a 1 = success, doing 6 damage.
John casts Magic Missile at the same opponent doing 2 damage.
The Ogre staggers, but still smashes the tree-branch at Quentin
The Ogre is 50% to hit (less 10% for Johannes’ Protection from Evil).
He needs 1-8 on a d20, and rolls a 3 = success, doing 12 damage.
Just behind this combat, Dale takes on the first Goblin.
Dale is 45% to hit.
He needs 1-9 on a d20, and rolls a 9 = success, doing 4 damage.
The Goblin waves his sword and thrusts.
The Goblin is 15% to hit (less 10% for Johannes’ Protection from Evil).
He needs 1 on a d20, but rolls a 3 = fail.