
Morg'Thal faints from being under the blanket for an extended time. As he passes out he swears to himself to kill that freaking blanket and then thinks that this is not how he had envision his adventuring career to begin. Maybe he should go back to the street and stay there.
Durgan is taken back by the new presence, but the flying arrows bring him back to his senses.
"Over there!" Durgan points into the trees where the arrows and voice came from.
He himself goes back to the wagon to help his comrades get back up.
Out of Character: How should we interpret the GM rolls you make? Edited: iCon on 8th Jul, 2015 - 3:28pm
Out of Character: You can interpret my rolls any way you like.
Gell Amaliir I need you to roll 4 d 12 to see if you can spot the bandit (S).
Zork you fumble you weapon and drop it but you did not break it. It will take a round for you to recover it or draw another weapon.
Durgan it will take the rest of the round to check on the passed out characters. They are alive but their breathing is shallow and their skin clammy. They are suffering from heat exhaustion from being baked in the box under the blanket in the hot sun.
The bandits continue to shoot arrows but they do not hit anyone. A couple came close to Zork.
What are you next moves?
Durgan considers curing them, but looking at the fight, maybe there will be more serous wounds to tend to. He leaves the box uncovered and goes to attack the bandits.
In Character: "TWO MORE BANDITS ARE CLOSING IN ON YOU, HORSEMAN!" The half-orc shouts in warning from behind the hawthorn. Then, as he sees the mounted guardsman (Zork) lose grip of his broadsword, Gell adapts his plans: A careful assessment of the situation will have to wait - a man is in danger. Screaming the guttural battle-cry, "ELHONNA!" The tall half-orc breaks from cover, shield raised, and charges to the hard-pressed guardsman's assistance. Ivy leaves and daisies scatter in the wake of his bouncing dreadlocks.
Out of Character: I'm not sure if I'm allowed to change plans after you've told me to make a roll, but the circumstances seemed to call for it. If I can't, I include the requested perception dice-rolls below. I've also included 2 attack and damage rolls with my flail in case I close with the bandits this round. I have weapon specialisation with the flail so I believe I can get off 2 attacks in the first round and 1 in the second. I'm not sure that my dice rolls were included with my post (There's no message of waiting for results); I'll try again:
Zork curses his folly, and as he has no other weapon he misses opportunity to attack by instead trying to recover his weapon.
Out of Character: I don't know if you needed a roll for that but I included one in case.
The only other bandit(S) you know of are the ones to the left of the road shooting arrows. It will take a movement round to close with them to attack them. This includes you Gell. Zork you will have to dismount to recover your sword but you will have no issues doing that. IT will take a round to dismount and recover your sword and another round to remount and move towards the archers.
I need every one that is conscious to roll a d6 and a d12.
In Character: : Unicorn-shield held high and zig-zagging erratically to make himself a harder target, Gell closes on the nearest bandit, whirling his heavy flail; "Surrender yourselves to the King's mercy or you'll feel the kick of Thrasher."
Specific Action: Gell closes on the bandit attacking Zork. Edited: Adelardus on 9th Jul, 2015 - 10:09pm