Zork, despite being close to death, charges with the hope of getting rid of the final miserable bandits.
Specific Action: Zork charges on horse.
Emily, sees Zork charging forward. She will shoot at the first bandit she sees attacking Zork or taking aim on him.
In Character: Gell circles swiftly to the rear of the two bandits, watching both combats, waiting for an opening. He's not stealthy: the bandits know that a huge half-orc with a brutal flail is behind them. They must now react to his presence and expose themselves to attack from their current opponent, or ignore him.
If an opportunity to intervene in one of the fights arrives, he'll leap forward and strike a bandit's legs with Thrasher.
Specific Action: Gell circles to the rear of both combats. If he also gets the chance to attack (From behind), he'll do so with a called shot to the legs. Gell has a +2 attack and I think rear attack gives +2, so the -4 penalty should be cancelled out - please adjust as necessary.
Edited: Adelardus on 14th Jul, 2015 - 5:50am
Durgan continues to aim for the legs, relieved the others have come.
"Zork, watch it," He says. "We need one alive to question."
He turns back to the bandits, "Unless one of you two yield! You are outnumbered!"
Zork rides up to the now captive man and in an intimidating way tells him to throw all his weapons to the ground including any hidden ones. He then questions him about their purpose, locations and how many of them there are left in the woods.
"The armor has to go too," Durgan adds. "Now!" He shouts to shock the bandit into compliance. "Don't worry, you'll be fine. From what I hear, there aren't any bandits left on this road."
With Zork nearby, Durgan will pat the man down to check for hidden weapons and other items to take. He will pay close attention to jewelry, so that it can be returned.