As for the talking - he has 8 charisma, so it would probably be best if someone else would do that.
Dark Seeds
As for the talking - he has 8 charisma, so it would probably be best if someone else would do that.
She points at everyone who offered to get up close, then herself. "We go out as a group and try to talk. The rest of you hang back but try to get in range to cover us. Let's just see how this goes then."
Gilcyne waits for everyone to offer any final thoughts but prepares to leave again. She gets Hup the camel on his feet and mentally prepares herself to sacrifice if the arrows start flying.
Palari and Gilcyn can walk in front, and between them try to find out why the troops are there and if we have safe passage past them.
Korghar and Glump can be just behind them, giving armed support if needed.
Elyshaeba stays in the temple, in cover, and waits for our signal it is safe to come out.
Valmara stays in the temple, with their bow ready, by the doorway and waits for a signal.
You can see more clearly that there's seven of them now, most of them are equipped with some sort of melee weapons (swords, hand axes, maces), and two of them stay farther back with bows, all are wearing simple leather armour. Seems combat might be unavoidable...
First round of combat.
Initiative
14 Trendek
12 Gilcyne
10 Valmara
10 Raiders
10 Elyshaeba
09 Glump
08 Korghar
(please roll 1d6 tiebreaker between Elyshaeba, Valmara, and the hostile rabble)
Declare Spells:
If Glump or Elyshaeba wants to cast any spells, they are declared now.
Rolls
Initiative tie breaker
Rabble's HP
Rolls
Tiebreaker - (1d6)
(5) = 5
She would ready her Sleep spell if the seven strangers are within 40 ft.
Rolls
Initiative (Tiebreaker) - (1d6)
(2) = 2
She would ready her Sleep spell if the seven strangers are within 40 ft.
Rolling attack on the first to come in range
Rolls
First Attack - (1d6+1)
(6) + 1 = 7
Second Attack - (1d6+1)
(6) + 1 = 7
Attack #1 Damage - (1d3+1)
(3) + 1 = 4
Attack #2 Damage - (1d3+1)
(1) + 1 = 2
Rolling attack on the first to come in range
Also, do keep in mind that your Wayfarer's Unarmed Damage allows you to inflict M or H damage if you wish, so you're not stuck just rolling 1d3 for damage if you want.
Finally, this -1 penalty applies when you perform an extra attack from using my VL damage house rule which is not the same thing as your Flurry of Blows, but could be stacked with it should you choose...
I'll let you edit your previous post and re-roll if you want now that you have all the relevant information.
Rolls
Attack #1 Damage - (1d6+1) - (1d6+1)
(1) + 1 = 2
Attack #2 Damage - (1d6+1) - (1d6+1)
(2) + 1 = 3
Rolls
Attacking a Brigand - (2d6+1)
(64) + 1 = 11
Rolls
Bow attack - (1d6)
(1) = 1
Gilcyne then joins the fray, attacking another (the same?) target. (note that your rage lasts for a number of rounds equal to your level + D3. Please roll your rage's duration and roll your damage. Both dice would have resulted in a hit).
Valmara shoots, sadly her aim seems off...
Rolls
Rage count - (1d3+1)
(2) + 1 = 3
Damage amount - (2d6+1)
(52) + 1 = 8
The raiders are up next. The 4 surviving melee fighters will attack the closest targets which are Trendek and Gilcyne, the archers will then take a shot at less cluttered targets in the back, at random...
Both Gilcyne and Trendek are hit once for 6 points of damage each! Some lucky blows. As for the archers, they seem to have focused on the witch, recognizing her as casting a spell, but luckily for her, both shots barely miss...
Speaking of Elyshaeba, she's up next!
Rolls
Attack 1 on Gilcyne - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (4) = 4
Attack 2 on Gilcyne - (1d6, 1d6)
1d6 : (6) = 6
1d6 : (6) = 6
Attack 3 on Trendek - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (5) = 5
Attack 4 on Trendek - (1d6, 1d6)
1d6 : (6) = 6
1d6 : (6) = 6
Attack 5 on random - (1d4, 1d6, 1d6)
1d4 : (2) = 2
1d6 : (1) = 1
1d6 : (6) = 6
Attack 6 on random - (1d4, 1d6, 1d6)
1d4 : (2) = 2
1d6 : (2) = 2
1d6 : (6) = 6