Chapter 1: Into Haranshire
Rolls
Umbar Flail Attack vs Bandit B - (d20, 2d4+1)
d20 : (1) = 1
2d4+1 : (21) + 1 = 4
No critical hit or miss rules in place. You might have noticed from the bandits' rolls in the first round, nat20 is just a guaranteed hit with no extra damage and nat1 is just guaranteed miss. If you'd like to change that going forward, we can discuss it in the ooc thread.
I'm off to bed, will resolve the round tomorrow!
The rest of the group rushes up to defend Scarlet, with Aldeera finding an opening in the melee to stab the bandit (2 damage to Bandit B). Although he tries to retaliate by striking her, it's just not possible with so many enemies surrounding him.
The other bandit, now no longer engaged with Aldeera, rushes to the aid of his leader and comrades, awakening another "farmer" up as he helps them get back on their feet (Farmers A and C are now conscious and spend their round to stand up).
Name | AC | hp | status |
Umbar | 16 | 7/7 | Armor spell |
Caradoc | 13 | -2/4 | Unconscious, Bleeding |
Almadel | 12 | 3/3 | |
Scarlet | 10 | 4/4 | |
Aldeera | 16 | 5/5 | |
Hanzel | 12 | 1/7 | (3 subdual/non-lethal damage) |
Bandit Leader | 15 | 2/5 | Blinded, 3 rounds, Prone |
"Farmer" A | ? | ?/? | club, Prone |
"Farmer" B | 13 | 5/9 | staff, Unconscious, 7 rounds |
"Farmer" C | ? | ?/? | pitchfork |
Bandit A | ? | ?/? | |
Bandit B | 13 | 2/4 | In melee with Scarlet, Aldeera, Almadel and Umbar |
Rolls
Secret Roll
Bandit B hp, target, attack, damage - (1d10, d4, d20+1, d8+1)
1d10 : (4) = 4
d4 : (1) = 1
d20+1 : (5) + 1 = 6
d8+1 : (4) + 1 = 5
Leader hp - (2d10)
(32) = 5
Rolls
Umbar Flail Attack, Damage vs Bandit B - (d20, 2d4+1)
d20 : (17) = 17
2d4+1 : (12) + 1 = 4
Rolls
Backstab attempt (double damage if possible) - (1d20, 1d6)
1d20 : (20) = 20
1d6 : (4) = 4

She so wishes that she again could cast that color spay of lights, but she just doesn't have the power to do it again and she still has plenty enough color sand for it.
Rolls
Hanzel's attack and damage (sling) vs Bandit A - (1d20, 1d4)
1d20 : (19) = 19
1d4 : (3) = 3
Rolls
Attack roll (with backstab bonus still? If not, only +1) - (1d20+5)
(1) + 5 = 6
Damage, if any (doubled if backstab was allowed) - (1d8)
(3) = 3
"Leave me, get them!" says the group's leader, directing his men as he's still stumbling to get up while blinded. It would be a comical sight, if this wasn't a deadly combat situation. The "farmer" with the club kneels down to shake his staff-wielding fellow awake from Scarlet's spell, while the one with the pitchfork charges straight through to Hanzel, knocking him down to the ground (3 normal and 2 subdual damage to Hanzel, who drops Unconscious and Bleeding).
The remaining swordsman lets out his best impression of a battlecry and joins the fray, swinging wildly at the group that felled his ally. His blows are wide and clumsy though, with the best one swinging a few inches away from Almadel.
To recap: The bandit leader is blinded on the road, Farmers A and B are standing up next to him, Farmer C is a bit further having just dropped Hanzel and in a third spot, everyone else is engaged with Bandit A. As it stands now, next round the three farmers will join the melee to assist Bandit A.
Name | AC | hp | status |
Umbar | 16 | 7/7 | Armor spell |
Caradoc | 13 | -3/4 | Unconscious, Bleeding |
Almadel | 12 | 3/3 | |
Scarlet | 10 | 4/4 | |
Aldeera | 16 | 5/5 | |
Hanzel | 12 | -1/7 | Unconscious, Bleeding (5 subdual/non-lethal damage) |
Bandit Leader | 15 | 2/5 | Blinded, 2 rounds |
"Farmer" A | 13 | ?/? | club |
"Farmer" B | 13 | 5/9 | staff |
"Farmer" C | 13 | ?/? | pitchfork |
Bandit A | 13 | 4/7 | In melee with Umbar, Almadel and Aldeera |
Bandit B | 13 | 0/4 | Dead |
Rolls
Bandit A hp - (d10)
(7) = 7
Farmer C Attack, Damage - (d20, d6)
d20 : (16) = 16
d6 : (5) = 5
Bandit A Target, Attack, Damage - (d3, d20+1, d8+1)
d3 : (2) = 2
d20+1 : (7) + 1 = 8
d8+1 : (4) + 1 = 5
Rolls
Aldeera attack and damage (backstab) - (1d20+4, 1d6)
1d20+4 : (11) + 4 = 15
1d6 : (2) = 2
The light slowly gets more intense and his worries seems to... fade away.

Rolls
Umbar Flail Attack, Damage vs Bandit A - (d20, 2d4+1)
d20 : (2) = 2
2d4+1 : (42) + 1 = 7
Rolls
backstab - (1d20+5)
(13) + 5 = 18
dmage doubled - (1d8)
(3) = 3
The remaining three "farmers" all charge up at the party, trying to take down as many targets as they can while forming a line of sorts and keeping their blinded leader at a safe distance from the fray. It is a desperate march, with no one really landing any proper blow, but at least they do manage to keep their leader out of melee while he's still vulnerable. Perhaps this could be the moment that the tide of battle turns in our heroes' favour?
Name | AC | hp | status |
Umbar | 16 | 7/7 | Armor spell |
Caradoc | 13 | -4/4 | Unconscious, Bleeding |
Almadel | 12 | 3/3 | |
Scarlet | 10 | 4/4 | |
Aldeera | 16 | 5/5 | |
Hanzel | 12 | -2/7 | (5 subdual/non-lethal damage) |
Bandit Leader | 15 | 2/5 | Blinded, 1 rounds |
"Farmer" A | ? | ?/? | club |
"Farmer" B | 13 | 5/9 | staff |
"Farmer" C | ? | ?/? | pitchfork |
Bandit A | 13 | 0/7 | Dead |
Bandit B | 13 | 0/4 | Dead |
Rolls
Farmer A Target, Attack, Damage - (d4, d20, d6)
d4 : (1) = 1
d20 : (9) = 9
d6 : (1) = 1
Farmer B Target, Attack, Damage - (d4, d20, d6)
d4 : (1) = 1
d20 : (4) = 4
d6 : (3) = 3
Farmer C Target, Attack, Damage - (d4, d20, d6)
d4 : (1) = 1
d20 : (2) = 2
d6 : (1) = 1
Burning Hands (Transmutation)
Caster/Level: Wizard/1
Range: 0
Duration: Instantaneous
Effective Area: Special
Components: V and S
Casting Time: 1
Saving Throw: Half
This spell blasts a fan-like sheet of searing flames from the caster’s hands. While casting, the caster’s hands must be extended, his thumbs touching, and fingers spread. The flames extend 5 feet from the caster’s fingertips, in a 120-degree horizontal arc in the direction he is facing. Creatures caught in the flames suffer 1d3 points of damage, plus an additional 2 points per caster level, up to a maximum of +20 points. Creatures that successfully save, modified by dexterity-surprise modifier, only suffer half damage. Flammable material (paper, dry wood, cloth, etc.) within the effective area must save vs. magical fire or catch fire. This spell cannot be cast underwater.
Rolls
Burning Hands Damage - (d3+2)
(3) + 2 = 5

Rolls
Attack and damage (add +4 and double the damage if a backstab is possible) - (1d20, 1d6)
1d20 : (5) = 5
1d6 : (4) = 4
Rolls
shortbow shot - sheaf arrow - (1d20+2)
(3) + 2 = 5
damage - (1d8)
(5) = 5