Check that writ real quick; any tips and advice there? Otherwise, flank out a bit and see if I can catch one unaware.
[1d6=1] The writ is empty for the moment, presumably because Aagi thought it was fairly straightforward from this point. Falling back to your default, you separate from the group. Sadly, with four of them watching three of you, it's hard to go unnoticed. One of the bandits attack you. You dagger is more maneuverable than their makeshift club, But it was still a painful ordeal. Two of the bandits go after the guard, figuring it necessary to outnumber him, and the remaining one attacks the driver. The blows exchanged are fairly even, and the battle is still up in the air.
What do you do?Toaster: HP 11/15, Att 3-5, Def 0, Init 2
Driver: HP 12/15, Att 4-6, Def 2, Init 1
Guard: HP 13/20, Att 6-8, Def 2, Init 1
Bandit 1: HP 11/15, Att 4-6, Def 0, Init 1
Bandit 2: HP 11/15, Att 4-6, Def 0, Init 1
Bandit 3: HP 7/15, Att 4-6, Def 0, Init 1
Bandit 4: HP 15/15, Att 4-6, Def 0, Init 1
Fire my grappling hook at it, then start wildly swinging the grappling hook to try to shake the snake.
[1d6=6] Throwing grappling hooks at armored snakes isn't meant to work. You tell this principle to kindly bugger off, and it surprisingly complies. As a result, instead of the hook ineffectually bouncing off, missing entirely, hitting your new comrade, wrapping around your leg and dragging you within range of the snake, knocking over a stalagmite, or any innumerable more probable outcomes, it wraps twice around the snake and one prong embeds beneath a scale. A simple tug tightens the rope around the snake, a counterpart to the snake around the man.
Ignoring this small poetry, you start flailing around wildly. Each tug fights the snake's hold just a little bit, but can hardly dislodge it from it's prey. You heart a snap come from the bowmen trapped within the snakes coils, with only his head visible now. You can only hope that it was his bow...
More effectively, however, you thoroughly disorient the snake. The spearman is able to approach relatively fearlessly, and jabs into it's hide. The other bowmen similarly contributes an arrow to the task, though it is far from effective.
What do you do?tntey: HP 15/15, Att 1-3, Def 0, Init 1
Spearman: HP 20/20, Att 6-8 (Ignore 2 Def), Def 2, Init 1
Bowman: HP 20/20, Att 3-5, Def 0, Init 2
Bowman: HP 13/20, Att 3-5, Def 0, Init 2
Knight Snake: HP 25/30, Att 6-10, Def 3, Init 2
Ooo! Get the shinies!
[1d6=5] You have the survival instincts of a lemming, the financial instinct of the best of bankers and thieves (usually indistinguishable groups), and the luck of man who has a spare card up his sleeve. Which is to say you stupidly walked past the dragon, successfully grabbed an armful of gems, which you assume are valuable. In the process you notice that the cave extends past the dragon's lair. However, you prioritize taking your catch to the surface, rather than venturing forth. Standing back at the mouth of the cave, you are faced with a new decision.
Do you go back in (extending the encounter into the next turn), or head back to town with your loot (ending this encounter)?+5 Achievement Points (Stealing from a dragon)go make justice
Leaving your questionable activity behind, you set off into the surrounding farmland to seek justice.
Your next encounter will begin when the others have finished their first encounter.