Round 1:
You are in position as laid out by the graphic on OOC. The horseman looks to be wheeling his horse about and fleeing.
DECLARATIONS:
Takashi - Will advance on the horse and rider, and attack the rider if in range.
Atacius - Will grab a rock and try to hit the rider.
Callin - Will hurl his throwing hammer at the rider
Graian - Cast Light Spell on rider's eyes (attempt at least...)
Oliphas - Will attempt to cast Entangle to trip up the horse
INITIATIVE:
PCs: 2
Monsters: 5 (Monsters have initiative)
Are we rolling individual iniitiative? I rolled 2
So since you spoke up first, PCs have initiative with a 2... still possibility that monsters could roll a 1... ;)
We haven't much luck in the die roll area, but that is merely continuing our long tradition of sub-par rolling! ;>
The dice do not lie! Monsters roll:
RESULTS:
1st missile/spell phase:
Monsters - no missiles.
PCs - As rocks thrown by Atacius and a hammer thrown by Callin sail over the bandit's head, a blinding light ball cast by Graian centers itself on his face, and vines writhe and thrash out of the ground around the horse's feet. The bandit screams in fear "I can't see!" and the horse responds with a frightened whinny and snort.
Attacius attack roll:
Gabriel Perez Gallardi rolled 1d20 for a total of 5
Gabriel Perez Gallardi rolled 1d20 +3 for a total of 7
You just roll with your level bonus and any other bonuses for the to hit. The House rules have the breakdowns on the +'s using the Delta Target20 approach.
Graian Casts Light at the Eyes of the Rider
Saving throw for bandit - fails. Bandit is blinded. Movement will now be interesting.
Saving throw for horse - saves. Horse moves at half speed in the first round (20ft radius of spell around horse)
@Joseph Schnurr- if you would please roll a d20 to see if you hit the bandit with your thrown hammer. 1st movement phase:
Horse is limited to 90'/round due to Entanglement, so it moves 45' in the due north direction, moving to avoid carts. The horseman manages to keep ahold of the reins. The horse is now directly behind where Takashi started.
4d6 on a difficult task of keeping hold the reins when surprised/blinded. Passes.
Random direction 1 being due north, etc... - should be 1d8, sorry - due north.
Takashi advances half of his movement towards where the rider was... and manages to avoid getting trampled as the horse rushes right past him.
2nd missile/spell phase:
OK Players... Atacius, still throwing?
Yeah, he's throwing another one at the bandit.
Gabriel Perez Gallardi rolled 1d20 for a total of 5
Gabriel Perez Gallardi rolled 1d20 +3 for a total of 15
Hit. I'm going to rule that the rock is 1hp worth of damage, but lets see, with the blindness and general chaos, if the bandit can manage to still keep astride the horse. (using the roller from the previous comment.) He manages to once again, keep ahold of the reins.
Monsters - no missiles
PCs - Atacius manages to score a single rock to the shoulder of the bandit, who lets out a shout (among the screams and cries he's already making with being blind and riding on a horse that is going on its own) but he manages to hold on, probably for dear life by now.
2nd movement phase:
Takashi finishes his move towards where the bandit used to be.
The horse continues to move north another 45' and is now free of the entanglement.
3rd missile/spell phase:
No missile fire in this phase. All spells have been cast/taken effect.
Melee phase:
No melee possible.
END OF ROUND.
Round 2:
The horseman, blinded by Graian's spell but hanging on for dear life, has traded places with Takashi (roughly). The horse is 90' feet north of where it started, and Takashi is roughly where the horseman was.
DECLARATIONS:
Takashi - Will run towards the horse and attempt to engage the rider in melee (a charge?).
Atacius - Now that the rider is farther he will ready his sling with a bullet.
Callin - Will draw his Hammer and run toward the rider and attempt to engage as well.
Graian - will move forward and attempt to get within dart range
Oliphas - Will also load a bullet into his sling in preperation to shoot
INITIATIVE:
PCs: 5
Monsters: 4
RESULTS:
1st missile/spell phase:
Atacius and Oliphas are preparing a new weapon, so they can fire next round.
Monsters have no missiles to fire.
1st movement phase:
Takashi and Callin charge towards the direction of the horse. They are charging (as per their intent to move/melee) so they move at 2x distance. Takashi is at 180'/rd and Callin is at 120'/rd - so Takashi moves back to where he was. Callin is charging and has passed where the horseman started out at. Graian moves at a more sedate pace of 120'/rd, so he is closing in on an angle towards the horse, but not enough to be in danger of melee.
Now this is where things get interesting. The bandit is still supplying "input" to the horse and is blinded. So, confusion reigns. That means, the direction is somewhat random as to where the horse will go. 1, left 45d, 2-4, straight on, 5 right 45d, 6 - reroll, but as the rider has confused the horse, it will be in the opposite direction (towards you guys again). The dice do not lie, the horse/rider keep moving north, but at 90'/rd. So they move 45' north. Takashi will be in melee at the end of his charge, but Callin and Graian will not.
2nd missile/spell phase:
No missiles
2nd movement phase:
The horse/rider finish their 90' move north.
Takashi finishes his charge and is in melee with the rider. Callin is roughly 45 to 50' away from the horse/rider. Graian is a bit closer at 30' away.
3rd missile/spell phase:
No missiles
Melee phase:
Takashi's charge ends with a flurry of swings with his battle axe at the fleeing bandit. Several of them hit and the bandit looks wounded. However, whether it's panic or sheer will of force, the horseman remains mounted on his steed and looks to still try to escape!
END OF ROUND!
Rolled a 15 +1 (1st lvl fighter) for a total of 16. I just noticed that I should have also added a +2 for charging, which would make the total of the roll an 18. Theoretically, I am also in a rear position, and could thus also add another +2 bonus, taking the total roll to 20. Since the rider is blinded, maybe I would get something else (or an adjustment to his AC?).
Assuming that is a hit, I will roll my damage (1d8) below as well - 3 pts of damage.
That is indeed a hit. Let's see if the bandit is unhorsed. Now, interestingly, there's not a lot on mounted vs. unmounted that I recall, so give me a few minutes to read OSRIC and see if they have any guidance. The reason I'm going with this is because he's blinded, and therefore there's not the need for you to have declared that you were attempting to unhorse him (as versus just killing him). So... Hell, there's more on Aerial combat instead of mounted combat. Probably because the assumption was "use chainmail 1:1, you fools!" Which CM has you state if you're unhorsing or not. Sooo... back to the random aspect. I'm having him roll another 4d6 under/equal his dex to stay mounted. And, he does! This guy is hanging on for dear life! In that case, he's done 3 checks in a row, I'm ruling he's hanging on in superhuman fashion and won't be knocked off by random chance.
Roller
Monsters roll for initiative: 4.
PC roll Initative: 5.
Horse/rider movement: 3 - straight on. I give it a 10% chance the rider kicks the horse into a full out run (double movement), otherwise I'm going to rule half. 35% - 90' round movement.
Round 3:
Takashi has closed into melee with the blinded, panicked, but remaining-mounted bandit. The bandit is injured. Graian has moved at a more leisurely pace to get within what he believes is range to throw a dart. Callin is charging as well, but having started farther away, is still about 30 to 40 feet away. Atacius and Oliphas have readied their slings. What will you do?
DECLARATIONS:
Takashi - Takashi will take another swing at the bandit with his battle axe, attempting to finish the rider off. (Since he is in engaged with the rider and horse, I assume that even if the rider/horse wins initiative that I will still receive a "free" attack as he moves out of the zone of engagement) @Alan Krause It does and yes, if he moves/flees, you get the free attack. Atacius - "DON'T KILL HIM! WE NEED ANSWERS!!!" he yells as he swings his sling.
Callin - will continue his charge towards the rider and attempt to smite the man should he not already be downed!
Graian - Will move towards the riders expected path (North it is), the idea is to intercept him and throw a dart if the rider escapes the melee
Oliphas - Will follow Graian and attempt to use his sling if he can get a clear(ish) shot
INITIATIVE:
PCs: 1
Monsters: 3 - Monsters have initiative.
RESULTS:
1st missile/spell phase:
Monsters: no missiles.
Atacius: Atacius slings a stone at the melee, hoping to the horse (or anyone but Takashi, I'm sure), but misses everyone in the melee.
Oliphas: holds fire for a subsequent missile phase.
1st movement phase:
The mounted bandit, perhaps sensing that he can escape, keeps the horse on the same direction, but does not slow down, therefore giving Takashi an immediate attack of opportunity. Takashi takes the opportunity, but whether he meant to or not, his battle axes sinks with a sickening "thunk" and the bandit cries out as he falls off the horse... falling to the ground dead.
END OF COMBAT.
Roller
Rolling for Takashi's attack of opportunity - modifiers in effect: +1 (1st Level Fighter) -1 (target is mounted) +2 (target is retreating) +2 (attacking from rear). Total modifier is +4. Rolling 1d20+4 with a result of 20. With the target's AC, I am assuming that is a hit. Rolling battle axe damage of 1d8 with a result of 4.
Yay! Hope you don't kill it though :D
That's what the cleric is for!!! :> I knock em' down, he heals them back up... Hehehe!
Rolling 1d6 for initiative... 1. Wow
LOL, that means we get good rolls for the rest of the round ;)
Let's hope that is how it plays out... ;-s
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1d8 - 1/west, 2/nw, 3-6/n 7/ne, 8/e - give that the rider is likely to now keep going and not necessarily change direction, although he's blind. 1d20 natural 20 that the horse stumbles and throws the rider, otherwise, direction as rolled.
The dice tell the story, no stumble, rider keeps heading north. 1d6 1-5, same speed, 6 rider/horse increase (panic?) - same speed 90' round.