Slipping Past the Bandits
Dexterity Check Calculation:
- Nuon's Dexterity Modifier: +3
- Roll: 8
Total: 8 + 3 = 11
- Fiddlesticks's Dexterity Modifier: +4
- Roll: 18
Total: 18 + 4 = 22
Despite Nuon's careful and silent movements to evade the bandits, her heart sank as she accidentally stepped on a dry branch, producing a sharp, unmistakable snap. Instantly, the bandits pivoted their gaze towards her, ready to pounce. However, to her immense relief, Fiddlesticks skillfully remained cloaked in the shadows, eluding the notice of the bandits.
The Bandits
Bandit 1: Rogar, the Human Rogue
- Level: 1
- Strength: 12 (+1)
- Dexterity: 14 (+2)
- Constitution: 11 (+0)
- Intelligence: 10 (+0)
- Wisdom: 13 (+1)
- Charisma: 8 (-1)
- AC: 14 (Leather Armor)
- HP: 10
- Skills: Stealth, Sleight of Hand
- Weapons: Shortbow, Dagger
Bandit 2: Thalia, the Elf Ranger
- Level: 1
- Strength: 10 (+0)
- Dexterity: 15 (+2)
- Constitution: 12 (+1)
- Intelligence: 12 (+1)
- Wisdom: 14 (+2)
- Charisma: 11 (+0)
- AC: 14 (Leather Armor)
- HP: 12
- Skills: Perception, Survival
- Weapons: Longbow, Shortsword
Bandit 3: Gorm, the Dwarf Monk
- Level: 1
- Strength: 14 (+2)
- Dexterity: 13 (+1)
- Constitution: 15 (+2)
- Intelligence: 9 (-1)
- Wisdom: 12 (+1)
- Charisma: 8 (-1)
- AC: 15 (Unarmored Defense)
- HP: 14
- Skills: Acrobatics, Athletics
- Weapons: Quarterstaff, Unarmed Strike
Bandit 4: Zogar, the Half-Orc Fighter
- Level: 1
- Strength: 16 (+3)
- Dexterity: 12 (+1)
- Constitution: 14 (+2)
- Intelligence: 10 (+0)
- Wisdom: 9 (-1)
- Charisma: 8 (-1)
- AC: 16 (Chain Mail)
- HP: 16
- Skills: Intimidation, Survival
- Weapons: Greatsword, Javelin
The Encounter
The bandits hear Nuon and immediately draw their weapons, surrounding her. They don't notice Fiddlesticks, who stays hidden and prepares for an ambush. The bandits have the first-turn advantage.
Bandits' First Turn
Rogar (Rogue): Moves closer to Nuon, drawing his dagger and aiming to strike, but
misses due to her agile movements.
Thalia (Ranger): Nocks an arrow and fires at Nuon, grazing her arm and dealing
4 damage.
Gorm (Monk): Charges forward, swinging his quarterstaff. He lands a hit, dealing
3 damage to Nuon.
Zogar (Fighter): Intimidates Nuon with a roar and swings his greatsword,
missing narrowly as Nuon dodges just in time.
Nuon's HP After Attack
- Original HP: 9
- Damage Taken: 4 + 3 = 7
- Remaining HP: 2
The Encounter Continues: Aqua's Protective Strike
As the bandits focus on Nuon, Aqua, her loyal river otter, senses the danger and leaps into action to protect her. Aqua targets the closest bandit, Gorm the Dwarf Monk.
Aqua's Attack Calculation:
- Attack Roll: 14
- Attack Modifier: +3
Total: 14 + 3 = 17
Gorm's AC: 15
Aqua's attack successfully hits Gorm.
Damage Calculation:
- Damage Roll: 1d6 + 2
- Roll: 5
Total Damage: 5 + 2 = 7
Gorm's HP After Attack:
- Original HP: 14
- Damage Taken: 7
- Remaining HP: 7
Aqua bites Gorm's leg, causing him to stumble back and roar in pain. This distraction gives Nuon and Fiddlesticks a brief moment to act. (
Grom is immobile for 1 turn)
Ambush Opportunity
With the bandits focused on Nuon, Fiddlesticks sees the perfect opportunity to launch a surprise attack.
Choices
- Fiddlesticks Attacks from Stealth: Fiddlesticks uses his sneak attack on the closest bandit, hoping to quickly reduce their numbers. (Dexterity check: 18+4) - Because he can ambush if the first target dies, he can attack a second. Please comment on who he should target!

- Nuon Uses Bardic Inspiration: Nuon uses her remaining strength to cast Bardic Inspiration on Fiddlesticks, boosting his next move. (Charisma check: 16+3)

- Attempt to Negotiate: Despite the danger, Nuon tries to talk her way out of the situation, using her charisma to persuade the bandits. (Charisma check: 16+3)

- Signal for Retreat: Nuon signals to Fiddlesticks to retreat, hoping they can escape and regroup later. (Dexterity check: 16+5 )

Navigation:
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What will Nuon and Fiddlesticks choose to do next?