Cefric can't stand the heat
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Right spot of trouble we find ourselves in, did any of you get a rough count of the bandits? If there is only a few of them, and they are hiding their low numbers perhaps we could charge them under darkness.
Mord

Plans are discuses and several of the driver seem nervous and want to just sit and wait for the next caravan but that might be a couple days and who knows what they will do when they see the rock slide or felled tree barricade. Mord quickly assigns them to watch the animals and keep them safe and quite while the rest, 8 including Mord and you, discuss more proactive methods. Some suggest attempting to move the barricade in the dark, luring the bandits in, pretending to leave then doubling back to fall on them when they move to loot the wagons. By this point you have perhaps an hour before full sunset but already one of the moons is in the sky, adding it's own light feeble light the the fading light of the sun. The second moon wont rise till several hours after sunset and most agree that those hours will be the best time to act.
Mord, I agree with the others that we should act as soon as the sun goes down. Perhaps a few others are good at working in the dark, and would go with me. I'll loudly get in a fight with the rest, and leave to go back the way we came, and then attempt to circle around and catch them unawares while they attack the caravan. Perhaps if we make it hurt a bit the rest will give up and flee.
As the sun finally sets the bandits call out further warning and taunts and the two teams prepare to execute the plan. The wagons are about 50 feet from the felled trees. Only a single moon sheds it's light on the scene but you have long studied the path you will need to take to get past the barricade. At a signal once everyone is ready you rush from the cover of the wagons, each with a shield strapped to your pack or in hand ad you choose.
Add tests for any contested or complex action, ex: you attempt to block arrows with the shield, and crossing the barricade quickly in the dim night light would need a test for non-dwarfs
For helping cross the barricade:
Rolls
Cefric Kurgan: Test DC: 5 - Shielding others as they cross the barricade - (2d6)
(56) = 11
You can direct the group as you see fit to track down and fall upon the bandits.
Rolls
Bandit Pot Shots DC 6 - (1d6, 1d6, 1d6, 1d6, 1d6, 1d6)
1d6 : (2) = 2
1d6 : (2) = 2
1d6 : (3) = 3
1d6 : (1) = 1
1d6 : (3) = 3
1d6 : (5) = 5
Rolls
Cefric Kurgan: Test DC: 5 - Adv For Finding a Route - (3d6)
(413) = 8
After some examination of the area you spot what you assume to be the bandits trail leading to and from their hideout. You assume you missed it in your ascent to your current position and note that travel on the rough trail would be much easier. A brief discussion about how to close on the bandits goes over the options. Only one of the 3 of you has a crossbow and he wants to hang back and fire on the 2 targets while the other 2 of you move in to finish off the bandits. You and the other guard discuss either descending to the trail now and use it to close the distance once the attack starts or maneuvering to be up slope of the bandits and charge down the steep slope quickly to finish them off. It is doubtful you will be able to finish the fight without making noise and this will doubtlessly alert the remaining bandits starting the real fight.
The slight glow to one horizon indicates the 2nd moon is about to rise which should be the time the caravan send up the signal to the start of the attack.
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
He readies himself, and helps the other guards also prepare.
Action 1: Move to trail and close the distance
Action 2: Attack one of the bandits.
Rolls
Cefric Kurgan: Test DC: 5 - Basic for attack against a bandit - (2d6)
(42) = 6
Re-roll one test per week.
Rolls
Cefric Kurgan: Test DC: 5 - Basic Lucky trait reroll attack against bandit - (2d6)
(32) = 5
Finally as you are flexing to keep from getting too cool or cramping up the signal flare is lit. You shift and rise to run down the trail as the sound of the bow goes off above you and you hear a cry from ahead. The archer hit his mark. Racing along the trail you hear what you assume to be your other companion moving down the hillside and then you are in the thick of it.
The two bandits are looking around, one with an arrow in his back cursing and searching for cover as the other scrambles for a melee weapon as you and the other dwarf fall on them. Your first swing misses as does the other dwarf and the two bandits yell out in warning and terror, the wounded still moving for cover but he does pull out his weapon and take a weakens swing at you but still managed to slam his spiked club into your thigh (1 damage) while the other bandit lunges at your companion and lands his second blow after his first is evaded.
Rolls
Guard attack Bandit - (2d6)
(31) = 4
bandit attack - (Cefric:2d6, Guard:2d6, 2d6)
Cefric:2d6 : (64) = 10
Guard:2d6 : (21) = 3
2d6 : (55) = 10
Rolls
Cefric Kurgan: Test DC: 5 - Basic To attack the guard attacking him - (2d6)
(24) = 6
Cefric Kurgan: Test DC: 5 - Basic To attack the guard attacking him - (2d6)
(63) = 9
Rolls
guard attacks - (Bowman:2d6, Bowman:2d6, Guard:2d6, Guard:2d6)
Bowman:2d6 : (33) = 6
Bowman:2d6 : (44) = 8
Guard:2d6 : (26) = 8
Guard:2d6 : (41) = 5
Bandit Attack vs - (Cefric:2d6, Cefric:2d6, Guard:2d6, Guard:2d6)
Cefric:2d6 : (43) = 7
Cefric:2d6 : (62) = 8
Guard:2d6 : (22) = 4
Guard:2d6 : (52) = 7
Oy, you two know your fighting, but you're outnumbered, and your friends are also under attack. How about you lay down your weapons and we'll let you go?
If they give up, and flee, Cefric will kick their weapons away from them, and move to the next step of the plan. If they still are engaging, he will attack with his second action.
Rolls
Cefric Kurgan: Test DC: 5 - Basic To Persuade Bandits to Give Up - (2d6)
(33) = 6
Cefric Kurgan: Test DC: 5 - Basic To attack weakest Bandit, only if they haven't given up. - (2d6)
(43) = 7
Bandit

evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
Rolls
Bandit Attack vs - (Cefric:2d6, Guard:2d6)
Cefric:2d6 : (35) = 8
Guard:2d6 : (51) = 6
Attack - (Bowman:2d6, Guard:2d6, Guard:2d6)
Bowman:2d6 : (51) = 6
Guard:2d6 : (65) = 11
Guard:2d6 : (61) = 7
Rolls
Cefric Kurgan: Test DC: 4 - Basic to Intimidate The Bandits. - (2d6)
(42) = 6


