
GMEDWIN |

Kalistrine breaks off of combat from her foe, seeing Ahiko near death
AOO Warrior 9 attacks Kalistrine 1d20 + 5 ⇒ (16) + 5 = 21 hit 1d8 + 2 ⇒ (6) + 2 = 8
Administering her cure moderate wounds potion to Ahiko 2d8 + 2 ⇒ (7, 1) + 2 = 10
Warrior 1 attacks Vermundr 1d20 + 5 ⇒ (10) + 5 = 15 miss
Warrior 5 attacks Takeshi 1d20 + 5 ⇒ (10) + 5 = 15 miss
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (11) + 5 = 16 miss
Warrior 9 moves to attack Kalistrine1d20 + 5 ⇒ (9) + 5 = 14
Warrior 10 battleaxe against Vermundr1d20 + 5 ⇒ (18) + 5 = 23 hit 1d8 + 2 ⇒ (2) + 2 = 4
Warrior 11 battleaxe against Takeshi 1d20 + 5 ⇒ (6) + 5 = 11
Ulfen attack caravan 1d20 + 8 ⇒ (16) + 8 = 24 hit 2d6 + 5 ⇒ (3, 1) + 5 = 9
Caravan attack 1d20 + 7 ⇒ (5) + 7 = 12
The Ulfen seem to be doing some serious damage to the caravan.
Ahiko

Ahiko |

1d20 + 1 + 2 - 10 ⇒ (2) + 1 + 2 - 10 = -5
Again, Ahiko continues to bleed out, lying still on the ground. Now at -11 with a con of 12)

Ahiko |

sorry I missed that - if she brought me conscious at -10 (I had already subtracted the 1 for this round, bringing ahiko to -11, but the potion was given at -10, Ahiko would be at 0 hp now... would that be conscious at 0 or unconscious at 0?)

Vermundr |

Enjoying a bit more breathing room, Vermundr turns his attention to the last raider attacking him.
Axe: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17

Kalistrine |

After stabilizing Ahiko, Kalistrine returns to the fight, assaulting the enemy with renewed fury.
If I'm adjacent to an enemy, I'll full attack with Power Attack. If I'm not, I'll charge and just use the Gore (at an additional +2 to hit). Rage 4/12
Claw 1 1d20 + 4 + 3 + 2 - 2 ⇒ (15) + 4 + 3 + 2 - 2 = 22
Claw 2 1d20 + 4 + 3 + 2 - 2 ⇒ (1) + 4 + 3 + 2 - 2 = 8
Gore 1d20 + 4 + 3 + 2 - 2 ⇒ (17) + 4 + 3 + 2 - 2 = 24
1d4 + 3 + 2 + 1 + 4 ⇒ (4) + 3 + 2 + 1 + 4 = 14
1d4 + 3 + 2 + 1 + 4 ⇒ (1) + 3 + 2 + 1 + 4 = 11
1d8 + 3 + 2 + 1 + 4 ⇒ (7) + 3 + 2 + 1 + 4 = 17

GMEDWIN |

Kalistrine attacks and kills her attacker.
Warrior 1 attacks Vermundr 1d20 + 5 ⇒ (4) + 5 = 9 miss
Warrior 5 attacks Takeshi 1d20 + 5 ⇒ (13) + 5 = 18 miss
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (5) + 5 = 10miss
Warrior 10 battleaxe against Vermundr 1d20 + 5 ⇒ (15) + 5 = 20 miss
Warrior 11 battleaxe against Takeshi 1d20 + 5 ⇒ (5) + 5 = 10 miss
Ulfen attack caravan 1d20 + 8 ⇒ (10) + 8 = 18 hit 2d6 + 5 ⇒ (5, 4) + 5 = 14
Caravan attack 1d20 + 7 ⇒ (7) + 7 = 14 miss
Ulfen are starting to get a decisive advantage against the caravan.
Round 7
Vermundr

Vermundr |

Have we thinned the enemy enough for there to be a place to safely fire a bow yet?

Vermundr |

Vermundr continues to melee ferociously.
Axe: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10

Kalistrine |

Kalistrine savagely continues to attack, hurling herself at the Ulfen warrior still attacking Vermundr.
Charge, Power Attack, Rage 5/12, Gore
1d20 + 4 + 3 + 2 + 2 - 2 ⇒ (13) + 4 + 3 + 2 + 2 - 2 = 22
1d8 + 3 + 2 + 1 + 4 ⇒ (7) + 3 + 2 + 1 + 4 = 17

GMEDWIN |

Kalistrine hits the warrior.
Warrior 1 attacks Vermundr 1d20 + 5 ⇒ (14) + 5 = 19 miss
Warrior 5 attacks Takeshi 1d20 + 5 ⇒ (16) + 5 = 21 hit 1d8 + 2 ⇒ (3) + 2 = 5
Warrior 7 battleaxe against Takeshi 1d20 + 5 ⇒ (10) + 5 = 15 miss
Warrior 11 battleaxe against Takeshi 1d20 + 5 ⇒ (19) + 5 = 24 hit 1d8 + 2 ⇒ (6) + 2 = 8
Ulfen attack caravan 1d20 + 8 ⇒ (13) + 8 = 21 hit 2d6 + 5 ⇒ (4, 1) + 5 = 10
Caravan attack 1d20 + 7 ⇒ (16) + 7 = 23 hit 2d6 + 4 ⇒ (5, 5) + 4 = 14 The caravan finally starts killing the Ulfen warriors.
Round 8
Vermundr

Vermundr |

Vermundr whips his axe around for the finishing blow on his last opponent.
Axe: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11
Rage 7/9

Kalistrine |

Kalistrine turns her attention to the Ulfen attacking Takeshi, but stumbles on a fallen body on the way.
Charge, Gore, Power Attack, Rage 6/12
1d20 + 3 + 2 + 4 + 2 - 2 ⇒ (1) + 3 + 2 + 4 + 2 - 2 = 10

Kalistrine |

Kalistrine howls in triumph as the raiders flee, before dropping to sit upon a fallen log, her rage melting away along with her demonic horns. "Ugh. Someone check on Ahiko. I think I gave her a potion." she says.

Vermundr |

Vermundr slips his axe into its harness and draws his bow again just in case. ”What was that about?” he asks between ragged gasps.
After being sure the raiders are gone for good, the young ulfen trots toward the caravan to check on things.

Ahiko |

Ahiko wakes up with a start... and groans softly... still badly hurt she struggles to sit up, and finally stand. Wavering slightly she looks about, expecting to see Ulfen foes still fighting. She relaxes a bit as she notes the fighting is over, then sees Koya nearby. She nods with a little smile in thanks for the healing.
"I'm afraid I'm not much of a combatant, but those fellows didn't seem to care. I let all of you down a bit, I'm afraid. I do have some healing if anyone is in need."
While waiting to find out who is need of one of her healing hexes, she uses a cure light wounds spell on herself.
clw: 1d8 + 4 ⇒ (3) + 4 = 7
She then spends a few moments reassuring Miso, her constant companion, that she is alright, petting and playing with him.

Kalistrine |

Kalistrine hauls herself to her feet and walks over to Ahiko. "I think I fed you a potion at some point during the fight. How you doing now?" she asks.

Ahiko |

"Thank you so much Kali... I am feeling much better now. I was sleeping for a while it seems... unconscious... and I saw a bright white light, and then it receded. It was like I was floating in a vast darkness other than that. I'm glad to be back and awake again. You look hurt... let me help you a bit."
She touches Kali gently and performs a healing hex on her,
healing hex: 1d8 + 4 ⇒ (2) + 4 = 6

Kalistrine |

Kalistrine almost smiles, but nods her thanks to Ahiko for the healing in return. "Stay safe. Rest up a bit." she says before walking among the slain Ulfen raiders to search their bodies.
Take 20 on searching bodies. Spend as much time as needed to be thorough.

Ahiko |

Ahiko moves among the caravan and heals anyone wounded during the attack. She uses her healing hex over and over again as she moves among the caravan's folk. Usable 1x/day/person, so pretty much everyone who needs it gets 1d8+4

GMEDWIN |

The only thing of any interest is that on every body is a gold arm-ring worn around the upper arm—bearing a stylized depiction of a lion’s head embossed in the metal.
Vermundr has a hard time finding Shalelu because she disappears into the fog and eventually he finds her scouring some of her arrows of the blood from the Ulfen warriors.

Vermundr |

"I knew you'd be okay", Vermudnr laughs when he spots the elf.
"What do you say to tracking those fools back to wherever they're camped? We need to find out who sent them."

Vermundr |

Vermundr nods in understanding. "Nice job. Do you want help cleaning up?"

Kalistrine |

Kalistrine strips the dead of their armor and weapons, as well as their gold armbands. She shows them to Sandru. "Friends of yours?" she asks. "Do you recognize these at all?"

GMEDWIN |

The next day Sandru and his men spend the day fixing the one wagon that was damaged and seems to have them in order by early afternoon. Sandru the always cautious man decides to move out towards Kalsgard but staying further from the river bank than normal hopefully to make it harder to detect.
1d100 ⇒ 54
1d100 ⇒ 53
1d100 ⇒ 47
1d100 ⇒ 37
The gusting wind and cold continue through the night and over the next days, but at least the sun warms you a little while you travel. As you near Kalsgard, the signs of civilization steadily increase - farmsteads, passing traders and guard patrols, fishermen on the river, and the like. Finally, just past mid-morning on the third full day from Skalsbridge, you catch your first glimpse of Kalsgard at the top of a small rise.
For most of you, Kalsgard is positively the largest collection of buildings you have ever seen. Even this far north, it is a metropolis that rivals the more famous southern cities of Cheliax and Taldor. The sprawling mass of homes and halls runs along the southern shore of the Rimeflow's wide mouth. Thousands of white smoke columns rising from chimneys and hundreds of longships and boats moving along the docks attest to the city's many residents. Even miles away, a miasma of smoke, dirt, seawater and filth can be detected. On the horizon beyond is the vast expanse of the Steaming Sea.
Kalsgard Arrival
As you approach the city's eastern gate, one of the guards sees you and walks to intercept, waving his hand to have you stop. In rough, stilted Varisian, he says that Varisian caravans are not welcome to enter here, and must go to the Bone quarter, to the south. It takes you another hour to circle the city wall, but eventually you arrive and enter the walls of Kalsgard. The Bone quarter surprises you with the large amount of open fields and space, but it is also obviously a poorer part of the city. Not far from a number of other Varisians, you find a clear space to circle the wagons and set up camp.
You passengers take their goods and depart with thanks for the goodwill and escort.
Kelda steps forward, looking apprehensive. "I must take my leave as vell. I have to see to my brothers' funeral arrangements. Please do not think I abandon you now. I vill return to help you around Kalsgard, if you vill have me."

Ahiko |

Ahiko is simply overwhelmed with the sheer size of the city and stands in awe at the sight. When the caravan finally enters and camp is set up, she says goodbye to the passengers and nods to Kelda. "Of course, a guide who knows the city would be most welcome back."

Kalistrine |

Kalistrine smiles when she sees Kalsgard. "It's been a long time since I was in a city this large." she says. "And I'm looking forward to a good meal and a strong ale - no offense to the cooking on the road." she adds with a grin at the cook. "We can also get rid of all these weapons and armor we got off those Raiders too, and figure out if we have a bigger problem."
Are we able to sell the gear from the Raiders we killed?

GMEDWIN |

Kelda says, I shall be back in a day or two. Funeral es a biat compoluted.
You should be able to sell the axes and armor if you choose. The armbands you should either use for asking questions or for melt them down and then sell them.
Sandru says to the group, "That attack on Skalsbridge was a bit ominous. I suggest you find some lodging at an inn or something like that to avoid any unnecessary attention."

Vermundr |

Vermundr nods in understanding but is otherwise quiet as the caravan settles down and Kelda departs for the time. He gives her a nod of understanding but is far too wrapped up in his own musing. It'd been years since he'd been this far north and this close to home.
"Karlsgard has lots of good smiths", the young ulfen says. "You shouldn't have a hard time finding what you're looking for."
Can we shop for bigger purchases here?

Sandru aka GM Edwin |

You can buy larger items here.
While you are setting up camp, Sandru walks over to speak with some of the other Varisian merchants. He returns a few minutes later, half-smiling.
"Ran into some old acquaintences, up from Magnimar, they came way of . Gave me some good words on the situation here. First off, the Kalsgard folk aren't keen our kind of caravan coming and going, so we're only allowed to setup here in the Bone quarter. We can come and go through the rest of the city, but have to leave the wagons here." He shrugs it off. "The good thing is I've got some friends here. We can merge our caravan with theirs for appearances and blend in... Gerik also gave me some names where we can get some quick supplies and repair stuffs."
Sandru walks over to a sandy patch and draws a U-shape with a stick, then a big wavy line across its open end. He then segments the U with internal lines. "A rough map of the city. We are here, in the Bone quarter," he points to the south-central subdivision. "Newer quarter of the city, which is why its got so many open spaces, but kind of a haven for the down and out." Sandru goes on to explain the rest of Kalsgard. "The Horn quarter is basically farmers and ranchers from lands nearby the city. The Stone quarter has a good number of smiths, stonemasons, and 'learned'. The Ivory and Amber quarters are together, and comprise the hub of manufacture and trade for the city. The Oak quarter on the eastern shore has a lot of the lumber industry, shipyards, and woodworkers of all sorts. On the far west is the Jade quarter, where a large number of Tian immigrants gather. Lastly, the Fire and Ice quarters are the heart of the city; the oldest parts, and they hold most of the river and sea trading markets, inns and taverns of all kinds."
His long talk done, Sandru sighs. "Now, I can stay here and arrange repairs and resupply. You all can hub out of here, of course, but you might consider getting a room in a busier quarter. Remember, we need to find a guide; someone that knows the Path of Aganhei, so while you're asking around about the family sword, see what you can get."
Sandru looks around the group. "Anything I missed?"