
DM-Camris |

The cloud of dust dissipates as the riders at its head slow to a canter.
They are barbarians by their dress, bearing distinctive patterns of war paint on their faces and shoulders, marks repeated in the same dark color on the necks of their equine mounts.
Velashu Horse Lords
Rugged barbarians and rangers, they are nomads who roam this area on their specially bred and expertly trained mounts. They travel through the Velashu Uplands in nomadic groups, following the region’s vast herds of wild horses and incidentally guarding Varisia from incursions of the more violent tribes of barbarians from the Nolands.
The Horse Lords are primarily composed of Ulfen explorers and travelers who abandoned the Lands of the Linnorm Kings for a less violent life here on the outskirts of Varisia.
Over the generations, their blood has mixed with both Varisians and the odd Shoanti—although the Horse Lords aren’t officially part of the Shoanti tribes, some scholars still refer to them as the “Eighth Quah.”
Never in front of a full-blood Shoanti, though.
They are twelve in number, although they are followed by a train of two dozen additional horses.
As they pull to a stop, they hold up their right hands, showing that they brandish no weapons.
The leader of the group, a tall, sun-tanned man with dusty black hair, urges his mount forward a few steps before speaking.
“Strange days these are when stars fall from the sky and the walled-folk wander the plains of the Velashan."
His eyes fell on Nakoda.
"And one of the free peoples as well.
"I am Windbraid. What brings you here?”

Zephram Taranis |

Knowledge (Local): 1d20 + 10 + 1d6 ⇒ (12) + 10 + (4) = 26
Zephram also nods his head respectfully, "Strange times, indeed. I am Zephram, originally of Galduria."

MaleNPC1 |

Windbraid nodded at Nakoda.
"I greet you Nakoda of the Shikirri-Quah." He returned with respect.
He turned in the saddle and glanced northward.
"You should beware the Mierani forest my Sister, the elves control the great woodland and do not take kindly to intruders. I and my people have wandered these plains for generations, and although the elves have never been truly friendly to us, they have recently become almost warlike and have barred the outlying areas of the forest to hunters."
He shook his head.
"There is something... dangerous happening deep within the woods, and the elves will not speak of it."

DM-Camris |

In your chat, Windbraid asks about the markets in Riddleport. His band is heading to the city to sell or trade a number of horses, but he’d rather turn back now if Riddleport’s in one of its semi-traditional uprisings or street wars between crime lords.
Both light and heavy Velashan horses are trained for
war. These horses have the maximum number of hit points
and are expertly trained. Anyone riding a Velashan horse
receives a +2 circumstance bonus on Ride skill checks. A
light Velashan warhorse costs 400 gp, while a heavy Velashan
warhorse costs 1,000 gp. The horselords will accept coin
for their steeds, but they prefer items they can use, such as
masterwork weapons and magic items. Items deemed useful
to them are accepted as payment at their full value.

Zephram Taranis |

Knowledge (Local): 1d20 + 10 + 1d6 ⇒ (20) + 10 + (5) = 35
Zephram suggests, "If you're looking to trade some of your clearly superior horses, we may be able to spare you the trip to Riddleport. I have a magical shirt of darkleaf lamellar that I would be quite pleased to trade, as well as my less able mount who could surely benefit from your training. "

Nakoda |
Nakoda took in the information with a nod, and a thoughtful look, taking several seconds to consider what that hostility meant. When Zephram mentioned trading his horse, she considered the possibility of trading hers, and waited to see what his response was going to be. There were a few things that could be traded for a good horse.

DM-Camris |

With no objections, the trade is made.
After sharing a drink to cement the trade, Windbraid looked uncertain for a moment, chewing on his beard. Then, with a decision made, he said, "Well, I think we will risk it to journey on to Riddleport just the same.
"Velashu horses always fetch a decent price, and perhaps we can make enough in coin and trade to fill our needs before the winter comes. Fare thee well, travelers. Be careful in the forest!"
With those words, he and the other Velashu passed you by, heading down the road you had come up. The horsemen and their charges passed around you like water flowing around a boulder int the midst of a stream. Within moments, they were only hoofbeats in the air, and then even that was gone.
The horses you receive are trained Light Warhorses with the Advanced template.

DM-Camris |

Pressing on northward the next day, the trees fade away into rolling plains and grasslands, spotted with clumps of alder and ash.
These must be the Velashu homeland, with plenty of space for horses to roam and graze.
Several hours' journey later and the sun was going down. It looked as if a few more hours' riding would get you to the forest edge.
A copse of trees provided a decent shelter and deadfall for a fire.
The night passes without event, and allows you some much needed rest.
An early morning fog misted the plains around you and obscured the forest line to the north. No more than an hour of riding would take you to the edge of the Mierani Forest.
If you needed to do anything in the evening, or in the morning before you set out, now is the time to do it.

Zephram Taranis |

Zephram watches the others and shrugs, "It would seem I have three horses, now. Still, I suspect that they should prove more useful than a spare shirt... Especially if the tales of them are true, given my lack of training as a rider."

DM-Camris |

On the final day of travel, the faint hunter’s trail dips under the dense canopy of the Mierani.
The forest itself is a place of ancient life, with immense fir trees, pines, and redwoods making up the majority of the flora.
Off the trails, undergrowth and ancient deadfalls make travel difficult...
Of course, no such check is necessary if you choose to remain on the hunter’s trail; as narrow as the trail is, it constitutes the main
route into the woodlands and the settlement of Crying Leaf.
The route skirts the forest edge, never going further than a half-mile into the depths as it winds its way for 5 miles.

DM-Camris |

Ambush!
Three Forest Drakes screech and attack out of the air, the narrow band of sky over the hunters trail through the Meirani.
The yellow clouds of their breath weapons erupt in noxious fumes, dealing 4d4 ⇒ (1, 1, 1, 1) = 4 acid damage to those within the clouds (Reflex save DC15 halves the damage.)
Those riding normal horses have their hands full as they panic and try to buck you off. You'll need ride checks to stay on, or just jump off.
Those riding the trained Velashu mounts don't need to do that.

Zephram Taranis |

Reflex: 1d20 + 8 ⇒ (17) + 8 = 25
Zephram smiles at his foresight as he sees the other mounts reacting badly to the attack, then quickly turns his intellect to the problem at hand. Sadly, I cannot easily compel them to land... I should carry some tanglefoot bags for such contingencies in the future... However, I can do this...., and he drinks his extract of fly, drawing his rapier and flying straight up out of the noxious cloud.

Rezol Born-in-Steel |

Rezol wastes no time in hopping off his startled horse, drawing his weapon as he hits the ground. "'bout time we had somethin' interestin' happen!"
Rezol jumps off his horse (move action) and draws his weapon (standard action).
Effects: None
Bullets: 19/20
0- [DC12] (5) create water (1), detect magic (1), light (1), mending (1), read magic (1)
1- [DC13] (5/day) divine favor (5/5)
2- [DC14] (4/day) restoration, lesser (1/1), spiritual weapon (1/1), summon monster II (1/1)
3- [DC15] (1/day) deadly juggernaut (1/1)

Nakoda |
K.(Nature): 1d20 + 10 ⇒ (17) + 10 = 27
Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
At the appearance of the drakes was something that raised her eyebrows, but other than that, she easily leapt off of the horse as it energetically protested the circumstances of its location. At least, one glance was enough to let her know what was attacking them. "Drakes! They speak the dragon tongue!" A yank on the straps of her pack freed her from it, getting the weight off of her back so she could move easier.

Zane Argentus |

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
Jumping from his panicking horse, Zane becins to cast a spell, ripples of distorted time radiating from his outstretched hand to wash over the drakes.
Slow. DC 17 WILL NEGATES. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

DM-Camris |

Round 1__________
Zephram Taranis_____
He drinks his extract of fly, drawing his rapier and flying straight up out of the noxious cloud.
LizArdoc______
Liz just manages to roll free and leaps off her horse.
Liz drops down to 6-P and prepares for battle!
Rezol Born-in-Steel_____
Rezol jumps off his horse (move action) and draws his weapon (standard action).
Nakoda_____
she easily leapt off of the horse as it energetically protested the circumstances of its location.
A yank on the straps of her pack freed her from it, getting the weight off of her back so she could move easier.
Zane Argentus_____
Jumping from his panicking horse, Zane becins to cast a spell, ripples of distorted time radiating from his outstretched hand to wash over the drakes.
Slowing dramatically, Drake 3 stalled out, hit a tree limb and spun down to the ground with a thump that made the ground jump under your feet. It’s still alive and kicking though.
Enemies__________
Drake 1 painfully got up on four legs and turned towards Zephram’s superbly trained horse, which even with eyes rolling in terror continues to hold itself still.
Drake 2 landed and tore into Zanes horse, which had died due to the acid cloud.
Idly it lashed its tail at Zane.
Trip attack vs CMD: 1d20 + 15 ⇒ (2) + 15 = 17
Drake 3 landed and attacked Liz’s horse, which screamed and thrashed around as blood spurted into the air.
Idly it lashed its tail at Rezol.
Trip attack vs CMD: 1d20 + 15 ⇒ (9) + 15 = 24
1:20
2:49
3:49

Rezol Born-in-Steel |

Round 2
Falling on his rear from the drake's tail slap, the half-orc wastes no time in pushing himself off the ground. His hand glows with dark red magics, which he presses into his chest, before gripping his blade once more to attack the beast.
Rezol stands up (move action), uses Fervor to cast Divine Favor on himself (swift action, 4/5 Fervor uses and 4/5 1st level spells remain today) and uses Vital Strike on Drake 1.
+1 Greatsword attack (Greater Weapon of the Chosen 1, Power Attack, Furious Focus, Divine Favor): 1d20 + 12 + 3 ⇒ (10) + 12 + 3 = 25
+1 Greatsword attack (Greater Weapon of the Chosen 2, Power Attack, Furious Focus, Divine Favor): 1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22
+1 Greatsword damage (Vital Strike, Power Attack, Divine Favor): 4d6 + 14 + 3 ⇒ (3, 1, 6, 3) + 14 + 3 = 30
Effects: Divine Favor (10/10)
Bullets: 19/20
0- [DC12] (5) create water (1), detect magic (1), light (1), mending (1), read magic (1)
1- [DC13] (5/day) divine favor (4/5)
2- [DC14] (4/day) restoration, lesser (1/1), spiritual weapon (1/1), summon monster II (1/1)
3- [DC15] (1/day) deadly juggernaut (1/1)

Zane Argentus |

As the Drake's tail takes his legs from under him Zane reacts, acutely aware of the danger he is in he quickly casts a spell, preparing for close engagement with the creature before rising to his feet.
Concentration:Casting Defensively (DC 23): 1d20 + 11 ⇒ (15) + 11 = 26
Cast Calcific Touch. Hold charge.Stand up

Zephram Taranis |

Zephram cocks his head, trying to remember anything he can about Drakes, trying to think of any weaknesses or vulnerabilities that the party might exploit.
Knowledge (Arcana): 1d20 + 10 + 1d6 ⇒ (3) + 10 + (4) = 17 Ugh. Not so helpful
He watches the beast carefully, studying its movements as he throws back his extract of cat's grace, thinking, I think I understand it's movements...

LizArdoc |

Round 2
Liz scowls at the dead horse and unleashes her attacks, flanking with Rezol
S.Sword,Flank,Sneak: 1d20 + 10 ⇒ (18) + 10 = 281d6 + 1 + 4d6 ⇒ (2) + 1 + (5, 6, 4, 3) = 21
Dagger,Flank,Sneak: 1d20 + 9 ⇒ (8) + 9 = 171d4 + 1 + 4d6 ⇒ (1) + 1 + (2, 6, 1, 1) = 12

Nakoda |
Disliking that they were unable to communicate with the drakes, Nakoda -- now freed from the weight of her pack, drew her heavy pick as she moved to engage the drake opposite Rezol, so it would have something to worry about on both sides. Since they were going for the horses, it looked like they were just hungry.
___________________________
Nakoda will risk the AoO to ensure that Rezol has the benefit of the flank on his attack

DM-Camris |

Round 2__________
Rezol Born-in-Steel_____
Rezol stands up (move action),
Drake uses AoO to tailswipe/trip 1d20 + 8 ⇒ (17) + 8 = 25 Success! Rezol hits the dirt again.
uses Fervor to cast Divine Favor on himself (swift action, 4/5 Fervor uses and 4/5 1st level spells remain today) and uses Vital Strike on Drake 1.
But it's not enough as even prone, Rezol’s mighty slash took his blade right through the tail and even through the ribs in the left flank. Blood fountained high into the air and washed him head to toe in blood and gore. The Drake collapsed, thoroughly dead.
With it's wing and body partly collapsed on top of Rezol, he is in danger of drowning.
Zane Argentus_____
As the Drake's tail takes his legs from under him Zane reacts, acutely aware of the danger he is in he quickly casts a spell, preparing for close engagement with the creature before rising to his feet.
Concentration:Casting Defensively (DC 23): 1d20 + 11 ⇒ (15) + 11 = 26 Success!
Cast Calcific Touch. Hold charge.Stand up
Zephram Taranis_____
Zephram cocks his head, trying to remember anything he can about Drakes, trying to think of any weaknesses or vulnerabilities that the party might exploit.
All he can think of is they often form social groups of three to six, and can breath acid. That was it.
He watches the beast carefully, studying its movements as he throws back his extract of cat's grace, thinking, I think I understand it's movements...
LizArdoc_____
Liz scowls at the dead horse and unleashes her attacks, flanking with Rezol.
But she realized her attacks were unneeded when a sheet of blood washed over her and the Drake collapsed, thoroughly dead.
Nakoda_____
Disliking that they were unable to communicate with the drakes, Nakoda -- now freed from the weight of her pack, drew her heavy pick as she moved to engage the drake opposite Rezol, so it would have something to worry about on both sides.
But it turns out to be unnecessary as Rezol nearly cuts the creature in half.
Enemies__________
Drake 2_____
Drake 2 turned about and started to tear into Zane’s dead mount.
Drake 3_____
Drake 3 turned, then pounced on Zephram’s mount, taking it down screaming in a gout of blood.
2:49
3:49

LizArdoc |

Rd 3
Liz uses acrobatics to move to M-6 and avoid an AoO
Acro: 1d20 + 13 ⇒ (3) + 13 = 16
She then tries to stab the drake while flanking with Zane
Piranha strike, Short sword,flank: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 5 ⇒ (4) + 5 = 9
Sneak attack: 4d6 ⇒ (4, 2, 4, 4) = 14 +3 Dodge AC if sneak attack hits

Zephram Taranis |

Zephram grimaces, muttering, "I just bought that.. This is why adventurers can't have nice things..." as he would himself gently forward, and uses his newfound grace to strike at the Drake.
Rapier (Studied, Cat's grace): 1d20 + 11 + 3 ⇒ (18) + 11 + 3 = 32
Confirm: 1d20 + 11 + 3 ⇒ (9) + 11 + 3 = 23
Normal Damage: 1d6 + 2 + 3 ⇒ (2) + 2 + 3 = 7
Plus critical?: 1d6 + 2 ⇒ (4) + 2 = 6
AC is 20/15/15 due to cat's grace

DM-Camris |

Round 3______
LizArdoc_____
Liz uses acrobatics to move to M-6 and avoid an AoO
She then tries to stab the drake while flanking with Zane
But its armor just turned the blade.
Nakoda_____
Seeing Rezol get covered by the corpse of the Drake, Nakoda started trying to help lift the drake enough to let him wriggle out.
Rezol Born-in-Steel_____
That drake is heavy for something able to fly.
Rezol's strength, coupled with Nakoda's assistance is just enough to let him wriggle out from under to carcass and allow him to breathe again.
Zephram Taranis_____
Zephram grimaces, muttering, "I just bought that.. This is why adventurers can't have nice things..." as he would himself gently forward, and uses his newfound grace to strike at the Drake.
Zephrams rapier plunged all the way to the hilt. The drake squalled in pain and looked around for the perpetrator.
Zane Argentus_____
Wracking his brain Zane is unable to come up with much about the drakes.
Shrugging Zane reaches out to touch the creature before taking a step back.
The drake is slowed way down. For now.
Enemies__________
Drake 2 stumbled around, trying to bring teeth and claws to bear on Liz.
Drake 3 turned on Zephram.
Bite attack: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 for a possible 1d8 + 6 ⇒ (2) + 6 = 8 bite damage plus 1d6 ⇒ 2 acid damage.
2:49
3:36

LizArdoc |

Liz flanks with Zane and unleashes her attacks
S.Sword,Flank.P.Strike: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 5 + 4d6 ⇒ (3) + 5 + (1, 6, 1, 1) = 17
Dagger,Flank,P.Strike: 1d20 + 7 ⇒ (1) + 7 = 81d4 + 5 + 4d6 ⇒ (2) + 5 + (1, 3, 5, 1) = 17
Crit confirm, S.Sword: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 5 ⇒ (4) + 5 = 9

Rezol Born-in-Steel |

Rezol rushes over towards the next closest drake, weapon readied.
Rezol double moves over to N:8 (full-round action).
Effects: Divine Favor (8/10)
Bullets: 19/20
0- [DC12] (5) create water (1), detect magic (1), light (1), mending (1), read magic (1)
1- [DC13] (5/day) divine favor (4/5)
2- [DC14] (4/day) restoration, lesser (1/1), spiritual weapon (1/1), summon monster II (1/1)
3- [DC15] (1/day) deadly juggernaut (1/1)