
DM Max |

NBs: 1d20 + 2 ⇒ (6) + 2 = 8
SBs: 1d20 + 2 ⇒ (9) + 2 = 11
Karthas melts into the forest undergrowth beside the switchback path leading down to the ford. The few noises he makes masked by the pouring sleet, the fierce Kellid stealthily descends the slope toward the ford. Pausing behind a large tree near the path (square O-11), Karthas studies the former bandit camp on the south side of the swiftly flowing river. Only now the camp is obviously occupied. Through the pouring sleet, Karthas sees that the fire pit in the center of the clearing holds a roaring blaze. As before, the firepit is surrounded by four wooden barricades in each corner, each L-shaped and five feet to a side, with the corners of each pointing in every secondary direction – southeast, southwest, northwest, and northeast.
Directly to the north of the encampment the ford crosses the river at a particularly narrow point of about fifteen feet across. The ford itself is about ten feet wide.
For Karthas:

Hiram Salatin |

As they set out from Oleg's, Hiram's demeanor changes rapidly. He stops fidgiting, stops chatting, and stops smiling. He loosens his bow in the holder off the sadle, and makes sure there is an arrow near it, so it can be drawn as one. He also repositions his quiver so that his arrows are accessable as he rides. He continues along, checking his mules, and watching the surrounding intently.
"I do have one question, while we move out here. What do we do with the brigands in the area? I ain't in the mood to be killin' folk that surender and such."
- Perception check:1d20 + 1 ⇒ (7) + 1 = 8
- Survival check (Aid another): 1d20 + 5 ⇒ (6) + 5 = 11
- Handle Animal Check for Matti: 1d20 + 1 ⇒ (10) + 1 = 11
- Ride Check for Gerti: 1d20 + 6 ⇒ (17) + 6 = 23

Karthas |

Perception:1d20 + 5 ⇒ (14) + 5 = 19
After seeing the bandits at the campsite, Karthas returns to Euron.
"We need to get back to others, we could have some trouble up ahead."
Karthas and Euron return to the rest of the group.
"We four bandits huddling around a fire, two more talking to a woman on the southern side of the clearing, and about twenty feet up, there are two hidden watch platforms flanking the path (M-21 and P-21). Each platform has a man on watch duty, apparently focusing on the ford and the small switchback leading up to the rise that currently hides us view. The odd thing is that the woman is the spitting image of Kestra, although this woman wields a bow instead of hatchets. We can proceed, but we should have a plan."

Eseldra |

"Well, if the bandits have retaken the camp, we can use the same plan we used last time to clear it out again. I summon a Celestial Eagle to occupy one of the look-outs while Berenkor casts...oh, right. We need some other magic to occupy or incapacitate the other look-out while the rest of our group slips across the ford. What can you new people do in that regard?"
"If anything, this sleet should make it easier for us to get across than it was the last time. Obviously, we leave the mounts back here. Strange that we have heard nothing of this Kestra look-alike before now."

Cinders |

"Unfortunately, I have no magic for distraction," Cinders says. "But I do have offensive and defensive magic. If I can get close enough, I might be able to burn the platforms they are on, and the guards with it." She turns to Karthas. "Who is this Kestra you speak of?"

DM Max |

A couple of things to keep in mind:
The sleet storm reduces visibility ranges in half, resulting in a -4 penalty to Perception checks (which I factored into the previous Perception DCs) and a -4 penalty to ranged attacks. Additionally, areas of open ground (i.e., the trail and camp site) are covered with sleet – each square of sleet-covered ground costs 2 squares of movement. It is possible to charge in these areas, it just costs double movement to do so.
The ford counts as difficult terrain. It slows the river down considerably, so there is no chance of washing away, but the water is up to a medium creature’s thighs (or Mikmek’s neck)! Each square of the ford counts as 2 squares of movement, and cannot be charged across.
EDIT: Also, the barricades around the fire are approximately 4 feet tall with outward facing wooden spikes. Bandits behind the barricades have cover (+4 to AC vs. melee and ranged attacks).

Jamison Walker |

Erastil 'as blessed me with th' ability tuh grow in size. Ah can occupy both o' those guards at once, rip em right down off their perches, mayhap. What I can't really do is be sneaky about it. Whatever we decide, hold off on't fer a minute until I grant Deadeye's blessing to us, will ya?

Karthas |

"I know it might be stretch under the current conditions, but perhaps Hiram can fire his bow at the platform guard that Eseldra's creature does distract. Jamison, I think you, Tyr, and I should move forward to take these bastards head on. Cinders, I'm not familiar with your abilities, I leave that decision to you...same goes for you Euron, though I wouldn't mind have Niko come along."

Jamison Walker |

Jamison nods briskly, dismounts, and ties his mount off nearby.
Immediately before the group heads into the camp, I will cast Bless on the group and Shield of Faith on myself. My AC will be 18 for 12 rounds. I'm sure everyone knows what Bless does, but just in case:
Bless fills your allies with courage. Each ally gains a +1 morale
bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane. This effect will last for 11 rounds (12 - 1 for my casting of Shield Of Faith).

Euron Kelredis |

Euron smiles and scratches Niko behind the ears, as the wolf looks up at the druid affectionately. "Wouldn't be the first time we had to deal with bandits."
Crackng his knuckles and neck, Euron offers, "Pick the main camp or the bandits in the back, whichever looks less like they have bows'n such and I'll see if nature doesn't mind tanglin'em up."
Thinking on the matter for a few moments more. "Tunica and I are pretty good swimmers, we could have a pair o' us cross Thorn River and come at 'em from the far side."
Entangle is DC14
The elk has +11 swim! I'm guessing the the slow water will make nothing harder than a DC10?
In case I don't post again before we attack, Euron will swim across with Tunica using the forest as cover. Euron will command Niko to 'defend' Jamison and cast Magic Fang on the wolf.
Tunica Swim: 1d20 + 11 ⇒ (3) + 11 = 14
Euron Swim: 1d20 + 7 ⇒ (3) + 7 = 10 (with Guidance)
2nd check, if needed.
Tunica Swim: 1d20 + 11 ⇒ (11) + 11 = 22
Euron Swim: 1d20 + 6 ⇒ (14) + 6 = 20
EDIT: I overlooked the elk's Swim speed of 30ft, so the checks were superfluous.
Once on the far side, Euron will make liberal use of woodland stride to get into position to~D31, activate his wolf totem aspect, and finally with ranseur in hand, cast Entangle just next to "Kestra 2.0" at M-32
(40ft radius).
The rest of the group is welcome to "count to thirty" or simply wait for the entangle to charge in.

Eseldra |

Eseldra will summon "baldy" again to pester the left brigand (as she's looking at them, so the right of the map).
Eagle smiting evil:
Talon 1:1d20 + 3 ⇒ (3) + 3 = 6; damage: 1d4 + 1 ⇒ (3) + 1 = 4
Talon 2:1d20 + 3 ⇒ (14) + 3 = 17; damage: 1d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 3 ⇒ (20) + 3 = 23; confirm: 1d20 + 3 ⇒ (2) + 3 = 5; damage: 1d4 + 1 ⇒ (4) + 1 = 5
Scratch the +1s to damage if the bandit doesn't qualify as "evil".

DM Max |

Bp: 1d20 ⇒ 19
Kp: 1d20 + 9 ⇒ (17) + 9 = 26
SBp: 1d20 ⇒ 6
Bi: 1d20 + 5 ⇒ (16) + 5 = 21
Ki: 1d20 + 5 ⇒ (1) + 5 = 6
Everyone, pleae go ahead and state positions on the map and roll Stealth checks if you approach within 60 ft of any bandits. Euron: I’ve got you at D-31.
Please roll Initiatives as well.
If none of you are noticed, you will get to act in the surprise round. The surprise round will start when Eseldra’s summoned eagle appears to attack the bandit at P-21; note that Eseldra will get an action as the eagle attacks. I already have the following surprise round actions noted:
Jamison: Will cast Bless on those allies within 50 ft of him while Eseldra casts her summoning spell. On the surprise round, Jamison will cast Shield of Faith on himself;
Hiram: Firing arrow at bandit M-21;
Euron: Casting Entangle next to “Kestra 2.0”;
Karthas: Moving toward bandits;
Tyr: Moving toward bandits;
Eseldra: ?
Cinders: ?
Euron has commanded Niko to defend Jamison, so the wolf will stick near the cleric. Euron, please post Niko’s actions for the round during the same Initiative count as your own.
Jhod and Mikmek will stay with the mounts in the forest at the top of the rise.

Euron Kelredis |

I'm OK holding Magic Fang if it won't have at least 10 rounds left.
It lasts 20 rounds, and I guessed ~6 rounds to get into position (moving 60ft west, 240ft south, then 60ft east again, with woodland stride).
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
* I get -2 per 10ft for the forest, so at least -8 to nearest bandit, plus -4 more for sleet
Stealth: 1d20 + 1 ⇒ (14) + 1 = 15
* Remember they get -2 per 10ft for the forest, and -4 for sleet.

DM Max |

I'm OK holding Magic Fang if it won't have at least 10 rounds left. It lasts 20 rounds, and I guessed ~6 rounds to get into position (moving 60ft west, 240ft south, then 60ft east again, with woodland stride).
Ah, yes! Forgot about woodland stride! Then let's say it has 10 rounds left starting with the surprise round.
Also, please give me a Stealth check and a Perception check.

DM Max |

In the forested area just south of the clearing, about twenty feet up, you see two hidden watch platforms flanking the path leading away from the camp (M-33 and P-33). As with the northern watchposts, each platform bears a man watching the southern approach into the camp.

Cinders |

Cinders, we'll say you cast Shield of Faith while Eseldra was casting her summoning, and you can move toward the camp during the surprise round. Need a Stealth check please.
In that case, she will move as far as she can in the surprise round, following Karthas, and across from Eseldra (L 12).
Stealth: 1d20 + 1 ⇒ (7) + 1 = 8

Jamison Walker |

Please move me back to O9, Max - I'm fully aware that I'm not a stealthy fellow, and I'm casting spells, so I'll keep my distance until Shield Of Faith goes off. That will put me out of range for needing to make a Stealth check.
Initiative: 1d20 ⇒ 15
Edit: Sorry for the ninja :-)

DM Max |

The companions move into position as stealthily as they can. Eseldra begins to cast her summoning spell, while Jamison casts Bless on the party and Cinders casts Shield of Faith on herself.
As the casters near completion of their spells, Tyr trips over a root and stumbles against a tree next to the path leading to the ford, the force of his collision knocking the accumulated ice from its branches. None of the bandits in the camp seem to notice, but suddenly the woman standing at the southern end of the camp whips her head around, an arrow almost seeming to magically appear nocked to her bow as she trains the weapon on Tyr’s position. ”Look sharp!” she calls.
Surprise Round Initiatives:
Karthas – 17a
Hiram – 17b
Euron – 16
Cinders – 15a
Jamison – 15b
Eseldra – 13
Tyr – 8
‘Kestra 2.0’ – 6
A beautiful golden eagle materializes from nowhere and begins to rip and tear with beak and talon at the bandit in the easternmost tree stand. One of its talons rakes deep scratches across the hapless bandit’s throat, while its sharp beak pecks one of his eyes out with near surgical precision. The poor man screams in agony. The brigands in the camp whip their heads in the direction of the eastern watchpost, momentarily ignoring their leader’s warning.
At the same time, the plants along the southern boundary of the campsite begin to thrash and writhe, trying to wrap around and entangle the female bandit leader and her associate standing at the clearing’s edge, as well as the two heretofore unseen sentries perched in the trees to either side of the southern path leading away from the camp.
Reflex Saves, DC 14
‘Kestra 2.0’ – 1d20 + 8 ⇒ (15) + 8 = 23
Bandit L-31 – 1d20 + 3 ⇒ (7) + 3 = 10
Bandit M-33 – 1d20 + 1 ⇒ (7) + 1 = 8
Bandit P-33 – 1d20 + 1 ⇒ (6) + 1 = 7
'Kestra 2.0' easily dodges the spell, but her companions are not so fortunate. (Bandits L-31, M-33, and P-33 are Entangled: move at half speed, cannot run or charge, and take -2 penalty on all attack rolls and -4 penalty to Dexterity.)
Hiram fires at the western sentry, but the arrow flies wide and is lost in the trees.
Attack: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Karthas, Cinders, Eseldra, and Tyr break cover and advance toward the bandit encampment.
Jamison casts Shield of Faith on himself, the wolk Niko standing before him in a guard position.
As the heroes advance, 'Kestra 2.0' takes a step forward and fires an arrow at Tyr.
Attack: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 HIT
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

DM Max |

Round One:
Initiatives:
Bandits – 21
Karthas – 17a
Hiram – 17b
Euron – 16
Cinders – 15a
Jamison – 15b
Eseldra – 13
Tyr – 8
‘Kestra 2.0’ – 6
The eastern sentry draws his shortsword and attempts to slash at the celestial eagle.
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
The western sentry nocks an arrow to his bow and lets fly toward Karthas.
Attack: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7 - MISS
Damage: 1d8 ⇒ 2
The four bandits around the campfire draw their bows and fire upon the advancing heroes.
Attack: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5 Karthas - MISS
Damage: 1d8 ⇒ 8
Attack: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8 Karthas - MISS
Damage: 1d8 ⇒ 2
Attack: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3 Tyr - MISS
Damage: 1d8 ⇒ 7
Attack: 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13 Tyr - MISS
Damage: 1d8 ⇒ 1
The bandit next to ‘Kestra 2.0’ draws his bow and fires. (1 = Karthas; 2 = Tyr) 1d2 ⇒ 1
Attack: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16 Karthas - HIT
Damage: 1d8 ⇒ 8
The entangled bandits struggle to free themselves from the thrashing vegetation.
Bandit L-31 – 1d20 + 3 ⇒ (8) + 3 = 11
Bandit M-33 – 1d20 + 1 ⇒ (2) + 1 = 3
Bandit P-33 – 1d20 + 1 ⇒ (20) + 1 = 21
The bandit sentry on the east side of the southern path (P-33) successfully frees himself for the moment - for all the good it does him at the moment...
EDIT: Forgot the -4 penalty on ranged attacks due to the sleet. Have updated bandit attack rolls accordingly.

Jamison Walker |

Round 1 Action
Move Action: Move as close to the ford as possible (looks like o13)
Swift Action: Use Domain power Enlarge
Standard Action (converting to move): Try to power across the ford
Jamison hustles to the river bank, drawing his axe as he moves. A fire is in his eyes as he scans frantically for any recognizable bandits. Disgusted by the difficult conditions and not being able to see or move very well, he takes a quick breath, and suddenly erupts in size, becoming as big as a small giant. he plows into the water, determined to get as far as he can before the next volley of arrows comes.
Eseldra, I've gotta say, I don't see any verbiage like that in the spell description for Entangle.
foes in the area of effect or those that enter the area. Creatures that
fail their save gain the entangled condition. Creatures that make
their save can move as normal, but those that remain in the area
must save again at the end of your turn. Creatures that move into
the area must save immediately. Those that fail must end their
movement and gain the entangled condition. Entangled creatures
can attempt to break free as a move action, making a Strength or
Escape Artist check. The DC for this check is equal to the DC of the
spell. The entire area of effect is considered difficult terrain while
the effect lasts.
If the plants in the area are covered in thorns, those in the area
take 1 point of damage each time they fail a save against the entangle
or fail a check made to break free. Other effects, depending on the
local plants, might be possible at GM discretion.

DM Max |

Minor point, but I don't think the entangled bandits can move at all. The entangled condition prevents movement if the "entanglers" are anchored to a solid surface, like the plants.
Ah. But if they make their save or use a move action to free themselves with a Strength check or Escape Artist check at the same DC as the spell, then they can move as normal, but must make another save at the end of the casters turn if they remain in the area of entanglement. Otherwise, since the plants are anchored to a solid surface, the victims who can't break free can't move at all, per the definition of the Entangled condition in the PRD Glossary.

Euron Kelredis |

As he watches the plants entangle the hidden sentries, Euron howls like a wolf. Too bad that witch got away he thinks to himself while observing the woman with the longbow.
For a moment, Euron wonders if he has a problem attacking a woman. He realizes he doesn't and begins to quietly intone his next spell, a glint of malice in his good eye.
Spontaneously lose Cure Light for Summon Ally I. Will conjure a stirge to appear in flight above N-30 on my init count in Round 2 and last 2 rounds. Shouldn't Eseldra's eagle get a 2nd round too?

Hiram Salatin |

Round 1, Hiram
Hiram draws another arrow as he moves forward to the edge of the water. He draws back another arrow, breathing in as he does, and whispers a quick prayer to Old Deadeye,
Let my shot be swift and true, and judge these here who destroy community by the strike of this arrow.
Hiram looses the arrow, and pauses for the briefest of moments to track his shot.
Do you want to roll to see if ammo is destroyed or recoverable, or should I?
EDIT: Did we also have a player map posted somewhere of the explored bits of the Stolen land? And...and...and...is there a link to the calendar that was out there?

DM Max |

Hiram's arrow slams into the western sentry. The bandit grunts in pain, but remains standing.
”Are you the bastards who killed my sister?” the Kestra lookalike shouts. ”I’ll shoot out your eyes and feed them to the crows!”
The bandit leader nocks another arrow to her bow and fires upon Tyr.
Attack: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21 - HIT
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Behind her, the writhing vegetation attempts to re-ensnare the sentry on the east side of the southern path who escaped the clutching foliage mere moments before.
Reflex Save, DC 14
Bandit P-33 – 1d20 + 1 ⇒ (7) + 1 = 8
The unfortunate bandit finds himself immobilized by the vegetation yet again, just like his other unfortunate companions.