
Brom Wolven |

Brom strikes up a conversation, asking about their favorite 'veapons' and other small talk, proudly showing off Krasa and asking if they've ever seen the 'flying-halfling' trick. After the evening has died down he'll offer to stand first watch again, inviting one of the newcomers to watch with him if he's willing.
Diplo?: 1d20 + 1 ⇒ (14) + 1 = 15 (+1t vs brigands, thieves, bandits)

Castor Antares |

Castor inquires as to whether any of the men are injured, and channel appropriately if need be. He listens in more than he participates in the conversation, unless anything particularly piques his interest, and keeps an eye and an ear poised in case anything suspicious were to come.

GM Captain Trips |

The men will gladly join the group, and engage the members in small talk and such, although they do seem a little wary and a bit taken aback by the unexpected hospitality. They insist on sleeping apart from the group and set two men to watch during each shift. While they are not hostile at this point, they are still on their guard, not used to such treatment and fairly distrustful of strangers.

Brom Wolven |

ready for morning

Theod Garess |

Theod talks to them about his maps and sees if they can give any insight into possible points of interest. Also asking if any of them really know the land well and would consider acting as a guide as the group continues their exploration.
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26 To Gather information about the area

Cappi Brightonspinner |

Cappi tries to joke with them men, help them feel at ease. Though he can understand their hesitance, as he can tell his own party is equally wary. During his watch he splits his concentration between watching their group as well as the forest surrounding them. Even if their story is true, it would be foolish to present themselves as too much of a temptation.
Ready also

GM Captain Trips |

In the morning one of the men spends some time with Theod and shares some of his knowledge on the surrounding area, pointing out some places of interest on the map and also lending some insight into the local populace and denizens. Theod can then share this information with the party.
For diplomatic resolution of a possible fight with bandits and swaying them to your cause, the members of the party receive the following reward:
Boon: Stolen Lands Knowledge - Character has been given insight into the native populous and creatures of the Stolen Lands. When in this region the character receives a +1 competence bonus to Knowledge - Local and Knowledge - Geography checks. The character also receives a +1 competence bonus to Survival to avoid becoming lost.
The men are eager to leave the area as there may be bands out looking for them, and would prefer to make their way back to the Trading Post to await the party's return.

Brom Wolven |

Fine by me.
Brom confers with the others in the group come the morning, "Shall ve make for zhe Trading Post zhen? Ve cannot be vatching zhese new vuns each day and night."

Brom Wolven |

And they're off!

Hadin "The Pale" Cassoren |

Hadin comes to the ranger
Theod, may i ask you something? As you maybe know, a priest of Erastil has recently come to the trading post. He said he had a vision of a old bear linked to an ancient holy site of my god. I am not as experienced as you are in the ways of the land... I'd like to know where it may be possible to find a bear in the vicinity. My guess is that it's still a beast, so it would be logical to find it in a spot any bear would like... I unfortunatly don't know what kind of bear it is, if it's a forest bear or a cave bear. Is there any place on your map that show some caverns maybe, not too far from a water spot?

GM Captain Trips |

Bears would likely be found in any area of the Stolen Lands, as it is mostly grasslands mixed with wooded areas. All of those would qualify for their natural habitat. So this isn't something you can easily pinpoint with a knowledge check. As far as the kinds of bears, you'd expect a majority of bears common to the area to be black bears. You are deep enough in the wilds to possibly encounter brown bears as well.

Cappi Brightonspinner |

Then perhaps we should explore another hex. I've looked back to see if I could find how long we intended to be away, but can't locate that conversation. If the other group is pursuing possible diplomacy, than it might be wise to give them more time. We could send the 'recruits' back and hope for the best.

Brom Wolven |

If we can explore a hex 'on the way back' meaning that wouldn't take us in the opposite direction, I say we do that. If they do go back on their own, what can we tell/give them so they're trusted at the Trading Post?
Brom confers with everyone, his friends and the tired bandits, "Ve vill take a slight detour on zhe vay back. Zhe reason ve are out here is to explore. If you choose to go on vizhout us, you may, but it'd be safer if ve are all togezher, I zhink."
**EDIT**And what's our current location on the map -A5? If so, and we have time, then I say we go SE to B6 then up to A7 (Oleg's)

Cappi Brightonspinner |

"Hmmm" Cappi ponders as they break camp, the wanderers considering heading back to the outpost. "We ought to establish something, a way to buff to these pads so the outpost doesn't smoke 'em." Then with a mischeivious smile, "We could brand them."
His joke poorly received, he recants. "No branding then. But perhaps a phrase that would communicate our cooperation?"

Brom Wolven |

Brom considers the question, "Vhat about 'halfling-toss'? I zhink zhat vould be a good vun, yes?"

Theod Garess |

Looking to Hadin "It is hard to say where we might find such a spot. In reality most of these lands would make good homes for bears. We will just have to keep an eye out. As for the bears themselves, it's likely most would be black bears, but there is potential we could encounter some larger brown bears."
Theod adds to the ideas being tossed around "Does anyone have an extra copy of the mandate, perhaps we could give that to them and all sign it. Random bandits would not know our names to be able to falsely sign it. I would think those at the fort would acknowledge that." He shurgs.
Would it be that much to head back to Oleg's to see them there and then explore B6, then we could just let them know at the outpost in case the other group got back before us.

Brom Wolven |

Works for me.

Brom Wolven |

Realized I never responded to this, but yes Theod, that is what we want to do. Tallyho!

Cappi Brightonspinner |

"If you're not up for the branding, then it's best we just lead you there ourselves." Cappi says with a wink. "I know you don't want to trust us yet, but you'll learn to. We're very trustworthy people." he pauses for a moment, twitching as if hearing some distant voice or coming to a quick realization. "Well, they are."
To Oleg's, then.

GM Captain Trips |

I'm going to assume Hadin has no objections and roll forward.
1d100 ⇒ 5
Sheesh
2d6 ⇒ (1, 1) = 2
1d100 ⇒ 39
The morning starts without event, the group packing up their supplies and heading back in the direction of Oleg's. After only about an hour or two of riding you begin to skirt an area of forest that is split by a swift moving stream. The canopy overhead provides a nice relief from the hot summer sun and the stream adds a coolness to the air that is refreshing.
Party Perception: 1d20 + 5 ⇒ (18) + 5 = 23
As you ride through the area, Theod spies movement in the underbrush and raises his fist to call a halt to your movement, just as a massive brown bear come barreling out of the woods, charging directly for the group and splintering small trees and saplings as it passes.
It did not get the drop on you, no surprise round.
Initiative
Brom: 1d20 + 2 ⇒ (20) + 2 = 22
Theod: 1d20 + 4 ⇒ (16) + 4 = 20
Castor: 1d20 + 9 ⇒ (18) + 9 = 27
Cappi: 1d20 + 4 ⇒ (7) + 4 = 11
Hadin: 1d20 + 0 ⇒ (6) + 0 = 6
Men: 1d20 + 2 ⇒ (11) + 2 = 13
Big Bear - He's Iron Tough: 1d20 + 1 ⇒ (3) + 1 = 4
Such is the poor bear's luck, everyone else goes first.
The party is up! Remember, the group is mounted. So you will need to dismount or fight on horseback. Standard rules and conditions apply. The men are walking.

Brom Wolven |

Ride (Dismount as free action DC20): 1d20 ⇒ 3 fail, dismount is now a move action
Brom smiles as the massive bear bursts from the underbrush, slipping awkwardly off Horsey and readying his weapon, "Aha! A vorzhy foe! Come Bear. Come meet Krasa!" he calls out his invitation to battle. Move: Dismount & Draw weapon

Castor Antares |

Ride(Dismount): 1d20 + 1 ⇒ (10) + 1 = 11
Castor hops out of his saddle draws his bow.
"Protect the horses! They're probably better prey for that bear than we are, and we can't afford to lose them!"
He pulls an arrow from his quiver and touches its point to his holy symbol.
May fortune lead this arrow to its target.
Cast True Strike

Theod Garess |

Ride(Dismount): 1d20 + 2 ⇒ (14) + 2 = 16 Ah getting closer maybe the next person will get a 20 :P
Knowing he is still getting used to his horse and not having much experience with mounted combat Theod gets out of the saddle as quickly as he can and equips his weapon once he is on solid ground.
Theod looks back to the men that area accompanying them "Stay back, we'll try and take care of this."

Cappi Brightonspinner |

Poor Cappi can't even reach the stirrups on his saddle, but even that doesn't keep the thought of fighting mounted completely out of mind. With a curse, however, prudence wins out and the halfling leaps down from the mount with a thud, two feet planted squarely on the ground and one palm to hold him steady. Glad to be down, he quickly looks up at the brown bear barreling their direction and flicks his blades free from their sheathes.
"If you're looking for a chance to double-cross us, this would be it." He quips toward the men riding with them, hoping that the forward expression might give them pause should that actually be what they were thinking.
Move action to dismount, Standard--> Move action for drawing weapons

GM Captain Trips |

Just waiting for Hadin...
The men, true to their word, quickly take defensive stances, the two closer to the front drawing short swords and protecting those to the rear, who ready bows and quickly release a volley of arrows towards the large bear...
Attack Roll: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 ⇒ 2
Attack Roll: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 ⇒ 5
Attack Roll: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 ⇒ 4
Attack Roll: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 ⇒ 5
...and two of the attacks strike true, wounding the giant beast and drawing forth a massive growl from it as it stands on its hind legs and pulls itself up to its full twelve feet in height.
Knowledge, Nature for Theod: 1d20 + 5 ⇒ (20) + 5 = 25
This is a fully grown Grizzly Bear

Hadin "The Pale" Cassoren |

Hadin took no chance to fall from his horse, who is already quite nervous from the presence of such a large predator..He dismouts as quickly as possible, then will come closer to the bear after getting his flail ready for action
He wonders aloud
Could it be that one bear the priest saw in his dreams?
Free action: dismount then Draw his weapon (+1 Bab)

GM Captain Trips |

Dismounting is only a free action on a DC 20 ride check, which I'm assuming you'd rather not attempt. So I'm going to take your action as a standard to dismount and a move to draw. If I am wrong, let me know.
The party quickly dismounts their steeds, just as the massive bear drops back to its feet and hurtles itself forward at the ranger, the closest target for the bear's ire...
Theod will get an attack of opportunity prior to the attack from the bear landing.
Bite: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
...and the bear's teeth rake against Theod, ripping at his armor and piercing the soft flesh beneath. As it does so, it clamps down hard on a bone and begins to use its enormous weight and bulk to control the man's movements.
Grab attempt: 1d20 + 13 ⇒ (11) + 13 = 24
Theod is grappled.
The bear sizes the ranger, drawing him into its bulk and savaging him viciously. It is obvious to the group that the ranger will not survive the next few seconds if he doesn't get immediate assistance.
The party is up!

Castor Antares |

So much for that arrow Castor thinks, stepping up to Brom. He places his hand on his holy symbol, then on the Barbarian's shoulder.
"Brom! Knock that bear over! I know you can do it, and Desna's blessings shall assist you!"
Brom has inherited of a Bit of Luck; until the end of the round, at any time he would roll a d20, he rolls two instead and picks the best one.

Cappi Brightonspinner |

Aid Another | Escape Artist: 1d20 + 7 ⇒ (11) + 7 = 18
Cappi races to where the ranger is being pinned, fighting the voice that's screaming in his head as he rushes toward the snarling maw of a bear. He can smell the creature's dingy fur and feel it's warm breath as he collides into its shoulder, wrestling to free his friend from the furry vice before it can tear into him.
Granting a +2 to escape... hope it helps :S

Hadin "The Pale" Cassoren |

Hadin comes close to the massive bear, and aims his flail on one of the forepaws holding Theod, shouting to get the grizzli's attention
Let him go!I am one of Erastil's humble servant, and I will do my utmost to free my comrades from your clutch... If you want to take a life, try to take mine!
Panting, the young man looks defiantly at the beast
Get some fire going, people, and quick! Maybe we can scare him away from Theod!
Attack 1d20 + 3 ⇒ (16) + 3 = 19
Damage 1d8 + 2 ⇒ (2) + 2 = 4