
Saniana Quickly |

Once hostilities begin, Saniana acts, hoping to weaken the brigands' ability to fight. She concentrates and utters, "Bight Dall" while glaring mightily at their leader, Happs. A bright light erupts from a point just in front of his eyes.
End delay. Cast spell: flare. Fortitude Save Negates DC 13. If save fails, target is dazzled for 1 minute; A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

Beorn Haraldson |

Beorn looks sad but resigned as he marches forward. He calls out to the other bandits indicating Happs. This one has attacked me. His life is forfeit. Your's does not have to be. Throw down your weapons and repent from banditry. With that he moves to where he can attack Happs and swings the great blade, power attacking. Erastil have mercy on your soul.
Greatsword: 1d20 + 4 ⇒ (18) + 4 = 222d6 + 4 + 3 ⇒ (6, 4) + 4 + 3 = 17

GM Cody |

A coordinated effort by Hama and Saniana flare and wound the bandit leader, Happs allowing Beorn to confidently stride up to the man drawing his greatsword like an executioner, before lopping Happs head off. His headless body flows to the ground, a cloud of dust around him as the dirt mixes with the blood creating a reddish mud.
The rest of the bandits look around at each other before dropping their shortswords, "We surrenda, mister, honest we didn't even like banditry, just let us leave and we'll never bandit again"
They are lying, they loved being bandits
Temporarily out of combat as they've surrendered

Beorn Haraldson |

Beorn cannot fail that sense motive...
Tisking at the bandits the large man does not drop his guard but kicks away the short swords as he says Knives too. If we find a weapon on you I will take it as you have not surrendered and plan treachery. Once they actually claim they are unarmed he calls for Kas to come up and frisk each then tie each of their hands behind their backs. I have rope if its needed. He never lowers his blade or lets down his guard.

Saniana Quickly |

Saniana exits the stable, with Dax at her side, club ready should they attempt to make a dash for freedom.
Sense Motive: 1d20 + 3 ⇒ (11) + 3 = 14
"You'll have to do better than that," she says. "You must either atone for your sins by doing a year's honest labor on the farms in the area or face a trial up north. There are some in this group who would be happy to execute you and be done with the matter, so make it convincing. At the very least, we'll need accurate information on how many more are in your little band of criminals and where your base is."
Dax senses Saniana's emotion and snarls menacingly at the miscreants.
She avoids looking at the headless corpse for fear she will lose her poise and get sick.

Hama the Wandering Witch |

Sense Motive: 1d20 + 2 ⇒ (6) + 2 = 8
"The charter is clear. Death to the unrepentant. These particular fellows don't strike me as being the terribly honest sort."
Hama levels her loaded crossbow menacingly at the bandits while her companions restrain them.
"Oleg! You got some more rope?" Hama shouts towards the house.
"Last chance boys. Best way to show you 'really mean it' is to do as the gnome says."
Intimidate: 1d20 + 5 ⇒ (2) + 5 = 7

Rosetta Westfall |

Rosetta, still up in the watch tower is listening and watching as the remaining bandits try to talk their way out of here.
Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9
Clearly not believing them she keeps watch and her bow at the ready in case they decide to do something stupid.

Kasimyr "Kas Crimson" Varias |

Sense Motive: 1d20 + 7 ⇒ (1) + 7 = 8 heh well good enough I suppose
The violence of Happs' death continues to eek out on the ground as Kasimyr briefly takes stock of the situation, forcing himself not to look away. Blood spilled indeed. Forgive me, Lady, for having to be part of such ugliness on such a beautiful morning...at least it proves to be true that their resolve crumbles when their leader falls.
Take 10 for Diplomacy 16 if allowed, or 1d20 + 6 ⇒ (4) + 6 = 10 if not
Kas removes the glaive from his back and plants in the ground blade first by the corner of the building, so as to not have that become an issue when dealing with the bandits up close. He steps forward to the bandits at the suggestion by Beorn and the others to bring rope over and to gather up any dropped weapons, putting himself closest to harm's way should any of the bandits try something. "Sorry boys, but like my friend here with that big sword of his says, things are gonna change around here for you. You're in the house of Master Oleg now...and you owe Madame Svetlana an apology for all that rudeness your fella Happs here showed her. Then you're gonna be tied up for a time and get all cozy in the storage shed, so that we can have a nice long chat with each of ya...to get to know the real you and how you came to this life. Now that doesn't sound so bad now, does it? I mean...compared to the other option poor Happs here came to know."

GM Cody |

They allow themselves to be tied up, "Ah come on now, don't go hangin' us, we surrendered, look we'll tell ya whatever ya want if ya just let us go,"
Looking at the other two bandits they all nod eagerly, preferring the life of a snitch over being dead.
Eying Happs dead body, "That there is Happs, he is the second-in-command of our little bandit--err I mean of that bandit group, we were stationed at Thorn Ford about a day from here, we weren't the biggest or only bandit group but there is maybe 10 or so total but most of the group is usually out being ya know bandits and ya know Kressle our leader, she is a tough, been a bandit since she's just a girl, Ai heard she was robbing travelers as just a wee lass of 5, so ya know, she's tough as nails,"
Looking around at you guys, "Look, ya can't just kill us, look I'm-uh-I'm Four Fingered Keely, that there is Bug Eyed Elmar and Wacko James, so ya know, you know us now and it'd be wrong to kill someone you know,"
they've marked their camp on the map I have made, I'm not sure I'm diggin the map so far, I'll see if I can make or find a better one, but so far Notes & Maps

Hama the Wandering Witch |

Hama spits at the bandits' bound feet. "Your fates will be determined once we validate the accuracy of this information, not before. In the meantime, you can rot here under lock and key. My little friend, Bijou, will be guarding you against any foolish notions such as escaping."
Hama reaches inside a hidden pocket and pulls out a menacing-looking viper.
"Bijou here is a Numerian viper, infused with many of the exotic toxins that strange land has to offer. Not only does it make him one of the most venomous snakes in the whole of the Inner Sea--his venom is slow, agonizing. Best not try to leave ere we return."
With that, Hama throws the viper at the bound men and slams the shed door shut behind it.
Though Bijou is a venemous snake, he is not from Numeria, and his lethality is greatly exaggerated.
Bluff check: 1d20 + 16 ⇒ (5) + 16 = 21

GM Cody |

You hear the horrified screams and wimpering of the men locked in the storage closet with THE deadliest snake in the inner sea.
they have a -1 to sense motive they can't possible see through your bluff :P

Hama the Wandering Witch |

Upon hearing their desperate cries, Hama rolls her eyes, spins about, and bangs on the door as she tries to yell over them, "Hey! Keep quiet in there! The last thing you want to do--the last thing you will ever do--is agitate poor Bijou!"
Hama walks away grinning from ear to ear.
Hama takes 10 on her Intimidate check (for a result of 15) to get them to be quiet and to behave.
Once she gets out of ear shot of the captives, Hama speaks plainly to her fellows:
"If you don't want to hang them, fine, but there's no way we can let them go for doing little more than confessing. That's no punishment at all. Ship them to the authorities in Brevoy with Oleg's next trade shipment and let us be done with them."

GM Cody |

Oleg comes out with Svetlana behind him, "Well I'm glad ya took care of those bandits, I don't have stockades but. .Restov is supposed to sending some guards to help defend my trading post--part of a coordinated effort to help you guys out I suppose,"
Eyeing the headless body of Happs, "Didn't really leave much for me to hang him by but I guess maybe we could just bury him out back instead. When the guards from Restov come back perhaps one of them could take these prisoners back to Restov, in the mean time, I hate to lose my stockroom to storing them--even for a few days,"
Did you guys want to loot them as well?
Composite Longbow Str Rating 2
79 arrows
3 Longbows
3 Shortswords
1 dagger
4 sets of leather armor
2 Alchemist Fire
8 days of Trail Rations
A silver amulet fashioned in the head of a Stag skull
65 gp
6 horses

Beorn Haraldson |

I was ninjaed!
Once the threat is removed Beorn cleans his sword on the shirt Happs was wearing before re-sheathing it. He makes a pile of the weapons and other valuables and calls to Rosetta You might want to look at this bow. The arrow Happs shot did not penetrate but it hit pretty hard. Might be an upgrade for you. Then asking someone to fetch Oleg he will say Well I fear I have really messed up your plan hang this one Oleg. No head and all that. Would have drawn flies and other vermin anyway. Bury him or burn him? As Oleg considers Beorn's question he opens the gate and asks Saniana Give me a hand with these horses out here?
Later Beorn excuses himself and goes outside the game and around the corner. There he kneels and prays to his new god. his words are low but he asks for forgiveness for taking a life and prays for Happs soul. He then prays for guidance ans wisdom for the judgement of the prisoners he knows he must participate in. And he prays for the prisoners almost pleading with Old Deadeye for each to repent from the current lives and the ways of banditry. And finally he prays for Oleg and Svetlana and his party members who have had to go through this ordeal, making special mention of Hama and her obvious hatred of these bandits.

GM Cody |

I think so, it just says they ride horses, I think only 4 of them have saddles as two horses were used as pack horses.

GM Cody |

Yeah
Oleg speaks up, "Awful lot of horses, a bit too many for me to do stable, I can hold 'em for a few days, once those guards from Restov arrive and can watch my trading post, I can take 'em to Restov and sell 'em for you guys as well as sell any of the bandits gear you don't need. While I'm there if you need me to pick something up for you I can do that too,"

Rosetta Westfall |

Rosetta says a quick prayer to Erasdil in thanksgiving that she didn’t have to take a life today. When Beorn calls out about the bow she climbs down from the watch tower and walks over to Beorn and the pile of loot.
She grabs Happs’ bow and some arrows. “I would love to see what this bow can do.” She nocks an arrow and shoots a nearby bale of hay. “I would also like to claim one of their horses, that way I don’t have to leave Mr. Oleg without a horse.” She gives a slight bow towards Oleg and takes a closer look at the bow.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Saniana Quickly |

Knowledge (Nature): 1d20 + 4 ⇒ (2) + 4 = 6
Sense Motive: 1d20 + 3 ⇒ (6) + 3 = 9
Saniana helps as needed in tying up the men. When Hama throws her familiar in with the men, she looks on with eyes wide.
After Hama walks away, Saniana trails after her, peppering her with questions about the viper. "I've never seen a snake like that. Can I talk to him ... her? ... some time? What is Numeria like? Do they have forests? I love forests. What sort of fey have you met."
Regarding the horses, Saniana gladly helps Beorn with seeing to the new horses. When she gets out with the horses, she first applies usual animal handling techniques to keep them from running away.
Handle Animal: 1d20 + 6 ⇒ (8) + 6 = 14
Then she pauses, concentrates and says to the horses, <"Hello! I'm Saniana. Beorn and I will be taking care of you. Did those men who rode you in take care of you well? How many other men are there at the place where you have been living?">
She uses speak with animals to find out what the horses can tell her about the bandits' fortress, usual number of humans present, weapons, that kind of thing.
She doesn't have any interest in any of the gear except maybe one of the flasks of alchemists fire.
I'll get back on the question of things to buy.

GM Cody |

Rosetta, picking up the bow immediately recognizes it as a composite bow and after pulling the string to fire an arrow realizes it takes all her strength and then some to pull the string back and after letting an arrow lose the shot goes wild. Its too strong for you :(
During all this Saniana conversates with horses, neighing at her and them neighing and willying back.
<"They are good, we run lots through the fields, we eat, they don't hurt us, we get to travel all over, many two-legs, 10 two-legs or so.">
It'll take a few days for the guards from Restov to get here and then another few days for Oleg to make the trip to Restov with the gear and horses, so you have time.
With all that business finished with, Oleg claps his hands, "Alright, that should keep 'em afraid to come around here again, You guys have any plans for the day, gonna start your exploration?"

Hama the Wandering Witch |

After Hama walks away, Saniana trails after her, peppering her with questions about the viper. "I've never seen a snake like that. Can I talk to him ... her? ... some time? What is Numeria like? Do they have forests? I love forests. What sort of fey have you met."
At first Hama, simply ignores Saniana, but after a few moments, she stops long enough to say simply, "If you want to talk to Bijou, then talk to Bijou." She doesn't even bother to turn around or look at Saniana as she does so, before moving on again.
...
Shortly after everyone finishes praying Hama returns holding an armful of old clothes. "We may need these if we are to infiltrate the outlaws' ranks long enough to find their leader."
The clothes are clearly those of the captive bandits.

Kasimyr "Kas Crimson" Varias |

Sense Motive: 1d20 + 7 ⇒ (14) + 7 = 21
Kas up until now has been hanging around just outside the storage shed with the bandits tied up within, re-wrapping his glaive with white linen wrappings and checking the haft for any nicks or cracks. It's clear to others that he's listening to Hama's threats about her "pet" and the men's horrified reactions to it. As she leaves the storage shed, Kas just nods at her with a amused smile and tips his hat to her, but says nothing otherwise.
"Well now, all things considered I'd have to say that went as well as it was going to go," says Kas openly to the others. "I think it will do the lot well to sweat it out for the day and night, but on the 'morrow I'll offer to talk to each one in turn...maybe all is not as it appears with every one of them being so eager to loot and plunder."
Kasimyr seems open to what the others have to say about the subject, and while they talk he seems particularly interested in the recovered silver amulet of the stag skull, musing at it and turning it over in his hands. Take 10 Kn: Religion 15. "That's odd...Beorn and Saniana, what do you think about this symbol here? An odd representation of Old Deadeye by chance? I know the symbol of the bow and the stag, but this seems a bit odd for that."

Hama the Wandering Witch |

" 'Went as well as it was going to?' What a queer turn of phrase. We all could have died, or been horrifically maimed, or captured, and you could say exactly the same thing! So what then, is the point of saying anything of that sort at all?" Despite the critical question, Hama's tone comes across as rather lighthearted, and she clearly doesn't seem to care one way or the other about getting an answer.

Kasimyr "Kas Crimson" Varias |

"Oh, I don't know for certain," quips back Kas to Hama with a grin that assures her he takes no offense. "I like turns of phrase, and it makes an old man like me sound wise and fair-seeming...but next time I'll need to do that while stroking my beard and looking with my eyes a bit far off to the horizon..." Kas takes a thinker's pose then and repeats the phrase with an added raised eyebrow and overly-knowledgeable looks. "You see Hama? Much better when I do it that way I'll wager!"

Hama the Wandering Witch |

Hama lets loose a hearty laugh, patting Kasimyr on the back.
"I think I like you, Kas."
She then turns around and begins walking back to the shed, still laughing, a new idea having formed in her mind.
They may yet be of use to us. We must have their clothes!
The approaching laughter will forever haunt the dreams of three continuously unfortunate men.
...
"Alright, that should keep 'em afraid to come around here again, You guys have any plans for the day, gonna start your exploration?"
"Once all of the provisions are in order, and everyone is ready, we'll head out as soon as possible. If we're lucky, maybe we can sneak up on the bandits at night, or by using the captives' clothes as disguises. If we can at least cut the head off of the snake, then maybe the others will prove as spineless as the lot in your shed."

Beorn Haraldson |

Saniana Quickly wrote:After Hama walks away, Saniana trails after her, peppering her with questions about the viper. "I've never seen a snake like that. Can I talk to him ... her? ... some time? What is Numeria like? Do they have forests? I love forests. What sort of fey have you met."At first Hama, simply ignores Saniana, but after a few moments, she stops long enough to say simply, "If you want to talk to Bijou, then talk to Bijou." She doesn't even bother to turn around or look at Saniana as she does so, before moving on again.
...
Shortly after everyone finishes praying Hama returns holding an armful of old clothes. "We may need these if we are to infiltrate the outlaws' ranks long enough to find their leader."
The clothes are clearly those of the captive bandits.
Infiltrate? Are you suggesting we use deception? Beorn stairs at the woman for a moment disappointment on his face. Sorry but Beorn in addition to being Paladin is a little inexperienced with the world.
Suddenly something dawns on him. Wait, did you just strip down our prisoners? By the gods woman, its still winter. The could freeze to death. I'll not have it. He goes to check on the prisoners and if they are ill clothed for the temperature then are kept in, to find them something to wear.
After a good glair at Hama he finds a shovel and begins to dig a grave for Happs.

GM Cody |

As the morning wanes, you guys pack up your horses around noon about to head off toward the bandit camp.
Thanks to Saniana's help with the horses they are able to take you guys back to where the bandits were camped and take the most traveled trails, reducing much of the headache of trying to travel through unknown forests.
You guys can hear and smell the bandit camp a ways before you arrive, giving you the chance to dismount and perhaps sneak up on them.
You hear the crackling and spitting of a large bonfire, if they have such a bonfire going it'll make it very hard for them to notice a group sneak up on them
How would you guys like to proceed? You are maybe 60-80 feet away from the bandit camp. This is the next map down in the maps slideshow

Beorn Haraldson |

Hmm. I'd like to RP some before we take off for the bandit camp and to explore along the way. I figure we have days before those in the camp would react to they party being late to return. We have to deal with the bandits and our relationship to them, do gear upgrades where possible, explore, maybe fine useful things, and eventually get to this camp. I had hoped to take the one repentant bandit under my wing too. Are we sure we are ready to already be there?

GM Cody |

You guys leave around Noon from Oleg's and arrived after sun down at the bandit's camp, its dark, hard to see without low-light vision.

Rosetta Westfall |

Rosetta enjoyed riding her new horse, who she has dubbed Luca. Along the ride to the bandit's camp she took in the new scenery of the Brevoy countryside.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Not hearing anything as she approaches the camp she waits for a signal from her companions and stealthily waits in the dark.
Thank you Erasdil for the gift of the night...these shadows will help us.
Stealth: 1d20 + 5 ⇒ (3) + 5 = 8
dang not the greatest of rolls :/

GM Cody |

The lone sentry, sitting on a raised up tree stump, grumbling about the cold as he can't enjoy the roaring bonfire, thinks he hears a sound, looking out into the darkness his hearing is affected by the roaring fire and roaring drunk bandits.
Perception - Distance - Penalty: 1d20 + 3 - 11 - 8 ⇒ (10) + 3 - 11 - 8 = -6
Shrugging and mumbling to himself, "Must've been a heard, hmph,"
He'll go back to watching the light dance off the trees.

Hama the Wandering Witch |

Suddenly something dawns on him. Wait, did you just strip down our prisoners? By the gods woman, its still winter! The could freeze to death. I'll not have it!
Bwahahaha! It hadn't even occured to me that it was still winter (I'm a native Floridian). Still, it's probably a very "Hama" thing to do to a bandit.
"Bah! I'm sure Oleg can spare some furs for them. But not too many furs though, right Oleg? Hehehe."
...
As the party approaches the camp, she warns the others to watch for archers in the trees.
"Keep at least one eye to the trees. Whilst I was held by bandits, they were prone to keeping lookouts--lookouts with bows. One wrong step and you're a pincushion." she whispers to her comrades.
Hama winces when she hears Rosetta step on a loud twig.
Disguise check to look like a bandit: 1d20 + 6 ⇒ (14) + 6 = 20
Perception check as we approach: 1d20 + 2 ⇒ (3) + 2 = 5
Stealth check to stay hidden: 1d20 + 2 ⇒ (17) + 2 = 19

Saniana Quickly |

I'm rarely going to be able to make as many posts as have been the pace for others so far. I'm thinking this is partly just everyone anxious to get things moving. If I'm the odd one out and my pace is hampering the enjoyment of everyone else let me know.
Knowledge (Religion): 1d20 + 4 ⇒ (16) + 4 = 20
This regards the amulet. She can probably tell if there is any religious significance to it or not.
Saniana suggests that when the group leaves for its raid on the fort, they load up the two extra horses with what looks like the protection payment goods from Oleg. She and Dax can hide under a blanket on one of the horses. If they catch a glimpse of the group as it approaches, her presence won't raise any eyebrows or crossbows.
If the trip takes the group through any forest terrain, she will pluck some berries for the goodberry spell. # collected: 2d4 ⇒ (1, 3) = 4
At the beginning of the day the group travels to the fort, she informs everyone, "I'm prepared to cast entangle again, should we need to limit movement. I've also prepared a healing spell. If I see anyone get wounded, I'll try to get close enough to keep Pharasma away."
Saniana: Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Dax: Perception: 1d20 + 5 ⇒ (13) + 5 = 18
As the group nears the fort, Saniana's ears prick up and Dax pokes his head out, making a few badger sounds. Badger sounds.
Saniana listens both to Dax and to the environment. "<Yes, Dax. I hear it too.> Everyone," she says just loud enough for others to hear. "We hear sounds of a bonfire in the fort. That should give us cover so they won't hear our approach."
She and Dax jump off the horse and she gets her weapons down. She stays behind the horses so if the sentry sees the group, they won't as likely see her.
When Saniana talks to animals or to her badger, I'll put brackets like this <> around the words to indicate she is making animals sounds. Technically, PCs who don't have speak with animals ability or spell up won't understand, but it's going to save some time to do it this way rather than putting in a spoiler.

GM Cody |

Yeah I thought it was a good way of handling when you talk to animals
Saniana examines the Stag Head amulet, it bears closest resemblance to the holy symbol of Cernunnos, an Empryeal Lord, but those are usually just a jeweled stag's horns, where as this is a Stag Skull with antlers all in silver.
It could be some sort of mix of Cernunnos and Erastil, perhaps by a hedge group that believes in both or may have some alternate theories about either deity. Its too hard to tell which it could be or if you're even close at all to what this silver amulet really means.
Perception - Distance - Penalty: 1d20 - 11 - 8 ⇒ (10) - 11 - 8 = -9
The guard, once again looking out into the forest. Shaking his head, "Could've sworn I heard a badger. . but must just be the creek or a bat or something. . hmph,"
In addition to the crackling of the bonfire, Saniana unimpeded by the night sky's darkness, is pretty certain she doesn't see any sentries waiting in the forest. Its almost like these bandits couldn't possible perceive being attacked.
Edit* Hama looks quite convincingly like a bandit, which makes sense after all. . .

Beorn Haraldson |

On the way to the bandit camp Beorn tries to update the group's map but seems to be making a mess of things. Maybe someone else would be better at this than me. he comments. He also recalls the questioning of each bandit and the group's sense motives rolls Collectively we are good enough to know which are telling the truth and which are not. They are not that good at deception. Its a shame that only one of the bandits seems truly repentant. Our charter says to hang the unrepentant. While I do not wish to be an executioner we will seem weak if we send those two back to the city for justice. What are your thoughts? I concede that hanging a few bandits might indeed change some attitude of others.
As the topic turns to tactics he mentions Remember that these horses are trained for war. They can kick if you know how to ride them. I plan to fight mounted as long as I can.
At the camp
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Bjorn hears nothing but tries to be quiet as the group approaches. He does surprisingly well. Can a caster take out any sentry? he asks.
Stealth: 1d20 - 2 ⇒ (18) - 2 = 16

Kasimyr "Kas Crimson" Varias |

Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Well now, right out of the frying pan and into the...bonfire? Kasimyr shakes his head after observing the scene ahead of him with keen eyes, listening to Hama's words about her prior experience with horrible individuals. He has just dispensed with his fine haversack for the best and quietest movement he can muster, checking the wrappings across his polearm as well as the serviceable sling he's used to hunt small game on many occasions before.
Like Hama, Kas squints his eyes when Rosetta steps on a twig in the woods, but feels for the moment they are all right. He tries to give Rosetta a signal to hold a moment in front of them, and whispers to the rest. "Yep, like Saniana says, they've got quite a bonfire going, so they're going to be blind to our movements out here as long as we can move slow and stay quiet. What do you all think? Maybe Rosetta gets herself around to the right end of the camp there when the time comes, while the rest of us get closer to make a push where they can't see us coming with that big fire in the way. Hama, maybe if you're a'thinkin that you can pass off for what they're expecting, well, if they do mark us as we approach then it might buy us enough time."
Kas looks at Beorn a moment and his question on magic. "Sounds like San has the power to ruin their day if we need to keep one or more of 'em from moving around. As for me, well, I might be able to force an undisciplined mind to follow a simple order that I shout, but then the bird is out of the nest as they say. If we stick close to each other, I think that's the best way I can help if we go in there. I say we gain the ground across that creek and to the bonfire before they figure us out - if they call out, Hama's a good pass for one of 'em if she keeps her voice low enough. If things go bad, we can always retreat to the horses as a fallback."

Hama the Wandering Witch |

"I think I know that guy. Let me go talk to him." whispers Hama.
Without waiting for anyone to stop her, Hama slinks forward into the brush. She continues moving slowly forward, taking care to stay out of the light, getting just inside of spell range, before discreetly casting charm person on the watchman from behind a large tree.
Will DC 15 negates
Bluff check to conceal spell from potential observers: 1d20 + 8 ⇒ (15) + 8 = 23
I will post additional actions should the spell succeed.

GM Cody |
1 person marked this as a favorite. |

Will save: 1d20 - 1 ⇒ (4) - 1 = 3 solidly failed, that guys best friend from childhood just came walking out of the woods and that's perfectly normal.

Hama the Wandering Witch |

Hama begins by fishing for basic information about the bandit watchman himself, such as his name, then attempts to lure him away from his watch post into the darkness--always keeping to the shadows and keeping her voice low enough that she is unlikely to be discovered by those in revelry nearby.
"Hey man, how long has it been? I can barely remember your name now! Practically ages, it's been! It's me, Mags, from the tavern, remember? Probably not. We used to really throw them back! Man, it is SO good to see you! I ran into a mutual acquaintance, Happs, yesterday morning over at Oleg's outpost while trading there. That bastard almost gutted me, but when he realized that you and I were old friends, he told me that you guys had a good operation going on out here. He told me how to find you so I could see about reinforcing your ranks while he stayed behind a little longer to have some fun with Oleg's wife. Isn't that jolly good news? Together again! I brought some friends along too--real scumbag types--you'll love 'em. Come on over here so you can meet them. No, no, don't worry about the others by the fire, let them have their fun. Let's give us a chance catch up on old times first--not that you'd remember them. Hah! Just imagine, with our help, your watches are going to be MUCH shorter from now on! Now, wouldn't that be great?"
Once Hama has lured the watchman away from his post, and has him safely secured with the party (introducing everyone with fake names they're sure to hate), she further drills the man for additional information, such as the exact number of people in the operation, the appearance of the leaders, the precise location of the watchmen, their armaments and defenses, usual bandit targets, etc.--basically a complete confession of everything.
"I had some ideas to improve Kressle's operation. Happs seemed to love 'em, but I need to know more about what you guys have going on here before I'll know if they'll work out or not. I'd also like to better get to know Kressle's temperament, before broaching the subject with her. Perhaps you could put in a good word for us if need be?"
Bluff check to deceive: 1d20 + 16 ⇒ (17) + 16 = 33
Diplomacy check to improve attitude to helpful and to keep him from alerting his allies: 1d20 + 11 ⇒ (12) + 11 = 23
Don't forget my silver tongued racial trait, which lets me move him three steps rather than two on a good roll.

Kasimyr "Kas Crimson" Varias |

Kasimyr keeps mostly quiet during this somewhat odd turn of events, giving out his bandit name as "Crumples MacBane" and otherwise keeping a sharp eye on the main encampment across the creek for any signs of disturbance.
While he seems to be accepting of their potential good fortune at Hama's ability to lure off and so completely befriend a bandit sentry, the older man gives the trio of Beorn, Saniana and Rosetta some directed and pointed looks at times with his eyebrows raised in concern as Hama expertly conducts an interrogation. This 'simple' conscripted cart driver is clearly more than that. Not just in the fact that her sordid history with bandits afflicts her so deeply in their first talks with Oleg and this morning's encounter with the bandit captives, but in how her emboldened presence seems to draw everyone else along with her, like moths to the flame.

Saniana Quickly |

When it becomes obvious the group may need to sneak up closer, Saniana takes off her shield and hide armor, since the bulky equipment tends to make noise as she walks. While the group waits for Hama to return, she mentions, "I can create a distraction if we need. I can make four lights appear and move about together. Might be mistaken for will-o'-wisps or people with torches. I can also make phantom sounds, but those will appear to be coming from no farther than about 25 feet from where I am. "
Saniana has no idea how to behave like a bandit recruit, so when Hama returns with her 'old friend,' Saniana just keeps quiet and stays in the background.

Beorn Haraldson |

Not liking this path of deception, but conceding it might grant a much needed advantage Beorn plays along. He nods in agreement with Kas' raised eyebrow about Hama's true identity.
When called to introduce himself he says They call me Thug. he says just loud enough to be heard by the sentry.

Rosetta Westfall |

Rosetta is enjoying watching Hama talk with the sentry. Wow! he is totally believing her! how crazy is that! She quietly walks over towards the rest of the group and trys her hardest to look like a thug.
She waits with Beorn and Saniana waiting for a signal to move in.

GM Cody |

Squinting to see you in the darkness, he'll hop off his stump and walk over to meet ya, "Holy s+##, Mags is that you? I barely recognized ya, stumblin' 'round in the dark, ya met Happs hunh? Yeah he just loves raiding Oleg's Trading Post, we barely need his stuff but Happs just like doin' it,"
Do you guys want to move yourselves on the map?
The other bandits enjoying their revelry.
Perception to notice their sentry left: 1d20 + 5 - 12 ⇒ (7) + 5 - 12 = 0
A female voice speaks up, "Hey anyone see where Knuckles Nick went to?"
Another voice, "Uhn, prolly just takin' the piss,"

GM Cody |

Scratching his head, "Kind of a lot of questions but ya know, if Happs said you were good, you're good, yeah uh well right now its just Fat Jim, Tiny Tim, me and uh Tate Two Face, a couple of 'em were with Happs and the rest are out hunting, or gathering. Oh and of course Kressle, she's our leader but she has a boss higher up. Sum guy called tha Stag Lord, OooOooOOo, nah he is one mean son-of-a-b#!*+ with a bad drinkin' problem. He's pretty far south from here though," looking around at the other's gathered, "We got a whole bunch of farms in the area we hit but mostly its caravans and the like that we hit, sometimes other bandit camps,"
Looking back toward the bonfire, "Look its getting kind of cold out here, maybe we should head back to the fire, I can introduce ya to the others,"
Its probably dropping down to 35-40 degrees Fahrenheit heading into this early spring night

Saniana Quickly |

I'm willing to wait and let Hama get some information from her new friend, but when it comes time to approach, do we just make one melee round's worth of movement, with a stealth roll each turn?
When the group decides its time to move in, she says, "I'm going to see how close I can get before they notice me. Might impress the boss lady." She gives a broad wink when the new guy can't see, gestures to Dax to follow her and she begins creeping toward the camp.
Saniana: Stealth: 1d20 ⇒ 8
Dax: Stealth: 1d20 + 3 ⇒ (17) + 3 = 20