
Caelin Ferrier |

Caelin heaves a sigh as the men come to arms, but eventually puts his spellbook on the ground. He clicks his fingers, and immediately teleports--one moment, he's sitting beneath the oak tree, and the next he's standing on his feet beside Sera.
Gathering up his robes' heavy sleeves, he begins to chant a long array of arcane words, and strange sigils of light appear on the ground around him.
Using shift, to H6. For style points. :P And then starting to cast summon monster 1.

GM Derek W |

Good questions, I should have been more clear. The dark spot is the meteorite. The men nearest Gruff are the thugs armed with heavy clubs/maces. The two at the very ends are the other archers. And yeah, this one could be tough, maybe not. Griff alone is a CR-appropriate enemy. But you guys just chewed up the earlier combats. If things go really badly, I can always ride the plot device to the rescue. Hmm...

Tessara Yandalëra |

Tess exhales. "You asked for it." She smoothly releases the taut bowstring to propel an arrow towards Griff.
Attack: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Bleed Duration: 1d6 ⇒ 6
I shot him with a thistle arrow. He will take 1 point of bleed damage for 6 rounds until he gets a DC 15 heal check or any magical healing.

GM Derek W |

Nice damage roll! There you go, making me re-think the encounter AGAIN!
Tessara's shot puts a hurt on the bandit leader. Griff gasps in pain as the arrow drives through his thigh.
Caelin then begins to cast his spell.
The two archers on the wings take shots at Tess!
Bow #1: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 ⇒ 4
Bow #2: 1d20 + 4 ⇒ (5) + 4 = 9
One shot hits her shin!
Round 1:
Griff (shot bow)
Tess (shot bow)
Caelin (shift, casting)
bad archers (shot bows)
Sera <<
Rizzo (9 damage) <<
bad thugs
Sera and Rizzo are up!

Seraphyna Bell |

CLW: 1d8 + 1 ⇒ (2) + 1 = 3 Tosses Dice roller
Not wanting Rizzo to fall in combat, Sera rushes to his side, her magics forcing the arrow out of the warrior's chest and leaving it feeling a bit better.

Rizzo |

Hey, I'll take whatever healing you got!:)
"Thanks" Rizzo gratefully says. He suppresses the urge to charge the bastard that shot him. If he does, he realizes he'll leave his companions open to a melee assualt. Instead he nimbly scrambles up the side of the crater so that he blocks anyone from getting to his friends. As he does so he draws a javelin and tosses it at one of the thugs.
Move action to move to F11 and draw javelin since BAB+1. Standard action throw at thug at B12
Attack Thug: 1d20 + 3 ⇒ (5) + 3 = 8
Almost certainly a miss :(

GM Derek W |

Sera heals up some of Rizzo's wounds, and he advances, tossing his javelin at a nearby brute. It strikes the ground two feet in front of the man.
He nods to his companion, a wicked grin spreading on his face. The two close in on Rizzo, swinging their big clubs in both hands!
Attack #1: 1d20 + 4 ⇒ (9) + 4 = 13
Attack #2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d10 + 4 ⇒ (9) + 4 = 13
The first blow is a miss, but the second man lands a solid knock to Rizzo's skull that sends the warrior to the ground!

Seraphyna Bell |

Psst, it's Griff's turn now. Also, unless we start dropping a few of these, this is a losing battle. It's 5 v 3 now and 2 of our 3 are not really combat focused.
Sera lets out an "Eep" as Rizzo is clubbed like a baby seal. "Don't skin him!" she yells, pointing her finger at empty air.

GM Derek W |

Griff moves deftly south to F16. He looses an arrow at Tessara!
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Fortunately, it lands only a glancing blow.
Heal: 1d20 ⇒ 10
His wound continues to bleed.
Round 2:
Griff (9 damage)
Tess <<
Caelin <<
bad archers
Sera
Rizzo (unconscious)
bad thugs
New map in AM. Tess and Caelin are up!

Caelin Ferrier |

I think the Heal check has to be an active one - i.e., he (or someone else) wouldn't get an attack that round.
Caelin finishes his long incantation with a loud, strong "... ikliss!" He gestures at the leader of the enemies, trying to keep his focus on the task at hand without lending too much concern to his fallen ally. (If he did that, there was no chance any of them would be getting out of this alive, after all.)
From a circle of white light that appears in the air above Griff appears a golden eagle--quite literally, as its feathers are coloured shining gold. The regal and majestic falcon swoops down towards the leader and tears a nasty chunk out of him with its powerful beak.
The celestial eagle will activate smite evil on Griff and then move to attack him.
Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Crit Confirm: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 +1 if evil
Crit Damage: 1d4 + 2 ⇒ (2) + 2 = 4 +1 if evil
Caelin then points at the two club-wielding men -- or rather, the ground beneath them. "Svanan!" he intones as the land turns to muck beneath them, much as it had with the hobgoblins previously.
Casting grease so it's underneath the two club-wielders. DC 16 Reflex or they fall prone.
Casting grease on Griff's weapon. He gets a DC 16 Reflex save or drops his weapon.
Wisely, the mage then moves out of the firing line and shelters behind Sera.
Also moving to J7

GM Derek W |

Right. He will then ignore the bleeding. This guy is bada$$. And Caelin, standard casting time on summon monster is 1 round.
When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.
Your conjuration bonus does increase the duration of your summons, but doesn't reduce the casting time.
Caelin begins incanting a spell, as Tess shoots an arrow that lodges in Griff's armor, but doesn't punch through!
Alice is quite clever, so if there a bit about Caelin I'm missing, please fill me in and I'll adjust things before the next wave of bad guys go.

GM Derek W |

Does he have to try to stop it? Can he just let the wound bleed? I don't want to give away too much about this particular guy... but he IS taking the damage. It's just that he has about as many HP as three of you.

Tessara Yandalëra |

Oh, I misinterpreted the word "ignore". I thought you were saying he was ignoring it because it didn't apply to him, not because he had a big enough HP pool for it not to be significant. Understood, thanks GM!
As for the casting (sorry, I'm a summoning expert) yes he started last round which means it appears at the beginning of this round. That also means he's allowed to cast a spell this round (which my normal favorite is haste on all my summoned critters).

GM Derek W |

Right you are! Sorry for the missing his earlier action. Update!!
Griff feels the force of the eagle's bites in an especially painful way. He then notices his bow grow slick in his hands!
Reflex Save: 1d20 + 8 ⇒ (18) + 8 = 26
He keeps his grip on the weapon!
The two archers shoot, one at Sera, one at Caelin!
Longbow v. Sera: 1d20 + 4 ⇒ (14) + 4 = 18
Damage to Sera: 1d8 ⇒ 8
Longbow v. Caelin: 1d20 + 4 ⇒ (11) + 4 = 15
Damage to Caelin: 1d8 ⇒ 6
Round 3:
Griff (21 damage)
Tess
Caelin (1 HP)
bad archers
Sera (1 HP) <<
Rizzo (unconscious) <<
bad thugs
Sera and Rizzo are up! I'll need a stabilization check from you, Rizzo, unless you get healed.

Seraphyna Bell |

Caelin was missed, he had cast mage armor before combat started, bringing his AC to 16
Seraphyna yells out in pain as the arrow buries itself in her gut. Calling forth more healing magic for herself, she quickly pulls ot the arrow with a grimace of pain as the wound closes after it.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

GM Derek W |

Dang! I'm forgetting too much of that stuff... So Caelin is fin, and Sera's back to full HP!
The two thugs move in on the prone form of Tessara...
Greatclub #1: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17
damage: 1d10 + 4 ⇒ (6) + 4 = 10
The first goon knocks Tess out (by my count, you've taken 17 total damage).
The second man can't get in a solid blow this tim, but he moves in on Sera and Caelin!
Griff actually backs up a way and takes a look at his wounded chest.
Heal: 1d20 ⇒ 19
He is able to stanch the bleeding. he then calls out to the group:
"You had enough yet? I can always call on the rest of my gang if you're still feeling fiesty!"

Seraphyna Bell |

How in the negative is Tess, I don't see her HP totals anywhere. DEREK: Was the thugs trying to do non-lethal damage? If so, they would have a -4 and would have missed Tess. The way its written up now, it was lethal and she and Rizzo are both dying.
Sera winces as Tess is dropped shortly after Rizzo. I'm doing a great job at keeping my friends up aren't I. she thinks to herself, tears welling up in her eyes. She then turns to look toward Caelin, a "what-do-we-do-now" expression clearly on her face.

GM Derek W |

These guys didn't come to play around. This is all lethal damage. And I'm still learning to build encounters. The first couple ended up as cakewalks (albeit with a larger party), so I wanted to see how hard I could push you guys.

Caelin Ferrier |

Sorry for not being clearer about my spellcasting (and also not updating my byline with my armor!) Fixed that now.
With two of the party down, and Sera barely not dying through the power of her magic, Caelin glances around, sighs, and puts his hands up in the air. (He does step away from the man who engaged him, though, not trusting that one bit.)
"You're going to kill us all if you persist with this nonsense," he says, trying his best to hold back his frustration at the situation. Where on earth had Tomm and Berion gotten to? "But the rock is still not yours to claim. How, perchance, do you propose you take it away from here?"

GM Derek W |

Griff and his archers close in. He montions for the two club goons to take a couple steps back. Then he rests his had on the haft of a worn battle-axe.
"I expect I can do it the same way that you were hoping to. Whenever your wagon train arrives, we'll simply trade you for them. Then we'll leave you in a tight enough spot that following us won't be so easy. We don't have to kill you, but that stone there is probably worth more than a kingdom. In fact, I'll have my own smith take a look at it..."
He orders his men to tie each of you up. He actually takes his time and ensures the unconscious are not dead (takes 20 on Heal to stabilize each). He then downs an orange-ish potion.
He has his two thugs hides behind the rock and the bowmen head into the woods - one west and one south.
About an hour later eleven more men arrive. One, wearing a black armband, stays in the clearing with four men. All have axes or clubs. Griff remains with this group. The balance of the force (10 others) scatter into the woods to watch all approaches to the clearing.
A pair of men drag the bodies of Tomm and Berion into the clearing. They obviously died before they could raise the alarm.
Griff allows you to tend to your wounded at this point, he and his 5 henchmen watching over the proceedings and ready to strike should you try to escape.
If you wish to resist or make a speech at any point, feel free.

Seraphyna Bell |

Sera is just a blubbering mess at the sight of Tomm and Berion, frequently talking to them as if they were standing right next to her, pleading with them to forgive her for her failings.

GM Derek W |

Ok, just trying to work out a few details to make things interesting but not extremely annoying. Also planning to GM a live game tonight, so feeling a bit distracted!

GM Derek W |

As night drags on into morning, Tess and Rizzo regain consciousness. The following day is quiet and tense, and Griff and his men wait for the relief column he suspects is on its way to support you.
Shortyl before noon, one of the archer scouts comes running back into camp.
"There's a column on the way here boss! A whole mess of 'em! We made out three wagons and at least twenty soldiers! Your orders?"
Griff looks stern for a moment.
"Tie this lot up. I want them hanging by ropes from those trees over there. Best if we start fires underneath 'em. Are those traps you set up around here ready? Good. We need to get those wagons, and then give ourselves a nice head start."

Rizzo |

Once Rizzo wakes up he slowly tries to work his way free of his bonds, trying to pretend like he is still badly hurt (he is so it isn't much of an act). No speeches, he really is trying to lull them into thinking he is unconscious.
Taking long enough to take 20 on escape artist, giving him a 22 skill check, Only adds +2
Bluff: 1d20 ⇒ 13

GM Derek W |

But it is all so clear in my mind! How dare you ask questions about details I omitted from this rude medium of expression! ;-)
The party's weapons were all taken away, thankfully they were not stripped of their armor.
The camp is in a bustle, but Griff has four thugs armed with greatclubs standing over your seated forms. Rizzo struggles with his bonds, but the men see his efforts sorry, taking twenty means you try twenty times and succeed on the fianl attempt. No way they are fooled. One cuffs Rizzo on the head and adjusts the knots.
A guard had given you two healing potions to revive your friends.
"Hostages aren't much use dead" grumbled Griff.
Tess and Rizzo each heal 8 HP from the potion. Everyone heals an additional 4 HP from getting essentially 16 hours of rest. Please update bylines w/ current HP.

Caelin Ferrier |

Did Caelin's staff get taken? He will protest furiously in that case. (Caelin can't cast spells without his staff or making some pretty damn high Spellcraft checks.) ... Not that he can do much if they insist, but he'll definitely make a scene about it.

GM Derek W |

@Caelin - go ahead and make a scene! All weapons and equipment you weren't wearing are piled up by a tree 30' away. We'll say no guard there right now. All you have are your clothes, armor, shoes, and jewelry. Hats too. And your hands are quite literally tied.
Griff's men quickly lift your arms over your heads and adjust your bonds. Then they ties all your bonds together. From here, they walk you over to a tree and use Caelin's cart and pony to get a leg up. Sera and Rizzo hang from one side, Caelin and Tess from the other, the short connecting rope looped over the branch, and the four of your dangling down.
Griff gathers his men in the clearing, and sends two back out to watch your relief forces. Two other archers mount horses that they brough and ride into the woods behind your tree, about 80-90' feet away. They train longbows on you.
A few mintues later you see Walt lead a small mounted party into the clearing. There are 8 riders in all. Walt and seven soldiers. The soldiers are dressed in a vaguely familiar uniform. Look like it might belong to one of the regiments of the Louwildar Royal Legion.
Know Local to ID the unit, if you care.
Griff calls out to the lead solider:
"You there! Royalist slave! I've got your little friends tied up here. If you want them back, you'd better hand over your wagons and beat tracks back to Bernhold!"
The soldier is wearing a maroon coat over studded leather armor. The coat has three gold stripes on the right cuff, just like the sergeant you fought back at the festival.
"Well, well. If it ain't the famous bandit Cap'n Griff Tonaldin! You best watch out mister. Ol' King Theo didn't send no diplomats 'ere. And I seen those kids fight at the festival. You mighta gotten lucky this time, but it ain't gonna happen again."

Seraphyna Bell |

Seraphyna watches as the others try and wriggle from heir bonds, a fearful look on her face as she worries they may bring down the wrath of Griff's men.

GM Derek W |

Griff and his men have their gaze fixed keenly on the new arrivals. His eyes narrow and the slightest bit of a quiver comes into his voice:
"So, it's the Strongarms is it? Well, I coulda hoped for the Winged Boots, or heck even those peacocks in the Eagle Guards. Well, my offer still stands. You want these little heroes back, you hand over them wagons!"
The sergeant waves his hand over his head.
"Never!"
He and his men dismount and rush the center of the clearing. Griff and his club enforcers are quickly engaged in a heated battle!
Meanwhile, you hear sounds of swords clashing to the south, likely where the rest of your relief party has engaged Griff's archers. The two horse archers each loose a shot at you as they turn to ride off!
Longbow v. Caelin: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
damage: 1d8 ⇒ 5
Longbow v. Tess: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
damage: 1d8 ⇒ 1
Helples as you are, the arrows both strike, but fortunately not in a lethal way. In the meantime, Walt rides over and begins to cut you free!
The fight quickly turns against Griff and his men. The bandit chief is able to race off through the woods with about half a dozen men in tow. But between taking four bandits prisoner and suffering a handful of wounded and dead on both sides, the soldiers are unable to give pursuit.

Caelin Ferrier |

Despite his complaints, Caelin's staff was roughly taken from his grasp, his spellbook tossed away and left to rot. He got served a couple of harsh knocks over the head for the trouble, as well, his upper lip bleeding and his eye blackened and bruised. Caelin was in utter despair the entire time he was tied up, staring dumbly at the ground and simply wishing these brigands would put them down and end this misery. Were they going to be sold into slavery...? The wizard shuddered at the thought.
Then, suddenly, soldiers! What a sight for sore eyes. The wizard perks up excitedly, hoping that he might be let free--only to score an arrow right in the gut. Caelin's eyes go wide, his face draining of blood as the projectile digs deep into him; oh... the pain... the pain! He had never before felt such pain! "Augghhh," he groans, weakly clutching at the arrow. Were you supposed to pull them out in cases like this? Or keep them in? Ahhh, the painnnnnnnn...
He tries dumbly to get to his feet, gasping at the exertion. "I... I'm gonna dieeee..." Caelin wails pathetically.

GM Derek W |

The man with the stripes on her sleeves looks the group over.
"Well, I'm glad you held out as long as you did. It couldn't have been fun getting caught out here all alone. I'm Sergeant Dalton Blanchard, commander of this here platoon." With that he gestures to his men. "We've got a priest about back there, he'll see to your injuries. Now, it looks like a couple of your friends bought the farm back there. I'm sorry. Look, if you want revenge, let me offer some help. Hey! Get Bensen over here!"
A tall man in his early twenties walks over. He is wearing the same maroon coat with the high collar, and has a single golden stripe on the sleeve. He carries a heavv wooden club and a dagger on his belt.
The sergeant introduces him. "This is Lance-Corporal Connor Bensen. He's a good man if a bit raw. He and that wizard Gilbert are friends, both grew up around here, you see. He might be able to get you moving in the right direction."
Corporal Bensen nods politely and smiles. He's a handsome chap, and looks as though he could inspire men to follow him.
"Folks, there sarge here said you'd need some help. I'm familiar with these woods and the people. That man, Griff Tonaldin, is a notorious bandit in these parts. Rumor has it he's holed up in a ruined fort over towards the gap" He points towards the mountains. "I'll tell you how to get there on one condition. Take me with you, please! Griff's men are responsible for killing my sister - who happened to be my buddy Gil's sweetheart too. I'll stay out of your way, but I can at least help you sneak in! I'll let you avenge your friends"

Rizzo |

Rizzo grasps Connor's hand. "Pleased to meet you. I'm Rizzo de Canal, and I suspect we'll need as much help as you can give us." He looks back to his companions for confirmation. "But first, let's deal with the meteorite." He walks over to Tess, Sera and Caelin. "Are you alright? I'm sorry I let that bastard and his goons take me so easily. I'm not sure what we should do next, but here's what I'd like to do. Load the mereorite. Put Tomm and Berion's bodies where the mereorite lay and then collapse the sides. It would make a fitting grave, since they died defending it. We escort the meteorite back to Hemriden like we promised. Then Conner here and Gil will show us where this ruined fort is and we make Griff pay."

GM Derek W |

Connor and Dalton nod in agreement with Rizzo's suggestion. Dalton calls a dozen of his men forth and he sets them to work with picks and mauls to beak the huge boulder into smaller chunks.
Then he turns to Rizzo.
"You seem like a capable and trustworthy fellow, so let me tell you a few things. First, that old wizard at the castle claimed he was going to have to consult with the 'wizards of his order' or somesuch. So he sent our entire company on through to Hemridan. A hundred men, more or less. But we're foot soldiers. I took every mount I could find in town and brought this force once Walt here showed up. Long story short - we can't teleport the rock home via gateway magic. We'll have to travel overland. And no way we can make that trip with the biggest bandit chief on the loose. So, once we get the rock to town, we'll haul it behind the barricades and earthworks my men are working on. Once we've fortified the place, you folks can track down old Griff and make sure he won't ever try his dirty trick ever again. And I agree, this place would make a fitting grave for your friends. They'll get a hero's mention in my report, at least."

Tessara Yandalëra |

Tess gasps as she's taken down, both from the sudden fall and the multiple of human hands on her, still not being used to humans as she is. When freed she gives a small nod of thanks, but retreats to the outskirts of the clearing with her knees drawn up to her chest.

Caelin Ferrier |

Caelin wobbles on his feet, looking around for the so-called priest. He remembers there's some kind of decorum required here, but determines that Rizzo is probably doing a good job of it right now anyway.
"I am all for showing this guy the what-for," he says stubbornly. "I cannot believe that he would treat my spellbook and staff so flippantly... oh... oh, my stuff...!!" Caelin suddenly realises that he's now free and he can reclaim his oh-so-important magical equipment, and dashes over to the pile of weaponry to reclaim it. He hugs the book and staff close, sighing in relief.

Rizzo |

"Sergeant, I think they and their families would like that. Also, Tomm's dogs might be still about, and I think he would want them cared for. While your men deal with the rock, I request permission to search the area and see if I can find them." While starting to head out to look for the dogs he notices Tessara sitting down. Concerned, Rizzo goes up to Tessara and sits down nearby. Not sure what to say he merely asks. "Anything I can do to help?"

GM Derek W |

The sergeant nods at Rizzo, and he's able to track down both Flynn and Quinn racing around the woods.
The soldiers chip away at the huge boulder, loading smaller pieces into each wagon in turn. As the day wears on, three men are assigned to prepare the gravesite for the fallen - which includes three soldiers of Bernhold. A less ceremonious affair is spent digging graves for the 5 fallen bandits.
At dusk, most of the rock has been cleared. With the graves ready, the young priest offer last rites in the simple but solemn way of the Church of Edahan.
The troops post a heavy guard throughout the night, and the team is not disturbed. In the morning, Sergeant Blanchard readies his column to depart.
He speaks with Rizzo and the others.
"Here, we can spare you a few healing potions." He presses three potions of CLW into your hands. "Corporal Bensen will show you where you need to go. I'm sure I've said this before, but stay sharp. Griff Tonaldin is the most notorious bandit in this country, and has eluded capture many times. He has quite a few followers, some of them are almost certainly magic users."
With that, the sergeant mounts his horse and signals for his column to depart. You feel assured that even with his reduced complement, the sergeant will see the precious metals back to Hemridan.
Corporal Bensen turns to you and says: [b]"We have a fair journey to make, but if we hurry we might make Griff's stronghold by nightfall. Look, I know that you're wondering how the king could allow a bandit to set up his own fortress. Trust me when I say the situations is complicated. In the end, we only discovered its whereabouts a couple of weeks ago.
After making yourselves ready, you mount the remaining horses and follow Connor through the wood.
Let's say Caelin's cart was sent back to Hemridan with the caravan. Too much cross-country travel coming up to make it viable. If it's OK with Caelin, of course!