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Theld listens to the raving of their prisoners and looks over at Farlen without expression, "These two have much to say." He turns his focus back to the bandits, "Speak of Lander to them." He then slashes his own thumb on the blade of his ax while looking at the pair and smiles wickedly as he adds, "...or don't."

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"Listen here you want-to-be werewolf, you won't make it to the new moon if you don't tell us where you got the hanky at the trailhead turnoff." "Theld here likes blood and he is wanting some on his axe." "Now before he gets excited you need to tell us where and from whom you got it." "We need to find the owner, quick like." "Start now wolf cub." "Where is Lander?"
intimate: 1d20 ⇒ 17

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"Wo... dude, " says the first captive, stepping back.
"I don't know nothing about a handky. We were just seeing if there was any good stuff left in this camp here."
His companion chimes in, trying to be helpful. "We nabbed a weak little lordling and thought maybe he dropped something so came back here to see."

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Travail looks sadly at the misguided men. He was once one of their type.
"I can assure you that we're not as weak as this lordling you speak of. Speaking of lordlings, what did he look like? And what did you do with him?"
Travail's bow is drawn. He will fire it at the first sign of trouble. Readied action.

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The man describes someone who could well be Lander.
"We took him back to the main camp for Aldona to deal with.." says the bandit, looking nervous.

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"So you took him to the main camp?" Zootloot stops playing his guitar. "Then, just like he said, I guess you need to take us there too."

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They look uneasily at each other, and then, even more uneasily, at Farlen.
"I guess so.."
The men lead you further down the game trail, looking more and more uneasy as they go. Finally, with the faint smell of smoke in the air, they stop. "Aldona will kill us if she knows we have led you here. What say you let us go, and then go talk with her. We'll leave and never come back..."

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Sense Motive: 1d20 + 0 ⇒ (4) + 0 = 4
"Convince me that you won't come back, and we'll let you go."
Well goodness, but these rolls are making her a typical lawful stupid.

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"Uhh, because I don't want to end up with my lungs on the end of you lance?" suggests the first man.
"And I'm keen to keep my spleen in place." adds the second one.
They seem genuine in their terror.

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"What of your sickness?" Then, thinking of the damage a werewolf could cause, Theld reconsiders. "Yes, be on your way."

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Farlen surveys the group. "Who has silver or such to use if this comes to a fight."
knowledge arcana for magical beasts: 1d20 + 8 ⇒ (7) + 8 = 15
"If you tell us useful information about the camp and about Aldona we could let you go."
diplomacy: 1d20 ⇒ 19
"We just need Lander back safe." "and give us any silver weapons you have." "Theld, search them for silver weapons, quietly."

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Sense Motive: 1d20 + 6 ⇒ (15) + 6 = 21
Assuming he doesn't sense that they are loyal enough to Aldona to return for combat, Travail will say the following
Once they've been properly searched, Travail says,
"We will let you go, but you must exit quickly and quietly, and leave these parts forever. Perhaps it's time to consider a different path for your lives. Travel far, and let lady luck guide you."

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I will humor the wizard for now. I want to see him unleash his fury on the field of battle. Then I will decide his worthiness.

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Farlen knows that werewolves, while they can be hurt by normal weapons, are very resistant to them. Silvered weapons are definitely the way to go.
"There are probably another three or four people there with her. Aldona doesn't like it when there are too many of us around camp at the same time. Says we should be off working."

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I am confused some. Are we right at the edge/near the camp or did the intimidation wear off and we still have more traveling?
"How do we know you have not lied to us about the way to the camp?" We can not let you go until we get close enough to have proof you are not lying."
Farlen whispers to Ny'a and Travail out of ear shot that we will tie them up gagged to a tree once we have proof of the location of the camp and then let them go after the confrontation and we have Lander.
"Tie them up and gag them." At the bandits, "If you struggle we will leave you tied up. If you submit we will release you after the battle.
Suggest the barbarian and paladin(?), someone strong, tie them up, gagged to a tree.
Farlen will cast mage armor from his wand on himself.

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You are near the edge of the camp.
The men lead you further down the game trail, looking more and more uneasy as they go. Finally, with the faint smell of smoke in the air, they stop...
This is a chance to do any preparations you want before entering the camp. Figure it is just minutes travel away, roughly. You can give other instructions too such as "cast shield as soon as we see someone" - we are not in rounds yet, and I've not changed the map yet.

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Farlen will now use his mage armor wand.
Farlen whispers, "Theld and Mannak, tie these two to the tree. Gag them first." "You submit and we let you go when we have Lander. You struggle, we let Aldona know who betrayed her and we still tie you up."

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When the group moves forward, Travail will move stealthily into any cover they find around the camp and--if it comes to it--attempt surprise.
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

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As he silently ties their captive to the tree, Theld muses, My blade failed to taste blood the first time, but I take enjoyment that the paladin is so free with her violence.

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"Make yourselves ready and lets get this over with." "Time to save Lander." Farlen waits for the others to prepare for battle and form back up.
For his part, Farlen pulls his wand of magic missiles and waves the group forward.
"Keep your eyes peeled." "Let's proceed quietly" Farlen says in a low voice.
perception: 1d20 + 0 ⇒ (12) + 0 = 12
stealth: 1d20 + 2 ⇒ (12) + 2 = 14

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"Theld, you don't happen to have a blessing for the party before we go forth to risk our lives, do you?" Farlen whispers to the serious cleric. Seeing the snarling stare, Farlen continues, " I will take that as a 'no'"

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Zootloot tries to spy out the camp but the underbrush is too high to allow him a clear view. "So," he whispers, "Are we ready to attack? Does anyone see Lander?"

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There is no obvious signs of Lander.
I'll advance us in a few hours, but want to give you all the chance to do any preparation and buffs

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If she is able to approach to within 60', Ny'a will attempt to determine if any in the camp are true evil or are just simple opportunists.
Using detect evil, concentrating on each individual within range to determine if any are evil.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

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"Before we jump into there, does anyone was some magical resistance?" Zootloot looks to the others. If anyone requests it, he casts resistance on them. When he's done with that he casts it on himself.

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Thank you for offering your services Zoot but I'm afraid I'll pass for now.
He looks around for Lander, or possible threats and sighs heavily.
That last encounter, though short, really took a lot out of me. Ancestors, continue to guide my path

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Replying to Farlen, "Worry not wizard, Rovagug will share his Might!"
I will cast Bless just before we go in as it will only last a minute.

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Ny'a guides her dog forward in an attempt to sneak towards the camp, hoping to get a view of their layout and to discover their nature. She accepts a resistance spell from Zootloot happily.

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Preparations made, you sneak forward, spotting a campsite with two men sitting by a fire chatting quietly.
A half-dozen tents form a semi-circle around a large fire pit
in this clearing on a hillside. The smell of roasting meat wafts
through the air, and a plume of smoke rises from the fire.
Several large barrels sit beside the opening of the largest of
the tents.
Status, bold may post. Bless is active - effectively a surprise round at the moment. So only a single action
Farlen
Mannak
Travil
Zoot
Theld
Ny'a
figures

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Theld begins lumbering toward the camp, ax at the ready.
Single move action

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Farlen rubs the spot on his tunic where his amulet rests beneath it. "Protection." He mutters calling on the his amulet to recall an unprepared spell. The amulet focuses his mind and the words flow and his fingers move.
Farlen uses his amulet bonded item to cast 'shield' on himself unprepared.

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Certain that the pending confrontation can only lead to violence, Travail lets loose with an arrow aimed at the nearest man, hoping to catch the camp unwary and gain an early surrender.
Attack vs Flat-Footed: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Critical: 1d20 + 4 ⇒ (8) + 4 = 12
Damage + Sneak Attack: 1d6 + 1d6 ⇒ (5) + (3) = 8
Critical Damage: 1d6 + 1d6 ⇒ (1) + (6) = 7

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Thed moves up, while Farlen magically protects himself.
Traveil shoots and scores a hit.
Sneak attack only works within 30', and while the bless helps on the crit, the range increment to the bandits puts them more than 60' from Travil, so narrowly misses on the critical front
Mannak also advances.
Status, bold may post. Bless is active
(surprise, single action only)
Zoot
Ny'a
- end of surprise - full round actions below here -
Farlen - shield
Travil
Zoot
Mannak
figures
- green 5 damage;
- blue
Theld
Ny'a
Travil: 1d20 + 10 ⇒ (9) + 10 = 19
zoot: 1d20 + 4 ⇒ (7) + 4 = 11
Theld: 1d20 + 2 ⇒ (6) + 2 = 8
Ny'a: 1d20 + 1 ⇒ (1) + 1 = 2
Mannak : 1d20 + 4 ⇒ (6) + 4 = 10
Farlen : 1d20 + 2 ⇒ (20) + 2 = 22
baddies: 1d20 + 0 ⇒ (10) + 0 = 10

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Mannak moves in closer to the bandits, greatsword in hand. He takes one last step when an arrow flies from behind him towards one of the bandits, injuring him. "Hehe, nice shot there Travail. Leave some for us.

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Farlen moves closer to the fire. He then levels his wand on bandit in green. "Zappo"
magic missiles dmg: 1d4 + 1 ⇒ (1) + 1 = 2
"We need to find Lander. He must be in the tent."

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Mannak immediately lets loose his inner beast as he rushes towards the bandit in green. "Tell us where Lander is." But unlike the brutality that happened earlier, Mannak is able to control his swing and decides to just knock out the bandit.
Greatsword, Weapon Focus, Rage, Bless, Non-lethal: 1d20 + 6 + 1 - 4 ⇒ (17) + 6 + 1 - 4 = 20
Damage, Non-Lethal: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Rage status: 5/7

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Surprise Round
Ny'a begins studying one of the bandits, trying to determine the core of his nature.
Move: detect evil on blue
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Even as she studies the man, Ny'a sees an arrow fly, connecting with deadly accuracy. Her head snaps as if on a swivel, and she gives Travail a vicious look when she sees his bowstring still ringing.

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If the "green" bandit is still alive after Farlen's magic missile Travail will fire an arrow, at him. Otherwise, he will attack the "blue" bandit
Attack Shortbow Flat Footed: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage + Sneak Attack: 1d6 + 1d6 ⇒ (3) + (4) = 7

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Mannak Charges! Mannak Hits! Man Sits, must be tired. Lies down for nap. Most unbecomming action in middle of fight!
green is unconscious
Farlan lends a missile of pure magic at the second man, who yelps in pain.
Ny'a doesn't immediately detect any evil auras.
NB, the men are currently out of range. Also low level characters even if of evil alignment often don't have an evil aura.
As you are out of range I'll let you change your action if you post before Zoot does.
Travail sends off another arrow, but smoke from the fire gets in his eye and he misses.
Status, bold may post. Bless is active
(surprise, single action only)
(Ny'a if she posts before Zoot)
Zoot
- end of surprise - full round actions below here -
Zoot
figures
- green 12 damage; 15NL ; unconscious
- blue
Theld
Ny'a
Mannak
Farlen - shield
Travil

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Zootloot stands and is about to cast a spell when the other members of his group go rushing into the camp. "Oh well. Why be tricky when you can just, well, smash things?" He smiles wryly to himself and moves into the battle as well.
Once he's closer he unslings his guitar and starts to play. "I feel like these battles always go better with a musical accompaniment." A feeling of courage washes over the allies.
Suprise round: move. Standard round: wield guitar, start bardic performance -- inspire courage.

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"Oh well. Why be tricky when you can just, well, smash things?"
With a satisfied smile "Yes little one! Join the Rough Beast in all his glory."

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Before we entered initiative, I had Ny'a move to within 60 feet to do the detect evil. I thought that was what triggered the stealth check and our entry into initiative in the first place. How can she not be in range?