
Kaddoc the Grey |

Kaddoc helps with the foraging, though not particularly proficient at it.
Survival:1d20 ⇒ 19
Survival:1d20 ⇒ 6
Survival:1d20 ⇒ 14
He also uses his magic to provide water and help with the food. (liberal uses of Create Water and Purify food and drink)

The_Ninja_DM |

@Biter: Shalelu smiles, amused. "I'll keep that in mind, Biter."
The first half of the trip, as far as Galduria, passes quickly and with no difficulties. Except for a few issues with plants and edibility.
In Galduria when you ask around, no one remembers a human male matching Elias' description, but they can give you directions to Ravenmoor and a warning of bandits on the path to Wolf's Ear. Your informant will also note that if the man you are seeking was headed to Ravenmoor, he would have stopped there as well.
Shalelu says "Wolf's Ear is as far as I can travel with you. I have business in Viperwall. I'll help you gather any information they might have before leaving you."
Before you leave, though, you are approached by the local brewer. He says "If you folks are headed north, could you do me a favor? My crew is nervous about the reports of bandits, not that we've had problems before, and I have a minor delivery to make. There's a hermit about 2 days travel out of town, a halfling named Carum Half-hand. I have a cask of wine for him. I'll pay you folks a bottle each of your choice of drink to deliver it."

The_Ninja_DM |

The man takes everyone's orders and you set off.
The trip is easy, considering the reports of bandits. Maybe the size of your group is scaring them off.
As you approach it, the smell of woodsmoke stirs around a small stone cottage crouched by the roadside up ahead. While ivy grows wild over the low, tumbled stone walls that surround it, the roof boasts a mixture of old shingles and new. A welltended garden occupies nearly half of the yard.
With a scrape of wood on stone, the slightly warped front door swings open. A broadfaced halfling casts a sharp look at the hinges before smiling in your direction. The smell of a cooking fire blends with the savory aroma of a meal being prepared inside. With a hand possessed of only two fingers and a thumb the graying halfling throws you a welcoming wave.
“Hail, strangers. Rest awhile and help break an old chap’s boredom.”

Alkaid |

"Given my body weight, I get two bottes of my choice? I don't think you have giant-sized bottles."
"If you want mine, Brindolfin. You can have it. As I'm still burning off the all extra fat the Black Jack added."
The man takes everyone's orders and you set off.
The trip is easy, considering the reports of bandits. Maybe the size of your group is scaring them off.
As you approach it, the smell of woodsmoke stirs around a small stone cottage crouched by the roadside up ahead. While ivy grows wild over the low, tumbled stone walls that surround it, the roof boasts a mixture of old shingles and new. A well tended garden occupies nearly half of the yard.
With a scrape of wood on stone, the slightly warped front door swings open. A broad faced halfling casts a sharp look at the hinges before smiling in your direction. The smell of a cooking fire blends with the savory aroma of a meal being prepared inside. With a hand possessed of only two fingers and a thumb the graying halfling throws you a welcoming wave.
“Hail, strangers. Rest awhile and help break an old chap’s boredom.”
"Well he looks like a pleasant fellow?"

The_Ninja_DM |

Once you explain why you're here he looks relieved and grateful. "Thank you, good people, for doing this. So many folks have been nervous about this route due to that miserable bandit gang!"
He struggles to get the cask down from the wagon. "Why don't you folks let me fix you a meal as my thanks for this delivery."

Biter |

Biter continues to sit on the edge of the wagon, gray legs swinging. "Halfing-Hand is'ing to beginning repaying Biter's group by telling what Halfing-Hand is'ing to know about those bandits." His head cocks to the side in curiosity, "And how is'ing Halfing-Hand notting to be attacked if'ing bandits are to being such a problem?"

The_Ninja_DM |

"I'd be happy to tell you all I know."
He looks nervous. "I..." He holds up his injured hand."I came here after tangling with the wrong people in Riddleport. I thought I was safe. But the new leader of this band -he calls himself Hedrun Tul- he knew me and threatened...he wants me to set up signals when people go through so they can rob them. Otherwise he'll tell them where I am. Please, help me!"

Cilyanka Caumlo |

Sitting in the back of the wagon, where she has sat silently holding her sword for most of the journey, Cilyanka's hand begins to turn white where she is gripping the pommel too hard. Without looking up she answers the halfling:
I have an idea.
You could send up your signal when we pass through. Let them think they are ambushing helpless travelers. Only this time, we won't be quite so helpless.

Biter |

Biter hops down off the wagon, shaking his head at the halfling's suggestion. "Biter is'ing to liking Dhegaan'Duuc's idea. Halfing-Hand is'ing to showing Biter and group where pounc'ing is'ing to happening, then is'ing to signal long-legs bandits to come." He gives a grin, "Biter and group is'ing to pounce pouncers!"

Ryu Kaijitsu |

1d20 + 3 ⇒ (5) + 3 = 8 Sense Motive
Ryu was too worried about leaving his sisters behind and what Tsuto may do meanwhile, not to mention what Lonjiku planned for him, and what kind of bride he would find for Ryu. Thus Ryu didn't interact much with the others since the journey began, and was only half present and half away in mind. He had no trouble with his hand or a headache lately, so he was able to rest a bit despite his worries.
He wanders after Biter and hears how the halfling talks about the bandits, but isn't sensing anything at all from the halfling's speech in his current condition. "We could always go and just ambush them in their own camp, less likely they expect that than an armed escort for a wagon." He mentions this then moves back to the wagon again.
1d20 + 6 ⇒ (14) + 6 = 20 Stealth
As the discussion goes on about what to do he wanders off to the backside of the wagon, to the right of it off the road. He thinks this would be an ideal position to watch the right side of the wagon as they travel, so they avoid getting surprised from that flank.
1d20 + 3 ⇒ (12) + 3 = 15 Perception
He looks around, checking out the near location of the wagon and the house of the halfling.

Sparrow Seacutter |

"I think I'd prefer riding myself. Or scout ahead."

The_Ninja_DM |

Sorry about the long delay
Once everyone is set, Corum walks back into this house and you see greenish-grey colored smoke start to rise from the chimney.
He looks back out and says "Good luck. Please be careful. I'll be here with the door locked for safety."
As he turns to go back in, he stops, as if struck by an idea. "Even if you take them in this ambush, it might be wise to check their base as well. I'm sure there's a reward for the return of identifiable loot."

Biter |

Biter watches the halfling disappear into his house with a scowl, then turns back the group. "Grouping can making own decisions for pouncing pouncers, but Biter is'ing to liking the idea of drawing them into ambush point." He gives an intent look to the heavier of hte group's members, "Some'ing of the group is'ing to be loud'ing as a broken-eared cow. Is'ign to be hard to sneak up on a camp with any kindings of good looking-outs with that. If'ing group is'ing to set ambushings, group is'ing able to really take time necessary to hide'ing as good as possible before long-legs pouncers arrive." He shrugs, "Then the bait'ing group is'ing to draw long-legs pouncers into trap. But Biter is'ing open to hitting their camp... Biter ising quiet enough to making it work."
I figure if we set an ambush, we can give the heavies time to take 20 on their stealth checks, then have the halfing give the signal. Then, when the bandits arrive, we ambush them. If people would rather hit the camp, that's fine, too.

Sparrow Seacutter |

I love that idea! They may be suspicious though, which might hurt us.

Ryu Kaijitsu |

1d20 + 6 ⇒ (20) + 6 = 26 Stealth
As the wagon and the group continues to move Ryu after a moment of deliberation continues to follow it from the right side of the road instead of going back to the wagon. This way he has a chance to ambush the ambushers.
1d20 + 3 ⇒ (13) + 3 = 16 Perception

Cilyanka Caumlo |

Walking beside the wagon Cilyanka's mind races. I can do this, I'm not 12 years old anymore. This time will be different. This time I can fight back
Appearing agitated, she mutters under her breath, tracing runes of dark fire in the air as she walks.
Mage Armor
This time WILL be different. In her hand, the black blade grows cold, seeminly anticipating the coming conflict.

Straehan. |

Realizing someone has to bait the trap and that his small stature might make him look like easy prey, Straehan takes the reins after casting a quick spell.
He hitches a thumb at the roadway, "Everyone who doesn't want to be a sacrificial lamb... off the cart."
Once the ambushers have left the wagon, the gnome begins whistling as he drives the rumbling cart forward... just a hapless merchant with a load of goods.
Cast Mage Armor
Perception 1d20 + 8 ⇒ (12) + 8 = 20 keeping his eyes open for ambushers
Flare (1):
Prestidigitation (1):
Dancing Lights (1):
Elemental Ray (6):
Elemental Fist (1):
Produce Flame (1):
1st Spells (4): x
Spell Effects: Mage Armor
Other Effects: None

The_Ninja_DM |

After about an hour, as the group heads down the road, keeping eyes and ears open, you think you spot a second colum of that grey-green smoke rising ahead.
On the alert, none of you are surprised when the still calm of the woods is broken by the sharp snap of a tree limb on the hill ahead. The sound is quickly followed by several more as some of the treetops begin shaking. Suddenly a large, gray boulder preceded by a wash of stones and other debris tumble downward. A flurry of bolts adds a hardly noticeable whistle to the din. Combat is on!
Alkaid Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Biter Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Brindolfin Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Cilyanka Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Kaddoc Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Ryu Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Sparrow Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Straehan Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
bandits Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
bandit leader initative: 1d20 - 1 ⇒ (6) - 1 = 5
Round 1:
Kaddoc
bandits
Straehan
Sparrow
Cilyanka
Alkaid
Biter
Brindolfin
Ryu
bandit leader
Warned of the ambush and prepared for the trap, you avoid taking damage, but the triggered rockslide makes the terrain difficult.

Ryu Kaijitsu |

Ryu looks for their leader trying to identify which of them it is when he hears Strae's words, Ryu believes it is too late to try to play as the group is just a one-person party as he thinks those who didn't hide until now have already been counted for.
For a moment a flash of worry about Cilyanka in the wagon appears in his mind but then quickly dismisses it as harmful distraction. He decides to go on with his initial plan of sneaking along the right of the road to ambush the ambushers. Now that they will be distracted by Strae and those who may leave the wagon it should be easier.

Kaddoc the Grey |

Kaddoc casts Bless. +1 to att and fear saves to everyone for 10 rounds
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
He moves towards where the bolts were fired from.
"I smell the blood of weaklings and cowards!!"

The_Ninja_DM |

The first volly of arrows seemed to be a warning, striking mainly the wagon. The second, however...
Several of the bandits continue to fire crossbows at the group.
bandit_1_vs_Kaddoc: 1d20 + 1 ⇒ (10) + 1 = 11
bandit_2_vs_Straehan: 1d20 + 1 ⇒ (10) + 1 = 11
bandit_3_vs_Cilyanka: 1d20 + 1 ⇒ (17) + 1 = 18
bandit_4_vs_Brindofin: 1d20 + 1 ⇒ (20) + 1 = 21
And misses all around.
The rest move to enter melee combat, waiting until their companions have fired before doing so.

Sparrow Seacutter |

Sparrow moves to cover before returning fire to the bandit archers.
Attack: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d8 ⇒ 7

The_Ninja_DM |

Yep, Brin goes before him. But if there's anything left, you also go before him. Lots of str, no dex. That's what happens when the leader rules by fear. He has to be the toughest and take on the [seemingly] toughest oppponents.
crit_confirm: 1d20 + 1 ⇒ (3) + 1 = 4
No crit. Damage, however...
heavy_crossbow: 1d10 ⇒ 3
...not as bad as it could have been.