
GM 8574 |

Calum, feel free to edit your positioning, but after lurching through undergrowth and the stream, where I have you on the map now is after two move actions.
2: 1d20 + 1 ⇒ (20) + 1 = 21
K: 1d20 + 3 ⇒ (9) + 3 = 12
You see a bandit pop up from behind one of large logs in the center of the clearing, and he raises his longbow to fire at Nalys...
2: 1d100 ⇒ 1
2: 1d20 + 2 ⇒ (10) + 2 = 12
2: 1d8 ⇒ 3
...however, his shot gets tangled up in the shrubbery that surrounds you, and misses.
The other bandit fires at Brandt...
7: 1d100 ⇒ 71
7: 1d20 + 2 ⇒ (2) + 2 = 4
7: 1d8 ⇒ 3
...but he is clearly hurting from his leg wound, and lurches into the trees to the north.
Behind him, you hear further cursing from a woman's voice - apparently Kressle is infuriated that she is still stuck, and you hear her call out clearly, "Surrender is for the weak - you'll not take me alive!"
Y'all are up - go for it!

Brandt Oluffson |

Brandt quickly crosses the river, advancing on the bandit and moving the opposite direction from Calum. Drawing another arrow he quickly fires it into the nearest bandit.
Concealment bandit 2: 1d100 ⇒ 18
Longbow +3+2+1: 1d20 + 3 + 2 + 1 ⇒ (11) + 3 + 2 + 1 = 17
Damage: 1d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12

Isla Fletcher |

While continuing her song, Isla moves forward, but attempts to remain in the shrubbery. She pulls back her bow once more and fires on the same bandit. #7
Concealment: 1d100 ⇒ 23
Attack: 1d20 + 3 + 1 - 2 ⇒ (9) + 3 + 1 - 2 = 11 +Inspire, -Range)
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 +Inspire

Nalys Stern |

Nalys choose the easy target and shot in one behind the log.
Attack (+inspire, -nonprog): 1d20 + 2 + 1 - 4 ⇒ (18) + 2 + 1 - 4 = 17
DMG: 1d8 ⇒ 2
Concealment: 1d100 ⇒ 80

Calum Armstrong |

Calum moves to strike the dazed opponent with his lance despite the cover.
Lance: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 121d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Reduce penalty for cover if the log provides any.
"This brush is everywhere! Gah, I can't get a lance in anywhere, good thing we have plenty of breathing room. I cannot wait to see what their leader will do."

GM 8574 |

Calum's lance careens off the top of the log, just missing the bandit standing behind it.
That bandit is incapable of moving or acting against you, and stands fuming inside against the magic that restrains him.
7: 1d20 + 2 ⇒ (17) + 2 = 19
Brandt: 1d20 + 5 ⇒ (11) + 5 = 16
Calum: 1d20 + 0 ⇒ (1) + 0 = 1
Geliglee: 1d20 + 0 ⇒ (8) + 0 = 8
Isla: 1d20 + 3 ⇒ (5) + 3 = 8
Nalys: 1d20 + 4 ⇒ (20) + 4 = 24
K: 1d20 + 3 ⇒ (13) + 3 = 16
K: 1d20 + 5 ⇒ (7) + 5 = 12
The other bandit (#7) disappears into the undergrowth.
Y'all are up!

Isla Fletcher |

Isla hesitates for a moment as her target disappears into the wood. Darn. I can't just let him escape... Her instincts tell her to run after him, but she catches herself. No. You can't just run over there alone. Kressle could be with him...and the last thing we need is for her to get away because I went and became a hostage.
She lets out a sigh of frustration, before continuing her song and moving towards the remaining visible bandit.
Attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 +1 Inspire Courage
Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 +1 Inspire Courage
However, after her moment of indecisiveness she rushes loading the arrow and breaks it as she tries to fire.
Can't move my piece right now, will do so later. But she is essentially moving in the direction of Brandt, Calum and Geliglee.

Nalys Stern |

"Do not try to run away!" Nalys run to river and tried to shoot through the foliage. While aiming he made a whistling sound to Seara, sending her forward.
Conceal: 1d100 ⇒ 23 Nalys Atk (+inspire, -nonprof): 1d20 + 2 + 1 - 4 ⇒ (16) + 2 + 1 - 4 = 15 DMG: 1d8 + 1 ⇒ (2) + 1 = 3
Seara is trying to seek for new target. She has Seek trick and move of 80 ft. I moved her approximatelly to area

Brandt Oluffson |

Brandt stalks around the fallen timbers, closing upon the lone bandit and grimly firing an arrow at him. "Surrender now!" He yells, knowing the bandits will not capitulate.
Longbow + Favored Enemy + Inspire: 1d20 + 2 + 2 + 1 ⇒ (14) + 2 + 2 + 1 = 19
damage: 1d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
conceal: 1d100 ⇒ 60
I don't know if I need to roll concealment at this close range or not.

GM 8574 |

Apologies, friends. Had a big event at work yesterday and today, and am finally winding down from it.
Though Isla's arrow goes wide, Nalys puts a daring shot through the tree branches that just manages to catch it's target, and you hear a woman's voice catch in pain.
The bandit in front of Brandt does not surrender, growling as he reaches for his sword, when Brandt's arrow drives into his shoulder and knocks him unconscious to the ground.
Seara tears towards the trees, searching...1d20 + 5 ⇒ (8) + 5 = 13...and screeches when she gets close enough to see the leader of the bandit camp - Kressle.
Gelliglee, Calum, and then the remaining bandit(s).

Geliglee Geerwander |

"I see her, about 50' to the east. Seara is engaging her, I think we need to dismiss the entangling spell and engage right away."
With that Geliglee moves up to the edge of the entangled are ready to move in.

GM 8574 |

To keep things moving...
Calum prepares to ride William into close combat when the enchanted grasses cease their grasping.
You hear Kressle snarling and cursing as Seara closes on her position, and she shouts a battle cry...
K1a: 1d20 + 5 ⇒ (10) + 5 = 15
K2a: 1d20 + 5 ⇒ (18) + 5 = 23
K2d: 1d6 + 3 ⇒ (3) + 3 = 6
...and Seara cries out when an axe cuts into her wing. Seara loses 6 HP.
The bandit you lost sight of in the trees to the north suddenly re-emerges, firing his longbow at Isla!
7a: 1d20 + 2 ⇒ (16) + 2 = 18
7d: 1d8 ⇒ 6
He manages to get an arrow across her shoulder, drawing a deep furrow in Isla's arm.
Y'all are up!

Isla Fletcher |

Isla lets out a scream of pain as the arrow pierces her shoulder. Her song wavers slightly, but continues as she rushes towards a tree for cover. She turns to fire upon the bandit, hoping that she takes him down and that her companions can handle Kressle.
Concealment: 1d100 ⇒ 23
Attack: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

GM 8574 |

Isla lets out a scream of pain as the arrow pierces her shoulder. Her song wavers slightly, but continues as she rushes towards a tree for cover. She turns to fire upon the bandit, hoping that she takes him down and that her companions can handle Kressle.
[dice=Concealment]1d100
[dice=Attack]1d20+3+1
[dice=Damage]1d6+1+1
The bandit reels when your arrow strikes him in the shoulder, and he is obviously staggered, barely staying on his feet.

Nalys Stern |

"Seara in danger", shouted Nalys and ran over the water. Despite losing a moment, he stop on the other side and took careful aim throught the leaves and then he let an arrow fly.
Attack (+inspire, -nonprof, -melee): 1d20 + 2 + 1 - 4 - 4 ⇒ (20) + 2 + 1 - 4 - 4 = 15 DMG: 1d8 + 1 ⇒ (3) + 1 = 4
Confirm: 1d20 + 3 - 8 ⇒ (15) + 3 - 8 = 10 Crit DMG: 2d8 + 2 ⇒ (7, 6) + 2 = 15
almost forgot: Concealment: 1d100 ⇒ 41
Meanwhile, Seara rushed all her claws and bite on nasty bandit.
Attack talon1 (+inspire): 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 DMG: 1d4 + 1 ⇒ (2) + 1 = 3
Attack talon2 (+inspire): 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19 DMG: 1d4 + 1 ⇒ (3) + 1 = 4
Attack bite (+inspire): 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22 DMG: 1d6 + 1 ⇒ (2) + 1 = 3

GM 8574 |

Nalys, filled with concern for his companion, launches a truly miraculous shot through the branches and leaves, grazing Kressle across the back and causing her to lurch directly into Seara's talons and beak. (Italics for incredulity at the good rolls. O.O)
Kressle is visibly staggered by this, and it's clear that a single blow might bring her down.
(Nalys, I assume that you are leaving the Entanglement spell in place?)

Brandt Oluffson |

Brandt strides forward to the edge of the entanglement spell, another arrow coming to hand as he sights on the bandit leader. Carefully aiming to avoid Seera, Brandt lets fly.
concealment: 1d100 ⇒ 17
longbow+favored+inspire-melee: 1d20 + 3 + 1 - 4 ⇒ (11) + 3 + 1 - 4 = 11
Damage + favored + inspire: 1d8 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
Cursing as his arrow hangs in the foliage...

Geliglee Geerwander |

Calling upon his arcane bond, Geliglee formed a complex magic in his mind outside of the spells he had memorized. With it he invoked a bolt of force that he cast upon Kressel - hoping to finish her. The magic bolt of force streaks from his hand, weaving between trees with uncanny speed and accuracy - striking Kressel!
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

GM 8574 |

Calling upon his arcane bond, Geliglee formed a complex magic in his mind outside of the spells he had memorized. With it he invoked a bolt of force that he cast upon Kressel - hoping to finish her. The magic bolt of force streaks from his hand, weaving between trees with uncanny speed and accuracy - striking Kressel!
[dice=Magic Missile]1d4+1
The force of the magic bolt strikes Kressle in the head, and she falls limply to the ground with a cry of pain. The remaining bandit sees her fall, and drops his bow and arrows to the ground, slumping down himself in defeat and weariness from his wounds.
Congrats! Most of the bandits are simply unconscious, not yet dead. What do you do?

Calum Armstrong |

Had some personal stuff come up, but I should have a regular posting schedule, albeit late at night with how work has a new web blocker program.
Calum looks at his lance then frowns.
I need to react faster and without fear. For a knight should show bravery in the face of danger
He maneuvers William to block the retreat of a bandit, using his lance as a prod to keep the bandit from fleeing.
"Whoa there, you won't be going anywhere."

Isla Fletcher |

With the adrenaline of combat fading, Isla falls back against the tree trunk, wincing from the pain in her shoulder. Despite bracing herself, she still lets out a small cry as she pulls out the arrow. She uses magic to try ease the pain and stop the bleeding.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
After taking a moment to regain her composure, she pushes herself up with her good arm and walks towards Nayls and Seara.
"She's hurt?" Isla asks Nayls uncertainly. "If you can get her to keep still, maybe I can help a bit..."
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
"We should probably take away their weapons... she says to the others, as she heals the bird. "Oh! Also, keep an eye out for a ring. They took Svetlana's wedding ring when they attacked the trading post...and I know it's probably a long shot, but maybe they still have it."

Nalys Stern |

"Thank you, Isla", Nalys passed single small berry to bard, "these heal wounds as well, but not so forceful. Take it if your shoulder still hurts."

Isla Fletcher |

"Thanks...it is still a little sore..." Isla says as she pops the berry in her mouth. +1 HP, right?
Feeling slightly better, she begins searching the camp. As she looks over the bodies, she remarks, "Do we want to stabilize them or just leave them to their fate? Also, we should probably bring the other we fought earlier here, so that we can watch them all."
Isla will take 20 on perception to search (23 total) if possible. If not, feel free to just roll for me.

GM 8574 |

Under the east platform, you find tents, firewood, food, and other supplies kept under a canvas tarp. Underneath these, you find a collection of coins, a pair of earrings, a wooden music box, three crates of furs and hides, and a polished wooden case with eight bottles of greenish liquid sealed inside. There is no sign of Svetlana's wedding ring, unfortunately.

GM 8574 |

Whether you stabilize them or not...
On the bandits, you find more longbows and arrows, shortswords and leather armor, and each carries a small purse of coins.
Kressle herself is wearing studded leather armor, carrying a pair of finely crafted handaxes, a set of four bone-handled daggers, a large pouch of coins, and a small vial in one of her pockets.
The ledger, linked at top, has been updated.

Geliglee Geerwander |

"For Kressel, I can't imagine any way she could redeem herself. Best to finish what we started. For the rest, if they are willing to follow the strictures set to the others we can allow them a shot at repentance. More hands working at Olegs can only help, though I am a bit worried what the captain will think when we return with more prisoners. I'm guessing we'll need to hire guards soon."
With that he draws a dagger and moves towards Kressel, willing to do the work himself.

Nalys Stern |

"At least now, we have some money for that".. said Nalys, capturing some silver from their pouches, "And I agree that we shouldn't leave Kressle alive. She had influence over that other bandit, Happs.. So if we bring her in, it might be a revolt or something. I will tend their wounds and if tomorrow, they can travel back to fort, we will make a trial. Each of them has one of two options: to live by law and earn himself some respect or be hanged."
Taking 10 to stop them from bleeding and diagnosing their vitals.
"Probably, need to put equipment from others as well into our saddlebags. Might be one of them had Svetlana's ring"
We fought 8 bandits, but ledger says 4 leather armours

Brandt Oluffson |

Seeing things well in hand, Brandt studies the collected gear, "Aye, all works for me. Geliglee, you certain you want to handle that?'
Brandt replenishes his quiver from the arrows of the bandits, and looks about to his companions. Shrugging, he takes the short bits of rope and secures the surviving bandits.

Isla Fletcher |

When Geliglee proposes killing Kressle, Isla takes a moment to look the fallen woman up and down. Lets see...she outright said that surrender is for the weak, she used violence to steal from the defenseless, even her own men are terrified of her...oh, and she threatened to take Svetlana for the men's amusement if Oleg didn't comply. Isla's eyes narrow darkly for a moment and she simply replies, "No objections here."
She continues her search through the camp, trying to take note of potential valuables and casts Detect Magic to help identify what she suspects is a potion.
Appraise: 1d20 + 2 ⇒ (3) + 2 = 5
Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15
However, as she turns over every inch of the camp and still can't find the ring, she grows increasingly frustrated. With her temper at a boiling point, she looks up and makes eye contact with the man who shot her in the arm.
"You!" she shouts, as she runs up to him and grabs him by the shirt. "Where is it!?! Where is the stuff that you took from the trading post!?! There was a ring! Did she sell it!?!"
Intimidate: 1d20 + 3 ⇒ (20) + 3 = 23

GM 8574 |

The man is stunned by your ferocity, and blabbers immediately, "Oh, gods don't kill me, it's gone! It's gone! A group of little blue fey snuck into our camp last week and made off with a bag of our... the Trading Post's goods. It must have been in there. Kressle took to wearing it for a bit as a joke, but then tired of it and threw it in the sack with the rest. We took down one of the culprits, but the rest snuck off in the dark and we couldn't give fast enough chase. Oh, gods, don't kill me, please!"
Nice roll!
Brandt: 1d20 + 5 ⇒ (19) + 5 = 24
Isla: 1d20 + 3 ⇒ (2) + 3 = 5
Nalys: 1d20 + 8 ⇒ (11) + 8 = 19

Brandt Oluffson |

"Ugh, mites... You lot know which direction they scampered off in???" Brandt asks looking from survivor to survivor...
"They are small fey, annoying, vicious, and mean. If they have the ring we'll have to track them down and take it from them, or bargain for it- maybe..."

Nalys Stern |

"Oh, those are small and nasty as their insect relatives", said Nalys as Brandt mentiones mites. "They rarely travel alone, and if you saw several of them, probably there should be a tribe somewhere nearby. They usually dwell in caves or caverns, so we should looks for something like old dwarven mine if we want to find them."
He looked at prisoner and other unconscious thugs:
"I don't think we need to chase them now. We can return later, but now deliver bandits to Kasten in Fort, so they can work and repay the things they done wrong. Those who are not willing to be hanged of course."
Hopefully, I don't overused my out-of-game knowledge about mites in this post..
Earrings: 1d20 + 1 ⇒ (4) + 1 = 5 Music box: 1d20 + 1 ⇒ (17) + 1 = 18

Geliglee Geerwander |

After cleaning off his blade from dispatching Kressel, Gelliglee says, "I agree, back to the trading post." He seems a bit quiet and dour in contrast to his normal demeanor. It had to be done, and I am as good as any to do it... She was vile, but not an easy thing, either way.

Isla Fletcher |

Isla lets out a deep sigh and releases the bandit's shirt. Well, at least we have a lead...
Turning to face the others she says, "I agree, we definitely need to return to the trading post first. This is far to many prisoners to drag around the wilderness." Looking at the large number of captives, Isla remarks, "Although, might it not be worth identifying those willing to work off their crimes before we leave? If someone is going to be uncooperative, it seems like an unnecessary risk to drag them back to Oleg's..."

Calum Armstrong |

Calum nods toward Isla. Drawing his blade he lets the sun flicker across the sword before raising his head in the direction of the bandits.
"Those who wish to work off their debts to society raise your hand, those who would rather die in a puddle of their own blood from my sword keep your hands down. If you wish to die right here I will take a last request, by law or by sword you will pay for your crimes in the Stolen Lands. Most specifically, banditry."
Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22

Nalys Stern |

Calum, I believe all except one are unconscious and cannot raise their hand... Or this was intentionally?
@GM can I roll for Heal to find one, who is still alive and can be brought back with single berry?

GM 8574 |

Gah, forum monster post eater... Ok, here we go again.
The four bandits you defeated earlier were not so lucky, having bled out from their wounds during your assault on the rest of the camp.
Only the one bandit is still conscious, and while you've managed to keep the other three here in the camp from dying, they are still unconscious. The conscious one looks at Brandt, "No, I didn't. Didn't see which way they went. It was during the night, and by the time we figured out what had happened, they were already running into the darkness." He gives Calum's raised sword a fearful look and does what he can to raise his bound hands. "Oh, aye, aye! I've no wish to die, and will work however you'll have me do so." The remainder, of course, are unable to raise their hands in protest...
Nalys(Heal Check): 1d20 + 7 ⇒ (9) + 7 = 16
...you find the least injured bandit and feed him a healing berry, and his eyes just manage to flutter open. Under the threat repeated he gasps in pain, but nods, raises his hands for mercy, and promptly passes out again from his wounds.