The future is is what you make of it.

Game Master Kroama

Battle Maps
Chaos Rank 6


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The small town of Rence stands near the border of the Human kingdom of Huinia, nearby the loose beginnings of the heavily forested Elven and mountainous Dwarven lands. As a result, the population has a few of these bordering races mixed in the general populous, as well as Halflings as they are found all throughout Human lands. As a result of the mixed population and relative peace Huinia has had with the Elves and Dwarves in recent times, Rence stands mostly unguarded by the kingdom at large.

Unfortunately, this holds true even fifteen years after a bandit group decided to take advantage of this situation. Offering a "protection" to the town, a scam obvious to everyone, they have drained the livelihood of the once peaceful and prosperous small village of Rence. Over the past five years, the bandit lord has expanded his reach into other neighboring towns and grown his influence in the region. Enough so that Huinia has taken a notice, but too troublesome a task, apparently, for them to decide to deal with at the current level of threat.

Village of Rence, within the Kingdom of Huinia, on the Landmass Etiland, upon the World of Areiin.

Current Chaos rank: 5


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolton was just returning from a hunting trip; a friend of his, Dax Langdon, helping him carry back a large buck he'd come across after only a few hours of work. A good day, for sure. The forest to the west was always a bountiful one, but sometimes the animals of the land proved more elusive than they did today. Despite living in an open-minded town, a part of him inwardly accused the Elves of manipulating his hunts to make it more difficult... though he tried to quell such baseless internal slanders. To be honest, they should be the least of his concern anyway.

Bolt would never have thought the bandits could be even more of a nuisance-- he would have been wrong. His last trip, a couple of the bastards decided to lay claim to two of the legs as a "travel fare" for the road he was using. Of course this wasn't considered when he was taxed on the coins he made selling the meat and pelt. Avoiding the conflict, he agreed to their demands but it was getting to the point of absurdity. He was actually nearing Rence on a relatively unused forest trail this time to hopefully avoid that happening again.

If Bolt were completely honest, he could actually have probably taken the two, with Cami at his side... but that sort of conflict would just cause more problems for the town.

Does Bolton avoid coming across more bandits by taking the road less traveled? Very Likely.: 1d100 ⇒ 28 Yes


Inactive

Zak rushed into the small school a little late, flushed and dusty from his dig site, but grinning hugely... high on the fact that he had discovered a way into the lower ruins, and he even had several ancient Elven coins in his pocket to show for it.

Today, class, we are going to learn a little bit more about the ancient Elven society. They were sometimes called the Merwyn, or at least one group of them were, and this... <holding up a slightly oversized silver coin with an image and inscription on it>

Class: Oooh.

... is one of their coins. I want you all to come up here so you can see them. <They come up.>

Here, I have some more. Find a partner and I'll give one to each group. <passes out 8 more, with 13 still in his pocket. He plans to give one to each child at the end of the school day; a celebration of his find.>

Now, what can you tell from the picture on that coin?

<Answers vary, from "Elves are ugly" to "Those are big ears.">

Excellent, Johnny. The ancient elves had bigger ears than the elves have today. Why do you think--

At that moment, a large armed man walks in through the door that Zak had left open to the cool afternoon air.

Bandit: I saw through the door that you are having a lesson about money. I would like to learn this lesson. Let me see that. <He grabs the coin from Johnny Langdon's hand.>

Johnny starts to protest, but stops when Zak motions him to get back. Zak positions himself between the bandit and the children.

Bandit: I think we need a new school tax today. Give me your coins and no one will get hurt.

Zak pulls a few coins from his pocket and the kids hand him five others (some of the children have apparently chosen to hide them instead). He offers them to the bandit.

Bandit Ah yes, more taxes. I love taxes. And Boscar doesn't even know about these ones. <The bandit walks out.>

Zak, shaken, closes and bars the door from the inside. He knew that the bandits passed through town to collect "taxes" from time to time, but he never imagined they would come into a school and steal from children.

Collecting himself, he turns around to calm the children, when Mara, the littlest of the Veren sisters, comes up and hands him one of the coins. Teacher, I saved this one so you wouldn't have to be poor. He gets misty-eyed and draws her into a hug. I'm just glad you are safe.

The kids ask about bandits, and obligingly, Zakary explains to them why Bandits do what they do. Then the kids ask how to stop them, and Zakary talks about legal issues and the army of the Kingdom of Huinia which could take down all the bandits, and the kids ask why they haven't, and Zakary tries to explain a little of the political situation so that kids can understand. After their 4 hour school block, Zakary unbars the door, carefully checks that the path from the school is safe, and lets the kids go home (he never asks for the missing few coins, figuring that he'd rather have the kids have them than the bandits, and he was going to give them away anyway.

Has Zakary's house been ransacked in his absence (likely): 1d100 ⇒ 63 Answer: Yes, but

He knows that the story of Bandits in the Schoolhouse will be all over town by nightfall, and wonders if he will still have a job in the morning. He trudges home, only to find the place completely ransacked. Apparently, the bandit(s) thought he had more coins than the ones in the classroom, and had torn the place apart when they found only mundane silver and copper. He is very thankful that he left most of his important things in the ruins that morning, because he was going to be late for class. By sheer luck, Zakary has lost nothing of serious value, but he still has to clean up. He collapses into bed an hour later, too tired to worry about it anymore.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

After reaching the town, Bolton had set out to his home to begin working at carving and cleaning out the carcass he'd brought home-- the friend he'd brought on his trip, Dax Langdon, actually worked at the butchery. His home intentionally beside Bolton's own. They worked together, and Dax would pay for most of the meat, a large portion granted without cost as a payment for the help, whereas the hide and other excess he would deal with himself. As is tradition, he threw an entire leg out for Cami, who was until this point eagerly waiting for the meal.

With a major catch so early, Bolt had a rarity: free time. With this, he walked around town, restocking on some general cooking materials for his home-- went by to speak to the woodworker about potentially an upgrade to his bow. Wanted something with more kick to it, and has been saving up, but the cost of his labor was still outrageous. Not unwarranted though, given what he was asking of the man.

By early evening, a story began to circulate around town about bandits raiding the schoolhouse... he found enough corroboration to determine it to be more than just a rumor. He cursed to himself after some thinking about it, "Wonder if they didn't see me and decided to try another part of town?" He sighed, knowing that wasn't likely the case but a part of him in the back of his mind still saying it was. Another rumor went along with this story, though.

There would be a town meeting first thing in the morning in regards to the increased bandit activity, with the most influential people invited to come. The makeshift mayor (actually the man who runs the finances of the town) Saul Rivers, the forge-master and militia-head (for when it was necessary) Neuman Garrick, and the head of the church here in town, Bolton Reid... Bolt shook his head, Wait, that's me. He grinned, lost in thought enough that he listed himself among the men rumored to attend the meeting absentmindedly. They were also going to be bringing Zakary, the man currently running the schoolhouse for his account on the matter as well.

All of this, just a rumor of course. Still, he decided to get back home and to sleep early, so he was up and ready if a knock game to his door at sunrise. The day, though initially a very good one, not had some darker foreboding to it.

Do the bandits get hold of this rumor? (No Way, as the meeting would be held first thing, they don't tend to stick around inside the town and there's little time for it to travel): 1d100 ⇒ 95 Exceptional No
Not only do the bandits not hear this rumor, it seems that the people around town are passing this message around with clear intention of keeping unwanted ears from hearing it.


Inactive

Having fallen asleep quite early due to emotional exhaustion, Zakary is up early too. He knows he needs to go back to the dig site and retrieve his things and carefully take notes on the first room below the seal before he explores further, but it took him months to find the way in, and the site was undisturbed for hundreds of years, he isn't immediately worried about someone looting the place before he can get to it. Although, people have seen the coins now, and they might wonder where they came from. Suddenly, Zakary is worried.

Has anyone looted the site in Zakary's absence (very unlikely): 1d20 ⇒ 12 = Yes.

Oh, crap.

It's still before dawn, but Zakary cast light on a coin so he can see, and jogs out to the ruins, seeing unmistakable tracks in the dirt leading up to the stony entrance. He descends into the well-known and well-looted first floor, nearing the secret door that leads to the secret trapdoor, and realizes that both are standing open. He can see why. His backpack and folding shovel are leaning against the wall nearby. What he thought was good luck last night was actually the worst luck ever, because it alerted the bandits (he presumes it was the bandits, but he supposes it could even have been someone from the town that saw their child come home with a rare coin) to exactly where he had come from.

He descends through the trap door, and sees the pristine statues shattered and defaced, the large chest that had been in the corner completely missing, and the room's only obvious door also standing open. He hadn't gone that far yesterday, because he realized that he was late for school. Cast down, he wanders through the door, sees that they triggered a trap by the bloodstains on the floor and avoids it in case it is still active, and realizes that the whole floor is now well-looted. There are still some things that are intact that he should record, and of course he should scour for other secret doors and compartments through the whole area, but ... months of his life, wasted, because he was so excited that he wanted to share his find with the children.

He backtracks to the trapdoor and closes it, closes the secret door, and lifts his backpack. Wait. It's still full? He opens it, and digs down under the mundane supplies, and yes... it is still here. The small, ornate box that he found yesterday. He hadn't been able to get the lock open, so he had stowed it to bring it back home and try there. Well, at least one thing went right.

Depressed, and not able to face his failure anymore, he returns home. It's still just before dawn, but as he arrives he sees someone else at his house. He draws his sword, but when he gets close, it is only Saul. He sheathes his sword.

You here to fire me for putting the kids in danger, Saul?

Does Mayor Saul Rivers blame Zakary for the events of yesterday?
(50/50):
1d20 ⇒ 9 = Exceptional Yes

That's not the only thing we should do to you, you thieving Elf-lover. My boy brought this home yesterday. <Shows Zakary one of the Ancient silver Elven coins> You just came to this town to steal from what's rightfully ours. Those ruins don't belong to you. If anyone should have that treasure, it should be the whole town together. And then you even show off your theft in public, bringing the bandits down on us. Like this town needs MORE problems. We're having a town meeting right now about what to do with you, and you *definitely* aren't going to be let anywhere near the kids again. Come with me.

Zakary figures that opening his mouth right now will just make things worse, so he follows the Mayor.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Getting himself ready for the morning, eating, cleaning up, everything just a little bit early. Sure enough, there was a knocking at his door after he decided to sit down and rest a little as he decided maybe he might be able to carve out a little more of a nap before his day really began. Opening the door, Neuman Garrick was standing there in full militiaman garb; for a second Bolotn was about ready to run and get his equipment before Neuman eased him by saying, "Easy, nothing going on yet. Just wanted to be seen movin' to attend this meeting as formally as possible for the folk around town. They been waiting for us to do something for a long time." He explained, easing Bolton considerably. Still, deciding to get suited up himself, he asked the man to wait and he came back in a few minutes full ready as though he were to go hunting. This included waking up Cami and getting her to come along.

Leaving his home and making way to the town center, a large community building used for various special events of the town, they discussed matters further on the way. "Yet? So are we really finally going to try to defend ourselves?" He asked, somewhat excitedly. The only reason he hadn't given the bandits a peace of his mind was that, even with everyones' support, he feared the town might lose a fight. Acting without it then would be foolhardy and endangering the lives of everyone else.

"Not quite... we might end up going that route, but to be honest right now the only person on a war path is Saul." Neuman continued. Bolton wasn't quite sure how to feel about their mayor. He did a great job keeping the town going, especially considering how constrained it had become under the bandits' supervision. Problem was, he tended to be a bit too politic-y for his liking. He would wait to hear the story from Zackary himself, but honestly felt Saul was just looking for someone to throw under the cart. "May end up going that way though, depending on how the talk goes." he continued. Neuman was somewhat in the middle of the desire to fight back, with Bolton strongly in favor and the mayor somewhat opposed.

They reached the community center and were the first to enter the building. At its gate, a couple other men that Neuman brought on board allowed them in, on task with keeping out any people who might want to watch in on the "trial". He commanded Cami to wait here and stand guard with them, helping if any danger were to come.
Handle Animal: 1d20 + 7 ⇒ (2) + 7 = 9
Of course, Cami took this to mean he could go back to napping. He sighed and decided he would fight back if he was attacked, at least. Entering the building, they were the first to arrive, Saul apparently still gathering Zakary. The tables were arranged in such a way that three were on one side, with one on the other-- obviously meant for Zakary. Taking a seat on one side, with Neuman on the other, and saving the center for Saul they waited. Only a couple minutes of idle chatter between the two before Saul and Zakary showed up.

The mayor grateful the two had already arrived, eager to get the meeting underway. Taking his seat, and impatiently gesturing for Zakary to take his own, he began again, repeating essentially what he'd just told Zakary. Basically, how he was a newcomer to this town and had no rights of ownership to anything he'd unearthed himself beyond the actual reports he'd written in regards to their study, bringing the ancient coins endangering the town; and the children of the town specifically no less. The evidence of the coin he'd brought along with him, his son's testimony (and honestly, any number of childrens' testimony if it was necessary). While Neuman kept straight-faced, Bolt visibly frowned at the tone the mayor was using. Rather than the beginnings of accusations, it sounded like the beginnings of a sentence. Bolt didn't know Zakary too well, having no children himself, but the few times he'd met the many he seemed right-minded enough to take care of the towns' children. Thankfully, Saul finished and offered a chance for the man to speak, "You may now make your case. After hearing it, we will consider where to go from there."


Inactive

Well, you've probably heard it from the children already, but what happened was that we were learning a bit about some ancient Elven history, which we do from time to time, and these were the visual aids. <Zak fishes out an Elven coin from his pocket and shows it to everyone.> I was showing them the picture on the front, which you can see on the one you have, and here's more <He gestures to the one that the mayor brought for evidence, and fishes out another 2 coins and tosses them to the other men>.

If you look closely, you can see that the ears on this picture are longer than the ones on modern elves, so I was going to talk about the changes that happen to all races over time, as we adapt to the world around us. Like humans that have changed to have dark skin because they live in really sunny areas, or some elves and dwarves that have learned to see better in the dark because they live underground. That sort of thing. And they were catching on. Dax's boy, Johnny, caught on to the ear thing right away. As it happened, we never had that lesson, but that was the plan, and how we started.

Unfortunately, bandits were in town collecting extortion money, which people like to pretend are "taxes," or some sort of legal protection, but I'm on trial here apparently, so let's call it what it is. One of them saw Johnny with the coin over by the door (gets hot in there, and sometimes we leave the door open), and he was drawn in by his greed, even though they were children. He ran off with I'd guess were about 8 coins. There were 4 others that the children hid instead of handing them over. I let them keep those because if they had given them up they would just be with the bandits now. The Veren's littlest tried to give hers back after the Bandit left. <He smiles, remembering> I gave it back to her though. What a brave little girl.

The bandit was in the classroom for less than 5 minutes, and afterward I barred the door, and then we ended up talking about why we allow people to steal from us, and why bandits do what they do, and why nobody will help us. That's what the children wanted to know, and considering what they had all just witnessed, I tried to explain it to them so they could understand rather than just being scared. And then when school was out, I made sure it was safe before I sent them home.

That's it. I know <specifically looking at and addressing the mayor> you said that I wasn't to go near the children again, and I don't want them hurt any more than you do. But you should have someone in there today to address their questions. Pretending things are business as usual when they just went through that yesterday, and then discovering they have a new teacher today, they will need some reassurance.

Oh, and as for the coins, if you want to claim them, that's up to the town, and I'm happy to be moving on, but just so you know, someone ransacked the ruins last night, looting the whole new area that I found, after months of work incidentally.

Zakary realizes that he is starting to let his bitterness show, and stops himself to breathe a couple of times and calm down.

Anyway, whoever looted the place is you'll have to go to if the town wants a percentage, or I guess if you were feeling like you deserved all of it. It doesn't involve me anymore, but anyone you send down there should be careful. Looks like someone ran into a trap, so if you see someone limping around, might be them.

He pointedly sticks his Elven coin back in his pocket, and waits to see if they are done with him. Why did I ever get invested in this town anyway? No matter how nice they seem, it always ends up the same. When there is money involved, greed takes over rational men, and it's time to move on. Don't know how I could have forgotten that just because I liked the children.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolton got himself into a more relaxed position in his seat, taking his hat off and setting it on the table just in front of him. He took the coin and looked at it, fiddling with it while Zakary continued-- while Neuman took a single glance at both sides and set it down. His recounting went about just about as he'd have expected, just bandits that happened to be in the area. Hell, they could have come in for any number of reasons to harass the schoolhouse, though the coins may be admittedly have been an allure too much for them to pass up...

"Things are business as usual, because without the support from Huinia," Saul sighed, shaking his head. He'd tried for so many years now to garner the aid in dispatching the bandits but there was always something more important to deal with to the east that required their resources. He continued with slightly different phrasing "...while we wait for the support of Hunia, they are a part of life. Antagonizing them, or brandishing clear evidence of having something they might find an interest in; like anything even remotely looking like some sort of currency, is something to avoid. Not only did you do so, but you were entrusted with the care of our children, and your foolish actions could have gotten them injured, or worse." At this point, Bolton was tapping the coin on the table, a bit irritated. Saul's statements had some logic to them, but his tone sounded as though he was just venting anger on the man. "Hell, they wouldn't have even known about the site if not for your work there-- any resources they may have gained will only strengthen their position in the region!"

Neuman spoke up at this point, holding his stoic and calm demeanor between Saul's aggression and Bolt's irritation. "Though, if they do become a large enough entity, they might spur Huinia's intervention--"

Saul cut him off, not even letting him finish the thought, "So we can be caught in the crossfire of a war against them, rather than just a raid?! You sound like we may as well give them more funds just so they come into the nation's view?"

Slamming the coin down, Bolt's irritation finally broke, "Saul, stop with the bullshit. Everyone in town knows at this point that Huinia is not planning to send any aid, and that you gave up seeking it years ago. F!!$, I'd imagine that how little Huinia cares about Rence they wouldn't even stop if the bandit lord started his own god damn kingdom down here. A buffer between Huinia and the Elves and Dwarves I'm sure they could find a way to argue for. Besides, you say the town might have the rights to the findings, but regardless of whose land any artifacts are found, by ancestry the few elves here in town would have the most right to them."

"And you want us to commit to slaughter by throwing ourselves at their camp? You've been itching to sick your mutt on them for years, regardless of how poorly we'd fare against them." Saul shot back.

"Like hell, more than half the town has the motivation, and Neuman has enough supplies to at least get most of em' properly 'quipped." He turned to Neuman who scrunched his lips a bit in contemplation, giving Bolt a look to go on as he didn't want to jump in at this point, despite Bolt's desire for support from the man. "The longer we wait, the harder it'll become. It sure as hell isn't Zakary's fault they're 'a part of life'." He said, in a mocking tone of what Saul had said earlier. "And you," he changes focus, directing his gaze and gestured to Zakary, "As sure as Erastil knows a bow, you surely don't mean that the ruins don't involve you anymore? You opened the door for em', you're going to help shut it... figuratively speaking. Then you're going to finish whatever lectures you had planned for however long you originally intended to stay."

"No, he is not going to be speaking to the st--" Saul began, interrupted though.

"And you will be staying to finish giving whatever lectures you had planned to the children." Bolt repeated, his words speaking to Zakary but his glare directed at Saul.


Inactive

Zakary, surprised that anyone is standing up for him at all, stops feeling sorry for himself and sits up. After Bolton's speech, he responds

Yes sir, of course I agree to help solve any problems I've helped cause. If the town is going after them, I will do everything I can to help bring them to justice.

He glances over at Saul to make sure he isn't going to object, and then also says

And I agree to fulfil my obligation to the town by continuing to teach the children. And, may I say, I'm thankful for the opportunity.

Deciding to leave before Saul can work up a different outcome, he rises. I'll be going to prepare today's lecture now, but as soon as any volunteers are ready to move out against the bandits, I'll be with them. I'll tell the children about it today, and that someone else might be teaching for a while. Likely Missy Veren. I'll check with her.

When he gets to the door he turns around one last time, looking directly at Bolt, and adds Thank you again.

Also, just to clear up the plot hole, so we know for the future:

Was it the bandits that looted the ruins (near sure thing): 1d100 ⇒ 39 = Yes


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolt waved his hands in a dismissing gesture, "Out with you, and don't antagonize the bandits at all. We want to feign normalcy for as long as possible. If we can maintain surprise then that's well, but if nothing else the extra time for preparation will be needed." Disregarding Zakary after this point, but not necessarily waiting for his exit he continued his discussions with the other two. Once it was clear that Neuman sided more with Bolt and there was no changing his mind, Saul gave in for fear of losing face. He did see the town's mood change nearly overnight after the assault on the schoolhouse.

Saul was going to be sending messengers to the other nearby towns, including the one west in the Elven lands, that they would be fighting back against the bandits. Whether they supported Rence or even made a little bit of distraction, anything helped. Neuman was going to begin checking everyones' preparations in town and getting the militia ready to defend the town from a real assault the likes of which they have avoided until now. Bolt was tasked with scouting, and now that he was given the green light, taking out a few stragglers of the bandits if he saw the risk worth it on a case by case basis. He was told to bring Zakary along and investigate the artifact site and to bring along a couple militia men. Then they would be trying to gather what they could about the base, potentially from captives if they managed it.

All in all, it took about an hour to fully iron out the plan going forward. They would set out in the early afternoon, soon after Zakary finished with his lecture-- just long enough for him to get geared up himself.

As the time drew nearer, Bolton has already gathered everything he'd need-- which was little, as he was geared up before the meeting. Two people, a man Keaton Acton and woman Lilian Wither would be accompanying the two of them as support in the fights. He let them know where to meet them at the western edge of town, and went to the schoolhouse himself, where he peeked inside through the window see them still at it. Parking Cami at his side, he leaned against the wall outside and stared up into the (Clear blue sky? 50/50?: 1d100 ⇒ 77) cloudy sky above. It was an ominous weather for them to be setting out on, but he couldn't let the energy built up around town die down by putting this off any longer.

Militia Man:

Human Warrior 2
Init +0, AC 14 (Touch 10, FF 14)
Fort +4, Ref +0, Will +0
HP (15), Speed 30ft,
Melee: Longsword +4 (1d8+1)
Ranged: Shortbow +2 (1d6)
Str (12), Dex (11), Con (12), Int (10), Wis (10), Cha (10)
Base Atk +2; CMB +3; CMD 13
Feats: Alertness, Weapon-Focus(Longsword)
Skills: Perception +4, Sense Motive +2, Intimidate +4, Ride +4
Languages: Common
Gear: Studded Leather Armor, buckler, short-bow with 20 arrows, longsword, sap

My first thought for a pair of militia men that might be with us.


Inactive

I Donjoned them for more flavor. You have stats / armor / weapons, so I took that part out, but here is the rest:

Lilian is exceptionally beautiful, with golden hair and light brown eyes.

Keaton is common in appearance, with red hair and bright blue eyes. Keaton has an animal companion, a badger named Joane.

I definitely think we should keep the badger. :)

As Zakary is nearing the end of the class, he calls Missy Veren, who had been sitting in the back, observing, up to the front of the class.

As I told you, I am going to be out tracking down bandits for a while, and while I am gone, Miss Veren here is going to be teaching you. I'm sure you've all seen her working in her family's bakery, but she also studies a lot of other things, including a little bit of magic. She is getting ready to go off to the Academy next Fall, and you can learn a lot from her, including some dwarven, which I don't know at all. I probably should just be part of the class when I get back, so I can learn too.

Zakary smiles at everyone, and then dismisses the class.

He and Missy discuss the details of classroom planning and management for a little while, and then Zakary gathers up his things, having packed before he came to the school, and exits, finding Bolt waiting outside. He follows him to the Western edge of town, where they meet up with two others that are waiting. Zakary greets Lilian, having met her before, but introduces himself to Keaton, who he has probably seen around in this smallish town, but never really interacted with.

You guys think we should start at the ruins, eh? Okay, let's go. He leads them out to the ruins

Is there anyone in the ruins? (unlikely): 1d100 ⇒ 67 = No.

He gives them a tour of the first floor, telling them a little bit about ancient Elven society (unable to resist the opportunity), and then dramatically reveals the secret door, which he purposely walked past on their first traverse of the floor to illustrate how hard it would be to notice. He opens it, then pulls up the trapdoor, and invites them to follow him down into the deeper part of the ancient building. This time through, being less in shock, he notices more about the building and keeps his eyes open for anomalous things that might indicate that the looters missed something.

Is there anything hidden on this floor? (50/50): 1d100 ⇒ 7 = Exceptional Yes.
Is there another floor below this one? (50/50): 1d100 ⇒ 65 = No.

Zakary notices, as he is explaining to them about the trap that the bandits set off, that the dead-end hall after the trap to the left doesn't go as far as the floor extends above. He suddenly stops his explanation and says Hold on. I think there might be something here.

He casts light and in the bright light it is clear that there is another door here. The bandits had just missed it in the candlelight they were likely using. Thank goodness the bandits didn't get everything

Is the door trapped? (50/50): 1d100 ⇒ 48 = Yes, but

Zakary starts to open the door when Lilian suddenly says Wait.

He stops, and she points to the top of the door where there are tiny holes. Zakary backs up, and casts mage hand to push the door open instead. Little poisoned darts shoot out into the floor, and Zakary thanks Lilian for likely saving his life.

Behind the door is a whole suite of rooms that look like they were the wing where the ruler's family lived. The main area they enter into is a large sitting room with several couches and tables and what looks like some ancient games and musical instruments. There are three other rooms off of the main one, but the doors to each are open. One room contains a bed, a wardrobe, and small toys. Another room (much larger) has a larger bed, a wardrobe with some small jewelry items on it, a bookshelf, and a desk with a drawer that has some books and papers stacked on it. The last room at the far end seems to have been the family's personal treasure room. There are several chests similar in style to the one that Zakary had found on the floor above, as well as a full weapons rack and several bags.

Exceptional enough for you? Ha ha.

Realizing that the town might claim all of this, Zakary doesn't let himself get too attached or even start looking into things or trying to identify anything. He just tells the group all of this looks like it is from the third age, definitely Ancient Elven. The titles of the books there confirm it. I'l also be careful touching some of it. This area looks remarkably well-preserved, but it is all very old, and so anything that is too fragile will start crumbling as soon as you touch it.

We should probably either shut this place back up and continue back out to track the bandits, or take it all back to town. And I am not sure we're actually ready to take it all back to town. Unless all of those chests are empty, we couldn't even carry it all. What do you guys want to do? Should we inventory this stuff and make sure we get any valuable items that might help us, or do you want to leave it for now and go bandit hunting?


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

As they made their way around the ruins, Bolt listened with amusement, though he always had his bow out in one hand expecting a danger that never actually came. He had to tap Cami on the head a few times as she very oft' looked at Joane with a glint in her eyes. He was impressed with Lilian's ability to point out the trap, remembering to himself to commend her later after everything had been settled down. Looking at the room beyond, once it was clear there was no danger, he had Cami wait outside the door as he didn't want the big wolf ruining anything.

Considering for a moment, Bolt responded, "I would say we stay and take a loose look around. If there's any chance of any of these goods still being useful, it'd help equip the militia. We can leave some of the more fragile items like any books or scrolls we may find, but let's take a look at all of the weapons and armor. Most may be too far beyond use without repair, but if any items were of master quality back then they might still be usable in a fight." After saying this, he immediately moved over and began looking over a few of them. Sure enough, any non-masterwork weapons were too fragile from age to be used in a fight, but if any might be masterwork quality they'd likely have lost that quality but still be in a good enough shape.

He looked over to Cami who was laying down, hopefully keeping an eye out for danger and not sleeping. "May take a little bit of time, but so will messengers reaching other nearby towns." He offered, hoping a pair of bandits didn't quite show up yet. He was hoping to find them in the ruins, but now that they had these fragile goods around he'd rather not start a fight here where they might get roughed up.

Any bandits up during this time? (Very unlikely): 1d100 ⇒ 38 No, but... some...thing does?
Is it something dangerous to us? (50/50): 1d100 ⇒ 91 Exceptional No

As they're working, Cami can be heard growling as he notices something approaching. Bolton immediately readies his bow, as do the other two, as they are expecting the worst. After getting themselves psyched up for a fight, Cami immediately calms down, whimpers slightly, and decided to lay back down as if there was never a danger at all. Still waiting, and watching Cami's gaze follow something until Johnny appeared from around the corner timidly. A bit dumbfounded for words, Bolton about outright facepalmed, speaking audibly but not to anyone, "Saul is going to have a bloody field day with this."

I'll let you determine the loot, since it's sort of your place. Also, i had to think of the least dangerous creature to us i could imagine... guess we were followed? Also, just noticed my "Very Likely" portion actually is another unlikely, so i have to fix that.


Inactive

Loot:

Total coins in treasure room:
121 pp, 149 gp, 206 sp, 202 cp (1381.62 gp)

Weapons:
Longbow (75 gp)
Masterwork Longsword (315 gp)
Masterwork Dagger (302 gp)
Shortsword (+1 weapon) (2310 gp)

Armor:
Masterwork Heavy Wooden Shield (157 gp)
Masterwork Scale Mail (200 gp)
Scale Mail (+1 armor) (1200 gp)

Other random things:
Ring of Feather Falling (2200 gp)
Ring of Sacred Mistletoe (6000 gp)
Portable Hole (20000 gp)

Portable Hole contents:
Inside the portable hole, preserved perfecty, are:
17 x Wedge of Cheese (8 sp, 4 lb)
4 x Wheel of Cheese (16 gp, 80 lb)
6 x Small Cask of Tobacco (2 gp, 8 lb)
6 x Small Cask of Molasses (4 gp, 8 lb)
4 x Small Cask of Ale (2 sp, 8 lb)
13 x Small Cask of Common Spice (5 gp, 5 lb)
6 x Sack of Apples (5 gp, 50 lb)
12 x Sack of Wheat (5 sp, 50 lb)
9 x Bottle of Spiced Wine (2 gp, 4 lb)
13 x Bottle of Good Wine (1 gp, 4 lb)
5 x Bottle of Fine Wine (10 gp, 4 lb)
6 x Bolt of Silk (50 gp, 10 lb)
25 x Bag of Salt (2 sp, 1 lb)
4 x Vial of Exotic Ink (40 gp)
11 x Noble's Outfit (75 gp, 10 lb) (various outfits, not all duplicates, of course)

Child's room:
Bag of 20 Marbles (2 sp, 1 lb) (bag material is unknown to Zak, but it doesn't seem to be weak or wearing out at all)
2 x Wooden Drum (5 gp, 3 lb)
Pair of Dice (1 sp)
What looks like a Marionette, but which Zak says used to be a tiny protective golem, but some part of it is missing and it is inert. It may be able to be restored to animation if someone has the knowledge.

Sitting room:
Game Board (1 gp, 2 lb)
Artisan's Tools (5 gp, 5 lb)
Pan Flute (1 gp, 1 lb)

Main Bedroom:
27 gp, 26 sp, 6 cp (all ancient Elven coins)
Ring of Jumping (2500 gp)
Potion of Haste (cr, 750 gp)
Scroll of Air Bubble (uc, 25 gp)
Wand of Summon Nature's Ally I, 10 charges (cr, 150 gp)
Sewing Needle (5 sp)
Signet Ring (5 gp)

Zak also has a stack of 5 books that he looks carefully through that also seems to have survived. He says I almost can't believe it, but this may have been Elaith Trisbella's home, with her consort. I did not know they had a child though. None of the histories says that. She was a wizard of some renown. Some of the most potent magical items in the world that we know are rumored to have been made by her hand. These look to be her spellbooks and notes on magical item creation. I know we are taking these back to the town, but I would like the chance to at least study her works, and perhaps write about this for history. I wish we could have seen what was elsewhere on this level.

Having been so engrossed in what he was doing, he doesn't notice Johnny until he's cataloged everything. He calls him over and hands him the bag of marbles. Here you go, Johnny. These marbles are very, very old, but they should be played with. You also shouldn't be here, you know. Your father is going to be angry. There were bandits here yesterday, looting the rest of the place. You could have been hurt.

He looks over at Bolton Someone is going to have to take him back to town, even if we aren't all going back.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolt sighs, rubbing the back of his neck. "Must have followed us when we left the schoolhouse. Surprised he managed that, without getting noticed until now no less." It was fairly commendable, actually. Still, Saul would blow a casket. "Best we detour back to town. He made it here safely, but I wouldn't want anyone to head back alone with him. We can take the chance to let Saul and Neuman know about what we found so far as well."

Bolton looked around, and grabbed one of the non-broken swords, swinging around a little. Turning to Lilian, he offers her, "You should use this, it's good quality. The scale armor would suit you well too." Then grabs the one that was magical, as well as the magical shortsword, and holds it out for Keaton. If there was a nice bow, he'd claim it but as it is he'd rather stay at range in a fight. "Let's head back, I'll fill the two in and we'll head back out to scout the bandits outpost to the east." He turned to Zakary, "I trust you can make it look this door was never here again?"

...

Anything interesting happen on the way back? (Unlikely, given nothing has stood out so far): 1d100 ⇒ 13 Yes
...Bandits? (Very Likely): 1d100 ⇒ 8 Exceptional Yes
Huh... neat. I was sort of hoping for a couple bandits to finally test ourselves against. I'm guess we got more than i was expecting. Using the guide to encounters instead of standard CR balancing. Treating each of our allies as 1/2 CR for monster determining. Let's double the budget because of the exceptional bit, so 600 or so, means three Brigands staring down at us.

Cami opens with a snarl, but Bolt tries to calm her with one hand, his other waving out ahead of him. "Hello friends! We're just headin' our way back to town. Would be very pleased if we could move on by without any trouble. We have a little boy here with us who seems to have gotten lost out here." He offered, hoping to draw a little sympathy, however unlikely.
Diplomacy: 1d20 - 1 ⇒ (12) - 1 = 11
He looks to Zakary to see if he'd like to give it a try, as the bandits seem to be discussing something among-st themselves and not any less likely to try their luck.
One of the three bandits responds, "You got some fancy lookin' armor and weapons on ya. We'd love to help you back to town for a fee. Would be terrible for something to happen to the boy way out here."

Updated Militia Men

Lilain:

Human Warrior 2
Init +0, AC 16 (Touch 10, FF 15)
Fort +4, Ref +0, Will +0
HP (15), Speed 20ft,
Melee: Mwk Longsword +5 (1d8+1)
Ranged: Shortbow +2 (1d6)
Str (12), Dex (11), Con (12), Int (10), Wis (10), Cha (10)
Base Atk +2; CMB +3; CMD 13
Feats: Alertness, Weapon-Focus(Longsword)
Skills: Perception +4, Sense Motive +2, Intimidate +4, Ride +4
Languages: Common
Gear: Studded Leather Armor, Scale Mail, buckler, short-bow with 20 arrows, longsword, Mwk Longsword, sap

Keaton:

Human Warrior 2
Init +0, AC 17 (Touch 10, FF 16)
Fort +4, Ref +0, Will +0
HP (15), Speed 20ft,
Melee: +1 Shortsword +5 (1d6+2)
Ranged: Shortbow +2 (1d6)
Str (12), Dex (11), Con (12), Int (10), Wis (10), Cha (10)
Base Atk +2; CMB +3; CMD 13
Feats: Alertness, Weapon-Focus(Longsword)
Skills: Perception +4, Sense Motive +2, Intimidate +4, Ride +4
Languages: Common
Gear: Studded Leather Armor, +1 Scale Mail, buckler, short-bow with 20 arrows, +1 Shortsword, longsword, sap


Inactive

Well, the door will be hidden unless they think to bring some better light in here. It was fairly obvious when it was bright... not like the door upstairs that it took me months to find. I can't guarantee anything.

Zakary stuffs all the rings into his pocket, wraps the books carefully and places them in his pack, slides all the money into a bag, securing it and placing it in the portable hole, and tosses the portable hole into his pack too, remembering that last time he left treasure behind, it all got taken.

_____

Zakary reasons with the Bandits.

Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20

He has an idea. You guys already have armor. You don't need ours. Maybe I have something you would want more.

He opens up his pack, reaches into the portable hole, and pulls out several bottles of spiced wine.

If you take the wine instead, then you don't have to go through all the extra steps of selling the gear and getting money for drink, right?

He keeps pulling out bottles until he has all nine out. 3 for each of you, which leaves us with some for us too. He looks up at the bandit spokesperson and interprets the look negatively, even if it isn't. Oh, well, hmm... I guess we'll have to give you all of it then. He calls Lilian over. Lilian, open up your pack.[/b]

As she is opening it, he moves the portable hole to her pack.

Oh, okay, wow, Lilian, how are you carrying all this? You're such a slip of a girl.

He pulls out 6 bottles of good wine.

If you guys think you can carry more, there's more in Bolt's pack too. Oh, you can? Okay, Bolt come over here. Now, now, don't refuse. The Mayor will just have to get over it. We tried to protect his wine, and we just couldn't. Now get over here and open your pack.

He does the same thing as with Lilian, and pulls 7 more bottles of wine out, then rolls the portable hole up and stashes it in his pocket as he packs up his own pack and puts it back on his back.

That's it gentlemen. Pack it up, and take it with our compliments. We don't want any trouble.

Do the Bandits take the wine and go (we'll say likely because of the diplomacy roll): 1d100 ⇒ 79 = yes, but

The bandits pack up the wine, but they seem to be reluctant to go, so Zakary says, it's okay, I understand. You need to show that you brought something back. He pulls off his armor, tosses his sword down on the pile, and adds the 10 or so gold he had on him, and 5 of the silver coins from his original find (he still has three). Better? I really think you should take it. Some of these other gentlemen might be more inclined to fight now that you've taken all of our wine.

The bandits take the offering and finally move off.

Zakary grins shakily, glad that they hadn't had to risk Johnny's life in battle. Okay, let's get our young friend here back home.

When they arrive back in town and Johnny is safe, Zakary stops before they get to the Mayor's house and says I'm not going in there. You tell him.

Catch me in the morning if you want to go hunt more bandits. He starts to walk off, and then remembers. Oh, yes, I'll be accused of thievery again if I walk away now.

He stops. Oh, and here's all the "town's" stuff.

He empties the portable hole onto the lawn, (including the money), and fishes the rings out of his pocket. He looks at them, places one on his finger, and drops the rest on the pile. He considers, and then also takes a bag of apples. He puts the portable hole back in his pocket. He considers again, takes the last ring off his finger, and throws it on the pile too.

Do townspeople come and start taking things from the pile?(50/50): 1d100 ⇒ 81 = No. What good citizens.

Zakary didn't really care, but the Mayor might have, so thought I would ask.

I'll be sleeping. Zakary opens the bag and starts to eat an apple as he walks away.

Once he arrives home, his false bravado melts, and he sits at his small table and puts his head in his hands. He can't stop thinking about how they almost got Johnny killed.

Finally, he gets up and he starts putting everything he owns in the portable hole. Whatever way this works out, I can't stay in this town anymore. I'll help them take down the bandits, but then I'm out. I'm not a schoolteacher. I'm an archaeologist, and it's time I got back to being one.

Zak tests his bowstring, makes sure his arrows are all straight, and goes to sleep.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolt is thankful that Zakary was more skillful at de-escalation, and surprised that after how much wine they were given, they still seemed rearing for a fight. Clearly, they weren't actually expecting anything else-- but somehow it ended with Johnny completely safe, and no bloodshed. If they weren't forced to protect the boy, that'd been a good opportunity to get some information. Unfortunately, it would have been too risky. "When we get back to town, I'd suggest speaking to Neuman. If he hears about how you dealt with the situation, I'm sure he'll replace your armor and blade. Might even offer something of a higher quality too." He explains.

After they do get back to town, he went on to speak to the mayor, not having expected Zakary to be the one at all. Bolt was surprised that Zakary left everything they'd come across. Except that weird black flap that everything was inside of. He was sure that it had to be worth something but well, Bolt didn't really know the value of it anyway. Sides, man deserves something for his work. He decided, entering to go over the events with Saul with very little fabrication.

Ugh, 20000 gold, that'll be a burden to balance out in character wealth xD

Unsurprisingly, Saul about blew a casket hearing the story of how they'd "brought" a child along. He calmed down considerably after hearing how they prioritized Johnny's safety over a feud. Saul and a few workers got the goods that were left on the lawn, and put them somewhere safer (and outside of the prying eyes of would be tax collectors) and would then be working out how to deal with the sudden income fluctuation. Probably through the night.

Bolt then decided to head to his home and practice with his bow some before resting. The day wasn't quite over yet, and not exactly tired himself, especially with anticipation. Tomorrow he'd be ready to head out and capture some bandits, get some information, and then the town itself could plan their defense. They'd threatened the boy's life. Plus, that was a lot of good wine. They'd have to work fast if they were to save any of it... er, the town. If they were to save the town.

With this night, I'd say we've resolved the initial scene (a bit late) and still hold that we were mostly not in control. Let's call in Chaos rank 6 for the following day.


Inactive
Bolt wrote:
Plus, that was a lot of good wine. They'd have to work fast if they were to save any of it... er, the town. If they were to save the town.

The best wine was still there... 5 bottles all for you.

As to character wealth balancing... I don't really know how that works. If it were really something that only my character could use, then I suppose that makes sense, to make sure things are "fair and square." And in a normal game we'd roll off to see who gets the powerful item, if it were something anyone could use. Something like this though, we'd just give it to the "party treasurer" and it would be used for the good of the group. We can give it to the town with everything else if you like, but seems pointless to give it to NPCs. It's unusual for the level, I agree, but it isn't something that makes my character more powerful or gives me any advantage in battle, or in persuasiveness, or really in anything. Just lets us carry stuff around. Convenience.

Zakary gets up in the morning, washes up, gets dressed, and realizes he doesn't have to wear a big pack today. He smiles. He straps on his quiver, picks up his shortbow, and heads out to find Lilian and see where everyone is meeting up.

Maybe we should try tracking the bandits to their lair. Zakary says brightly when Bolt shows up.

Tracking: 1d20 + 2 ⇒ (8) + 2 = 10

Hmm, I stink at this. Anyone else want to try?

Tracking--Lilian: 1d20 ⇒ 7
Tracking--Keaton: 1d20 ⇒ 18

Keaton is able to pick up the trail from the wine bandits from the day before. The group heads out, and finds there fairly permanent camp up in the foothills a ways.

Are the bandits still asleep? (I'll give it 50/50 because they are lazy buggers): 1d100 ⇒ 17

Did they set a watch? (Likely): 1d100 ⇒ 46 = yes

Do we spot the watch before they spot us? (50/50): 1d100 ⇒ 16 = yes

Zakary and Bolton take positions on high ground, and Lilian and Keaton get ready on the ground, and we try to take out the two watchmen quickly.

Zakary Attack with Comp. Shortbow: 1d20 + 1 ⇒ (7) + 1 = 8
Lilian Attack with Longsword: 1d20 + 5 ⇒ (3) + 5 = 8
Keaton Attack with Short Sword: 1d20 + 5 ⇒ (9) + 5 = 14


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

We'll go on as is, but more thoughts: In this case, having them spot us before we get to them should be held to the skills of the system. The first two questions were good, but since we didn't just stumble across them (we were tracking them after all) it'd make more sense to have a stealth (at least from the two that are melee-engaging) vs. Perception of the guards

Bolt was about to speak up when it seemed nobody else was having any luck seeing the trail, a man of the land himself he was good at such things. Keaton seemed to notice something to get them moving, however, so all was well. As they approach the makeshift camp in the woods, he readies his bow with Zakary, having Cami join the badger and two militia men in engaging the foes.

He's thankful that the group seemed to be just barely getting up in the morning. One of the three passed out, another getting up, and the last looks like he got stuck watching for threats through the night. With luck this would go quickly.

Bolt's Longbow: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Badger Bite: 1d20 + 1 ⇒ (1) + 1 = 2

Cami Bite: 1d20 + 3 ⇒ (4) + 3 = 7

Misses all around xD Even against flat-footed. Also they're in combat now, meaning precise shot required for non -4 penalty. I believe Keaton managed to hit the brigands (here's the foe), so you can roll the damage done to the blue one. Also, i set up a generic map for the fight and colored them for clarity. Going to roll Inits for everyone we can know the order--> Everyone goes except Lilian, then the bandits, then Lilian. I'll take control of the bandits if you want to do Lilian and Keaton/his Badger.

Bolton Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Keaton Initiative: 1d20 ⇒ 7
Lilian Initiative: 1d20 ⇒ 1
Zakary Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

Bandits Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Even with the surprise over, it seems as though the bandits are a bit groggy to realize they're under attack. Taking the chance, Bolt fires carefully to avoid hitting Lilian in the thick of the fight, but his skill letting him ignore cover she would normally provide.

Bolton Rapidshot 1: 1d20 + 4 + 1 - 2 ⇒ (14) + 4 + 1 - 2 = 17
Bolton Rapidshot 2: 1d20 + 4 + 1 - 2 ⇒ (20) + 4 + 1 - 2 = 23
Bolton Confirm 2: 1d20 + 4 + 1 - 2 ⇒ (6) + 4 + 1 - 2 = 9
Two arrows damage: 2d8 + 2 ⇒ (8, 2) + 2 = 12

Cami Bite: 1d20 + 3 ⇒ (2) + 3 = 5

Both arrows from his first shot sink into one of the bandits who cries out in pain. However, the yellow bandit doesn't go down quite yet (Yellow 3/15). Meanwhile, the other dodges another nasty bite from coming his way, but working through the pain from a fresh wound by the man to his side.


Inactive

So, why did the camp go from being "the" semi-permanent bandit camp to being a makeshift camp for only these three? Because that is all we can handle?

Keaton damage: 1d6 + 2 ⇒ (4) + 2 = 6

Blue is at 9/15

Badger Claw 1: 1d20 + 1 ⇒ (3) + 1 = 4
Badger Claw 1: 1d20 + 1 ⇒ (17) + 1 = 18
Keaton Attack with Short Sword: 1d20 + 5 ⇒ (5) + 5 = 10

Badger damage: 1d2 ⇒ 1

Blue is at 8/15

Zakary moves up to see if he can take out the sleeping man before he becomes another problem.

Or, in other words, instead of attacking with a -4, Z does a double move to get beside Red (without provoking an AOO from Blue). I think he can do it by walking between the two bushes.

When it is her turn, unless she's dead of course:
Lilian Attack with Long Sword: 1d20 + 5 ⇒ (19) + 5 = 24

Lilian damage: 1d8 + 1 ⇒ (2) + 1 = 3

That takes yellow to zero, unless he drinks his convenient potion of cure light on his turn.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

The first reason is you were vague in how many bandits there actually were (when i first introduced them, i was very specific to eliminate confusion) and you suggested the wine bandits without more details. As the one who wasn't setting the scene, but to move forward with the combat with what you provided so far, i had to make assumptions of my own. -- The campfire is only there to be symbolic, since the map itself is just thrown together for the purposes of having a general idea of the layout without getting into specific details.
The second reason is that we really wouldn't be able to handle a larger group. Potentially these bandits didn't make it all the way back and had to set up here instead? Maybe they didn't want to share the wine and stopped short intentionally to have some themselves before revealing their findings to the rest of the group. We're still figuring this out, one step at a time. We can always ratchet up the difficulty-- but it's much harder to ratchen it down... after the fact.

The bandits, one hungover and getting up, the other not really expecting an attack despite being on the later watch, finally get their acts together as they reach for their weapons they have equipped to their sides. They're both heavily bleeding at this point, but look around as they try to realize the biggest threats. The archers are too far away to get to safely, and so instead decide to focus on Keaton, the one who seemed to manage to strike them, his second swing coming close as well.
The bandit asleep meanwhile, stirs with the combat around him seeing the threat of a blade that was nearly ready to be at his throat. While aware, he just barely gets up in time to notice, and thus is still prone and unarmed. (DC -10 to notice battle, +10 to DC being asleep, it's literally next to him. He can't fail and wakes up. Edit: Actually, he's hungover. I'll give him a -2 sickened penalty and roll for it.)

Bandit(Yellow) Longsword: 1d20 + 3 ⇒ (10) + 3 = 13
Bandit(Blue) Longsword: 1d20 + 3 ⇒ (4) + 3 = 7
Bandit(Orange) Per to wake up, DC 0: 1d20 - 2 ⇒ (11) - 2 = 9 Yeah, he wakes up

However, thanks in part to the armor they found, Keaton staves off both blows aimed at him, and Lilian stabs her sword into the bandit, staggering him. She sees an opportunity however, (As 19 is a threat for a longsword, so she may be able to critical ;3)

Bolt then takes a step forward, letting loose two arrows, in an attempt to finish off Yellow (or against Blue if Lilian succeeds in confirming). Cami does the same.
Longbow 1: 1d20 + 4 + 1 - 2 - 4 ⇒ (3) + 4 + 1 - 2 - 4 = 2
Longbow 2: 1d20 + 4 + 1 - 2 - 4 ⇒ (16) + 4 + 1 - 2 - 4 = 15

Cami Bite: 1d20 + 3 ⇒ (8) + 3 = 11
Bite Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Trip Attempt: 1d20 + 3 ⇒ (2) + 3 = 5
But both go wide, mostly due to the care he's giving his allies in the fray. Cami, however, manages a tear on one of them (blue if not yellow).


Inactive

Why didn't Longbow 2 hit? AC for the bandits is 13, right, or is this one the leader with a higher AC?

Lilian confirm: 1d20 + 5 ⇒ (15) + 5 = 20 = confirm
Crit additional Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Yellow is dead.

Blue is at still at 4/15.

Keaton Short sword Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Badger Bite Attack: 1d20 + 1 ⇒ (20) + 1 = 21

Keaton Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Bite Damage: 1d3 ⇒ 1

I have no idea if bites can crit, but it doesn't matter because Blue is dead.

Zakary, seeing that the other guy is not actually passed out, but is now up, thinks better of trying to find a blade in the camp to stick him with. Instead, he steps back and casts Acid Splash.

Ranged Touch to hit: 1d20 + 1 ⇒ (3) + 1 = 4

His spell fizzles and the acid glops to the dirt in between him and the surviving bandit.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Sorry about that. I changed my mind about requiring a perception roll for that bandit asleep, and when i went back to add the d20 it shunted the rest of my rolls around. I can't remember the exact results, but i know the bite was a hit, trip a miss, and both longbow arrows missed. I'll have to be more careful with Paizo dice. Forgot it did that. Also, yes, most things requiring an attack roll can hit, including most spells, like acid splash even.

Is the bandit likely to surrender with a fearful morale now than his allies are fallen and he's prone and mostly unprepared? With people trying to throw acid in his face? Very Likely.: 1d100 ⇒ 24 Yes

After a small circle of ground beside him begins to sizzle, the bandit throws his hands up along his head, and doesn't reach for this weapon. "Woah man, let's not do anything you might regret now. We can talk this out. Look, if it's about the wine, we didn't drink it all yet!" The bandit offered, pleading now that he was clearly outnumbered and ambushed.

Bolton keeps hold of his bow but moves closer to the bandits, telling Cami to stand down.
Handle Animal: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25
Surprising to Bolton, the wolf actually listens despite the hunger in its gaze. "We're gon' talk 'bout the camp you came from. Not just the camp here for watchin' over Rence and the man named Boscar. I mean your base. The one who lords over the region with his terror."

Intimidate: 1d20 + 3 ⇒ (4) + 3 = 7
The bandit though, seems to snuff Bolt, "Look, I know this is really just about the wine. No need to put on a "strong" face." Bolt sighs heavily in response, and glances over at Zakary who seemed to have a way with words before.


Inactive

Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10

Zakary, losing his temper, fails to be his normally persuasive self.

Listen, lout. I gave you the wine so we wouldn't have to risk the little boy's life. And we kept the best stuff for ourselves anyway.
Notice anything different about today? He's not here. I have absolutely zero patience with your stupidity. You answer this man's questions, or there is no reason to keep you *alive,* understand?

Intimidate: 1d20 + 7 ⇒ (7) + 7 = 14

No idea if that actually worked... how do you tell what the difficulty of something like that is?

Zakary ransacks the camp looking for his stuff, and finds his sword and armor. He puts the armor back on, and then comes back over to their "prisoner" with his sword ready. Did he talk yet? If not, I'm slashing his throat.

Zakary also loots the rest of the camp, also seeing if there is anything worth taking on their prisoner or the bodies of the fallen.

If we're going off the Brigand page, they have some potions and tanglefoot bags, but not a lot else unless they collected taxes or looted some other people, which I suppose is possible.

Do the bad guys have any other loot besides their own stuff and the wine? (50/50): 1d100 ⇒ 4 = exceptional yes

I'll let you figure out what that is, since I would probably throw in something unreasonable again. :)


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

In this case, given our goal wasn't necessarily reward of value, but instead of information-- i would argue that the exceptional yes here is more along the lines of that. A tad bit of a stretch calling it loot, but i think it fits.
As for DCs, many are listed under skill checks. For intimidate, we're looking at HD + wis mod + 10 to get a general level of difficulty, more or less as seems appropriate. In this case, a DC 11 seems a bit low, but a 14 would get it just as well given the Bandit was morale-low enough to surrender.

Bolton spends a few more minutes trying to get the bandit to drop more information in regards to their camps, the nearby camp and the base itself. He learns a vague estimate to the total numbers they're looking at for bandits at his camp, but he says he doesn't know much more about the base itself. "Says he'd never actually been to the main base, but he knows of around a dozen or so men at the nearby camp. Says it fluctuates though. He reports to Zakary, thankful for the man's ability with words, even when the kinder ones failed him.

Was the base... actually underground like you suggested? 50/50: 1d100 ⇒ 34 Yes Almost an Event xD We could make a rule of dropping in events between major scenes when Chaos Rank changes if you want to see some more, that's sort of what the CRGE does... that or ask more questions >.<... Speaking of which, I'm going to ask a fairly cutting question here...
Just a thought, could there be a conspiracy linked to the bandits, being instigated to or supported by a large nation? (No Way): 1d100 ⇒ 61 No

As Zakary was looking around, he doesn't find too much value to be measured in coins, but he does find a series of ledgers, land-grabs, and instructions in how to go about major purchases from the Huinia government itself and others in the area. The sign at the bottom of each is a set of initials: "D.D." It seems whoever is directing the bandits truly does have greater plans in mind for the region. In addition, there is a large map of the region which indicates the exact location of the bandits' headquarters, though only a general region for the Rence bandit camp itself as it changes from time to time-- though in this case the bandit being 'interviewed' divulged said information already.


Inactive

I might be loot obsessed, given. But information doesn't feel like loot at all. I really think we should make separate rolls for information and loot.

But I suppose the ledgers and map might count in this case. (Sigh.) I like the mysterious D.D. references.

I'm going to say that I *at least* got my money back though; Unlikely they had time to spend it. And also that we have 3 potions of cure light because they were listed on the brigand sheet, and they didn't use them in battle.

So, with this new information, and a prisoner, we should probably head back to town, right? Also, we might want to make sure the town has a very alert and organized defense. When these guys don't show up, the bandits might start getting suspicious.

Zakary pulls out his folding shovel and starts digging a grave. He strips off the armor on the dead guys in case someone back in town needs it, and casts detect magic just to make sure they aren't burying anything valuable, but of course it is all just mundane. He laughs to himself as he is piling the second body in the grave, realizing that his whole profession is basically just grave robbing, and wondering if an archaeologist will come and find this someday. He slips one of his last 3 Elven coins into the guy's pocket. This one's for you, future Archaeologist.

Tired, Zakary casts unseen servant to fill all the dirt back into the hole and pull rocks and underbrush and change things around so that the area looks undisturbed again, or as close as they can get. He jams the two suits of leather armor in the portable hole to take back to town, carefully packs the ledgers, and gathers the remaining wine and puts it in as well.

Rolling to see how much wine is left over (since the prisoner already told us some was). There were originally 9 bottles of spiced wine and 13 bottles of good wine. Going to say at least 3 bottles of each are gone, and rolling to see how heavily they drank apart from that.

remaining bottles of spiced wine: 1d6 ⇒ 6
remaining bottles of good wine: 1d10 ⇒ 2

Well, there you have it. Zakary asks Bolton if he wants it, or if he should put it with the rest of the stuff to take back to town. He also doesn't pack the map, figuring Bolton should hold on to it.

He checks around the campsite to make sure they aren't leaving anything behind, and they are ready to head out.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

For me mostly, it was that we were here for something, and the most valuable thing would be an excessive amount of that something. I did say it was a stretch, but everything I'm doing is trying to avoid skewing wealth curves. I've noticed you have a tendency to drop 20k gold items, story-related items might be a more productive to push things when we have the chance. Next time feel free to drop something that can be counted in coins that is interesting befitting an excessive yes-- worst i can do is suggest a revision after the fact.

Bolt thinks heavily on that, the idea of a good drink somewhat appealing, but eventually deciding to decline. There would be plenty of time to celebrate afterwards. "Best hold back for now. I'd like to be in my rightest state of mind while the town plans its defense. We have an idea of the immediate numbers now, at least from this Rence pod. You're right that we best head back and deliver it." He helps Zakary during the digging, and though he cared nothing for these men that endangered a child, the divine side of him still demanded a few generic words said about peaceful passing and a chance for redemption in Pharasma's boneyard.

Super cutting question time! Do most common potions in this world use a clear labeling to eliminate confusion? 50/50: 1d100 ⇒ 58 Yes, but...
While there are many potions in the world that are clearly labeled, many also take advantage of this fact. Often, labels to poisons are indicated they heal wounds, and vice versa. The idea being a chance at getting back at those that might have ended you. The end result being that you can't trust labels despite there being some.

Spellcraft for the potions: 1d20 + 4 ⇒ (20) + 4 = 24
Bolt encourages that each of them, and one of the militia, keep one of the potions. Once everything was taken care of the group heads back to town. Having left early in the morning, they have a chance to bring forth the information they found to Saul and Neuman, "You're sticking with me this time, friend." He suggests to Zakary. "I doubt the bandits will take it lying down and they're sure to hear the word soon, we'll need all the help we can get. In this case, you have another view we'd love to have the input of." Hopefully Saul felt that way too.

Once again in the meeting room, now with the addition of Keaton and Lilian, the group has a chance to truly peruse the documents. The areas the bandits have been working in the region, Rence, Bodon over the river and to the east, and Tosa down river are all marked as areas with intents to purchase lots of land. Saul corroborates that he's heard such purchases planned, at least for the areas around Rence. In addition, the Elven village to the west, Qeahal, also has similar plans for it. "As interesting as the ledgers are, we must focus on the immediate threat." Neuman offers, dumbfounding Bolt and Saul who were both getting more into the political side of things. "While I've been able to get half of the combat-capable in the town geared up, thanks in part to your most recent excursion, they're not actually very combat-skilled. Our numbers with them outnumber the twelve reported by three, but that's with a lot of unskilled help. I'd avoid sending many of them into the fray if we can avoid it... any suggestions?" Neuman finishes, looking amongst the others.

Looking at 12 bandits, ourselves, 2 militia and Neuman, then 10 commoners with gear, but not a great skill in using it


Inactive

I get the balancing thing, promise. But you don't have to turn loot into information to do that. If you don't want us to have something that makes our characters stronger, you could just drop something that is absolutely useless to us, and unsellable because it belongs to someone another town over and we'll feel obligated to return it, or unsellable because it is a precious artifact that we would have to travel to a museum to sell. There can still be loot without unbalancing the game. Especially when it is just the two of us playing, and we don't have to worry about selling magic items anyway. Zak never would sell ancient magic items. He would only study them (unless he was flat broke and needed the money to survive I suppose, but even then, he'd just fund the next dig, not buy a +5 flaming sword of human bane or something psychotic). Loot is a fun part of the story. It doesn't have to turn into some tricked-out equipment that ruins the game.

At the campsite: Zakary loads up the wine, and he gives his potion to the other militia member.

After Bolton tells him to come with: That's fine, Bolt. I want to help your town, but let me be clear: It isn't my town anymore. I enjoyed my stay, especially the children, but I resent the hell out of that sack of crap Saul; Don't even want to look at him. I also resent the town elders in general, after being denied the right to pursue my profession. I want the town to succeed and those kids to grow up healthy and strong, but the whole idea that the town owns whatever I work to find makes my job purposeless. You can find it yourself. I don't plan on staying here one day longer than it takes to rid the world of these bandits. Not that we can't work together, and I'll be polite in the meeting. Just want to be clear. I don't belong to you, and I won't work for you. I took room and board for schoolteaching because I worked for it, and it helped me survive while I was earning my keep. I'm not a charity case to go running off to Neuman for new armor and a new weapon without being able to pay for them. I work for my living, and I'll be moving on because I can't earn it here.

This isn't trying to argue anything on a player level. It's just about the character-level issue. My character feels like the town has robbed him just as much as the bandits did. The portable hole isn't something to be sold, so it definitely isn't worth all that money to *him.* He's not going to walk off and abandon them, but you can't expect him story-wise to be happy about not being able to profit from most of a year's work.

In the meeting room: Zakary unloads the wine and the armor on a table in the room, so that, once again publicly, everyone can be certain he is not stealing from the town.

He listens to the discussion and has an idea.

Is there anyone with alchemy talent in this town? (50/50): 1d100 ⇒ 94 = exceptional no.

Hmm. Okay, we'll say that not only is there no alchemist talent in this town, but that this town *hates* alchemists. Probably someone blew something up in the past.

Is there anyone with alchemy talent in a nearby town? (50/50): 1d100 ⇒ 48 = yes

Zakary clears his throat. Listen, I know that this is going to be a very unpopular suggestion, but please hear me out. I wasn't here when Old Man Talbot blew up the Mill and himself along with it a few years ago, but I have heard the stories. I agree that alchemy is dangerous, but not everyone is as reckless as he was. I think we should buy some grenades (which we can store at my house, if you like so that nothing important gets blown up). That's going to multiply the power even of the least skillful man. We don't have time to teach everyone swordplay or marksmanship, but everyone can throw, and with grenades they don't even have to be all that accurate. Just throw them in the general area of some bandits, and they'll be damaged, which will allow those of us with a little skill to finish them off.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolt had the tiniest desire to defend Saul in Zakary's lashing out at him-- but thinking about it the man really was an ass. Even if he did have the town's best interest in mind most of the time, he was always thinking with a political mindset. Never really about an individual's feelings but instead for the good of the town. He decided to let the statements said stand.

Inside, there was a lull in the discussion as everyone thought of things to bring forth. Until Zakary brought forth the idea of giving everyone in the town god damn alchemist's fires. (Grenades are a bit high-tech, would you be fine with their equivalent? ) Everyone in the room looked at him like he suggested to just destroy the town himself, clearly the effects of Talbot leaving a lasting impression in their minds. "Look Zak, we'd like a town to come back to when all is said and done..." Bolt began slowly. Despite being reasonable most of the time, he couldn't help his bias'd impressions of alchemy come to the forefront of his mind.

Neuman nodded, "I agree... it does sound effective, and we certainly have the funds for it right now, but the... It seems a bit dangerous?" Both Lilian and Keaton also seeming to follow suit with their worry. Clearly, the mill explosion was a spectacular one.

Saul, meanwhile, frowned at the idea but on his face he was clearly the one considering it most. For him, the defeat of the bandits might be more valuable than the loss of a few buildings. "What happens if these things are dropped at your feet? Will they go off from a man accidentally letting go before the throw?" Saul asked, his question not dismissive but instead for clarity.

Is the force of a few-foot drop from dropping an alchemical item enough to cause it to go off? Unlikely.: 1d100 ⇒ 18 Yes


Inactive

They don't have to be grenades like we know them, but they could be different than what there is in Golarion as well... or more like a bomb that alchemists make. I wasn't trying to bring in a modern item, but just differentiate the world a little. ... But earlier point taken. I wasn't specific enough, so we just go with it.

Okay, guys, I can't talk you into something you don't want to do, and you make a good point that clumsy would get you killed in this case. So... what's your better plan?

Are there any arcane spellcasters in town that can cast fireball or similar area spells? (likely): 1d100 ⇒ 83 = no, but

Hmm. Not sure what that could mean. Maybe there used to be one, but she died and left some students behind that aren't quite that powerful?

Are there several lower level arcane spellcasters that can cast *any* area spells? (likely): 1d100 ⇒ 43 = yes

Zakary listens longer, and then asks Hey, do you have some magic users that can cast spells that affect more than one person? That might make up for some inexperience as well.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolt thinks about that, "Nothing too flashy, but there are... 1d3 ⇒ 3 that used to work under a teacher. They're just simple adepts with little skill, but they can produce gouts of flame (Burning Hnads) a couple of times each day. Nothing that can change the battlefield. They're not not the type we would normally think to call on, but you're right about drawing upon all of our resources here."

Treating them as non-combatants originally, another 3 Adepts added to the field, treating them as Adept 2s, each with two Burning Hands dc 12.

Saul, clearly still a bit locked into the previous consideration, considers, "Back to the explosives bit... what about some sort of trap? Could these bombs be used to create tripped areas where they might fall on the unsuspecting bandits?"

Anyone in town good enough with their hands (Disable or Craft) to be able to safely set up such traps? 50/50: 1d100 ⇒ 78 No

Saul shakes his head after considering it, "Nevermind. Same problem as before, inexperience might cause someone to set it off while setting up the trap."

Neuman considers this further, "We could still set up simple pit falls, though. Might be able to slow them down, our goal here being to lose none of our own-- any advantage should be considered."


Inactive

Okay... well, we apparently just don't have the manpower or the willingness to go after them, and without additional help either magical or alchemical, we'll have to settle in for the long haul.

If there are only 12 of them, why not just defend the town, at least for now? With 12, or even the 15 there were before we took 3 down today, it is a war of attrition.

When do they usually come by for taxes? We ambush the next group, and then whether they keep coming or not, with three fewer, now we suddenly outnumber them handily in terms of who we can bring to the fight. The more we kill, the less likely they are to try to face the whole town, and the longer you have to train the fighting force... which you need anyway. There are always going to be bullies.

Now, of course, they might be able to call in reinforcements, and we might end up with a war on our hands, but honestly, that could happen even if we took out all 12 at once, and we *definitely* don't have the ability to go right to whoever wrote these notes if they have power and experience that we absolutely do not have, and likely way more money, despite the recent "windfall."

This way, they are more likely to just send a trickle of replacements and it delays the time where they realize that we're actually a force to be reckoned with. If they have other bandits groups keeping other towns in line as well, we won't get reinforcements from any other towns, because they have their own bandits to deal with.

I'm not against a full-scale assault at all, but if you guys are shying away from using alchemy, or taking any risks, you need to face the fact that no matter what we do, if we choose to go up against the bandits (which we already have), at some point, inexperienced kids are going to die, whatever methods we use.

Instead, you should start training a more serious fighting force, or ... buy one, although I'm not sure how likely you are to find mercenaries around here that the bandits haven't already absorbed.

Also, I suggest that you buy up the lands referred to in these ledgers, or at least the ones near you. I have no idea what they are planning with the land grab, but whatever it is, let's foil it before it even starts.

I'm not great at setting traps, but I have a versatile skill set and can do pretty much anything I set my mind to. I could put some around the town probably, as long as we make sure that everyone knows to only use the road. Might be worthwhile to dig a trench or put up barriers around the whole town though, if we are thinking that there is going to be a large-scale retaliatory attack at some point... which seems likely.

Let's make sure we know what we are really in for with this fight. This is a *huge* undertaking. If we aren't ready to take the necessary risks, then we should just slit the prisoner's throat and try to hide the fact that we even fought back at all, and get used to paying taxes... if we don't, this is going to get a lot worse than a bandit walking into a classroom. I honestly don't know if we'll live through it. This isn't a strong town, and we clearly are not strong people. Looks like all we can do is train and work at getting better, and settle in for the long haul.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolton shook his head, "Our hope was actually to avoid an assault as well, what we're worried about is that the previous group which we took advantage of their situation, what the bandits may do in response to even a single group not coming back." He explained. "The situation you explained really is an ideal one, if it comes to pass. Like you say, the bandits not at their main base are keeping other towns' in check-- not to say i know how their 'headquarters' will respond and when."

Saul pinged onto the land purchasing bit, "That's certainly a great idea. It'll take some bureaucratic work on my part, but i should be able to slow down the purchases in the area and try to outbid whoever this individual is buying land."

Neuman supplied, "On the note of the traps, i think you're right that we might want to hold out until it seems like we know more will be coming. Putting up obvious defenses might clue in a group to go back and lose us the chance of an overwhelming advantage against just another three."

At the ruthlessness of cutting the man's throat, him being a prisoner and helpless as it stood now, Bolt visibly recoiled, though somewhat relenting he had to make sure, "Would that really be the best course of action? If we are able to hold out for Huinia's true tax collector, we could send him northeast as a prisoner to the nation itself." Admittedly, the said tax collector wouldn't be down for a while, most likely not until after the current situation was resolved.

The two militia men, Lilian and Keaton, finally spoke up, "We'll set ourselves up the road with a couple horses to camp out between their Rence camp and Rence itself. This way we'll receive word what sort of force is coming our way. If it's a larger force, it'll move slower and we're more guaranteed to get a warning ahead of time. "

Going to ask now. Are the bandits going to send their entire group as the last three never came back? Somewhat Likely: 1d100 ⇒ 64 Yes


Inactive

Slitting his throat is the best option if you are going to try to hide your actions. Otherwise the word will get out, *especially* if you send him elsewhere for justice. It is one man's life against the lives of the whole town. However, if you are going to fight, then there is no need for the loss of life, as they will know soon enough.

Zakary thanks Lilian and Keaton for volunteering to scout, and then leaves to check on the school, the prisoner, and then to try to get some rest. Sure to be an eventful day tomorrow, he thinks.

Is everything okay at the school? (very likely): 1d100 ⇒ 30 = Yes

Is the prisoner still secure (near sure thing): 1d100 ⇒ 39 = Yes

Are the bandits going to approach the town obviously along the road (probably unlikely if they suspect the town killed their people, which they obviously do or they wouldn't all be coming.): 1d100 ⇒ 27 = Yes

Good that the scouts will help, and they won't try to circle around and ambush us. Straight battle then, as soon as the scouts let us know. Poor town.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolton thanks Zakary for his insights, and waves off the two who will be spending their time out in the woods until they need to return to give us a forewarning. He looks to Neuman with a shrug, him being the closest thing they have to a commander, offers, "I'll leave the prisoner in your hands then."

Neuman weighs both sides, but ultimately agrees with Zakary for the safety of the town, and the prisoner is painlessly put down.

Leaving himself, he wanders town, checking preparation and helping out in a few places. Then waits in the small chapel they have, various deities having shrines as there's no universal deity, though the one who sermons himself directly follows Erastil. A few people were there praying, having heard of the potential danger that may befall the men, and some women, that fight back against the bandits. Offering them a few words of comfort, until night crawls closer and he decides to head home.

Are the bandits going to raid the town at night, rather than day? 50/50: 1d100 ⇒ 42 Yes

Will the attack occur on this, the first night? No way, while they might be considering it, this is only the first day the bandits didn't return...: 1d100 ⇒ 25 Yes, but... It's the crack of dawn, then.

Going to let that be one scene, as we rest for the following.. morning, apparently. Was going to slowly ramp up likelihood each failure, but it seems the first day is to be the one!
Personally, i think that we were more in control of this last scene, given our ability to take down the three bandits, and most our decisions going somewhat as planned. Which would bring the Chaos back down to five. Also, i'll try throwing in a random event as i suggested we could do between scenes.

Event Focus: 1d100 ⇒ 87 NPC Negative
Event Action: 1d100 ⇒ 24 Desert
Event Subject: 1d100 ⇒ 80 Art

Well that's certainly interesting. To me, this sounds like somebody within the bandit camp decided now was a good time to "jump ship" so to speak. Deserted them, and by the subject i imagine they really made a spectacle of things. Your thoughts?


Inactive

I thought you guys wanted to fight. That's why we sent scouts out, right? We were past trying to cover it up. We can go with it, but that wasn't Zakary's intention; he left that meeting with full confidence that you guys had decided to fight rather than try to hide, and face up to the real consequences of the situation, which *was* his point. ... So if we do go with it, please don't say it was Zakary's decision to kill someone when there was no point in doing so.

Subject:Art might have to do with something they stole from the ruins... A statue or other art object that the deserter ran off with to save or to sell. I'd go with save, since it says art rather than something monetary. He sees it as art, not as money. Doesn't want the bandits to ruin it or sell it off, so he takes it and runs... to us, presumably? Hoping we will take him in and protect the item, in return for a warning of the attack?


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

If you're not very familiar with PFS, i understand your point of view more. In Pathfinder especially, there's a huge black and white difference taking a man down in a fight and not putting up the effort to stabilize him in the heat of the combat and putting to death a man bound at the wrist and helpless that surrendered originally. As a mostly lawful good person, to Bolt, the most righteous action would be to let proper trial and justice go for any punishment when possible, given the opportunity as they have with this one. For everyone here it's not as much of an issue, but if, for example, there was someone who's alignment was in direct jeopardy this decision would hold even more weight. The intention to fight by the town is otherwise very real, and nobody will grieve over those criminals that die in the fight
.
I actually really like your take on it a lot better. I didn't think about that aspect of the subject, we should go with that one. Plus it seems to give us a more direct time they have planned being... earlier than expected.

In the middle of the night, a rapping is heard on Bolton's door-- himself getting up and already fully equipped and ready to go at a moments notice having expected a battle at any time. Lilian quickly explains, "There's a single bandit on his way here on horse, i beat him, but only by a few minutes by taking a direct route through the forest! Something seems off though, it doesn't look like he's a scout. I'll head to ready Neuman and Saul, could you get the archeologist?" She asks, but heads off quickly without answer.

Bolton grabs his pack, and... bolts... out the door on his way to Zakary's stay here in town. Rapping the door just as quickly as he'd done his own, "Zakary, there's a single bandit on route here" He says, if muffled he repeats himself soon after he sees Zakary directly. "Doesn't seem like a scout though. We're expecting a confrontation with the man in a minute near the edge of town. We need your social skills with us."


Inactive

Zakary stomps into his boots, having fallen asleep in his armor in order to be ready if something happened. They head out.

When they get out to the edge of town they see the rider, and swiftly move up to challenge him before he has access to the town.

Zakary steps forward, casts Light on one of his elven coins, and holds it up to illuminate the rider.

Ho there, friend. What can we do for you? At that moment, he recognizes the bandit as the same one that walked into his classroom.

The bandit looks a little frazzled, and has what looks like a small gemstone cat in one of his hands, which he reaches over and pets frequently. When he sees Zakary he looks relieved and says Oh Zakary, I'm so glad it is you. I wasn't sure if other people would understand. The other guys told me your name, and I just knew you would stop them from taking her away (I named her Emma). They actually want to sell her, can you believe it?

Zakary looks at the bandit strangely and asks him what his name is.

Zarth, sir. I used to be an artisan, you know, and this cat... well, there isn't anything like it in the world, is there? I know you might be mad at me for looting your house and the ruins and all, but we're the same, you and I. We love beauty, and know that it needs to be saved, not destroyed or sold off. We have to protect her. He stares at the cat another moment, and then seems to remember something. Oh, and they are coming to attack the town at first light. I know you guys, and that you aren't bad people. I didn't want that to happen, so I came to tell you, and so that you would help me. We can't let them sell Emma.

Zak casts detect magic.

Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16

He doesn't know *exactly* what the cat is doing, but he can tell that it is magical and affecting the bandit mentally. He looks over at Bolt and says Listen, you make sure the town is ready for the attack. I'll take care of this guy, and be back as soon as I can be to join in the defense.

He extinguishes his light spell, grabs the reins of the bandits horse, and leads the horse back to his house. He gets the bandit to come down and inside where he can spend more time seeing what is going on. He takes 10, and finds out what exactly the cat does.

After taking a look, he gently puts the cat back into Zarth's hands, and tells him to stay here with Emma where he will be safe, and he promises that no one will take her or sell her. He's still sort of mad at the bandit for being the impetus that messed up his life in so many ways, but Elaith Trisbella has done him and the town a huge favor today, reaching out of the past, and he is more grateful to her than angry about what happened. He grabs his gear and returns to the road, where presumably they are already either arranging an ambush or setting up fortifications, depending on what Bolt and the others decided to do with the bandit's information.

Specifically, the item that he picked up in the ruins was one of this world's versions of the magic item Moonstone Cat.
Link

(Don't worry about the cost of the thing. It is just for story, and useless to us monetarily.)

It was placed on the final floor of the ruins to protect the family. Instead of a super-tricked-out version of Sleep though, it is enchanted with a super-tricked-out version of Hypnotism. It triggers on the statue being petted like a cat (and can't trigger again unless the first enchantment wears off), rather than placed on the chest, and causes the object of the enchantment to become fascinated with the cat statue, and become two steps more friendly towards the true owners of the cat. If Zakary had touched it, he would have carried the cat everywhere and loved the ancient Elvens even more, not interfering with his life all that much except for the pet rock/cat statue obsession. However, in the bandit's case, he perceived that he was stealing, not from an ancient Elven wizard and her family, but from Zakary and the town, so the enchantment makes him two steps friendlier towards us until it wears off. For this particular item, the enchantment will last for a year.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Saul seemed a bit opposed to the bandit being let taken away by Zakary, but decided not to voice anything more than visual complaints at this time.

Neuman finishes his thoughts, "It's unfortunate we couldn't go with a more trickling strategy, and getting rid of them little at a time... still, we have about 1d4 ⇒ 2 hours left to prepare and we ought use it. We're expecting a small force 11 men, more trained than those we have here but in less numbers. Still, relying on numbers is not something i would like to do. To me, the ideal situations in none of us get out of this without minor injury. The most skilled fighters include myself, Bolton, Lilian, Keaton, and Zakary." He offers, considering for a moment, "I would like to make the most of these resources. I would recommend at the four other than myself, who have proven to work well together, focus on taking down groups of threats while everyone else harasses. Distract them, taunt them, sling rocks if we can, but never let them corner or truly engage us in a fight. I will lead the ir efforts, and also try to keep track of the chaos around town. When i see your group has cleared enough," Neuman says, pointing to Bolton, "Or when there's a distraction group in danger, I will be trying to get them and the bandits they're facing your way."

Neuman takes a breath, looking around at Lilian, Saul, and Bolton. "Saul and I will organize the 13 others and try setting up obstacles around the town we can take advantage of with this strategy. If one of you falls, I will step in, but my ideal place is directing the safety of those that can't handle too much."

Bolton listens to Neuman who seems to have thought this through. Honestly, he was hinging a lot on the four of them doing well. Certainly, the bandits they might face down the road would be weakened from the fight around town though... Deciding he didn't have much to change at the time, he looked to Lilian and suggested, "Lilian, you should return to Keaton for now, let him know we have an idea for when to be most observant, and give him a heads up on how we intend to take this threat. Be ready to return to town together at the first sight of their movements." Bolton remains alone with Cami as he waits for Zakary to return, to reiterate Neuman's plan.

Alright. The idea is we'll face the foe in waves. If we fall in combat, we're not exactly outright defeated, we'll have have to start substituting in poor-in-combat NPCs. This way, we fight as many as we can and can see sort of the level of challenge we can handle. Below i will list the two types of NPC not yet put up. Commoner (10 of these) Only instead of clubs and sickles, their options are Morning Stars and Shortspears. Also, their AC is treated instead as 11 as they have simple Leather. They are treated as proficient with these items.
Next we have Adept (3 of these) Except they are Adept 2, 7 HP, Burning Hand [DC 12] instead of Bless, and ignore most of their gear.
We will start by facing 3 bandits (ignore combat gear), and at the end of a round, if we have only 2 bandits we're facing, there's a 50% chance of another one showing up. If we're only facing 1 bandit, another will show up, with the chance of second. Each bandit that shows up has a 20% (1-20) chance of having taken a simple injury [1d3+1] and 20% (21-40) chance of minor injury [1d6+2], and a separate 20% chance of having taken 5 fire damage (2 with a dc 12 Reflex)
At the end of a round where no bandit is defeated, there is a 15% (6-21) chance one of the villagers was injured or 5% (1-5) they were killed.

Does one of these bandits pose a much greater threat, i.e. have real class levels? Near sure thing they have a boss of sorts here.: 1d100 ⇒ 86 Yes, but... While there is going to be a leader, among the 11 bandits...

Huh... having trouble thinking of the ", but" here... Is he drunk? Anything about how i structured the fight you'd consider changing?


Inactive

Saul can go hang.

Hmm. Maybe the leader is tougher than the rest, but the guy who deserted is his brother and he is worried about him, so has a low morale, and a higher chance of giving up the more we seem to be successful?

Truthfully, I have no idea about how the battle should go. I guess staggering them sounds like the only chance we could possibly have, although I am sure the game would tell us that it is unrealistic and have them attack en mass to maximize their power if we actually asked the question... I mean, really. Why would you bring the whole group, and then expose your people in a weak formation to let them be picked off like that? To me, this has always sounded like a TPK waiting to happen, but there was always something in the way of anything that would mitigate our weakness. My character definitely isn't good at this stuff, and feels like he'll probably die. But who knows. Perhaps the dice will smile upon us. And if the leader *is* the new guy's brother, that might explain the staggering, because he is distracted, and perhaps so unused to resistance that he doesn't plan well for it.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

I was actually just thinking about that, near the middle of your reply, then saw you actually suggested it at the end and was just building up to it xD. That the leader himself is the one allowing his forces to be maneuvered around so. The idea behind the staggering is indeed to satisfy the RP of getting the whole town involved while also maintaining a fight that is winnable. (Keep in mind, going down in a fight doesn't guarantee you're dead, just unconscious.)
Other common adjustments for these types of battles are the ability to call in help for an action, such as gaining the ability to, as a Swift action, gain an extra attack (a commoner's attack) [+2 for 1d8+1, max 10] vs. a foe OR even as an immediate action gain an adept's cure light wounds [1d8+2, max 3]. That would cinematically play out as calling for assistance, them giving it. As a downside to that, we could treat it as reducing the "Health" pool of the town, meaning there's less there to be injured before we're forced to face the brunt of whatever is left when that pool reaches zero.


Inactive

I guess that makes sense, but I don't get the whole philosophical idea of it... why set up a scenario that is non-winnable for the level at all, and then have to tweak/"cheat" it? If you are going to do that, then you might was well make the characters more powerful to begin with. ... Are those tricks generally for parties that just get themselves in over their heads, so you don't have to TPK or hand-wave a divine intervention? :) Seems like it would be better to level up the party or give them better gear instead... or even just reduce the number of bad guys.

Not that we really need to get into the philosophy of the whole thing. I'm ready for the kamikaze run. :) Bring on the bad guys.

Zak looks around for a rock or something else to stand on so that he can start sniping as soon as they are in bow range. Or maybe there is a likely tree...

is there a nice tree by the road that Zakary could snipe from? (50/50): 1d100 ⇒ 26 =Yes

Zak gets himself situated up in the tree and readies a shot for when they are in his range. He grants himself Archaeologist's Luck as a swift action, and shoots as soon as they get within 70 feet.

Attack with bow: 1d20 + 2 ⇒ (2) + 2 = 4

Zakary's arrow is deflected by a branch of the tree he is sitting in, and tumbles to the ground below him, nowhere near where he was aiming.

Not an auspicious beginning thinks Zakary, as he reaches back for another arrow, wondering how many times he can shoot before they get to his tree.


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Because it is winnable. If we were to decide to make it an all-out-war, there would be 18 of us, with AoE spells and a better action economy because of it. It would mean there would be 29 different rolls made every single round, tons of numbers to lose track of, and would become closer to needing Mass Combat rules instead. By using these tricks, it keeps the scene set to the "heroes" and not block mass of rolls that would be required, but still uses different factors in the scene to bring to life the engagements around us. We have, by fate, determined that they are coming en masse. One option would be to forgo the system entirely, and just use RP, but then you're abandoning the concept of randomness bound by Pathfinder as a system. We're keeping within the confines of our characters current level of experience, while still trying to set the scene. We're playing the GM's role by telling a story, but doing it in a way our characters could still participate in. Behind the GM screen, he makes these decisions and you just see the results as he explains the mini-systems.
Besides, if we our group of four go down, we just see a lot more villagers die, not their utter defeat as they become the center of the scene... well, unless they all roll abysmally too. Going to try this one without a map, unless you want to throw one together.

Bolt decides to keep himself to the ground, as he watches in silence as lights from torches grow closer to the town. Soon, noise erupts as screams of battle, swords clash, and the entire town becomes the battleground to a game of living keep-away. The bandits, not exactly surprised by the resistance and having expected it hence the reason they came as a unit.

Bolton Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Keaton Initiative: 1d20 ⇒ 13
Lilian Initiative: 1d20 ⇒ 12
Zakary Initiative: 1d20 + 3 ⇒ (8) + 3 = 11

Brigand Initial Group Init: 1d20 + 1 ⇒ (4) + 1 = 5

Well that makes things easy. Our entire group acts before their own.

Bolt releases a pair of arrows in the bandits that have yet to engage their group, though close enough to put himself in danger. Afterwards, he sicks Cami after the same bandit.

Longbow 1: 1d20 + 4 + 1 - 2 ⇒ (15) + 4 + 1 - 2 = 18
Longbow 2: 1d20 + 4 + 1 - 2 ⇒ (12) + 4 + 1 - 2 = 15
2 Arrows: 2d8 + 2 ⇒ (1, 6) + 2 = 9

Bite: 1d20 + 3 ⇒ (19) + 3 = 22
BiteDamage: 1d6 + 3 ⇒ (4) + 3 = 7
Trip: 1d20 + 3 ⇒ (20) + 3 = 23
Two arrows sink cleanly into the bandit, and soon after Cami jumps at the mans legs, dragging him to the ground. The bandit coughs out a spurt of blood as he feels unconscious with the force of his fall and begins bleeding out (-1/15) before having a chance to really act. "Nice one Cami!" Bolt calls out.

Two bandits left in this group. I'll do the bandits again, including bringing in new ones, if you would like to take control of our allies and the badger.


Inactive

Seeing that he apparently won't be able to do anything until they are already in the town, Zakary retreats, and joins Lilian, Keaton, and Jake, the Badger. They greet the first group of Bandits in melee.

Zakary is always doing a swift action before every attack to get a plus one on attack and damage... not going to write it out every time.

Keaton and Jake attack Bandit B.
Badger Claw 1: 1d20 + 1 ⇒ (13) + 1 = 14
Badger Claw 2: 1d20 + 1 ⇒ (18) + 1 = 19
Keaton Attack with Short Sword: 1d20 + 5 ⇒ (7) + 5 = 12

Lilian and Zakary attack Bandit C.
Lilian Attack with Long Sword: 1d20 + 5 ⇒ (18) + 5 = 23
Zakary Attack with Long Sword: 1d20 + 2 ⇒ (1) + 2 = 3

Results:
Badger Claw Damage 1: 1d2 ⇒ 1
Badger Claw Damage 2: 1d2 ⇒ 1
Keaton (1d6+2) misses
Zakary (1d8+2) almost cuts his own foot off
Lilian Long Sword Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Status of Battle:

Keaton (AC 17) 15/15
Jake (AC 13) 9/9
Lilian (AC 16) 15/15
Zakary (AC 13) 10/10
Bolton (AC 16) 10/10
Cami (AC ?) ?/?

Bandit A (AC 14) -1/15
Bandit B (AC 14) 13/15
Bandit C (AC 14) 13/15
Bandit D (AC 14) 15/15
Bandit E (AC 14) 15/15
Bandit F (AC 14) 15/15
Bandit G (AC 14) 15/15
Bandit H (AC 14) 15/15
Bandit I (AC 14) 15/15
Bandit J (AC 14) 15/15
Bandit Leader (AC ?) ?/?


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

To me, Fortune's Favor ability reads as a swift action to activate. It implies later it is maintained, meaning that you choose whether or not to end it, but do not need to expend further swift actions in reactivating it each round, just tick off the amount of ... favor you have left for that day.

The two bandits curse as their companion goes down. They were expecting to walk into town, kill a couple as a show of force, then walk off with double the funds the previous group was originally supposed to collect. Not Billy and Conner were fending off longswords, a badger, and a wolf. Meanwhile, all around them, she saw gouts of flame and their forces spread mad. Just like they were. Brandishing their longswords, Billy slashes down at the badger instinctively, as he is bit and clawed by the nasty little critter, while Conner tries to retaliate in the opening made from Lilian's recovery after her swing. Let his pain at least become hers.

Billy Sword: 1d20 + 3 ⇒ (6) + 3 = 9
Conner Sword: 1d20 + 3 ⇒ (1) + 3 = 4

However, both see their efforts wasted, Conner's blow parried by the joint effort of the man and woman facing him so much he just about loses the grip on his sword.

I did say 50%, i think i'll use Fate for this though. Exceptional yes might be an interesting addition and all that. Honestly, dice are favoring us fairly heavily so far... not to tempt fate or anything.
New Bandit, 50/50: 1d100 ⇒ 67 No

Choosing to overwhelm Zakary's foe, Bolton takes a step closer to ensure he remains in the thick of the fight and takes aim and calls upon the force of nature he knows within him, his facial features and body becomes visibly slimmer and yet more muscular where it might make him more agile. His eyes themselves almost taking on a feline visage. (+2 Dex from Tiger Animal Focus) Loosing two arrows, he then calls Cami after the same foe.

vs. Bandit Conner
Longbow 1: 1d20 + 5 + 1 - 2 - 4 ⇒ (13) + 5 + 1 - 2 - 4 = 13
Longbow 1: 1d20 + 5 + 1 - 2 - 4 ⇒ (12) + 5 + 1 - 2 - 4 = 12
1 Arrow: 1d8 + 1 ⇒ (3) + 1 = 4

Cami Bite: 1d20 + 3 ⇒ (16) + 3 = 19
Bite Dmg: 1d6 + 3 ⇒ (2) + 3 = 5
Cami Trip: 1d20 + 3 ⇒ (15) + 3 = 18

While one of his arrows go wide trying to get shots in, in-between the flurry of blades, the other lands while Cami takes a chunk out of him and drags him to the floor, making him an easier target for the other two (effective AC -4)

Status of Battle::

Keaton (AC 17) 15/15
Jake (AC 13) 9/9
Lilian (AC 16) 15/15
Zakary (AC 13) 10/10
Bolton (AC 16) 10/10
Cami (AC 17) 17/17

(Fallen) Bandit Andrew (AC 14) -1/15
Bandit Billy (AC 14) 13/15
Bandit Conner (AC 14) 4/15, Prone
Bandit Devin (AC 14) 15/15
Bandit Ed (AC 14) 15/15
Bandit Fracine (AC 14) 15/15
Bandit Gon (AC 14) 15/15
Bandit Hagley (AC 14) 15/15
Bandit Ian (AC 14) 15/15
Bandit Jack (AC 14) 15/15
Bandit Leader, Boscar (AC ?) ?/?


Inactive

It's called Archaeologist's Luck, but yep, you're right. Just have to maintain it as a free action. So, change "Free" for "Swift" in my note above.

"A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks." Unfortunately, this means that you do not hit, because you are attacking with a ranged weapon.

Keaton and Jake attack Bandit B (Billy, although they haven't been formally introduced). :)
Jake Bite Attack: 1d20 + 1 ⇒ (8) + 1 = 9
Keaton Attack with Short Sword: 1d20 + 5 ⇒ (8) + 5 = 13

Lilian and Zakary attack Bandit C. (Conner)
Lilian Attack with Long Sword: 1d20 + 5 ⇒ (4) + 5 = 9
Zakary Attack with Long Sword: 1d20 + 2 ⇒ (12) + 2 = 14

Results:
Jake (1d2/1d2 claws, 1d3 bite) is foiled by Billy's armor, and can't quite get his teeth through it.
Keaton (1d6+2) misses
Lilian (1d8+1) misses, even with the prone target. :(
Zakary (1d8+2) hits
Zakary Damage from Long Sword: 1d8 + 2 ⇒ (8) + 2 = 10

Status of Battle:

Keaton (AC 17) 15/15
Jake (AC 13) 9/9
Lilian (AC 16) 15/15
Zakary (AC 13) 10/10
Bolton (AC 16) 10/10
Cami (AC 17) 17/17

Bandit A (AC 14) -1/15 (down/dying)
Bandit B (AC 14) 13/15
Bandit C (AC 14) -2/15 (down/dying)
Bandit D (AC 14) 15/15
Bandit E (AC 14) 15/15
Bandit F (AC 14) 15/15
Bandit G (AC 14) 15/15
Bandit H (AC 14) 15/15
Bandit I (AC 14) 15/15
Bandit J (AC 14) 15/15
Bandit Leader Boscar (AC?) ?/?


We'll move forward, but it's an order of operations to the combat. Bolton realizes his wolf's tendency to drop people to the ground, so he made his attacks before directing Cami in to attack. Otherwise Bolton would have gone for the other target, to start with. In any case, it's irrelevant as Zakary's blade proved effective enough to end the bandit to the same result.
Gave the bandits names, because i like to know who we are slaughtering or being slaughtered by. They are real people with real lives... well, fake people with "real" lives.

The last bandit curses, "Conner! F+%$" as he watches his companion fall. Still, stuck engaged with the other villager and badger, he slashes down at the vermin.
Billy vs. Jake: 1d20 + 3 ⇒ (2) + 3 = 5
Once again, his blade proving useless he screams out, "Need some support over here!"
more than 1 extra bandit? Last time was 50/50 and failed, so... somewhat likely maybe?: 1d100 ⇒ 4 Exceptional Yes So more than 1 'extra' are coming. One of them Boscar i wonder?
...Boscar? Very unlikely, seems a little early: 1d100 ⇒ 6 Yes Dammit dice, i wasn't ready to make him yet. Also, this just became a very bad situation xD
Hearing the cries, and perhaps seeing the disorder of the battle seems focused on the group that has killed two of his men, Boscar leads a pair of bandits towards Bolton and Zakary's group. "You lot are going to pay for this." The gruff man states as a matter of fact. He directs Devin to engage with him as he approaches the two who appears to have just slain one of his men (Zakary and Lilian), while the other is told to return fire on the archer in the back.
[dice=Treating it as a move action to "join" the combat, did either Boscar or the other bandit have a chance to attack (i.e. charge lane?) 50/50]1d100[/dice] Exceptional No
Due to the location of where the bandits all came from, they were forced to move around several obstacles to get up to Lilian and Zakary. Not only that, but they're also on the same side, making flanking difficult to set up on the following round without provoking an attack of opportunity. The bowman, Ed, in the back takes a shot against Bolton.

Bandit Bow vs. Bolton: 1d20 + 3 ⇒ (13) + 3 = 16 Probably out of 30 feet if the others had to double move as well
Damage vs. Bolton: 1d8 ⇒ 5

The bandit cheers as his arrow strikes true.

Encounters of these three bandits before they joined us?:

Bandit Devin vs. Simple Injury: 1d100 ⇒ 99 1d6 + 2 ⇒ (2) + 2 = 4
Bandit Devin vs. Fire: 1d100 ⇒ 31
Bandit Ed vs. Simple Injury: 1d100 ⇒ 65
Bandit Ed vs. Fire: 1d100 ⇒ 73
Bandit Boscar vs. Simple Injury: 1d100 ⇒ 42 1d3 + 1 ⇒ (2) + 1 = 3
Bandit Boscar vs. Fire: 1d100 ⇒ 17

Boscar, CR 2:

Human Slayer 3, NE
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor, (-1 if he uses two-handed))
hp 24 (3d10)
Fort +4, Ref +3, Will +0
OFFENSE
Speed 30 ft.
Melee longsword +6 (1d8+2/19–20) or sap +5 (1d6+2 nonlethal)
+1d6 Sneak Attack
Can, as Move action, study a target to gain +1 hit/dmg for the fight
Ranged Comp Longbow +3 (1d8+1/×3)
STATISTICS
Str 14, Dex 11, Con 12, Int 11, Wis 9, Cha 11
Base Atk +3; CMB +5; CMD 15
Feats: Toughness, Weapon Focus (Longsword), Skill Focus (Stealth), Precise Shot (From Slayer Talent)
Skills: Lots of skills, probably every Slayer skill has 1 rank in it at least
Combat Gear: potion of cure light wounds
Other Gear: Chain Shirt, Composite(1str) Longbow with 20 arrows, longsword, Buckler, sap

Status of Battle:

(Fallen) Bandit Andrew (AC 14) -1/15
Bandit Billy (AC 14) 13/15
(Fallen) Bandit Conner (AC 14) -6/15,
Bandit Devin (AC 14) 11/15
Bandit Ed (AC 14) 15/15
Bandit Fracine (AC 14) 15/15
Bandit Gon (AC 14) 15/15
Bandit Hagley (AC 14) 15/15
Bandit Ian (AC 14) 15/15
Bandit Jack (AC 14) 15/15
Bandit Leader, Boscar (AC 15) 21/24

Putting a break here, before Bolton's own turn because man... that was a lot


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolton cries in pain as an arrow sinks itself into his side. Choosing to retaliate against that foe, he looses two arrows at the foe archer in the distance. Too far to gain the bonus of close range, but he was somewhat thankful that burden played both ways. "Cami, drag the big one to the ground!" He yells out, directing the wolf to focus on Boscar, hoping he can bring the man to a vulnerable position.

Vs. Ed
Longbow 1: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Longbow 2: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12

Vs. Boscar
Cami Bite: 1d20 + 3 ⇒ (2) + 3 = 5

hooo- heyyy-- there goes the luck of the day xD

His arrows go wide, and Boscar proves to be able to deflect the wolf's bite with ease. Calling on those he can see fighting around him, "We need some assistance!" as a Swift action, to get a shot on the bandit with a bow.

Commoner Aid! vs. Ed: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

One of the villagers, hearing his call, runs by and strikes the bandit with a longsword before continuing off into the chaos of the battle, knowing he wanted to be far away from the real battle at the heart of the village.

Status of Battle::

(Fallen) Bandit Andrew (AC 14) -1/15
Bandit Billy (AC 14) 13/15
(Fallen) Bandit Conner (AC 14) -6/15,
Bandit Devin (AC 14) 11/15
Bandit Ed (AC 14) 8/15
Bandit Fracine (AC 14) 15/15
Bandit Gon (AC 14) 15/15
Bandit Hagley (AC 14) 15/15
Bandit Ian (AC 14) 15/15
Bandit Jack (AC 14) 15/15
Bandit Leader, Boscar (AC 15) 21/24

Commoners Left: 9/10
Adepts Left: 3/3


Inactive

Keaton's damage from last turn, due to corrected AC: 1d6 + 2 ⇒ (4) + 2 = 6

Keaton and Jake attack Billy

Jake Claw 1: 1d20 + 1 ⇒ (11) + 1 = 12
Jake Claw 1: 1d20 + 1 ⇒ (4) + 1 = 5
Keaton Attack with Short Sword: 1d20 + 5 ⇒ (8) + 5 = 13

Lilian and Zakary attack Devin

Lilian Attack with Long Sword: 1d20 + 5 ⇒ (14) + 5 = 19
Zakary Attack with Long Sword: 1d20 + 2 ⇒ (5) + 2 = 7

Results:
Jake (1d2/1d2 claws, 1d3 bite) misses.
Keaton (1d6+2) hits.
Lilian (1d8+1) hits.
Zakary (1d8+2) misses.

Keaton damage: 1d6 + 2 ⇒ (3) + 2 = 5
Lilian damage: 1d8 + 1 ⇒ (7) + 1 = 8

Us:
Keaton (AC 17) 15/15
Jake (AC 13) 9/9
Lilian (AC 16) 15/15
Zakary (AC 13) 10/10
Bolton (AC 16) 5/10
Cami (AC 17) 17/17

Them:
Andrew (AC 13) -1/15 (down/dying)
Billy (AC 13) 2/15
Conner (AC 13) -6/15 (down/dying)
Devin (AC 13) 3/15
Ed (AC 13) 8/15 [ranged for now]
Fracine (AC 13) 15/15
Gon (AC 13) 15/15
Hagley (AC 13) 15/15
Ian (AC 13) 15/15
Jack (AC 13) 15/15
Boscar (AC 15) 21/24

Are we going to add damage each round for the dying people, or let them automatically stabilize... or roll for it?


I was planning on just going back and rolling for it after the fact. Resolve all of that in block text, or with a few fate rolls rather than bookkeep any more than we need to.

Is Boscar ruthless, that he'll tell the others to get around his foes, knowing they risk AOO? Somewhat likely: 1d100 ⇒ 79 No

Boscar decides to move carefully around the two, in an attempt to avoid being vulnerable. Afterwards, he coordinates with Devin to ensure they are able to flank one either Lilian or Zakary. 1 for Lilian: 1d2 ⇒ 1
Acrobatics for Boscar, treating it as a 1-rank class skill, vs. Zakary's CMD +4: 1d20 + 4 ⇒ (12) + 4 = 16, Vs. Lilian CMD +4: 1d20 + 4 ⇒ (15) + 4 = 19, Vs. Cami CMD +4: 1d20 + 4 ⇒ (6) + 4 = 10
Boscar manages to avoid both Lilian and Zakary (unless your CMD is higher than 12 right now) but steps into a wolf's threatened area in trying to get into a flanking position.

Cami Bite: 1d20 + 3 ⇒ (17) + 3 = 20
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Trip: 1d20 + 3 ⇒ (16) + 3 = 19

Cursing the wolf that drug him to the ground, ruining his initial plans to move around, he commands the other bandit to get into the brawl, and stop focusing on Bolton. "Get at her back!" Readying his attack for after the bandit's movement. The other two, meanwhile, continue their attacks. The bandit ignores Bolton for now, and double-moves carefully into a flank with Boscar, avoiding attacks of opportunity. Meanwhile, Boscar attacks from the ground, refusing to do nothing.

Billy vs. Keaton: 1d20 + 3 ⇒ (19) + 3 = 22
Devin vs. Lilian: 1d20 + 3 ⇒ (7) + 3 = 10
Boscar vs. Lilian: 1d20 + 6 + 2 - 4 ⇒ (20) + 6 + 2 - 4 = 24

Billy Critical Confirmation: 1d20 + 3 ⇒ (2) + 3 = 5
Boscar Critical Confirmation: 1d20 + 6 + 2 - 4 ⇒ (5) + 6 + 2 - 4 = 9 Two criticals, that could have ended worse

Billy's damage on Keaton: 1d8 + 1 ⇒ (1) + 1 = 2
Boscar's damage on Lilian: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7

Boscar screams with glee as he pierces the armor of the woman, meanwhile Billy glances a blow, choosing instead to attack Keaton this time around as he has had little luck on the badger.

.

[dice=No bandits fell this round, villager is "injured" and out of the fight. 1-9 for commoner, 10-12 for adept]1d12[/dice]

Status of Battle::

Keaton (AC 17) 13/15
Jake (AC 13) 9/9
Lilian (AC 16) 8/15
Zakary (AC 13) 10/10
Bolton (AC 16) 5/10
Cami (AC 17) 17/17

(Fallen) Bandit Andrew (AC 13) -1/15
Bandit Billy (AC 13) 2/15
(Fallen) Bandit Conner (AC 13) -6/15,
Bandit Devin (AC 13) 3/15
Bandit Ed (AC 13) 8/15
Bandit Fracine (AC 13) 15/15
Bandit Gon (AC 13) 15/15
Bandit Hagley (AC 13) 15/15
Bandit Ian (AC 13) 15/15
Bandit Jack (AC 13) 15/15
Bandit Leader, Boscar (AC 15) 21/24 -Prone-

Commoners Left: 9/10
Adepts Left: 2/3

Honestly, not sure if that's the best way to handle acrobatics. I think normally i would have done a single roll vs. everyone, their cmd +4 indicating if they could attack or not. Mostly due to the amount of rolls you have to make otherwise, but on the boards it's not as much of an issue. The same result holds if it's done that way, due to the dice, but which way do you think is better?


Male Human Hunter (Divine) HP 12/17 () | AC 16(17) T 13 FF 13(14) | Fort +4 Ref +6 Will +3 | Initiative +3 | Perception +6

Bolton frowns as he seeing others in their group reach injury. Choosing to free up resources, and seeing the bandit harassing Keaton someone injured, he starts there and will attempt to fell the other bandit flanking Lilian after that. He steps around regularly, to try to limit cover to a single ally.

Longbow 1: 1d20 + 5 + 1 - 4 - 2 ⇒ (14) + 5 + 1 - 4 - 2 = 14
Longbow 2: 1d20 + 5 + 1 - 4 - 2 ⇒ (18) + 5 + 1 - 4 - 2 = 18

Arrow 1 vs. Billy: 1d8 + 1 ⇒ (5) + 1 = 6
Arrow 2 vs. Ed: 1d8 + 1 ⇒ (3) + 1 = 4

Both arrows land, one of them bringing Billy down along with it. Cami, meanwhile, continues its assault on the now fallen bandit mini-leader.

Cami Bite: 1d20 + 3 ⇒ (7) + 3 = 10

Though missing, even despite the advantageous situation of the bandit.

Status of Battle::

Keaton (AC 17) 13/15
Jake (AC 13) 9/9
Lilian (AC 16) 8/15
Zakary (AC 13) 10/10
Bolton (AC 16) 5/10
Cami (AC 17) 17/17

(Fallen) Bandit Andrew (AC 13) -1/15
(Fallen) Bandit Billy (AC 13) -4/15
(Fallen) Bandit Conner (AC 13) -6/15,
Bandit Devin (AC 13) 3/15
Bandit Ed (AC 13) 4/15
Bandit Fracine (AC 13) 15/15
Bandit Gon (AC 13) 15/15
Bandit Hagley (AC 13) 15/15
Bandit Ian (AC 13) 15/15
Bandit Jack (AC 13) 15/15
Bandit Leader, Boscar (AC 15-4) 21/24 -Prone-

Commoners Left: 9/10
Adepts Left: 2/3

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