| Studious GM |
| Dom Riverby |
Oh, sure, blame the newbie. Just remember who has the heals.
Dom's nerves get the better of him. I cannot wait any longer! "Old Deadeye, speed my arrow."
Fires on Laurel's target
Buffs: Dex mod, size mod, Bless, and Berrik's performance
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Concealment: 1d100 ⇒ 93
| Studious GM |
Rory and Big Head both hit, while Dom misses.
The bandit Big Head attacks dies terribly, screaming as the blade spills his blood on the dust in front of the gate.
Checking page 3...OK, rolling Concealment for Berrik
Concealment: 1d100 ⇒ 82 Miss, not a big deal. Guy died anyway.
The leader steps back again and fires another arrow at Laurel.
Attack (Longbow): 1d20 + 3 ⇒ (1) + 3 = 4
Damage (Longbow): 1d8 + 2 ⇒ (6) + 2 = 8
He misses however.
The bandit near Big Head tries to retaliate against the swashbuckler for killing his friend.
Attack (Shortsword): 1d20 + 2 ⇒ (14) + 2 = 16
Damage (Shortsword): 1d6 + 1 ⇒ (1) + 1 = 2
Concealment: 1d100 ⇒ 37 Hit!
His shortsword pierces Big Head, snicking a small amount of flesh. He's unable to drive the point home before the swashbuckler spins away.
You're up!
| Dom Riverby |
Watching his arrow pierce nothing but air and grass, Dom mutters to himself. "The message is loud and clear, Erastil. I will prepare to heal these heroes, should they need it." Dom stows his bow and creeps down the ladder.
Sheathing the bow and moving down the ladder.
| Prof. Rory One-Fang |
The Prof. begins to utter in a low, gravelly voice, weaving in his magic as he does. "Your doom has come, bandit. You will die here and face torments beyond suffering you could ever know here and on this world you will be forgotten and lost to time for all eternity." With the strength of his magic, the spell winds its way to the Bandit engaged by Big Head.
Sotto Voce, Will Save DC 14 or be Shaken one round.
| Studious GM |
Big Head's sword pierces the side of the bandit mightily, and what's worse the magic of Rory pours over the relatively harmless highwayman in a massive wave.
Will Save: 1d20 - 1 ⇒ (13) - 1 = 12
Realizing he's about to die even if he surrenders, since Brevish law is both remarkably clear and forthrightly brutal when it comes to such crimes as banditry and contributing to the delinquency of livestock, he continues to try to kill Big Head so he can enter the hereafter with at least some of the dignity which may be denied a man killed by hanging.
Attack (Shortsword): 1d20 ⇒ 15
Concealment: 1d100 ⇒ 59
Sadly, he misses thanks to Rory's spell damaging his concentration. He groans in realization that he probably should have stayed on at the family hair salon after all.
The bandit attacked by Laurel likewise roars in pain as he was expecting another easy collection.
Lacking imagination he blurts the first thing that comes to mind.
YOU B&!!
He steps back and fires another arrow.
Attack (Longbow): 1d20 + 3 ⇒ (12) + 3 = 15
Damage (Longbow): 1d8 + 2 ⇒ (1) + 2 = 3
You guys again.
| Dom Riverby |
The sleeping ones are the only bandits left, right? (And how much longer will they be that way?) He can only make it to the gate this round and I wouldn't want him to be stuck in between two bandits if something wears off.
| Studious GM |
Sleep lasts 1 minute per level, or 10 turns. I think you guys have done 3 turns, so you've got about 42 seconds before they wake up and either try to flee into the outpost or into the wilderness.
Laurel's sword chops down on the bandit and rends deep into the man.
He drops bonelessly as the rest of you advance towards her.
You now face the decision to kill the bandits in front of the fort or otherwise capture them.
| Dom Riverby |
"The punishment for unrepentant banditry is well known. For all we know these men were pressed into service. I would argue that we lack the authority to...execute...our duty, until we have explored the status of their penitence."
| Dom Riverby |
Dom should be around there anyway, so he can "help", depending on what that means.
"Big Head, before you begin, please allow me to heal your wounds from the battle. Better to be prepared should things go awry."
Calming Touch: 1d6 + 1 ⇒ (6) + 1 = 7
| Studious GM |
The bandits refuse to talk, sullenly accepting their death whenever Brevoy's actual guards get here.
Oleg and Svetlana are thrilled that the bandits have been driven off.
Oleg grunts at you.
Well that was alright then. The good news is it should take the rest of the bandits a while to realize they're missing a patrol. Well, I suppose under the circumstances I can give ye a reward.
Quite grumpily he hurries back into the post and back out with a small sack of coins and several potions. 50 gp and two potions of cure light wounds, and a potion of shield of faith +2.
Well, I suppose you can use the guest house while ye're here. So ye're exploring the Greenbelt for Brevoy. Where were ye going to start?
| Big Head |
We were going to start here, then look for more bandits I suppose. Was hoping these two could tell us, but apparently they figure the Stag Lord has some pull wherever bandits go instead of Valhalla.
How about you? Do you have an idea of where the bandits came from? Or any nearby outposts of civilization having similar trouble?
| Studious GM |
Oleg's grumpiness vanishes in a huge, booming laugh.
Laddie, this post is civilization out here. If there's anybody around but trappers, adventurers and trading caravans moving through it's news to me. Well, and whatever that goblin is up to - the thing talked pretty crazy.
Chuckling he'll point to a series of posters on the side of the guest house.
There's rewards out of Brevoy that get sent here. One of them ye almost got done - capturing or killing six bandits. That one'll get ye 400 gp. Someone needs to kill the Sootscale kobolds out in the Kamelands. Well, they say kill but usually they're pretty harmless for kobolds. Something's got them riled up. That'll be 800 gp.
He'll point to one that has a picture of a huge worm with two clawed feet.
That one's from me - I want the head to mount on my wall. Nothing'll bring them back like a good conversation and a tatzlwyrm head'll do better than most things for starting a good talk. It needs to be intact now - or mostly intact - so no roasting the thing alive. I know how ye wizards are with your lightning and fire!
He points a finger at Rory as he says this.
Get me a head and I'll give ye 600 gp.
The last poster has a crude picture of a boar drawn on it - despite its simplicity there's certainly something more feral about it.
That one's for Tuskgutter. That boar's a lengend, been wandering around the Greenbelt for years. Vekkel Benzen, an old hunter from the area, lost a leg to the beast and he's offering his bow and some fine arrows for hunting to anyone who can kill the thing. He's also offering to share the head cheese. Should be fine eating if you bring him the whole corpse.
| Studious GM |
An important note: this is a sandbox adventure, so you need to pick directions and go to explore. I thought I had a map for you in Dropbox ready to go but I don't - I will put it up this afternoon so you can explore. In the meantime you collect the following loot from the bandits:
- 7 horses
- 4 Shortswords
- 4 longbows
- 5 sets of leather armor
- 97 arrows
- 10 days of trail rations
- 1 dagger
- 1 composite longbow (+2 Strength)
- 75gp
- A silver Stag Lord Amulet worth 20 gp
You are going to have to make a map by the way! The map will have hexes, each hex is 12 miles across.
Paizo has thoughtfully provided travelling and exploring times: you'll want to use exploring times when trying to discover fun.
Sadly Paizo's boards don't really allow tables or screenshots so here's your Travel times.
Party Speed: 15 Feet
Plains: 11 hours
Any Other Terrain: 16 hours
Party Speed: 20 Feet
Plains: 8 hours
Any Other Terrain: 12 hours
Party Speed: 30 Feet
Plains: 5 hours
Any Other Terrain: 8 hours
Party Speed: 40 Feet
Plains: 4 hours
Any Other Terrain: 6 hours
Party Speed: 50 Feet
Plains: 3 hours
Any Other Terrain: 5 hours
And here's your Exploring Time
Party Speed: 15 Feet
Plains: 3 days
Forest or Hill: 4 days
Mountain or Swamp: 5 days
Party Speed: 20 Feet
Plains: 2 days
Forest or Hill: 3 days
Mountain or Swamp: 4 days
Party Speed: 30 Feet
Plains: 1 days
Forest or Hill: 2 days
Mountain or Swamp: 3 days
Party Speed: 40 Feet
Plains: 1 days
Forest or Hill: 1 days
Mountain or Swamp: 2 days
Party Speed: 50 Feet
Plains: 1 days
Forest or Hill: 1 days
Mountain or Swamp: 1 days
You are responsible for designating which square to use and where you want to go next. Occasionally the AP will give you "quests" to nudge you in an important direction.
One final note: the AP allows for random monster encounters on the map which for brevity I'm turning off.
| Prof. Rory One-Fang |
Rory notes, "I receive power from the element of earth itself. Lightning is opposed to my power, and fire lacks the endurance for any lasting power.
We appreciate the offer of the guest shelter and use of your grounds as a base of operations of sorts. Hopefully our efforts will make this a safe location that trade for you will increase."
He glances at the bandits.
"As noted. They are unwilling to talk. The law is clear, and as we are duly chartered, I say it's best to serve their sentence now. Justice delayed and all that ..."
| Dom Riverby |
"Friends, I believe it is worth noting something."
Dom trails off as he presents his charter with a flourish. He reads aloud:
The punishment for unrepentant banditry remains, as always, execution by sword or rope.
"I recognize that they tried to kill us, and that in their reticence we may as a practical matter assume guilt. However I must urge caution as our lawful authority has limits."
| Laurel Bracey |
"Having seen banditry more than I would like, I am inclined to execute them. Dom, I grant that your calling inclines you to offer more leniency than the rest of us may do. I have no doubt of their guilt and will not turn them loose even if they repent."
"As for exploration, straight south is as good of a choice as any."