
Vhinservun Tekra |

Stance: Elemental Flux Stance (Air Element)
Style: Veiled Moon Style
Tempo Gain one tempo at the start of the round (10/11)
Free Action: Rubato Bardic Performance (lose 2 tempo, gain one round of Bardic Performance)
Free Action: Maintain Inspire Courage (allies continue to gain +2 competence bonus to hit and damage)
Move Action: Fly 60 feet (teleporting 10 feet for fun)
Standard Action: Temporal Strike (1 SP to make a ranged attack, daze opponent and gain an extra standard action)
Standard Action: Warping Strike (1 SP to make a ranged attack and teleport target up to 40 feet)
Swift Action: Boost: Minute Hand, make a melee attack at -2 to hit
With the rest of the Companions all in motion and taking down the bandits, Vhinservun now dances into the fray as well. She flies up the cliff, teleporting through the last part of it and appearing over the head of an archer along the way, before landing beneath the trees with a clear line on the bandits' leader. With a twirl, she again carves out a new set of runes from the air with her dagger and then sends it spinning at her foe.
Fort save vs DC 13 to avoid being sickened by magic: 1d20 + 10 ⇒ (7) + 10 = 17 succeed
Temporal Strike: 1d20 + 18 + 1 + 2 ⇒ (5) + 18 + 1 + 2 = 26 hit
Damage (P): 1d8 + 3 + 1 + 2 + 2d6 ⇒ (1) + 3 + 1 + 2 + (1, 4) = 12 (7 P, 5 Electric)
Bandit Leader Will Save vs DC 20: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 Fail
The Bandit Leader seems to slow as Vhinservun steals the time that she should have had to act and uses it herself, and the dagger bounces back to Vhinservun's waiting hand. Once there, she does another dance and carves out a different rune and sends it once more flying at the bandit leader.
Fort Save vs DC 13 to avoid being sicked by magic: 1d20 ⇒ 19 succeed
Warping Strike: 1d20 + 18 + 1 + 2 ⇒ (4) + 18 + 1 + 2 = 25 hit (just barely)
Damage (P): 1d8 + 3 + 1 + 2 + 2d6 ⇒ (2) + 3 + 1 + 2 + (3, 4) = 15 (8 P, 7 Electric)
Bandit Leader Will Save vs DC 20: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11 Fail
The Bandit is once again hit by Vhinservun's dagger (which again flies back to Vhinservun after the strike,) and finds herself suddenly standing between Kolvar and Krauz. The teleport seems to break down her body some as she passes from one dimly lit spot to another.
Damage from Teleport: 3d6 ⇒ (2, 4, 1) = 7
With her opponent now between her allies and within striking distance of her dagger, Vhinservun does a quick twirl, and with a flourish makes one last quick jab at her with her dagger. (Boost: Minute Hand)
Minute Hand Boost Attack: 1d20 + 18 + 2 - 2 ⇒ (1) + 18 + 2 - 2 = 19 miss
Her hasty stab misses, but Vhinservun shrugs it off and stays loose, preparing for whatever might come next.
A total of 34 damage to the bandit leader (109 hp left), and she is now dazed (can take no actions next turn, but has normal AC) as well as shaken (from Krauz). Everyone still get a +2 competence bonus to hit and damage at least until Vhinservun goes again.

Kazu the Fist |

Kazu is on the other side of the battlefield and hard to get to (he's on top of a cliff to the South without a convenient ramp to go up.) Technically he's poisoned for probably this round and has taken 1 point of constitution damage, but it's not actually limiting him in any way unless he takes another point, so he's going to be fine without healing for the foreseeable future. You're much closer to the battle with the bandit leader and could move and attack her or buff Kolvar or Krauz if you wanted.
Which kind of makes me feel like a jerk for telling you how to use your turn, sorry.

Brando the Magpie |

5' step (Daisy) Up to bandit leader
Swift (Brando) Draw dagger from wrist sheath
Move (Brando) Feint bandit leader
Standard (Brando) Attack bandit leader (combat expertise free, PA)
Standard (Daisy) Attack bandit leader w/disparity strike maneuver
feint: 1d20 + 17 ⇒ (18) + 17 = 35 - success
dagger attack: 1d20 + 14 + 2 - 3 ⇒ (3) + 14 + 2 - 3 = 16 - hit due to feint and entangle, barely miss, feint and entangle won't stack
dagger damage: 1d3 + 7 + 6 + 2d6 + 2 ⇒ (1) + 7 + 6 + (5, 2) + 2 = 23
bite attack: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 - hit, crit threat
bite damage: 1d6 + 7 + 2 + 2d6 ⇒ (4) + 7 + 2 + (1, 6) = 20
bleed from bite next round: 1d4 ⇒ 3
trip: 1d20 + 12 + 4 + 2 ⇒ (17) + 12 + 4 + 2 = 35
confirm bite crit: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 - crit confirmed
extra damage from crit: 1d6 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Total damage 33, 3 damage from bleed next round, bandit leader prone now as well as dazed but not actually unconscious. Also they're denied their dex bonus, still entangled, shaken and if they somehow recover from the daze they still can't take AoOs. Brando AC 30, Daisy AC 25, ride checks to improve Daisy's AC below in case they're necessary.
ride: 1d20 + 18 ⇒ (10) + 18 = 28
ride: 1d20 + 18 ⇒ (10) + 18 = 28
A small blade drops into Brando's hand and he twirls it in a dizzying series of movements which are just too complex to draw blood. Daisy takes full advantage of the distraction though and lunges at the befuddled bandit lady, knocking her down and opening a slowly bleeding wound.

Krauz "The Wolf" Bloodforge |

Krauz's nose detects the bandit leader before the rest of his senses do, the fearful woman appearing between him and Kolvar. Brando quickly knocks the sticky, tangled woman down to the ground. When she looks at Krauz, she sees that there is no mercy there upon his face and the bloodthirsty smile there only grows wider. The beautifully made boots highlight with power for a second before gracing Krauz with enhanced speed, his stance shifting into one of pure, primal power. With the falchion raised high, he began to chop.
Free Action: Activate Boots of Haste. Swift Action: Change to Primal Warrior Style
Hasted Power Attack: 1d20 + 21 ⇒ (14) + 21 = 35First Attack v.s. Feared Opponent: 1d20 + 21 ⇒ (8) + 21 = 29Damage: 3d6 + 26 ⇒ (6, 6, 4) + 26 = 42
1st Power Attack: 1d20 + 21 ⇒ (7) + 21 = 28Damage: 3d6 + 26 ⇒ (4, 2, 5) + 26 = 37
No critical damage but the damage from my allies and those two attacks takes it to 146 damage
In seconds, the cocky bandit leader's cries of pain are silenced and the sound of a heavy blade hitting meat echoes through the field. Bloodied and with a dangerous grin, Krauz looks at the next bandit archer in his path and steps towards them. His strike is true, drawing a deep and red line across their form but not putting the enemy down yet.
Last attack is versus the enemy to my right.
Attack: 1d20 + 16 ⇒ (7) + 16 = 23Damage: 3d6 + 26 ⇒ (6, 5, 4) + 26 = 41

Kazu the Fist |

Inspire Courage: +2 Competence to hit and damage (from Vhinservun)
Stance: Primal Warrior Stance (attacks count as two size categories larger)
Styles: Dragon Style, Dragon Ferocity, Radiant Dawn Style
Free Action: Berserking (-2 AC, 11 temp hp)
Attack Action: Using both Monk Weapon Training and Advancing Carnage (-4 to attack and bonus monk attack, -2 to all other attacks for the round)
Vital Strike: First attack gets damage rolled twice
Power Attack: -3 to hit, +6 Damage on all attacks
Tight Focus: +3 shield bonus to AC after using an attack action.
Move Action: Moving
Kazu punches out at the archer in front of him when he fires his bow, but fails to take down the opponent. Gritting his teeth he then launches into another mobile assault on the remaining foes, his strikes less impactful than they have been so far, but still, he hopes, effective enough to take down the bandits.
First Attack against Archer to the east: 1d20 + 23 + 2 - 4 - 3 ⇒ (2) + 23 + 2 - 4 - 3 = 20 hit
Damage (B): 6d8 + 26 + 2 + 6 ⇒ (8, 4, 3, 1, 2, 2) + 26 + 2 + 6 = 54
Vital Strike Damage: 6d8 ⇒ (2, 7, 5, 3, 8, 4) = 29 83 total, down
Using Advancing Carnage to take a 5 foot step to the east and attack an opponent adjacent to the one I just hit (1st use of up to 4.)
Attack against Archer to the east: 1d20 + 23 + 2 - 2 - 3 ⇒ (14) + 23 + 2 - 2 - 3 = 34 hit
Damage (B): 6d8 + 23 + 2 + 6 ⇒ (4, 6, 2, 8, 6, 3) + 23 + 2 + 6 = 60 not down
Using Advancing Carnage to attack an opponent adjacent to the one I just hit (2nd use of up to 4.)
Attack against Archer to the northeast: 1d20 + 23 + 2 - 2 - 3 ⇒ (7) + 23 + 2 - 2 - 3 = 27 hit
Damage (B): 6d8 + 23 + 2 + 6 ⇒ (2, 5, 2, 5, 6, 5) + 23 + 2 + 6 = 56 not down
Additional attack using Monk Weapon Training.
Attack against Archer to the northeast: 1d20 + 23 + 2 - 4 - 3 ⇒ (11) + 23 + 2 - 4 - 3 = 29 hit
Damage (B): 6d8 + 23 + 2 + 6 ⇒ (2, 3, 7, 5, 4, 2) + 23 + 2 + 6 = 54 110 total, down
Using Reaper's Momentum to make an free attack after reducing an enemy to 0 hp.
Attack against Archer to the east: 1d20 + 23 + 2 - 4 - 3 ⇒ (12) + 23 + 2 - 4 - 3 = 30 hit
Damage (B): 6d8 + 23 + 2 + 6 ⇒ (5, 1, 2, 5, 1, 6) + 23 + 2 + 6 = 51 111 total, down
With the bandits directly in front of him now on the ground, Kazu whirls and faces those to the west of him. Pointing at them and yelling a warcry as he dashes across the battle towards them.
Moving to the west to be adjacent to two of the archers there.
As of the end of this post there are 16 archers remaining on the north plateau and 4 remaining on the south plateau
Kazu's AC for the round is 35 (-2 from berserking, +3 from tight focus.)
If the two adjacent to Kazu make ranged attacks without taking a five foot step or some such they provoke attacks of opportunity, so I'll roll those in case they don't think of it.
1st Attack of Opportunity: 1d20 + 23 + 2 - 2 - 3 ⇒ (11) + 23 + 2 - 2 - 3 = 31 hit
Damage (B): 6d8 + 23 + 2 + 6 ⇒ (6, 6, 1, 8, 8, 7) + 23 + 2 + 6 = 67 down
2nd Attack of Opportunity: 1d20 + 23 + 2 - 2 - 3 ⇒ (19) + 23 + 2 - 2 - 3 = 39 hit
Confirming Critical Hit: 1d20 + 23 + 2 - 2 - 3 + 1 ⇒ (19) + 23 + 2 - 2 - 3 + 1 = 40 hit, critical
Damage (B): 6d8 + 23 + 2 + 6 + 6d8 + 23 + 2 + 6 + 8 ⇒ (5, 3, 7, 8, 2, 6) + 23 + 2 + 6 + (7, 2, 5, 1, 8, 7) + 23 + 2 + 6 + 8 = 131 down

Kolvar Themaris |

Attack: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 3d8 + 19 ⇒ (3, 2, 5) + 19 = 29
Attack: 1d20 + 18 ⇒ (20) + 18 = 38
Confrim: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 6d8 + 40 ⇒ (3, 7, 6, 2, 3, 5) + 40 = 66
Two more quick strokes, one more dead bandit.
Gain 2 tension, spend one to regain Martial Focus as a swift action.

Kazu the Fist |

Kazu frowns at the fleeing archers before returning to the group. "These bandits are making this area completely unsafe for travel in the area. They're well organized and could have been dangerous for less prepared caravans. I know that Akara's clan needs our help as well, but that should drow and xulgaths should be well within your abilities to deal with without me. I'm going to track down those that fled to their camp and judge their strength. If this was most of the group I can probably take care of them now, but if they have a stronger presence I'll get help from the guards back in V'run. Based on what they said earlier they'll probably be willing to mount a force to help me take care of this issue if I can bring good intelligence to them."
"The rest of you should journey on with Akara for now. I'll catch up when I'm finished here if possible."

Kolvar Themaris |

"These bandits are criminals paying on the weak and unprepared, the xulgath and drow are not," Kolvar replies, then shouts after Kazu,"Please don't get yourself killed!"

Vhinservun Tekra |

"Well then, that was quite the unpleasant surprise, but perhaps we've gained some useful boots out of it?" Pointing at the boots of the bandit leader was wearing Vhinservun says, "Those look like they'd be about your size, Soto, if you're interested."
I'm assuming that loot is fair game here, and that we've identified magic after the fight (Vhinservun is pretty automatic at that with a +27 to spellcraft.) If Soto is worried about getting around the boots of springing and striding would add 10 feet to his base speed.
The bard, after waving goodbye to Kazu for now turns back to the remaining Companions. "So I wonder if there's any chance that this Fort Zeltan not responding to messages is related to the attack on the Copperbeard Clan's halls. As it's on the way it probably doesn't hurt to poke our heads in and find out, especially as the guard mentioned compensation should we take care of any issues that might have arisen there. What say the rest of you? Possibly it's a chance to take care of two birds with one stone?"

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Soto takes a look around at the carnage and looks over the group and will ensure no one needs dedicated healing
healing: 1d20 + 12 ⇒ (18) + 12 = 30
After this he will move the dead to a pile and say a prayer dig a fire break and then put a flask of oil on the dead and light them on fire and say a prayer for mercy upon them for their acts.
Soto will then look at the boots and say I appreciate this kindness. Is there any soul desiring them?

Krauz "The Wolf" Bloodforge |

Active Conditions: None
Krazu gives a nod to Kazu as he pulls his blade out of another bandit's corpse. Their numbers were too great to chase them all down and while he could certainly hunt them down efficiently, it would detract from their goal at hand. The monk would bring the Lord in Irons' rage upon them for bringing arrows up them and their comrades.
"Be well, comrade. We shall meet again, here or the hereafter." The massive orc says before joining the others and catching up with them. He focuses for just a moment though, taking the raging power that he felt and shifting it inside of him. His anger grew underneath, restoring itself within his body. I am spending the 2 points of animus to regain a round of Blood Rage and using a full action to use Animus Centering to regain another. That uses all my animus points.
"We can learn more from this Ryuona's Den as well, perhaps they have heard what has happened to the fort." Krauz offers before watching Soto begin to gather the dead. With a bit of reluctance, the three-fourth's orc would go and help, his eyes squinting again once they are out of the wonderful dimness of the forest and back into bright light again. "I will take lead." The bloodrager moves uncomfortably quick, taking a 250ft lead on the group while keeping an eye out for dangers.
Here is Krauz's Perception & Stealth, should he need either of them
Perception (Darkvision & Scent): 1d20 + 17 ⇒ (9) + 17 = 26
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16

Sebecloki |

"Well then, that was quite the unpleasant surprise, but perhaps we've gained some useful boots out of it?" Pointing at the boots of the bandit leader was wearing Vhinservun says, "Those look like they'd be about your size, Soto, if you're interested."
I'm assuming that loot is fair game here, and that we've identified magic after the fight (Vhinservun is pretty automatic at that with a +27 to spellcraft.) If Soto is worried about getting around the boots of springing and striding would add 10 feet to his base speed.
The bard, after waving goodbye to Kazu for now turns back to the remaining Companions. "So I wonder if there's any chance that this Fort Zeltan not responding to messages is related to the attack on the Copperbeard Clan's halls. As it's on the way it probably doesn't hurt to poke our heads in and find out, especially as the guard mentioned compensation should we take care of any issues that might have arisen there. What say the rest of you? Possibly it's a chance to take care of two birds with one stone?"
Akara appears to muse on the different possibilities, his draconic snout wrinkling slightly as an indication of his deep thought. After a moment's pause, he interjects again,
"It is also, I suppose, possible that the very same evil which has beset my home has also come to Fort Zeltan. Perhaps we should investigate to determine whether the drow and xulgath invasion has advanced even further than we already feared?"
Which direction are we going? There's no one right answer here, I just need to know so I can move the narrative along.

Vhinservun Tekra |

Is either Fort Zeltan or Ryuona's Den on the way to the other or are they in different directions? I'm all for going to whichever is first on our path. Or if they're equally accessible for narrative purposes perhaps stopping by Ryuona's Den hoping to pick up information and meet with our incoming Alchemist and then hitting Fort Zeltan.

Kolvar Themaris |

"Last thing I want is to get caught between two forces, we should look into the goings on at the Fort."
Casting a vote to check out Fort Zeltan.

Sebecloki |

Is either Fort Zeltan or Ryuona's Den on the way to the other or are they in different directions? I'm all for going to whichever is first on our path. Or if they're equally accessible for narrative purposes perhaps stopping by Ryuona's Den hoping to pick up information and meet with our incoming Alchemist and then hitting Fort Zeltan.
It's basically a side quest off the road to the east, further into the center of the Duchy of Urnst. It definitely works to go to the Den first and then head off to check up on the Fort.

Vhinservun Tekra |
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Vhinservun Tekra wrote:Is either Fort Zeltan or Ryuona's Den on the way to the other or are they in different directions? I'm all for going to whichever is first on our path. Or if they're equally accessible for narrative purposes perhaps stopping by Ryuona's Den hoping to pick up information and meet with our incoming Alchemist and then hitting Fort Zeltan.It's basically a side quest off the road to the east, further into the center of the Duchy of Urnst. It definitely works to go to the Den first and then head off to check up on the Fort.
My vote is to make that quick stop at the Den and then hit the fort in that case. Unless the Den is interesting we'll get through it quickly and get into some new sort of trouble (which we'll know to buff up for and scout this time!)

Brando the Magpie |

"I have the thought that some resupply might be of use before meeting the xulgath. Keep an eye out though, these bandits might have friends or allies there and no one wants spit or even poison in their drinks, eh?"

Sebecloki |

Ruoyna's Den consists of a tavern and stables, both made of wood with thatched roofs. The buildings are quite old but in good repair. The tavern attracts travelers along the Farsouth Road as well as patrolling soldiers in need of a break from their own cooking.
The tavern is open for business from first light until the last evening meal is served. There are five travelers in the tavern at meal times, as well as ten soldiers equipped with scale mail, longswords, and small steel shields.

Vhinservun Tekra |

Vhinservun smiles as the Companions reach Ruoyna's Den without further incident. Walking into the tavern, she finds the proprietor and has a loud conversation with them, trying to make sure that everyone in the room is aware that the kobold is with them. "Good afternoon my friend. The Companion's of the Broken Band are here to partake of your renowned services. We've heard delightful things and are looking forward to it! I just wanted to make sure you know upfront that we're escorting a kobold in a mission to aid the Copperbeard Clan of dwarves; it's a bit of a story, but know that he is our charge and we vouch for his behavior."
Diplomacy: 1d20 + 21 ⇒ (9) + 21 = 30
If that goes over well, while the group settles in for a meal, Vhinservun will canvass the room, seeing if anyone has any information they'd care to share about Fort Zeltan and its lack of recent communication.
Diplomacy: 1d20 + 21 ⇒ (13) + 21 = 34

Sebecloki |

Vhinservun smiles as the Companions reach Ruoyna's Den without further incident. Walking into the tavern, she finds the proprietor and has a loud conversation with them, trying to make sure that everyone in the room is aware that the kobold is with them. "Good afternoon my friend. The Companion's of the Broken Band are here to partake of your renowned services. We've heard delightful things and are looking forward to it! I just wanted to make sure you know upfront that we're escorting a kobold in a mission to aid the Copperbeard Clan of dwarves; it's a bit of a story, but know that he is our charge and we vouch for his behavior."
[dice=Diplomacy]1d20 + 21
If that goes over well, while the group settles in for a meal, Vhinservun will canvass the room, seeing if anyone has any information they'd care to share about Fort Zeltan and its lack of recent communication.
[dice=Diplomacy]1d20 + 21
The proprietor of the Den, an enormous giant of man, a little more than seven feet in height and of enormous stature and build, approaches Vhinservun as she introduces the Companions,
"Well met, Companions of the Broken Band, I am Bear, the proprietor of this humble establishment. You need not worry -- all who come peaceably on the Farsouth Road have a claim on the warmth of my fire and the hospitality of this house, no matter their kith or kin."
Bear points at the futhark runes carved into the doorway, as well as the mjolnur hammer hung over the entrance as he continues,
"This establishment is under the protection of the Northern Gods, who value above all the law of the sheltering of strangers, of sanctuary."
He then gestures towards an open table, in addition to the two occupied by patrols from V'run and surrounding settlements, and the other occupied by the five travelers.
"Please, take a seat at my fire, and have your fill of meat and mead. Pray tell, what calamity has befallen the halls of the Copperbeard Clan? I had noticed that none of their merchants had stopped at my inn on their way to V'run in several weeks."

Vhinservun Tekra |

"Well met Bear, you can call me Vhinservun. As for the Copperbeard Clan, our friend Akara here tells us that their mine has been invaded by Xulgoths and his clan brothers and sisters enslaved by them. He escaped from their clutches and came seeking aid which is what we've come to deliver. If you want (many) more details I'm sure that he'll be happy to oblige you."

Sebecloki |

"Well met Bear, you can call me Vhinservun. As for the Copperbeard Clan, our friend Akara here tells us that their mine has been invaded by Xulgoths and his clan brothers and sisters enslaved by them. He escaped from their clutches and came seeking aid which is what we've come to deliver. If you want (many) more details I'm sure that he'll be happy to oblige you."
"And a drow!" Akara interjects
"Svartalf!?" Bear utters the word like a curse, spitting as he uses the Cold Tongue name for the dark elves. "It is indeed dire news if such things have awakened from under the earth, and now are so bold as to enter into the middle realm of mortals!"

Vhinservun Tekra |

Vhinservun looks serious for a change and nods. "It is indeed a great danger that needs investigating, but that's what we're planning on doing, but if you've any news of similar incidents elsewhere we'd like to hear them.
"Speak of which, on our end we've also heard that Fort Zeltan nearby has been unresponsive of late. It's not necessarily connected to the Copperbeard Clan, but we'd like to check to make sure. I don't suppose you've heard any news from them of late, or a surprising lack of it, on this end?"
The reaction from Bear is strong enough that Vhinservun looks over the large man just a little more closely.
Sense Motive to make sure Bear seems sincere: 1d20 + 15 ⇒ (10) + 15 = 25

Sebecloki |

Vhinservun looks serious for a change and nods. "It is indeed a great danger that needs investigating, but that's what we're planning on doing, but if you've any news of similar incidents elsewhere we'd like to hear them.
"Speak of which, on our end we've also heard that Fort Zeltan nearby has been unresponsive of late. It's not necessarily connected to the Copperbeard Clan, but we'd like to check to make sure. I don't suppose you've heard any news from them of late, or a surprising lack of it, on this end?"
The reaction from Bear is strong enough that Vhinservun looks over the large man just a little more closely.
[dice=Sense Motive to make sure Bear seems sincere]1d20 + 15
Bear's furry brows perk up at the mention of Fort Zeltan,
"The fort? Well, now that you mention it, it's been strange that we haven't had any patrols from them stop by either,"
He grunts at one of the knights at the tables,
"Casian, has there been any news from Fort Zeltan recently?"
A blonde-haired, blue-eyed knight, clearly of strong Sueloise extraction, purses his lips, biting them slightly before replying,
"Well, it's strange... they haven't sent any sentries as is their custom, but the signal light was raised, and I sent off a detachment of three knights in response this evening..."

Vhinservun Tekra |

Vhinservun perks up at that. "This signal light, is it something used to indicate danger, or a routine signal that you'd expect to receive on a regular basis?"

Sebecloki |

Vhinservun perks up at that. "This signal light, is it something used to indicate danger, or a routine signal that you'd expect to receive on a regular basis?"
The blonde Urnstian knight who Bear had just identified as 'Casian' turns his attention to Vhinservun,
"Well, it's a part of a set of watch fires that allow this entire area of the Duchy's frontier near the Mistmarsh and the Abbor Alz to communicate over distances. It works by a code -- the fire is covered and ignited, also sometimes with different colors. The code we received was for 'Important Information: Only Face to Face: Send Messengers'. I must admit, the whole affair struck me as odd, and we have been disturbed by reports of recent sightings of hunting wyverns in the Wailing Woods..."

Vhinservun Tekra |

Vhinservun nods her thanks for the information, but frowns at the implications. "That's a good system, but given the lack of content and the troubles over in the Copperbeard Clan's mines that's an ominous message to receive. Sir Casian, you're on some patrol route and have other mission to attend to I'm sure, but I think that the Companions of the Broken Band would like to visit the Fort just in case something's amiss there. Things seem, as you say, to be afoot. I know that on our way here we were assaulted by a particularly aggressive band of bandits whom our companion is now tracking down the remnants of to deal with.
"I'd love to be wrong and have everything have a benign explanation, but just in case there isn't, would you be willing to share a way for us to identify ourselves as allies as we approach?"
Diplomacy to Convince Casian to trust the Companions and share any useful information about approaching the Fort: 1d20 + 21 ⇒ (11) + 21 = 32

Sebecloki |

Vhinservun nods her thanks for the information, but frowns at the implications. "That's a good system, but given the lack of content and the troubles over in the Copperbeard Clan's mines that's an ominous message to receive. Sir Casian, you're on some patrol route and have other mission to attend to I'm sure, but I think that the Companions of the Broken Band would like to visit the Fort just in case something's amiss there. Things seem, as you say, to be afoot. I know that on our way here we were assaulted by a particularly aggressive band of bandits whom our companion is now tracking down the remnants of to deal with.
"I'd love to be wrong and have everything have a benign explanation, but just in case there isn't, would you be willing to share a way for us to identify ourselves as allies as we approach?"
[dice=Diplomacy to Convince Casian to trust the Companions and share any useful information about approaching the Fort]1d20 + 21
Bandits?"
Now it is Casian's eyes that widen,
"Well, then we are in your debt then, for several of our patrols have fallen afoul of some party of brigands in the woods that uses arrows tipped with wyvern venom."
"We would be grateful for your assistance. You will need to procure a lantern that can be shuttered, as well as the colored powders used in some messages. I have a spare I can lend you for your expedition. You will need to send the message with green powder, three reveals, then dose the fire and let it burn again and then shutter and un-shutter it twice. That means 'Three (they'll understand in this context it refers to the three messengers': No Danger/All Clear'. That will connect your presence to that of my messengers and not put them on the alert so they don't fire any of their trebuchets at you as you approach."

Vhinservun Tekra |

"That was the group we ran into, yes. The wyvern venom didn't do as much damage as it could have but it was a surprisingly strong poison to find on a bandit's arrow. Should you run into a half-orc named Kazu in your partrols he'll be the one who's taken on tracking down their camp and assessing the situation to see what can be done about it. I'm sure he'd appreciate joining forces with you should the opportunity arise."
Looking over the lantern and making sure she knows how to use it and the system Vhinservun smiles at Casian. "This will make our investigation much easier. I thank you for the help and hope that we can root out any trouble afflicting the Fort using this in our approach! Is there anything else you can think of that we might need to know before we leave? I'm hoping to get there before your men can come to any harm if there truly is danger there."
Turning to the rest of the Companions Vhinservun seeks their input as well. "What do you think, shall we head out this afternoon to cover the distance more quickly in case something is amiss? Is there anything else we need to do here beyond finish the lovely meal that Bear has been kind enough to provide?"

Sebecloki |

"That was the group we ran into, yes. The wyvern venom didn't do as much damage as it could have but it was a surprisingly strong poison to find on a bandit's arrow. Should you run into a half-orc named Kazu in your partrols he'll be the one who's taken on tracking down their camp and assessing the situation to see what can be done about it. I'm sure he'd appreciate joining forces with you should the opportunity arise."
Looking over the lantern and making sure she knows how to use it and the system Vhinservun smiles at Casian. "This will make our investigation much easier. I thank you for the help and hope that we can root out any trouble afflicting the Fort using this in our approach! Is there anything else you can think of that we might need to know before we leave? I'm hoping to get there before your men can come to any harm if there truly is danger there."
Turning to the rest of the Companions Vhinservun seeks their input as well. "What do you think, shall we head out this afternoon to cover the distance more quickly in case something is amiss? Is there anything else we need to do here beyond finish the lovely meal that Bear has been kind enough to provide?"
Casian ponders the question for a moment, appearing to reflect before continuing,
"Well, that's hard to answer in some ways. I come from old Sueloise stock, and can trace my ancestry back to the royal houses of the Sea of Dust. There are so many stories of this frontier from the days when my ancestors emigrated from the Rain of Colorless Fire into this region and established settlements such as V'run, Seltaren, and Leukish, among others. There are tales that they encountered the dark remnants of Ur-Flan kingdoms in these woods, as well as degenerate tribes of wild races such as giants, trolls, and ogres. There are also stories of serpentine things, which are probably the same as the xulgath mentioned by your kobold companion. There are so many though, and these woods are full of ruins from civilizations of which, so far as I know, there are no written records or any historical memory. It is said that the woods hid old things even in the times of the Ur-Flan. All I can say is, the shadows of the Wailing Woods shelter many terrors, so be vigilant and maintain your guard at all times."

Clarabibulus Flingflopsparkfizz |

A well-traveled gnome looks up, stands, and begins to walk over. Her stained leather apron and the bandoliers of colorful vials across her chest mark her clearly as an alchemist of sorts.
She's a bit slight even for a gnome--standing a neat three feet tall--with milky-orange skin, pine green eyes, and electric-blue hair. "Greetings! I couldn't help but overhear you talking about heading to Fort Zeltan. As the Gods would have it, I'm heading that way myself. Word is, there's a rare fey-touched huckleberry that ripens near there this time of year, and I'm hoping to find a sample."
"Clarabibulus Flingflopsparkfizz, fizzician-at-large, at your service." She pauses for a moment, looking to see if she sees any recognition. "That's right, the great-great-great-great-granddaughter of the Umbilicus Flingflopsparkfizz, who traveled with Garl Glittergold himself, and who invented the formula for the Ultimate Fizzy Drink which you've surely heard was zesty, uplifting, and very very fizzy. (There's some scholarly debate as to whether the Ultimate Fizzy Drink was best enjoyed as a beverage or thrown at one's foes--or perhaps both?--but I expect that my research will answer that before too long)."
She wipes her hands on her apron and then extends a hand to shake. As her apron shifts it's clear that she's wearing a finely crafted mithral breastplate under there. Other than that (and her many vials and powders) she appears to be unarmed.
"I've been on a bit of a solo walkabout, trying to recreate the Ultimate Formula, and some notes from a damages journal of great-grand-papa's suggest that perhaps he came through this very area during huckleberry season, so you'll understand why I'm anxious to get there. Happy to travel with you, if you're inclined."

Krauz "The Wolf" Bloodforge |

Krauz had been quiet behind Vhenservun as she spoke to the innkeeper and knight within the establishment. She was gifted with the gift of glibness, a talent that he himself had never developed outside of his frightening presence. She could entertain with words, Krauz entertained with bloodshed. A simple difference in the end. He did not ignore the conversation though, listening to the details between them all in case Vhinservun should fall in combat. After all, the Broken Band's membership had a very bloody tendency to fluctuate. His attention flickered towards the gnomish woman as she stepped over towards them all, her strange colorations betraying her heritage immediately. She spoke eloquently and confidently, one who was assured in their skill and in their ability.
Only when she was finished would Krauz step over, towering over the woman at six feet and five inches tall. His dark green body was covered with scarring, many old and some new. His eyes focused down at her as he leaned over and sniffed the air cautiously above her. His nose riled back for a moment before he leaned back up to his impressive height once more.
"She smells fruity and delightful. I say we bring her." His voice rumbled out before he crouched down enough to grasp her by the forearm in a warrior's grasp. "I am Krauz Bloodforge, The Wolf of the Arena. We are the Companions of the Broken Band. If you will assist in coming battles, I will eagerly shed blood with you, Fizzician Flingflopsparkfizz." He smelled of blood and the slightest scent of an animal's musk, not too different than one would find from the dires wolves and other impressively large canine in the world. His yellow eyes shined with a eagerness in them before he stood back up and made his way to eat a meal. No point dying on an empty stomach.

Brando the Magpie |

Brando looks up from idly playing with dice, with an eye to luring the soldiers into a game. "I can't disagree Krauz. A seeker for the Ultimate Fizzy Drink? My great uncle twice removed tried his hand at that, claimed he found a river of chocolate then retired - he never revealed the location despite all the dirty jokes about what he'd really found, but his confectionary business was certainly profitable. Seekers are fine people is my point."
He wanders over to shake the new gnomes' hand. His own nut brown skin and blue-green hair are more subdued than Clara's but his finely cut and embroidered clothes make up the difference. "I don't suppose you've picked up some other useful recipes along the way? I went and used my last tanglefoot bag on a word-deprived bandit quite recently, and we might run into some xulgath and drow - antitoxin and soothe syrup could be quite useful."

Kolvar Themaris |

If don't get a proper post up later tonight or you want to move on before then Kolvar sits with his alchemical kit grumbling and making things.
Craft Alchemy: Improved Acid Flask Mk2 DC 25: 1d20 + 17 ⇒ (20) + 17 = 37
Craft Alchemy: Improved Acid Flask Mk2 DC 25: 1d20 + 17 ⇒ (12) + 17 = 29
Craft Alchemy: Improved Acid Flask Mk2 DC 25: 1d20 + 17 ⇒ (9) + 17 = 26
Craft Alchemy: Improved Alchemist Fire Mk1 DC 20: 1d20 + 17 ⇒ (9) + 17 = 26
Craft Alchemy: Improved Alchemist Fire Mk1 DC 20: 1d20 + 17 ⇒ (20) + 17 = 37
Craft Alchemy: Improved Alchemist Fire Mk1 DC 20: 1d20 + 17 ⇒ (8) + 17 = 25
Craft Alchemy: Improved Flash Powder Mk1 DC 20: 1d20 + 17 ⇒ (7) + 17 = 24
Craft Alchemy: Improved Flash Powder Mk1 DC 20: 1d20 + 17 ⇒ (2) + 17 = 19
Craft Alchemy: Salve Mk1 DC 15: 1d20 + 17 ⇒ (2) + 17 = 19

Sebecloki |

If don't get a proper post up later tonight or you want to move on before then Kolvar sits with his alchemical kit grumbling and making things.
[Dice=Craft Alchemy: Improved Acid Flask Mk2 DC 25]1d20+17
[Dice=Craft Alchemy: Improved Acid Flask Mk2 DC 25]1d20+17
[Dice=Craft Alchemy: Improved Acid Flask Mk2 DC 25]1d20+17
[Dice=Craft Alchemy: Improved Alchemist Fire Mk1 DC 20]1d20+17
[Dice=Craft Alchemy: Improved Alchemist Fire Mk1 DC 20]1d20+17
[Dice=Craft Alchemy: Improved Alchemist Fire Mk1 DC 20]1d20+17
[Dice=Craft Alchemy: Improved Flash Powder Mk1 DC 20]1d20+17
[Dice=Craft Alchemy: Improved Flash Powder Mk1 DC 20]1d20+17
[Dice=Craft Alchemy: Salve Mk1 DC 15]1d20+17
We'll say they stay at the inn for however long it takes him to make this stuff.
The rest of the evening in the inn is relatively uneventful.
Any potential suspicion that the other lodgers might have nurtured towards Akara appears to have been quelled by Bear's quick and firm declaration of the Northern Gods' sanctuary over all travelers who come beneath his roof.
The gregarious innkeeper quickly furnishes the members of the Company of the Broken Band with a filling meal of fermented honey and sizzling beef steaks.
When they have begun to take their after dinner aperitif, the Company is approached by one of the five travelers. The man has dark hair and striking violet eyes. He wears a long, dark-green cloak that has the appearance of scales or some kind of exoskeletal covering. He introduces himself with a slightly sibilant accent,
"Greetingss noble travelerss. I hope you sshall excusse my impossition, but I could not help but overhear the tale of your triumph over the banditss of the Wailing Woodss. I am but a humble merchant, Martlex Sarin of Seltaren, and a long-time asssociate of mine wass recently accossted by thesse sself ssame mauraderss. Pray tell, what wass their number and mettle? I have heard wild taless in recent dayss that they have tamed the fearssome wyvernss of the Wailing Woodss, and ride the dread beasstss into battle againsst their foess. Iss their any truth to this rumor?"

Vhinservun Tekra |

Vhinservun grins at the new gnome. "Well met Clarabibulus! If you think that there would be something of interest to you near Fort Zeltan you're welcome to accompany the Companions of the Broken Band. My name is Vhinservun, though you're welcome to call me Vhins if you prefer a shorter name." With a quick wink the bard continues, "Mind you, given your introduction I don't expect that brevity in names is a particular concern of yours."
Later on, while Kolvar is doing his crafting Vhinservun watches the stranger approach and listens to his request. This doesn't seem like a Xulgoth or one of their agents at all! the bard muses sarcastically to herself.
Sense Motive to well, Sense the Motive of Martlex: 1d20 + 15 ⇒ (3) + 15 = 18
Regardless of how he comes across Vhinservun gives the humble merchant a small bow and a smile. "Well met Martlex. It wouldn't surprise me if the bandits we encountered had tamed wyverns, though we saw no signs of the beasts outside of the venom that they used on their arrows which I believe was derived from wyvern poison. We fought off almost two score of the brutes in our encounter, though many scattered into the woods and are likely there yet. Should you be traveling in this area it would likely behoove you to travel with others!"
Start of Day: Cast Delay Poison (duration 24 hours,) Use Scroll of Delay Disease (duration 24 hours,) Use Enhancement sphere to enhance daggers to keen and +4 (duration 8 hours, but no SP cost, so refresh as needed when the duration is close to out.)
When we get close to the Fort (just before signalling with the lantern): Use Enhancement sphere to enhance buckler to +4 (1 SP, duration 8 hours,) Use Protection Sphere to increase Deflection to AC by 4 and resistance to all saves by 3 (2 SP total, duration 10 hours,) Use Fate Sphere for Hanged Man and Temperance Motifs on self (+2 to Fort and Will saves, -2 to Ref saves, can re-roll natural ones on saves and attacks, 2 SP total, duration 6 hours,)
Total resources used: 5 SP, 1 2nd level spell slot, one Delay Disease Scroll.
That puts me at the standard buff combat stats I listed in the discussion thread as well as immune to poison and disease and re-rolling most inconvenient natural ones.

Sebecloki |

Vhinservun grins at the new gnome. "Well met Clarabibulus! If you think that there would be something of interest to you near Fort Zeltan you're welcome to accompany the Companions of the Broken Band. My name is Vhinservun, though you're welcome to call me Vhins if you prefer a shorter name." With a quick wink the bard continues, "Mind you, given your introduction I don't expect that brevity in names is a particular concern of yours."
Later on, while Kolvar is doing his crafting Vhinservun watches the stranger approach and listens to his request. This doesn't seem like a Xulgoth or one of their agents at all! the bard muses sarcastically to herself.
[dice=Sense Motive to well, Sense the Motive of Martlex]1d20 + 15
Regardless of how he comes across Vhinservun gives the humble merchant a small bow and a smile. "Well met Martlex. It wouldn't surprise me if the bandits we encountered had tamed wyverns, though we saw no signs of the beasts outside of the venom that they used on their arrows which I believe was derived from wyvern poison. We fought off almost two score of the brutes in our encounter, though many scattered into the woods and are likely there yet. Should you be traveling in this area it would likely behoove you to travel with others!"
** spoiler omitted **...

Sebecloki |

Vhinservun grins at the new gnome. "Well met Clarabibulus! If you think that there would be something of interest to you near Fort Zeltan you're welcome to accompany the Companions of the Broken Band. My name is Vhinservun, though you're welcome to call me Vhins if you prefer a shorter name." With a quick wink the bard continues, "Mind you, given your introduction I don't expect that brevity in names is a particular concern of yours."
Later on, while Kolvar is doing his crafting Vhinservun watches the stranger approach and listens to his request. This doesn't seem like a Xulgoth or one of their agents at all! the bard muses sarcastically to herself.
[dice=Sense Motive to well, Sense the Motive of Martlex]1d20 + 15
Regardless of how he comes across Vhinservun gives the humble merchant a small bow and a smile. "Well met Martlex. It wouldn't surprise me if the bandits we encountered had tamed wyverns, though we saw no signs of the beasts outside of the venom that they used on their arrows which I believe was derived from wyvern poison. We fought off almost two score of the brutes in our encounter, though many scattered into the woods and are likely there yet. Should you be traveling in this area it would likely behoove you to travel with others!"
** spoiler omitted **...
The merchants nods in acknowledgement,
"Thank you for your indulgence of my curiossity Misstress. I am in your debt."
The man returns to his companions.
The rest of the evening passes without incident and the Companions of the Broken Band head out from Ruoyna's Den early in the morning, the dew still wet on the grass.
The dense cover of the Wailing Woods again quickly devours the whisper of a dirt road which winds through the thick foliage. The trip to the fortress is difficult only because of the narrowness and scarcity of the pathway, as well as the undulating wilderness landscape over which it runs. Nevertheless, the Companions maintain a steady pace, and make consistent, though not especially hurried, progress towards their destination.
Late in the afternoon, as evening begins to fall, the edifice of Fort Zeltan finally comes into view. The Wailing Woods open into a clearing which surrounds a square palisade enclosing several buildings.
I'll throw a map up tomorrow.

Krauz "The Wolf" Bloodforge |

Krauz takes the lead once more, scouting ahead with his fast movement and uncomfortable ability to be quiet. He would only return to the group, along with any other that wished to scout with him, to alert his companions that they were coming upon the fortress now.
"The fortress lies ahead. The sun sets soon and darkness favors me. I suggest we wait for night to fall before I scout the location." Krauz offers before turning towards Vhin. "The man said we should use the lantern to alert the scouts so we are not fired upon, yes? Shall we try that first?"
Letting the others decide the approach, Krauz would focus on himself for a moment before speaking words of power. That red-orangish glow illuminated him for just a moment before solidifying and disappearing into his skin.
Krauz will cast ablative armor on himself. It will last for eight hours or he takes 40 points of damage from its ability

Sebecloki |

Krauz takes the lead once more, scouting ahead with his fast movement and uncomfortable ability to be quiet. He would only return to the group, along with any other that wished to scout with him, to alert his companions that they were coming upon the fortress now.
"The fortress lies ahead. The sun sets soon and darkness favors me. I suggest we wait for night to fall before I scout the location." Krauz offers before turning towards Vhin. "The man said we should use the lantern to alert the scouts so we are not fired upon, yes? Shall we try that first?"
Letting the others decide the approach, Krauz would focus on himself for a moment before speaking words of power. That red-orangish glow illuminated him for just a moment before solidifying and disappearing into his skin.
Krauz will cast ablative armor on himself. It will last for eight hours or he takes 40 points of damage from its ability
Is Krauz using stealth?