PrP: Missing Husband

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Log Info

  • Title: Missing Husband
  • Emitter: Benthus
  • Characters: Bahken (Bard3) Flicker (Wtc2)
  • Place: Near Alexandria
  • Time: Jan 11, 2015
  • Summary: A woman is asking for help in finding her missing husband.
  • APL: 3
  • Encounter 1: 2x Highwaymen (ftr1/rog1-CR1), CR3
  • Encounter 2: 2x Highwaymen (ftr1/rog1-CR1), CR3

(Start of Plot)

A woman stands at the gates of the city, looking out. She looks distressed. When asked for what is the cause of her anxiety, she answers that her husband has not yet return from his trip to a farm town. He was suppose to be back yesterday morning, but even up to now, he has not yet returned. She fears for his safety and longs for someone to go through the route that he might have taken.

Bahken is walking his horse through the gates, probably going to take it for a ride to exercise it and let it graze. He notices the concerned looking woman and sees how she approaches people. Glancing around, he approaches her with the horse trotting behind him.

After her last encounter, and first assignment from the guild, Flicker catches sight of the woman and Bahken as he approaches the woman. She is riding a decent sized Wolf and she reigns it in over towards the woman to find out if something is wrong with her, or the man that is approaching her. "Everything alright here?" Now the wolf itself doesn't seem to react much, or even at all other than directed where it will by the little green Gobber Female.

The woman looks up at Bahken as he slows down near her, and also at Flicker as she draws closer to her, and says, "Sir and madam, would you be so kind as to provide aid to an anxious woman? My husband went to a farm town and should have returned by now. But he has not. Will you please follow the route that he has taken and see if you can find signs of him passing through the area?"

Bahken frowns a little, "I usually expect payment for my time, madam..." he says softly, then smiles a little, "How far is it though, maybe I can make a detour?" He glances over at Flicker, giving her a slight smile.

The last one was a near death thing from an other-planer demon, tracking a farmer seemed a much better task to make a decent come back and a few coins perhaps, even if its with what one might find in the search. She smiles and nods a bit till her head is like a toy with a head that won't stop bouncing up and down. "Oh come on... who knows what we might find. Though payment if we find him... Could be up to anything." She teases Bahken a little as he is trying to decide and looks to the woman, "I'm up for a jaunt. Any donations you can make to Flicker at the Guild. Besides it be a shame to waste this mount spell, seeing as this one has a horse and we can get there faster than walking."

"It is a few hours south of the city, sir. Lesser if you have a fast steed. Oh, please help me, sir. I have been sick with worry all this time, and the only thing that would make me leave this spot is a news of what has happened to him." Says the handsome woman. She offers a more descriptive direction on the route that her husband might have taken.

Bahken sighs a little and looks at his horse, stroking the beast's mane.. "I hope you were looking for a workout today," he tells it. Then he smiles at Flicker, "I don't think we'll be getting anything that glitters on this end... Care to ride together anyway?"

Flicker smiles some pearly whites and is already kicking in and riding out, "Already up and going, catch up and I think I can tolerate some company." She looks back and smiles again, She always did like the wilds to the city anyway, so a further leave of absence form Alexandria suits her just fine. Seems the thing that peeks out from the back of her furred collar, the head of a centipede thinks so as well. A gloved hand rising to press the small creature back under the warm clothing provided for it by what she wears.

GAME: Bahken rolls ride: (18)+2: 20 GAME: Flicker rolls ride + 4: (14)+3+4: 21

Bahken sweeps up into the saddle and kicks the steed into motion. The light warhorse hurtling forward as he calls back, "We'll be back in a few hours with news!" Good news or bad news he doesn't yet know. He slides his bow from his shoulder though, holding it across his saddle as the other hand manages the reigns.

The two kind-hearted people set forth on their journey to put one person's mind at ease. The journey is relatively short for people who are mounted and it does not take long to see some signs of struggle on the road. There is what appears to be some blood splatters on the road, but thankfully no dead bodies...

Bahken draws up short when he sees the splatters. Frowning he looks around to see if there's a spot for an ambush that they might have just rode into. He looks over at Flicker, "Think that wolf can pick up the trail?"

GAME: Flicker rolls Survival: (4)+5: 9

The trail of blood doesn't seem to take you anywhere and so you wait around for a while trying to figure out where to go next...

Flicker laughs a bit, "Nope, this thing is smoke and mirrors, though it has an easy gait I'm more used to then those large things you ride. Still I prefer it and always handy when one needs one... Now for these blood spatters."

GAME: Bahken rolls perception: (5)+6: 11 GAME: Flicker rolls perception: (10)+7: 17 GAME: Benthus rolls 1d20+4: (13)+4: 17 GAME: Benthus rolls 1d20+4: (9)+4: 13

As Bahken and Flicker decide on what to do, two figures come into view. They are walking together and both are carrying shortswords.

       Benthus has dropped a TIMESTOP!

GAME: Bahken rolls initiative: Roll: 20 + Bonus: 3 = Total: 23 GAME: You roll initiative for Highwaymen: Roll: 18 + Bonus: +2 = Total: 20 GAME: Flicker rolls initiative: Roll: 5 + Bonus: 3 = Total: 8 <OOC> Benthus says, "As you both manage to spot each other, there is no surprise round." <OOC> Benthus says, "You spot two people coming up on the path your are following..."

------------------------------------------------------------------------------
|   Name   |   Race   |   Class   |E Lev| CHP | HP  | AC |CMD |For |Ref |Wil |
------------------------------------------------------------------------------
|Bahken    |HUMAN     |Bard       |  3  | 22  | 22  | 17 | 16 | 4  | 7  | 4  |
|Flicker   |GOBLIN    |Wtc        |  2  | 15  | 15  | 14 | 13 | 2  | 3  | 3  |
------------------------------------------------------------------------------

GAME: Benthus advances the initiative order.

     Round One - Init 23.
     It is now Bahken's turn! Highwaymen is next!

GAME: Note Flat-footed on Bahken ended. <OOC> Benthus says, "Two human on the road with short swords holstered on their sides." <OOC> Bahken says, "Ready an action, if they attack, cast sleep"

Bahken looks up and notices the men approaching. He takes a deep breath and holds it. The bow in one hand as the other lets the reigns slip free, but he makes no motion.. yet...

GAME: Benthus advances the initiative order.

     Round One - Init 20.
     It is now Highwaymen's turn! Flicker is next!

When the two men spot the other two adventurers on their trail, they immediately draw their short swords and says, "Well, well, what have we here?" "Easy pickings, easy pickings. This must be our lucky day!" "Hahaha! Alright lad and lassy, mind relieving yourselves of your fancy stuff?" "If not, we will gut you both!" They brandish their short swords menacingly."

GAME: Benthus advances the initiative order.

     Round One - Init 8.
     It is now Flicker's turn! Bahken is next!

GAME: Note Flat-footed on Flicker ended. <OOC> Flicker says, "Going to use my Ward hex on Bahken and releasing my wolf mount."

Looks like a bit of trouble, though Flicker doesn't look all that worried, she had faced down a Barbed Demon not too long ago, these guys... well didn't much startle her at this point. She stands up on her wolf and then hops up onto Bahken's horse while running her finger over his back marking the hex of a ward on him for protection and buffiness.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Two - Init 23.
     It is now Bahken's turn! Highwaymen is next!

<OOC> Bahken says, "Distance?" <OOC> Benthus says, "40 feet." GAME: Bahken casts Sleep. Caster Level: 3 DC: 15 GAME: Benthus rolls 1d20+1: (5)+1: 6 GAME: Benthus rolls 1d20+1: (15)+1: 16 <OOC> Benthus says, "One sleeps, the other resists." <OOC> Bahken says, "and then riding back fifty feet"

Bahken lets out his breath as a hand reaches into a pouch and throws out a handful of rose petals that take on a strange sense as his voice carries out in a lullaby, o/~ Dream by night... wish by day o/~ causing one of the highwaymen to slump over asleep.

GAME: Benthus advances the initiative order.

     Round Two - Init 20.
     It is now Highwaymen's turn! Flicker is next!

<OOC> Benthus says, "The other highwayman kicks his sleeping partner awake."

One of the highwayman blinks as his companions suddenly falls unconscious and is snoring loudly. He kicks the man awake, "Stop play around. We got rich people we need to rob from." The man stirs from his sleep and groggily gets to his feet, "Wha-- what happened?" He picks up his sword and holds his head.

GAME: Benthus advances the initiative order.

     Round Two - Init 8.
     It is now Flicker's turn! Bahken is next!

<OOC> Flicker says, "Going to draw my bow." GAME: Flicker rolls ranged: (17)+5: 22 GAME: Flicker rolls 1d10: (5): 5

She didn't want to use too many things up, they were precious, so Flicker pulls her Crossbow out and puts a bolt into the leg of one of the highway men, "Want some more of that. There is plenty, no one robs me."

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Three - Init 23.
     It is now Bahken's turn! Highwaymen is next!

<OOC> Bahken says, "Bardic Performance Inspire courage. draw back another fifty feet."

o/~ A little less conversation, a little more action please! o/~ Bahkens voice booms out in a pulsing up tempo rhythm that fills Flicker and himself with an energy of battle. He then guides his horse back another 50 feet, still managing the tune, o/~ All this aggravation ain't satisfying me! o/~

GAME: Benthus advances the initiative order.

     Round Three - Init 20.
     It is now Highwaymen's turn! Flicker is next!

<OOC> Benthus says, "Alright... I guess there is no point in delaying the inevitable. The bloke with a bolt on his leg gets really mad and charge-attacks Flicker." GAME: Benthus rolls 1d20+6: (4)+6: 10 <OOC> Benthus says, "And misses. The other throws a dagger at her." GAME: Benthus rolls 1d20+2: (15)+2: 17 GAME: Benthus rolls 1d4+2: (2)+2: 4 GAME: You damaged Flicker for 4 points. 11 remaining.

"AAUGH! MY LEG! Why you!" The bandit that got a bolt in his left leg pulls it out and then goes charging towards Flicker, his sword waving in the air. His legs must have hurt pretty badly as it affected his attack, missing goblin witch by a wide margin. The his partner does better by drawing out a dagger and hurling the blade towards Flicker. Despite throwing something where his partner is also, he manages to hit flicker with his dagger.

GAME: Benthus advances the initiative order.

     Round Three - Init 8.
     It is now Flicker's turn! Bahken is next!

<OOC> Benthus says, "Flicker, you got someone in melee and another one throwing daggers at you." <OOC> Flicker says, "Hmmmm..... can I step back 5 and fire again?" <OOC> Flicker says, "one that charged."

<OOC> Benthus says, "Sadly, a heavy crossbow takes a full round to ready and can be AoOed." <OOC> Bahken says, "5' step is not an action" <OOC> Benthus says, "Yes, she can move back." <OOC> Flicker says, "Well bless! 'Catch off guard' and I'm going to let him decide how much damage I can do smacking the guy with the crossbow." GAME: Flicker rolls melee: (12)+2+1: 15 GAME: Flicker rolls 1d4 + 1: (1)+1: 2

Taking the hit from the knife hurt a bit, but the gobber doesn't back down one little bit as she swings at the guy that rushed her. The pain must have drawn her off a little the end of the Crossbow Flicker uses a s a makeshift club smacking him in the wounded leg, more a bit of pride then really hurting the guy.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Four - Init 23.
     It is now Bahken's turn! Highwaymen is next!

<OOC> Bahken says, "Distances? I know I'm 140' from where they were.. how far am I from where they are?" <OOC> Benthus says, "140 feet from the ranged attacker, and 100 from the melee attacker." <OOC> Bahken says, "Ok, maintaining performance, riding 50' forward full attack, rapid shot, no pointblank range. MW and BP applying" GAME: Bahken rolls ride: (4)+2: 6 GAME: Bahken rolls Ranged-2-2+1+1: (16)+5+-2+-2+1+1: 19 GAME: Bahken rolls Ranged-2-2+1+1: (15)+5+-2+-2+1+1: 18 GAME: Bahken rolls 2d6+2: (9)+2+2: 13

o/~ A little more bite, a little less bark o/~ he sings out as two arrows sail past Flicker as he rides forward again at a steady pace. Both arrows slamming significantly into the far off highwayman's shoulder.

GAME: Benthus advances the initiative order.

     Round Four - Init 20.
     It is now Highwaymen's turn! Flicker is next!

<OOC> Benthus says, "Okay, the one that is hit by Bahken screams in pain and starts running away. The other one follows suit, but first has to take AoO from Flicker." GAME: Flicker rolls melee + 1: (10)+2+1: 13 <OOC> Bahken says, "You lose any Dexterity bonus to AC unless you have the Run feat." The highwayman manages to dodge the incoming improvised melee weapon from hitting his head. He scrambles away... GAME: Flicker rolls 1d4 + 1: (1)+1: 2

The ranged highwayman had enough when two arrows nearly killed him. He turns around and starts running. The other person, the one that is engaged with Flicker, screams in horror that he is being left behind and yells, "Don't leave me!!!" He turns around and begins to run at full tilt.

Flicker is really pissed off, it was a nice little scratch the knife had given her and she swings her crossbow at the man as he turns to take off running, knocking him in the upper thigh once more, "That's right I told you both you'd..." The language does switch to her own tongue, Gobber-talk, and probably better no one knows what she is saying because it curl a sailor's whiskers. "Come on back, I'll beat you down with my bow some more."

GAME: Benthus advances the initiative order.

     Round Four - Init 8.
     It is now Flicker's turn! Bahken is next!

<OOC> Flicker says, "Reloading would be a good thing now."

Seeing as they are running reloading her weapon seems to be the next best thing, just in case something else happens. "You have a mighty inspiring voice... Though I don't often try to act the chop chop in a fight like that." Gobbers can be pretty handy in most any situation though... Instead of her bow she looks real fast for a stick to pick up and use that instead. "This should do for bashing their nuts with."

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Five - Init 23.
     It is now Bahken's turn! Highwaymen is next!

<OOC> Bahken says, "Ending bardic performance, riding 250' ordering them, diplomacy check to get them to surrender?" GAME: Bahken rolls diplomacy: (4)+8: 12 <OOC> Benthus says, "Nope. DC is pretty high since their attitude towards you guys is hostile."

Bahken lets the song leave his lips then urges the horse forward as he holds the bow out with his other hand. He rides PAST the highwaymen and turns back saying, "Gentlemen, this would be a good time to surrender.. Honestly, you don't want this to continue..."


GAME: Benthus advances the initiative order.

     Round Five - Init 20.
     It is now Highwaymen's turn! Flicker is next!

<OOC> Benthus says, "The one closest to Bahken draws another dagger and hurls it at him. The other moves as well and gets to the spot adjacent to his partner. He throws a dagger at Bahken." GAME: Benthus rolls 1d20+4: (14)+4: 18 GAME: Benthus rolls 1d20+4: (3)+4: 7 GAME: Benthus rolls 1d4+2: (1)+2: 3 GAME: You damaged Bahken for 3 points. 19 remaining.

The highwayman with two arrows stuck to his chest wheezes and strains but can not outrun a horse. When the rider demands their surrender, he responds by taking out another dagger and throwing it at him. It lands and injures Bahken. The other highwayman, the one with a bolt on his leg, comes limping to his partner's side and takes a moment to copy what his partner did. The daggers sails way away from its target.

<OOC> Benthus says, "That ranged attacker is good with his daggers." GAME: Benthus advances the initiative order.

     Round Five - Init 8.
     It is now Flicker's turn! Bahken is next!

<OOC> Benthus says, "Flicker, your foes are 160 feet away now." <OOC> Flicker says, "Might as well. Same one I've been after, shooting him." GAME: Flicker rolls ranged + -2: (17)+5++-2: 20 GAME: Flicker rolls 1d10: (7): 7 <OOC> Benthus says, "You've brought him to 0. Still alive."

Is still cursing as she looks at the distance, bringing up her Heavy Crossbow again she lets a bolt fly and with a little Gobber luck she pegs the guy in his upper back, the quill sticking out, "Too right I hit you. I'm going to let Douse Feed on your corpse." There is an excited little churing from around Flicker's neck, probably only she could hear, but it is full of happiness as she says that.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Six - Init 23.
     It is now Bahken's turn! Highwaymen is next!

<OOC> Bahken says, "distance?" <OOC> Benthus says, "You are 40 feet ahead of them." <OOC> Bahken says, "Rapid shot again, riding 50 more feet ahead to get out of charge range. Starting with the the one I nailed earlier, if the first shot kills him I'll hold on the second and try to get the other fellow to give up before he ends up dead." GAME: Bahken rolls Ranged-2+1: (12)+5+-2+1: 16 GAME: Bahken rolls 1d6+1: (2)+1: 3 GAME: Bahken rolls Ranged-2+1: (18)+5+-2+1: 22 GAME: Bahken rolls 1d6+1: (1)+1: 2 <OOC> Benthus says, "Target is dying."

Bahken sends two more arrows out as he sighs at their refusal to surrender. They send one to the dirt, his blood flowing out as he rides back, further ahead of them, but still keeping them between him and Flicker, "You REALLY should give up..." he suggests.

GAME: Benthus advances the initiative order.

     Round Six - Init 20.
     It is now Highwaymen's turn! Flicker is next!

<OOC> Benthus says, "The last remaining highwayman surrenders."

"I give up! Please! Don't kill me! I swear, I will be a better man now, just don't kill me! I have several wives and children who need me... I mean I have a wife and several children who need me." Says the badly wounded highwayman, pleading for his life.

GAME: Benthus has cleared initiatives.

<OOC> Flicker says, "before we end this part. Going to use Healing ward on us both." GAME: Flicker rolls 1d8 + 2: (6)+2: 8 GAME: Flicker rolls 1d8 + 2: (1)+2: 3 GAME: You damaged Flicker for 8 points. 3 remaining. GAME: You damaged Flicker for -16 points. 15 remaining. GAME: You damaged Bahken for -3 points. 22 remaining.

Bahken rides forward, keeping his bow out, he dismounts and accepts Flicker's kindness. He then moves towards the bleeding man, glancing at Flicker, "Can you stem the bleeding?" he asks. He doesn't seem overly concerned if they can save him, but it seems he's willing to make the attempt.. you never know what bounties there are and some only pay for them alive.

Flicker winces a little as she pulls the knife free and begins to dance as she moves, drawing her finger over her chest in an artful pattern, the hex drawn glows and the wounds seal up. Once she gets up to where the one man is surrendering she applies the same technique to Bahken. "I suppose I could stop that one from dying... might need him to talk too." And walks over to the bleeding man and with a few flicks of fingers and calling on Eluna she stops the bleeding.

GAME: Flicker casts Stabilize. Caster Level: 2 DC: -85

Bahken sees about making sure both are securely bound. Then dusting off the still conscious fellow, he says, "There now.. Let's be be civil.. After all..." o/~ Why can't we be friends.. why can't we be friends.. why can't we be friends.. we be friends... o/~

GAME: Bahken casts Charm Person. Caster Level: 3 DC: 15

GAME: Benthus rolls 1d20+1: (12)+1: 13

<OOC> Benthus says, "It is charmed."

The dying highwayman is stabilized while the other person his bound tight by ropes. The conscious prisoner, who is now charmed, talks about the camp site where they are hiding, that they have a prisoner there that they are using for 'camp maintenance'. He is willing to take you there for the kindness you have shown him (by sparing his life).

Bahken smiles, "Now, we're all friends now, right? So tell me, are there any more of your merry band of brothers?" he asks moving to the injured man and moving him onto his horse. He climbs aboard the horse and helps Flicker up if she's willing, making the conscious man march in front. the horse likely moving a little slow burdened with two and a half.

"Yes, there are two more of them. But one of them might be sleeping at the moment as it is his turn to rest." Says the charmed one.

Flicker indeed would take a helping hand and a ride along to boot as well letting the bard get the info out of the highwayman they are following, "I'm curious about that too. Are there any more of them."

The conscious highwayman shake his head and replies with, "There are only four of us that are working on the road tolls."

Bahken nods to the fellow, "Let us know when we're about a half a mile off, would you. We'll dismount and let you rest a bit, then we'll proceed on foot closer. Say, do you think you could knock the awake one out for us?" he asks curiously, testing how far the friendship goes.

The man smiles and says, "Would I? I wanted to kick that guy's behind ever since he made himself the leader of our bunch." He seems eager to do this for his new friends.

Flicker is nodding now, "Nice that should ease a few problems for us all then..."

Bahken nods, and seems to trust the man for some reason. When they get to the half-mile point, he helps Flicker down then slides off his mount and ties it off. He checks the unconscious man to make sure he's still out and tightly bound then moves over to the other man. True to his word, he lets the man rest. Then he actually undoes the man's bindings, he even gives the man a dagger (he doesn't have a club or a sap).

The camp is not that far away, but it almost takes a full hour to get within proximity of it. The charmed highwayman was allowed to rest which took almost another hour, since he got slapped by a crossbow and hit twice by bolts. When he is ready, he makes his way towards the camp.

The camp leader looks at the other highwayman and scowls. "Where's Dorow?"

The charmed one says, "He told me to get something from the camp for me. I didn't want to do it at first, so he clubbed me hard in the head. See?" He presents the bruise he got.

The leader chuckles and says, "Serves you right. Go get whatever it is you are looking for and then get out." He begins head towards the camp's prisoner that has both his hands and feet chained. "Hey, you! Make me some grub!"

GAME: You roll initiative for Leader: Roll: 20 + Bonus: +2 = Total: 22 GAME: Bahken rolls initiative: Roll: 6 + Bonus: 3 = Total: 9 GAME: You roll initiative for Charmed: Roll: 14 + Bonus: +2 = Total: 16 GAME: Flicker rolls initiative: Roll: 4 + Bonus: 3 = Total: 7

GAME: Bahken rolls knowledge/local: (11)+6: 17 <OOC> Bahken says, "Anything I know about the local highwaymen, their tactics/weapons?" <OOC> Benthus says, "They don't have any tactics that would warrant concern. They basically hit people until they submit to their whims." <OOC> Bahken nods <OOC> Benthus says, "And they use shortswords and saps." <OOC> Benthus says, "Daggers for range."

GAME: Benthus advances the initiative order.

     Round One - Init 22.
     It is now Leader's turn! Charmed is next!

GAME: Benthus rolls 1d20+1: (5)+1: 6 (Sense motives) <OOC> Benthus says, "The leader is oblivious to the real threat that is coming his way."

The leader continues to hassle the camps prisoner into making him some food. He looks at the charmed highwayman for a moment and then returns to making the prisoner's life horrible.

GAME: Benthus advances the initiative order.

     Round One - Init 16.
     It is now Charmed's turn! Bahken is next!

<OOC> Benthus says, "The charmed highwayman moves behind the leader and attempt to slug him with his sap..." GAME: Benthus rolls 1d20+4: (9)+4: 13 GAME: Benthus rolls 1d6+2: (2)+2: 4 GAME: Benthus rolls 1d6: (3): 3 (sneak attack)

The charmed one moves slowly towards the leader of the band and then, while the other guy is turned, pulls out his sap and slaps it hard against the back of his leader's head. It is not enough to drop him, but the person is unable to say anything let alone shout because of the surprise attack.

GAME: Benthus advances the initiative order.

     Round One - Init 9.
     It is now Bahken's turn! Flicker is next!

GAME: Note Flat-footed on Bahken ended. <OOC> Bahken says, "Distance?" <OOC> Benthus says, "You manage to get within 50 feet of them."

<OOC> Bahken says, "Cover/concealment in the way?" <OOC> Bahken says, "Roots or brush that slows us down?" <OOC> Benthus says, "If you stand, you will have a clear shot."

<OOC> Benthus says, "Roll perception to see if you can find the other guy." GAME: Bahken rolls perception: (1)+6: 7 (EPIC FAIL) <OOC> Benthus says, "You see only the leader, the charmed one and the prisoner."

<OOC> Bahken says, "Stand, shoot.. damn he's in melee but still flat footed?" <OOC> Bahken says, "Actually, stand and sleep him" <OOC> Bahken says, "10 foot radius, I'm not worried about sleeping the prisoner, but I'd target it to avoid the Charmed one so he doesn't feel threatened"

GAME: Bahken casts Sleep. Caster Level: 3 DC: 15 GAME: Benthus rolls 1d20+1: (10)+1: 11

Rises from his hiding spot, singing softly after the first blow falls, dazing the leader, o/~ Dream by night.. wish by day... o/~ rose petals fall as a wave of exhaustion hits the injured man and his eyes flutter shut as he slumps to the ground at the other man's feet. Bahken rises from his hiding spot, singing softly after the first blow falls, dazing the leader, o/~ Dream by night.. wish by day... o/~ rose petals fall as a wave of exhaustion hits the injured man and his eyes flutter shut as he slumps to the ground at the other man's feet.

GAME: Benthus advances the initiative order.

     Round One - Init 7.
     It is now Flicker's turn! Leader is next!

GAME: Note Flat-footed on Flicker ended.

GAME: Flicker rolls perception: (6)+7: 13

<OOC> Flicker says, "Going to try and search for the last guy." <OOC> Flicker says, "Stealthy if possible." <OOC> Benthus says, "Roll stealth." GAME: Flicker rolls stealth + 3: (4)+7+3: 14 (Success)

The little Gobber watches as Bahken takes care of the leader, the guy falling asleep at the casting of a spell and slips away quietly. Flicker's aim to try and find the last guy that was supposed to be there before he found them.

GAME: NEW ROUND!

     Benthus advances the initiative order.
     Round Two - Init 22.
     It is now Leader's turn! Charmed is next!

Leader is asleep...

GAME: Benthus advances the initiative order.

     Round Two - Init 16.
     It is now Charmed's turn! Bahken is next!

The charmed one raises a thumbs up to his new friends and then points at a hidden location where a cleverly camouflaged hammock is tied. He indicates that the other guy is sleeping there. He moves over to where the hammock is and says, "He has been good to me. We should not hurt him."

GAME: Benthus advances the initiative order.

     Round Two - Init 9.
     It is now Bahken's turn! Flicker is next!

<OOC> Bahken says, "Sneak closer to the hammock gesturing for Flicker to tie up the leader, and whispering to the Charmed one, "No need to hurt him, but we do need to tie him up.. help me hold him."" GAME: Bahken rolls stealth: (1)+6: 7 (EPIC FAIL)

"Wha-- What's going on? Fred? Aren't you suppose to be at the roads right now?" A figure stirs in the hammock, rubbing his bleary eyes...

GAME: You roll initiative for Sleepy: Roll: 5 + Bonus: +2 = Total: 7

<OOC> Bahken says, "Last spell of the day :P sleep again!" GAME: Benthus rolls 1d20+1: (2)+1: 3 GAME: Bahken casts Sleep. Caster Level: 3 DC: 15 <OOC> Benthus says, "He falls back to sleep."

Bahken is definitely going to run out of rose petals at some point.. As he sneaks closer he somehow trips on pots and pans, making a racket and waking the brigand, but more petals and the soft lullaby send him back into that enchanted sleep.

"Zzzzz..." says sleepy highwayman.

GAME: Benthus advances the initiative order.

     Round Two - Init 7.
     It is now Sleepy's turn! Flicker is next!

Sleepy highwayman is asleep.

GAME: Benthus advances the initiative order.

     Round Two - Init 7.
     It is now Flicker's turn! Leader is next!

<OOC> Flicker says, "What was the state of the prisoner, tied up or shackled?" <OOC> Benthus says, "Shackled. I should roll for him too." GAME: Benthus rolls 1d20: (6): 6 (Sleep save: failed) <OOC> Benthus says, "He is asleep as well."

<OOC> Flicker says, "Well, shouldn't be hard to find the key and shackle up the leader. That is what I should do, thus freeing the farmer." <OOC> Benthus says, "On the leader's person."

Flicker seeing everything is handled nicely with the sleep spells Bahken is tossing around, moves over tot he leader and the farmer. Searching for the keys on the leader she makes sure the sleepy farmer don't ruin anything and makes the switch of shackles plan happen. Chaining up the leader instead of the farmer, she then looks over to see if the other guy is being handled in the same way.

<OOC> Bahken says, "Do I need a charisma check to get the charmed guy to let us bind him again?" GAME: Bahken rolls charisma: (19)+4: 23 <OOC> Benthus says, "You tell him that its good for him, and he thinks that is true. He is now bound."

Bahken takes a moment, with the still spellbound individual. "Ok it's time to put those ropes back on. After all, you don't want the others waking up and thinking you were working with us right?" he asks. He gently guides the man's hands behind his back and ties them up. Then he ties up the gent in the hammock. he gets lines of ropes for all the guys and wakes them up, "Alright, you're all under arrest! We're marching back to town... MARCH!"

The husband of the woman at the gate wakes up and rubs his weary head. "My wife. I must go back to the city quickly. She must be terribly worried for me now. Thank you for freeing me. I have no money to give you, but I know where these thieves are keeping their loot." He tells heroes of the location of the loot.

The heroes take the four highwayman back to the city (After looting their camp) and deliver them to the city guards. A bounty for their arrest is issued to them. The prisoner is reunited with his darling wife. The wife offers her eternal gratitude to the heroes for their help. She even offers them a brooch that is of some value. It is a family heirloom. She wants the heroes to have it as her husband is worth more than that.

(End of Plot)