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If we are gaining a surprise round Narvik will cast Doom on the enemy furthest to the right, DC 15 Will or be shaken for 4 minutes.
I keep forgetting, does Bless stack with Inspire Courage?

DM Kludde |

This looks to be a werewolf in hybrid form
Init, Todric: 1d20 + 3 ⇒ (3) + 3 = 6
Init, Rysalius: 1d20 + 1 ⇒ (2) + 1 = 3
Init, Eolowyn: 1d20 + 7 ⇒ (2) + 7 = 9
Init, Castien: 1d20 + 6 ⇒ (18) + 6 = 24
Init, Narvik: 1d20 + 1 ⇒ (4) + 1 = 5
Init, Aldona: 1d20 + 6 ⇒ (4) + 6 = 10
Init, Brigand: 1d20 + 1 ⇒ (10) + 1 = 11
Init, Grinner: 1d20 + 3 ⇒ (7) + 3 = 10
I don't think Bless and Courage bonuses stack, they'e both morale
Castien waits until Eolowyn releases her arrow, after which all hell breaks loose. Her first arrow hits; Castien then follows up with a perfect hit between the eyes - the creature never knew what hit him. Taking aim again, Castien's second arrow is headed for the woman, but simply plinks off her armour (Even when FF, yes).
That's the cue for Narvik to unleash DOOM upon the closest brigand - unfortunately to little effect.
Will: 1d20 + 0 ⇒ (18) + 0 = 18
As Rysalius starts his inspiring song, the bandit camp stirs into motion.
-Surprise round-
--- (Surprised)
Brigand
Brigand
Brigand
Grinner (48)
Aldona
---
Eolowyn
Castien
Todric
Narvin
Rysalius
---
Brigand
Brigand
Brigand
Grinner - Dead
Aldona
---

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I don't think Bless and Courage bonuses stack, they'e both morale
Sorry, but they do...:-)
An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

DM Kludde |

I believe Todric is travelling. Can someone post an action for him?

DM Kludde |

Rys:
Round 2 Maintain inspire courage, get shield up with wand in wrist sheath, then move towards the enemy into melee.
UMD DC 20: 1d20 + 11 ⇒ (18) + 11 = 29
Round 3 Maintain inspire courage, move and hit available target (flanking if possible) with Power Attack and Arcane Strike.
Mithral Longsword (2-handed, PA, AS): 1d20 + 6 ⇒ (18) + 6 = 241d8 + 9 ⇒ (1) + 9 = 10
Round 4+ Maintain inspire courage, continue to melee according to what happens. Can backup heal if someone's badly wounded (CLW wand in the other spring-loaded wrist sheath if necessary).
Eo:
Probable actions:
Round 2: Eolowyn fires a cold iron + silver (blanch) arrow at the woman
Attack, Bless, PBS, FE, DA, Inspire: 1d20 + 10 + 1 + 1 + 2 - 2 + 2 ⇒ (11) + 10 + 1 + 1 + 2 - 2 + 2 = 25
Damage, PBS, FE, DA, Inspire: 2d6 + 3 + 1 + 2 + 4 + 2 ⇒ (3, 5) + 3 + 1 + 2 + 4 + 2 = 20
Round 3: Eolowyn fires a cold iron + silver (blanch) arrow at the woman
Attack, Bless, PBS, FE, DA, Inspire: 1d20 + 10 + 1 + 1 + 2 - 2 + 2 ⇒ (15) + 10 + 1 + 1 + 2 - 2 + 2 = 29
Damage, PBS, FE, DA, Inspire: 2d6 + 3 + 1 + 2 + 4 + 2 ⇒ (2, 5) + 3 + 1 + 2 + 4 + 2 = 19

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Todric steps forward in front of the others to shield them from the brigands, then fires a single arrow at the nearest of them.
Not an action: 5' step E
Standard action: Fire arrow at the NW brigand
Attack (Longbow): 1d20 + 7 ⇒ (1) + 7 = 8
Damage (Longbow): 1d8 + 2 ⇒ (4) + 2 = 6
Free action: Drop longbow
Move action: Ready shield

DM Kludde |

Tordic fires off a single missile before readying his shield. All is done in a bit too much of a hasty fashion, though, and the arrow flies wide.
Take cover and don't let them get closer! the female werewolf shout. Concentrate your fire!
The bandits move into cover positions, behind the tents and into the bushes, grab their bows and return fire, while the leader quaffs a potion. Three arrows whizz past, though none hit their mark.
Attack, Todric: 1d20 + 3 ⇒ (12) + 3 = 151d8 ⇒ 5
Attack, Todric: 1d20 + 3 ⇒ (2) + 3 = 51d8 ⇒ 1
Attack, Rysalius: 1d20 + 3 ⇒ (1) + 3 = 41d8 ⇒ 4
---
Eolowyn
Castien
Todric
Narvin
Rysalius
---
Brigand
Brigand
Brigand
Grinner - Dead
Aldona
---

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Narvik will move 15' to the east and cast Bless, ensuring that all of his friends can benefit from its effect.
Remember your +1!

DM Kludde |

Narvik bravely moves into plain sight and casts a bless spell
---
Inspire courage, bless active
---
Eolowyn
Castien
Todric
Narvik
Rysalius
---
Brigand
Brigand
Brigand
Grinner - Dead
Aldona
---

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Tod moves closer to the west-most bandit, getting his rapier ready.
Double move to 10' south of indicated enemy. Can someone move me?
-Posted with Wayfinder

DM Kludde |

Todric moves up, his intentions clear as he holds his rapier in hand.
---
Inspire courage, bless active
---
Eolowyn
Castien
Todric
Narvik
Rysalius
---
Brigand
Brigand
Brigand
Grinner - Dead
Aldona
---

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Castien fires two more arrows, aiming at the only brigand in clear view from his perch in the trees.
Full-round action: Attack west-most bandit (Rapid Shot)
Attack (Composite Longbow (+2 Str), Inspire Courage, Rapid Shot): 1d20 + 7 + 2 - 2 ⇒ (13) + 7 + 2 - 2 = 20
Damage (Composite Longbow (+2 Str), Inspire Courage): 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Attack (Composite Longbow (+2 Str), Inspire Courage, Rapid Shot): 1d20 + 7 + 2 - 2 ⇒ (10) + 7 + 2 - 2 = 17
Damage (Composite Longbow (+2 Str), Inspire Courage): 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
I'm a little confused by the placement of the female werewolf...is she in the tent? On it?
I'm assuming that because Castien is in the tree, the tent between him and the bandit doesn't block his view. If that's not the case, he'll fire a single arrow only, for a 22 to hit.

DM Kludde |

Two times the whizz of arrows can be heard, and two times the soft wet sound of metal and shaft hitting flesh. The bandit grabs his abdomen, and sags to the ground.
The female werewolf is just outside the tent. It'll get clearer once she starts moving
---
Inspire courage, bless active
---
Eolowyn
Castien
Todric
Narvik
Rysalius
---
Brigand - Dead
Brigand
Brigand
Grinner - Dead
Aldona
---

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I'm back, can you please use the actions stated in the discussion thread? My move is NE, NE, NE, N, N, N.
Round 2 Maintain inspire courage, get shield up with wand in wrist sheath, then move towards the enemy into melee.
UMD DC 20: 1d20 + 11 ⇒ (18) + 11 = 29

DM Kludde |

I knew I was going to forget it :)
Eolowyn's arrow hits the woman, who lets out a scream of unexpected anguish. Rysalius maintains his performance, and casts a protective spell.
The bandits start firing from their covered positions, and target the lone man Todric first. Though one of the bandits misses, the other scores a solid hit, nearly knocking Todric off his socks.
Attack, Todric: 1d20 + 3 ⇒ (20) + 3 = 231d8 ⇒ 6
Attack, Todric: 1d20 + 3 ⇒ (13) + 3 = 16
Confirm, Todric: 1d20 + 3 ⇒ (17) + 3 = 202d8 ⇒ (2, 8) = 10
Move into battle with me! the werewolf commands her pack.[/b] Seeing Todric weakened, she run up with her longsword drawn
Attack, Todric: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 10 ⇒ (4) + 10 = 14
Looks like Todric's in trouble...
---
Eolowyn
Castien
Todric
Narvik
Rysalius
---
Brigand - Dead
Brigand
Brigand
Grinner - Dead
Aldona (20)
---

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Round 3 Maintain inspire courage, move and hit available target (flanking if possible) with Power Attack and Arcane Strike.
Mithral Longsword (2-handed, PA, AS): 1d20 + 6 ⇒ (18) + 6 = 241d8 + 9 ⇒ (1) + 9 = 10
Rysalius moves and strikes the werewolf with all his might, while singing the litany of graves, a mournful song of war.
My move is NE, N, N, which should bring me in melee with the werewolf. The attack is magic and alchemical silver (mithral) by the way. Also please note that I forgot to take into account the bardic performance in my rolls, so the final AC hit is 26, final damage is 12.
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quick update, more later: Eolowyns action does not take out Aldona
--edit--
But rys' action does. I'll post later.
-Posted with Wayfinder

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Narvik will move 15' closer and fire a bolt at one of the enemies!
Xbow: 1d20 + 9 ⇒ (13) + 9 = 22 for Bolt: 1d8 + 4 ⇒ (2) + 4 = 6

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I looked over my online character sheet. I just had Todric updated for his last game over on Mythweavers, but I didn't update here. Long story short, I think his AC is actually 21, because I +1'd his armor. Need to confirm this when I get back from vacation and I can look at his sheets and ITS. In any event, he's hurting from those 2 attacks!

DM Kludde |

Eolowyn's arrow strike the werewolf just before Rysalius strikes true with his longsword, leaving the bandit leader in a heap on the floor.
Narvik quickly adjusts his aim for one of the remaining bandits, and hits him squarely in the knee.
Todric: 1d20 + 3 ⇒ (9) + 3 = 12
Todric clearly hears a pounding sound, and even though he mistakes it at first for his heart beating in mortal fear, upon closer scrutiny it seems to come from within a chest in the encampment.
--
Eolowyn
Castien
Todric
Narvik
Rysalius
---
Brigand - Dead
Brigand (6)
Brigand
Grinner - Dead
Aldona - Down
---

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Castien drops to the ground and moves towards the brigands, then fires another shot, this time at the least-obscured target
Move action: N -> N -> N -> NW -> NW
Standard action: Attack western brigand
Attack (Composite Longbow (+2 Str), Point Blank Shot): 1d20 + 7 + 1 - 2 ⇒ (19) + 7 + 1 - 2 = 25
Damage (Composite Longbow (+2 Str), Gravity Bow, Point Blank Shot): 2d6 + 2 + 1 ⇒ (6, 1) + 2 + 1 = 10

DM Kludde |

Castien drops the western bandit with a well-aimed arrow. The remaining bandit decides that enough is enough, and makes a run for it.
Combat over, the pounding noise from the chest goes on

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Eolowyn carefully climbs down and joins the others.
Assuming that climbing down takes me some time in which the others might want to check the chest. Taking 10 on climb for 18

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Rysalius takes his time to sever the werewolf's head, just to make sure she won't come back. Wiping his blade clean on a bandit's cloak, he then turns his attention to the chest.
"Lander, are you in there? "
-Posted with Wayfinder

DM Kludde |

The chest contains a handsome, though very battered, tall young man. One of his eyes is swollen, and his unruly hair is mussed. He's wearing an expensive outfit, stained with mud and blood, which he calls his 'adventuring outfit'. Do you have a mirror for me he asks, I want to see what they did to me.
The large tent contains a pile of what must be Lander's equipment, and the body of Aldona contains a particular note that is of interest (see the maps/portraits image). There's also a table that contains feather, splintered bones of small birds and the remnants of a cage. All of the bandit's weapons again contains the mark of the weapon smith. In one of the smaller tents, the adventurers find two Aldori duelling swords.
Curse these bandits! We must clear the woods of this fell infestation. I must finish my quest for the purge of evil from this land! he seems to care more for the glory than the results. Moreover, his attitude towards the adventurers is quite unfriendly - a mix of haughtiness and embarrassment at being rescued.

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Eolowyn's fists tighten and you see her biceps bulging. She then takes a deep breath as she releases the tension and flexes her fingers together as she waits for the more diplomatic of the Pathfinders to take control.
It probably would do our assignment no good, but that boy deserves a spanking. Oh well, I can always do that if Rysalius' honeyed words have no effect

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Castien takes a look at the note and shows it to the others, especially Rysalius. "S-seems our f-friendly b-blacksmith is, indeed, in league w-with th-these b-brigands."

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Rysalius grabs one of the Aldori blades, attempts to wield it for a moment or two, but can't wield it properly. He uses this opportunity to try and get to tame Lander's attitude.
"You there, are you familiar with these blades? I'm a decent swordsman but these appear to be a whole different thing. Would you show me a move or two? Your blacksmith friend said you had learned to wield those. Would you like to be healed first before you display your combat skills? We could even spar if you'd like. I'd be honored. "
Diplomacy (improve attitude) : 1d20 + 9 ⇒ (20) + 9 = 29
If he hurt and wants to be healed I'll use my wand on him.
-Posted with Wayfinder

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Narvik moves to speak but then sees that Rysalius seems to have a handle on the situation. Instead he will cast Detect Magic in the area. If needed, he will also cast Create Water in case the rescued man wishes to wash up.
Aid Diplo by helping him to clean up: 1d20 + 4 ⇒ (14) + 4 = 18

DM Kludde |

The boy look severely hurt, and seeing the seniority of Rysalius, his stance mellows by quite a bit. Ah, it is good to see a swordsman in these woods. I see you're not experienced with these blades - though not completely unfamiliar like most foreigner, it seems.
Yes, I have been roughed up by that filthy scum. Nodding in approval at Narvik's help and Rysalius healing, his attitude seems to have become a whole lot friendlier.
CLW from the wand: 1d8 + 1 ⇒ (8) + 1 = 9
That feels much better. Now, let's go hunt some bandits!
This boy still seems to have some kind of ideal of glory stuck in his head. He does not seem to have any lead to bandits other than 'in the forest somewhere'.
FYI: I kind of skipped over the '80 miles out' part in the opening section of the adventure, but the party is about three days of travel away from the caring mother of this boy

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"Wouldn't you like to spar with me first? I wouldn't mind being shown how to properly use those. A friendly duel, perhaps? I was told this is the way of Aldori. There's more glory in defying decent swordsmen than to hunt more bandits."
Regardless of Lander's answer, Rysalius will grab the incriminating evidence (blades with the mark, letter) for later use.
Is there any way of telling what's his attitude now, by the way?
-Posted with Wayfinder

DM Kludde |

His attitude is friendly right now
Very well then. Let's set up camp and train here, but tomorrow we go hunting for scoundrels!
Lander eagerly shows off his moves, though it's hard to learn anything from it - the youth seems more bothered showing off his own prowess that actually instructing Rysalius how it's done.

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The Chelish singer observes Lander thoroughly, and compliments him before suggesting a different, less reckless move in a sequence of blows Lander showed him. "Your swordsmanship is promising, Marek taught you well. How about finishing this sequence of moves in this way?" Rysalius suggests while showing him his idea. Little by little, he tries to establish a bind of confidence between the wayward noble and him.
At the end of the training session, he tries taking their relationship to a new level. "Let me introduce myself. I am Baron Rysalius Starnon of Westcrown, and I've studied the way of the blade for many years. However as you see I'm growing older and I'm looking for someone to train and bestow with my techniques. You have potential, Lander. Why don't you become my pupil? I could help you become a memorable swordsman, much like Aldori in his time. What say you?" Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13
Using my folio reroll.
Diplomacy : 1d20 + 9 ⇒ (11) + 9 = 20
-Posted with Wayfinder

DM Kludde |

It seems my previous mentor is in trouble. Lander says with a frown, and your prowess in battle must be formidable. I accept! I need further training to best these bandits, and you, Rysalius of Westcrown, shall be my mentor!
As said, Silverhall is three days from here - any business you want to finish in this camp, or do you want to start the trek back?

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Narvik will suggest that the party heads back. He will also pick up a couple of the weapons bearing the incriminating mark of the blacksmith. Nothing says these thugs did not obtain these through some other source, but it doesn't look too good.

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I'll need to burn a few more wand charges. My AC should be 21 (will update later), but I still took 20 damage.
"Rysalius, thank you for healing me earlier. If you would be so kind, I am in need again."
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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"I am honored by your words, Lander. So be it! I will teach you from now on. Let us return to Silverhall for now, we'll need to speak with your previous mentor - his mark on these blades is something that worries me, truth be told. However, we shall stop two hours before sundown every day on our way there so that we may spar and train. I will train you to live through your steel and steel your soul."
Please note that Rysalius is genuinely interested in mentoring the boy in the long term. He's old and is looking for ways of making the world a better place - starting with educating the fledgeling noble, for example. I hope this can go even further that this scenario (as far as Rysalius's background is concerned).
Turning to his wounded companion, he gladly accepts to use the wand once again. "Of course Todric, here you are."
Aside to Lander: "Lander, this is a valuable lesson - we are nobles yet we are nothing if the people we rule don't recognize our authority. There's a time for the whip, and a time for a soothing, paternalistic touch."
Once the blades and letter have been grabbed, Rysalius is ready to go.

DM Kludde |

Very well! I shall teach these bandits to fear my soothing, paternalistic touch.. The irony is lost on Lander.
Narvik takes one of the branded blades, which draws a bit of attention from Lander, who raises an eyebrow, but says nothing of it.
The first day of travel is uneventful. True to his intentions, Lander takes the time on the first evening to spar with Rysalius.
On the second, the party backtracks the road they arrived over. The road narrows here, leading over a well-worn stone bridge that crosses a stream. Trees dot the landscape to both sides of the bridge, and the rushing of water and the croaking of frogs give the scene an air of tranquility.
Init, Birds: 1d20 + 3 ⇒ (16) + 3 = 19
Init, Todric: 1d20 + 3 ⇒ (3) + 3 = 6
Init, Rysalius: 1d20 + 1 ⇒ (15) + 1 = 16
Init, Eolowyn: 1d20 + 7 ⇒ (11) + 7 = 18
Init, Castien: 1d20 + 6 ⇒ (12) + 6 = 18
Init, Narvik: 1d20 + 1 ⇒ (10) + 1 = 11
A tranquility that is disturbed as the party crosses the bridge. Quaw! Quaw! two schrieking, huge walking birds rush out from the undergrowth. They safely charge in, one attacking Eolowyn with it's beak, the other Todric
Attack, Eolowyn: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 4 ⇒ (2) + 4 = 6
Free trip, Eolowyn: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 4 ⇒ (4) + 4 = 8
Attack, Toric: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 4 ⇒ (5) + 4 = 9
Free trip, Todric: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 4 ⇒ (6) + 4 = 10
Crit Confirm (Improved crit), Eolowyn: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 4 ⇒ (1) + 4 = 5
Todric takes 9 damage, and is tripped, Eolowyn takes 6 damage and is tripped
---
Eolowyn
Castien
Rysalius
Narvik
Todric
---
Bird
Bird
---

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Is it possible to further influence Lander? I know that diplomacy rules allow only one check per day to improve attitude, so I wanted to give it a go in order for him to become helpful, if allowed.
By spending more time with Lander, he tries to establish a relationship of confidence between his pupil and him.
Diplomacy (improve attitude): 1d20 + 9 ⇒ (14) + 9 = 23
As the birds attack, Rysalius immediately starts encouraging his pupil (and the rest of his companions, of course) with the sung account of Aldori's epic adventures and duels.
Inspire courage +2
Then he moves forward while drawing his mithral longsword, drawing the attention of the birds upon him.
Let's hope they'll leave Lander alone for now...

DM Kludde |

Yes, of course - it's a new day, so you have a new chance
Lander picks up the training quite well, and as the camp breaks up, Rysalius and the youth have a real bonding moment. Following the encouragement of Rysaius, Lander moves into battle.
Init,Lander: 1d20 + 1 ⇒ (4) + 1 = 5
---
Eolowyn
Castien
Rysalius
Narvik
Todric
---
Bird
Bird
Lander
---

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Castien quickly fires two arrows into the fray.
Full-round action: Attack easternmost bird
Attack (Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot, Inspire Courage): 1d20 + 7 + 1 - 2 + 2 ⇒ (5) + 7 + 1 - 2 + 2 = 13
Damage (Composite Longbow (+2 Str), Point Blank Shot, Inspire Courage): 1d8 + 2 + 1 + 2 ⇒ (8) + 2 + 1 + 2 = 13
Attack (Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot, Inspire Courage): 1d20 + 7 + 1 - 2 + 2 ⇒ (20) + 7 + 1 - 2 + 2 = 28
Damage (Composite Longbow (+2 Str), Point Blank Shot, Inspire Courage): 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10
Critical Confirm (Composite Longbow (+2 Str), Point Blank Shot, Rapid Shot, Inspire Courage): 1d20 + 7 + 1 - 2 + 2 ⇒ (9) + 7 + 1 - 2 + 2 = 17
Critical Damage (Composite Longbow (+2 Str), Point Blank Shot, Inspire Courage): 2d8 + 4 + 2 + 4 ⇒ (6, 7) + 4 + 2 + 4 = 23

DM Kludde |

Castien misses with his first arrow, but second almost slays the bird with one shot: the arrow strike the chest of the bird, and it is only by sheer resilience that it keeps standing.
Will: 1d20 + 1 ⇒ (9) + 1 = 10
Narvik manages to enchant the uninjured bird...
---
Eolowyn
Castien
Rysalius
Narvik
Todric
---
Bird - Murderous
Bird (33)
Lander
---

DM Kludde |

Can I get an action for Eolowyn?

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She'll fire an arrow at the injured bird.
Bow: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9 for Deadly Aim: 1d8 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Oof, I won't be taking actions for people ever again, LOL.

DM Kludde |

Just after Eolowyn's arrow misses, the bird enchanted by Narvik moves to attack its neighbour:
Bite: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 4 ⇒ (3) + 4 = 7
...and rends its companion apart on the first bite.
Lander moves up to just behind Eolowyn
---
Eolowyn
Castien
Rysalius
Narvik
Todric
---
Bird
Bird - Dead
Lander
---

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Rysalius moves into melee and strikes the last bird with all his might, but his aim is off because of his recklessness.
Longsword (2-handed, PA, AS, inspire): 1d20 + 8 ⇒ (3) + 8 = 111d8 + 11 ⇒ (6) + 11 = 17
Inspire courage +2 still active