Prankster Illusionist

Alfentinius Lentinels Ferington's page

300 posts. Alias of pdprong.


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Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13

I think he’s gone mad in the head... He’s saying that he’s free now that his son is dead. I think he means the Staglord.

With that the gnome gets a look of determination on his face then tosses an icicle at the Wolverine as he retreats to the back of the group.

ranged touch: 1d20 + 3 ⇒ (10) + 3 = 13
ray of frost: 1d3 ⇒ 3


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Aleksara’s comment on the “Druid prisoner” still resonates in Alfentinius ‘ ear as the searching group sees the man shape shift.

Hold up guys... I want to try something.

Diplomacy: 1d20 + 12 ⇒ (10) + 12 = 22

Alfentinius steps out in front of Jerrik and gives a little bow.

Det behøver ikke å være konflikt her. Stagkongen, og alle de som har tjent ham over, er blitt beseiret. Forswear et liv av banditri, og passer til gjerninger i tjeneste
Du kan bli tilgitt deg til hjortkongen.

druidic:

There does not need to be conflict here. The stag king, and all those that served him above have been defeated. Forswear a life of banditry, and your past deeds in service to the stag king may be forgiven you.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

bluff: 1d20 + 12 ⇒ (20) + 12 = 32 to hide how unsettled his dream left hime...
diplomacy: 1d20 + 14 ⇒ (5) + 14 = 19 trying to work at convincing Prunus that even a kobold can be an ally

Alfentinius woke up in the morning and quickly got to work getting some breakfast ready. He kept a smile on his face and kept close to Prunus trying to make sure the Mite warrior felt welcome and valued by the band. He made light talk with anyone who came close simply waiting to see which direction the group would choose to travel next.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius scratches his head and kinda coughs to get the others attention.

Maybe we should leave a clear sign for the bandits. If we were to tar and leave the bodies hanging on the walls it would quickly communicate to any that came back that they should seek a new form of employment.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

handle animal: 1d20 + 5 ⇒ (1) + 5 = 6

HEY CHETT... come help with the wagon.... Alfentinius takes one look at the way the tiger looks at him and quickly changes tack. Nevermind Chett you... you just stay right there.

Wild Empathy: 1d20 + 9 ⇒ (16) + 9 = 25

At this point the gnome starts tagging along after Jerrik just trying to be helpful anyway that he can.

Jerrik, I think Chett just wants to be left alone, which I can’t blame him for. I hope Wendell gets back soon, he will have a better idea of how to handle him.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius looks at Aleksara.

I’ll handle Prunus if you want to handle Aibreen, Aleksara.

Diplomacy: 1d20 + 14 ⇒ (14) + 14 = 28

The gnome leans over the mite so that Prunus wakes up staring into Alfentinius’ face.

Good news... WE WON!!!! You helped so much, Your dad will be so proud. The other Mites will probably throw a party for you!


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Hey anyone seen William... where is that stupid goat... BILLY WHERE ARE YOU?

Looking up Alfentinius sees the goat. I don’t know what you are playing at... but get down here we got work to do.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

handle-animal: 1d20 + 5 ⇒ (1) + 5 = 6 ... dc 10 to handle animal... guess that didn’t work.

As Arim heads off into the darkness Alfentinius looks at Chett and points at Arim.

Chett.. guard Arim..

The tiger looks over at Arim headed into the darkness... then it looks back at Alfentinius.

Go guard Arim... He’ll take you to Wendell.

The large cats ears perk up at Wendell’s name, and the cat looks off into the darkness as if it’s thinking about something. Then Chett looks back at the small gnome who is trying to give him commands.

Obviously flustered by the cats inaction Alfentinius points with both hands trying to shoo the cat in that direction.
Go with Arim Chett..

Chett stands up and licks Alfentinius. And then heads over to a corner and starts licking the blood out of his fur.

Alfentinius looks back at Jerrik. I guess Chett is staying here.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius walks over to Chett and sits down by the large tiger. He pulls the large animals head onto his lap and begins to pet him soothingly.

Okay Jerrik I think I can keep him calm.

Wild Empathy: 1d20 + 3 + 4 ⇒ (17) + 3 + 4 = 24


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

As the bandit headed out into the darkness Allfentinius tried to move upto get another shot off with his magic missile wand but was saddened to barely see the man disappear into the night’s shadows before he can pull his wand. As he came down the stairs Alfentinius stowed the wand and drew put the wand of cure- light that been entrusted to him. He approached Jerrik and held out the wand towards him.

Lord Hagen you may want this...


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius fires off two more orbs of force from his wand and then starts moving down the catwalk.

magic-missiles: 2d4 + 2 ⇒ (1, 2) + 2 = 5


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius just shakes his head and sends two more magic orbs at the final bandit.

Magic-missiles: 2d4 + 2 ⇒ (3, 3) + 2 = 8


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

From his higher vantage point Alfentinius sees the staggered bandit leader reaching for his potion and quickly decides to drop the staggered man.

He splits his missiles this time, one for each bandit.

Magic-missile (Stag Lord): 1d4 + 1 ⇒ (1) + 1 = 2

Magic-missile (Akiros): 1d4 + 1 ⇒ (2) + 1 = 3

Then addresses Jerrik and Wendell.
A shame! It would seem they choose to fight to the last man... even when alone and outnumbered.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

From his perch upon the catwalk Alfentinius can see the carnage soaking the soil in red blood below him. He was filled with fear and concern for his fallen allies. Added to this was the fact that every one of his allies that were still standIng had wounds of their own. At any moment another one of his... Friends might fall. He had never been this scared in his entire life. He stole a quick longing look at the gates to the small fort a fleeting thought of running entering his head. He shook his head and the thought disappeared. The gnome tightened his grip on his magic wand... Then a thought came to his mind.

Quickly the gnome cast a spell towards the Stag Lord’s remaining follower.
casting charm person at Akiros... the dc is 17 but he gets +5 because we’re in combat.

Straightening his back and standing as tall as he could the little gnome raised his voice towards the lieutenant. This is almost over... your master is near his end... Surrender now and Lord Hagen may show you mercy!!!

diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18

Maybe this man is just as afraid as I am...


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

GM... just waiting on a post for Chett?


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

I have to admit that I really enjoy playing in these two games with all of you guys. If it wasn't for this group I prolly would have dropped from these boards a long time ago. Thank you all for being so fun to play with.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

magic-missile: 2d4 + 2 ⇒ (3, 3) + 2 = 8

Alfentinius moves along the catwalk and fires another two missiles at the Stag headed man. Then Aleksara’s yelling draws his attention to Aibreen. There’s nothing the gnome can do to help her. So he calls out to his allies pointing at the small Kobold.

Jerrik., Wendell., can you heal her?


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Seeing the fight move towards him Alfentinius fires off another volley of missiles at the Stag Lord then moves up the stairs out of view.

magic missile: 2d4 + 2 ⇒ (3, 4) + 2 = 9


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius backs away from the fighting and once again uses his magic missile wand directing the two orbs of light at the Stag King.

Magic Missile: 2d4 + 2 ⇒ (2, 2) + 2 = 6


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius finishes casting his spell and prays that they are not too powerful to resist the spells effects. hoping at least one of the bad guys isn’t over 4 hd. Dc 17 will save...

Then the gnome turns his attention to helping Arim by using his wand on one of the zombies attacking the barbarian

Magic Missile: 2d4 + 2 ⇒ (1, 4) + 2 = 7


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Gm?


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Seeing so many of his allies in such dire straights Alfentinius takes a deep breath and decides to try something a bit desperate. He steps further behind the wall ducking lower praying that the allies still up will draw the attention of the two men giving him time to finish chanting a spell.

Beginning to cast Sleep.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius heads Jerrick's warning and moves away from the cart peering around the corner of the wall. From there he sees some blood on the Man with a deer head for a skull and chooses to pile damage in on him.

Magic-Missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Seeing the large bandit drop Arim, Alfentinius feels worry for the shadowy soldier, praying that he is okay. Then Alfentinius turns his attention to Arims attacker.

magic missile at Auchs
Magic Missile: 2d4 + 2 ⇒ (3, 4) + 2 = 9


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0
Aleksara wrote:
I'm sorry...whose turn is it?

Pretty sure it’s Arim’s turn... then back to th GM.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

So be it...

The gnome pronounced the verdict pooping off a magic missile then jumped off the wagon and ran to a safe looking spot under the walkway the bandit was on.

Magic-missile: 2d4 + 2 ⇒ (3, 3) + 2 = 8


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius sitting on the wagon grabs the reins and coaxes the horses to turn the wagon right so that the doors to the fort can be closed.

Then looking up at the last bandit Alfentinius Addresses the man...

knowledge Arcana?: 1d20 + 3 ⇒ (3) + 3 = 6 I think Magical beasts are knowledge Arcana, but with a 3 on the die it really doesn't matter.

Look around your allies are all dead or unconcious and your... whatever that thing is won't be lasting long. If you give up now you won't have to die!


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Seeing the bandit go down gave Alfentinius a little comfort in knowing his familiar was safe again. This of course only lasted a moment as the goat ran past the gnome in the opposite direction.

Where are you going now... you stupid Goat!

perception: 1d20 + 0 ⇒ (18) + 0 = 18

That's when Alfentinius heard the sounds of some undead creatures about to find the front door. He looked at Jerrik.

I think the undead that Wendell mentioned are coming. I'll get the wagon if you get the doors.

Quickly the little sorcerer ran to the wagon and climbed up in the drivers seat grabbing hold of the reins.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Gm's turn?


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Seeing Jerrik join him both emboldens and gives Alfentinius a sense of relief.

Thank you Jerrik, but I Gotta figure out what that stupid goat is upto...

With that the gnome moves upto the corner of the building and is just in time to see William plowing into the back of a bandit.

GET AWAY FROM MY GOAT!!!!

Alfentinius unleashes another pair of Magic Missiles at the bandit.

Magic Missile: 2d4 + 2 ⇒ (3, 2) + 2 = 7


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius quickly launches another volley of magic Missiles at the man standing on the tower. Then assessing the battlefield he sees his familiar running away.

Magic Missile Enemy #1: 2d4 + 2 ⇒ (4, 4) + 2 = 10

BILLLY!!! GET BACK HERE!!!

The little gnome jumps off the wagon and starts following after William.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Having completed his spell, Alfentinius pops up from his hiding spot and sends it at the two bandits confronting Aleksara.

Then surveying the battle Alfentinius sees the danger William has put himself into.

Billy what are you doing? Be careful...

The gnome then sends two magic missiles from his wand to support the goat.

magic-missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius listened intently to the conversation between Aleksara and the bandits.

Seems like things haven't fallen apart yet. I hope the guys behind the fort and the four legged cavalry are all in position. Doesn't sound like the guards are too worried yet. Still too early to reveal myself.

The gnome pocketed Wendell's Whistle...

Then he heard something about the back wall.

. We can't let our friends get stuck between a bunch of undead and a well defended wall... I guess it's time... wonder what the guards will think if they hear me...

Alfentinius stayed hidden as he began the process of casting a spell.

Casting sleep... has a casting time of an entire round.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

As the gates open Alfentinius grabs his whistle and puts it between his teeth. He holds his breath as the wagon begins to creep forward. When he feels like the wagon is in a spot where it would keep the doors of the fort from closin he gave the whistle a blow. Even though the whistle made no audible sound he knew that the animals out in the forest would hear it.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Was thinking about it and I don't think Alfentinius would be comfortable being strapped to the bottom of the wagon. Seems a little to dare-devilish for him.... also for Wendell Alfentinius has his own silent whistle...

Alfentinius laid hidden beneath a tarp in the corner of the wagon with some firewood piled on top of him, Aibreen just inches away. In one hand he held onto his magic missile wand, knuckles turning white, the other hand checked to make sure that his whistle was easily accessible and ready to go. Out in the woods Chett and William would be waiting for his signal to come running. He reached out to the goat in the woods to get a feel of how he was feeling.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius takes an acid flask and casts prestedigitation on it to make it appear more like a bottle of alcohol.

The spell only lasts for an hour... so we'll have to cast the spell right before we go. It will even smell and taste like alcohol... but it's still acid.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

It feels like we need to have a discussion about a plan... out of character...

So ideas Iv' seen so far.

1. Siege them till they come out and fight us.

2. Grab a scout and use dust of illusion to look like him and gain entrance.

3. Roll the wagon ibn and hide members of the party in barrels/ crates

4. go over the walls with Jerrik's hook 'n rope while they're distracted.

Any other ideas.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius walks up to Prunus and casts comprehend languages on him. And then addresses him and Aibreen.

bluff: 1d20 + 12 ⇒ (9) + 12 = 21
diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29

(draconic) Look you too we all need to be friends here. If something goes wrong then there is no telling who you will have to rely on to make it through what's too come. As for the question you asked Aibreen, we want to build a place where instead of killing each other, each of our peoples can work together to be stronger. Every race has skills and abilities that the others can benefit from, and by working together we can all be stronger.

The gnome leans over and picks up a handful of sticks waiting to go into the fire. He makes a big show of trying to break all of them at once... and when it's hard for him to do so then he starts breaking the sticks one by one and tossing them in the fire.

(Draconic) Just like these sticks if we work together we are not easily broken. But individually each of our peoples are an easy target for those who would take advantage of us. Just as a pack of wolves can take down much larger prey working together so too will we be able to defeat larger and stronger enemies. We do not all need to be able to use magic, or be able to build traps, or able to raise bugs, or be skilled with a sword or dagger, or be good farmers, or able to make things well, or able to farm, or fish, if we are only willing to work together. Don't you see that by working with your clan or tribe you each could get more. Now by working with other clans and tribes you can get even more. All it takes is the ability to put aside petty jealousies and old rivalries. All so that you can have and accomplish more than by yourself.

The small gnome looks hopefully at the Mite and Kobold hoping some small part of his ideas sunk in.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius comes strolling out of the woods... passing through some dense bushes the plants seeming to bend out of his way for him and then returning to their previous position.
As he emerges he turns to the bushes.

Thank you... Mr Bush... you are very polite.

The gnome looks at the group and smiles, a chipmunk that had been randomly perched on his shoulder see's the others in the party and skampers away..

Did you guys see that? Something's changed , I'm not sure what but the plants and Animals are all being nicer to me. I think they are starting to realize that I just want to be their friend.... hey what happened to Prunus' tent?...


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius jumps down from the wagon and walks up between Arim and Jerrik absentmindedly scratching at a spot where the strange spiders had bitten him.

Well what do we do next? Should we hide the Wagon? Set up camp? Maybe do some scouting? We could pretend to join up and go straight for their leader at an opportune time? Or do we look for a weak entry point to sneak in at. Or full frontal assault? Maybe we could just start picking off sentries and scouts forcing them to come out after us?Or start a fire as a diversion. Or maybe we could pretend to be traveling merchants there to make a trade with them. You know just to get in the front door. So many choices and options. I might be able to make some of em fall asleep. Been working on that one... think I have it about worked out.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

HP: 1d6 + 4 ⇒ (6) + 4 = 10 Very Nice...

+1 Fort and Relfex

Special Abilities
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Wild Empathy: At 3rd level, gain wild empathy, treating character level as effective druid level.

Spells
1st level spells/day goes to six

Identify and Sleeps get added to Spells Known

Skills
+1 Bluff
+1 Diplomacy
+1 Knowledge Nature
+1 Spellcraft
+1 Handle Animal Background Skill
+1 Linguistics Background Skill


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

fortitude vs. Nauseated: 1d20 + 3 ⇒ (1) + 3 = 4
Fortitude vs. Poison: 1d20 + 3 ⇒ (19) + 3 = 22

So Nauseated but not poisoned.

Seeing the spiders swarm onto the wagon Alfentinius steps back and trips to be covered by the small insects. He opens his mouth to yell for hope only to have the small squirming creatures climb into his open mouth.

blghhthng


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

So fun.. side note... in our last shipment we received 10 acid flasks... (Alfentinius had suggested Acid because it was less likely to start forest fires). So each of us should be carrying 2 of those. At the very least there would be a case of them sitting in the wagon.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Throw Splash Weapon
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

ray of cold: 1d20 + 3 ⇒ (3) + 3 = 6
dmg: 1d3 ⇒ 3

Alfentinius seeing the swarms yells can we drive out of here fast?

And hastily throws a bolt of ice that goes nowhere close to it's intended target thanks to a bump in the road.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

As the party continues riding along Alfentinius looks thoughtfully around.

So what's the plan guys. Are we going to find a place to stash the wagon so we can scout? Maybe we could roll up and say we want to join them as a back up plan.

---------
at the fang berries....

knowledge (nature): 1d20 + 8 ⇒ (1) + 8 = 9

Woodland stride next level.

Huh... seems like it would be a nice thing to do for Bokken. But do we really want to spend time on this now? Why don't we come pick them on the way home?


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

While Alfentinius doesn't have any problems with humans, it's pretty easy to pass the party off as being nonhuman. Jerrik is part dragon although Alfentinius may at some point try to "explain" to someone somewhere that Ulfen are actually part giant. Arim is part shadow, Aleksara part Elf, and Wendell is of course dwarf. The mixture of races makes it easy to characterize us as being friendly to other races. Especially with our new tagger alongers.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

perception: 1d20 ⇒ 11
sense motive: 1d20 ⇒ 5

Alfentinius habngs around with the Kobolds continuing to interpret for them but is distracted from what is going on there by Prunus' obvious discomfort. He waits an appropriate amount of time, trying a small amount of the fish roe, and then leaves at the first opportune moment. He heads to the wagon grabbing some dried meat, cheese, and water. With the contents in hand he makes his way to Prunus and sits down next to the mite offering him some food. Trusting his friends to handle the Kobolds Alfentinius begins to weave ahis web on Grabbles heir, both to ensure he causes no problems here and is helpful in the distant future.

diplomacy: 1d20 + 13 ⇒ (20) + 13 = 33
bluff: 1d20 + 13 ⇒ (16) + 13 = 29

(Undercommon)- It would seem that one of the Kobolds will be sending one of their warriors to join us. Strange though. Where Grabbles sends you a young warrior in need of blooding... It would seem the Kobolds send one who is less bound by their own traditions and is difficult for them to understand or control.

When Aibreann makes an appearance Alfentinius gives her an appraising look from a distance.

(undercommon)Looks like she may be a scout of some kind. She should be pretty useful to our cause if she is. You know Prunus... You will make history Here. Has ever a Kobold and Mite fought against the same foe before. When the Alliance comes into its own and we smaller races take our rightful places at the table of leadership, the familiarity you gain here, with the traditions and abilities of other races, will make you invaluable to your people. You should try to become her friend and learn what you can from her. Something tells me you are both bound for greatness.


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Having wanted to give Jerrik a chance to take the lead with the kobolds Alfentinius stays in a supportive role and translates everything said into common as it is said.

As the party prepares to enter the caravan Alfentinius turns to Prunus

(undercommon) While your peoples are not openly fighting right now there is still some work to be done in stabilizing the alliance. I hope you don't mind waiting outside while we go in and talk to them.

Once Inside

perception: 1d20 + 0 ⇒ (8) + 0 = 8
bluff: 1d20 + 11 ⇒ (15) + 11 = 26
diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28

For the first time Alfentinius chooses to step up.

[draconic] Great Chieftain. Surely you are aware that the bandits have been gaining power, biding their time, cementing their hold. They prey upon any that they can. And they have put out the call to unite men under their banner. When they are ready they will spill out of their keeps and kill any that are not human. You live close to them and they will desire the many treasures you have here. They will come, it is only a matter of time.

Alfentinius let's the words hang in the air as he walks up between Wendell and Arim casually tapping their arms.

(Draconic) We understand that all have value and strength. It matters not if you are dwarf, gnome, man, shadow, or Kobold. Our alliance grows stronger by the day, and we would see the human scourge dealt with before it becomes a threat. We could have let them fall upon your people and try to take their treasures and then fought them when they had been weakened by killing your people. But we value our friendship with the Kobolds too much for that. Surely you can see the value in aiding us in the protection of your kingdom.

Perhaps your people would be willing to match the mites in their offering. Sending even a single warrior would allow for our peoples to continue to create a bond. In addition they have shared with us what they know of the surrounding territory and the human's lands. I am sure you could help us in devising the safest approach to their keep.

Yep same speech...


Spells:
(1st- 5/6) Wand of MM (10/50)
Male Gnome (Fey)Sorcerer /VMC Druid Hp: 10/29, AC:14 Touch:13; Flat :12; Fort: +4; Ref: +3; Will: +4, Perception +0

Alfentinius looks up from his bed and runs upto greet Prunus.

(undercommon)Wow, that's some nice armor. Our plan is to head down to the river. We'll spend the night with the Kobolds then take the river to the bandits lair. Then we'll prolly do some scouting and come up with a more definitive plan.