Lucky Ben Willhuff

Arsinian Wells's page

43 posts. Alias of waiph.


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M Human Bard (arcane duelist) 1

Arsinian Wells, Lieutenant and commander of Saravale's infantry takes a team of his more subtle and conversational men through the city looking for places where strong applicants for Councilman Rowan's team, which Garith tasked him with. The status of things is dire indeed, so Arsinain gets to work, combing the city and compiling a list!

Feel free to write the encounter with Arsinian if you know him, or one of his men in which case you have free reign to make the man whatever sort of person you like!

also, you can call me warlock cause I'm dropping dots like... well like a warlock drops dots...
dot!


M Human Bard (arcane duelist) 1

Arsinian follows kae's orders regarding the Osirons
Gather Information: 1d20 + 6 ⇒ (12) + 6 = 18
stealth:1d20 + 10 ⇒ (19) + 10 = 29 to avoid detection
Bluff not to be suspected if he is seen: 1d20 + 6 ⇒ (4) + 6 = 10

Aid Gather Information by Infiltrators
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 5 ⇒ (8) + 5 = 13
Stealth/bluff to avoid detection:
1d20 + 5 ⇒ (1) + 5 = 6/1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 5 ⇒ (16) + 5 = 21/1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 5 ⇒ (6) + 5 = 11/1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 5 ⇒ (3) + 5 = 8/1d20 + 6 ⇒ (3) + 6 = 9

Edit: added another infiltrator, and switched stealth and bluff, cause it makes sense that hiding should come bfore pretending to sdo something else. How many can i have helping, reasonably dain?
the infiltrators all managed to aid arsinian, so that's a +8 to his roll for a 26 G-Info check


M Human Bard (arcane duelist) 1

"Oh, and can I have the horn? it's be pretty useful in case the city gets attacked..."


M Human Bard (arcane duelist) 1

Arsinian writes his report of on the status of the hunters. He doesn't add much commentary beyond the facts that are presented here, and the basic assessment of their motives as likely actions, and presents the report to the council as soon as they arrive.


M Human Bard (arcane duelist) 1

Arsinian raises an eyebrow at Brett, paying or not, Arsinian doesn't much care about the predilections of others. Had he, his time as a bandit would have been much more unsavory. He'd rather leave each to their own and not know much about it. "Enjoy your pie, counselman," he says, with a slightly uncomfortable expression. "I'll be off then"

He leaves Otters, and mounts up his horse, riding to the fort to find drake. "Ah, Sir. I'm here looking for some documents left by Alaric, regardin the Bounty-Hunters. Trying to get some information to write up a report and such, but I don't really have much information on those folk or what's been done afore. Busy with the army and all. Anyway, think you could lend me a hand, help me figure out what sort fo information there is about bounty-hunters, and what it would take to say, set up a guild and get things ordered?"


M Human Bard (arcane duelist) 1

Arsinain, swings by Otter's place, asking for Brett.
When he sees the halfling, "Ah, Councilman Rowan, I been running around, and seen potential situation with the Bounty-Hunters. Setting up a guild, rules and such. Thought you might be interested in lending a hand. I was going to be heading up to the fortress to find some any old notes and information so I can write up a report for a plan..."


M Human Bard (arcane duelist) 1

What sort of check do i need to find Alaric's notes regarding the Bounty-hunting Licenses?
After speaking with Selendrian and Delain, Arsinian goes to Sylvath, as Sylvath is the most Senior officer here (Warden). He throws a smart salute, and reports, "Sir Sylvath, I've set up guard rotations, and have some extra troops for patrols. While we were in the Swamp, we found the Trogg caves. I've also put up a bounty on the Trogg's 50 gold a head, and am martialing defenses. Just wanted to keep you appraised of the situation. Also, if you see Counsilman Ariarh, would you inform her that I am going to the fortress to work up a report for the COuncil regarding a Bounry-hunter's guild. Let us keep things more organized, Sir."

Sylvath is the Commander in charge of CIty defences at the moment, and Arsinian is seeing to business for kae, but Sylvath should be able to run things. Arsinan gives a report on the Troop dispersals, and assignments. He orders the men with him to return to the Barracks, and make sure it is known that they are to report directly to Sylvath for the time being.

Does Sylvath have a group of men under his command at the moment, or is the only force the Army?

He also sends an Infiltrator to find Ariarh, let her know that he is at the fortress working out what to do about the Bounty-Hunters, and that he would like her input in compiling the initial report.

He's going to gather information right now, tho. WHat checks does he need to make? and what does he find?


M Human Bard (arcane duelist) 1

we're not going to go there now, so i jsut wanted information as Arsinian has no real experience with dungerneering himself

Arsinian wants to have a report to submit about the caves and how to proceed. None of the men are on duty for more than 8 hours. They are on duty for 8, and then there are a third of the group that are to be awake and able to mobilize quickly in case of attack, but they aren't on duty.

profession: soldier check
1d20 ⇒ 13


M Human Bard (arcane duelist) 1

diplomacy totals with aiding:
1: 24
2: 24
3: 29 for gathering information
3: 28 for the consultation
4: 25

not too bad, eh?


M Human Bard (arcane duelist) 1

1.
Arsinian gets into town and immediately goes to the guard-house and changes guard rotation.

Troop rotations:

There are to be 3 shifts, 8 hours long, equal troop dispersal among all shifts.
I can't quite find all my troop dispersal information... and i can't find the post, so i'll have to edit the numbers if i get this wrong, but...
iirc

75 Shield-bearers
75 swordsmen
50 Archers
50 spearmen
25 bruits
25 infiltrators

We have 15 archers on the walls at a time, leaving 5 left to take part in other guard duties throughout the day.

18 shield bearers, leaving 21 left off wall duty
18 swordsmen, leaving 21
8 bruits, leafing one extra to rotate in/go on missions
3 infiltrators leaving 16 to go about business within the city.

These numbers are on the wall at all times. the same amount are on-call, and need to be ready to get to the wall in case of attack, and that number are off duty, and aught to be resting.

the 64 men off Wall duty are left to patrol the streets etc, uphold the peace and all that. These men rotate on Wall duty, replacing those in the Wall duty rotation longest, and are off Wall duty when it is their turn.

THis should keep fresh eyes on the wall at all times, and keep anyone from getting exhausted, or too bored, while still maintaining a sizable defense force.


Diplomacy to rally the troops
1d20 + 6 ⇒ (18) + 6 = 24
Arsinian gathers the men after they return. "Well, boys, we found the Trogg caves, caved in one of the entrances, and while we figure out exactly what to do about the lizards, and how to do it right, I want us to keep watch on the walls, be ready to repel em. Doubt the bastards'll be comin up here any time soon, seein' as we did a messy number on 'em down in the swamp, but can't be to careful with our faire city, now. So i got your orders men!"
He then gets himself his usual escort, 2 infiltrators, an archer, and a shield bearer (12 cha, all) and proceeds about his business:

2.

to Brett and Ry:

"So, I figure that them Troggs won't take kindly to how we wrecked their caves, and i don't expect no thank-you for killin' their spider, either. SO i figure if we put a bounty on em, we can get some extra hands in case of retaliation. Save some lives, and if none show up, it's free labor, no cost to us, as none came up the hill to get killed. What do ya think? How's 5 gold a head sound?"

Arsinian sets a price on Troggs having first consulted with Brett and Ariarh, on the way back to the city. He goes to where the bounty-hunters are, and posts the sign, telling the folk there "Well, those troggs that attacked may be a threat gents, but for you they're also a chance to make coin, so for every trogg you take down, you'll get a reward, in case they attack, so if keep an eye on the walls, especially at night, You're likely to have a shot to make some money!"
Sets the price at 5gp a Trogg, sounds reasonable, based on wealth as far as i know, but i'm not sure about cost of living in saravale...
Diplomacy to get them interested in helping
1d20 + 5 ⇒ (13) + 5 = 18
the soldiers aid Arsinian, talking up fighting the Troggs
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 1 ⇒ (10) + 1 = 11

3.
He then gets himself his usual escort, 2 infiltrators, an archer, and a shield bearer (12 cha, all)
and proceeds to gather information to find someone who would be able to help them get into the cave again.
Gather Information:
Arsinian
1d20 + 5 ⇒ (18) + 5 = 23
Aid Arsinan in gathering information
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 4 ⇒ (11) + 4 = 15

diplomacy to get help and consultation to get in
1d20 + 5 ⇒ (19) + 5 = 24
the infiltrators aid arsinian
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (20) + 4 = 24

4.
Goes to Selendria
Meeting with the elf woman, he knocks at the door, and bows his head when she answers, greeting those around. "Beggin' your pardon ma'am, but I'd like ta' get some advice from you, maybe hire services and such. See, the Troggs that attacked, we found their lair, and ended up caving in the tunnel out, but there may be more entrances and such. Anyway, we caved it in with a bomb made of a tangle-foot bag, some oil sort of gunk, and Brett's gun-powder. Worked mighty well, so i wanted to come round and ask if you knew much about that sort of thing, and we might be able to get some of that sort of thing from ya' possibly, ma'am?" he says, trying to be polite and respectful as he can.

"Aye, one of his men infiltrator chimes in. "See they got to come charging up the swamp to get at us, but we only got so many archers, and if the rest of us could rain down some fire or something on em, we'd be able to stop em form gettin' in at all"

The other adding"It could save a great many of our lives. The lizards are pretty strong if we can't keep our distance and high-ground."

Arsinian's diplomacy
1d20 + 5 ⇒ (16) + 5 = 21
the infiltrators aid arsinian
1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 4 ⇒ (19) + 4 = 23

arsinian also notices Clari still at selendria's, and greats her. "Hallo miss. You the girl what was from where the General grew up, right? How do ye do?" he says with a nod, not sure what the General's relationship with this young looking girl was, but not wanting to have issues with his CO cause of her.

Clari responds Kurtly, "Yes. I am," and then looks to Selendria for cues as to how to properly act.

5.
not sure what else he's got to do at the moment... any suggestions?


M Human Bard (arcane duelist) 1

As soon as they arrive back in Saravele, Arsinian get s to work. He call out his troops and has them form-up ranks.

Things to do:
Figure out how to get through the tunnels down into the Trogg cave

Prepare things like Oil/pitch to pour down the stairs to torch the Troggs. The oil burns away, and then the forces can advance into the cave. only really needed if the Troggs advance as we move in.

If we put a bounty of say 10gp a trogg, we can see if the Hunters want to join the foray into the cavern.

How are we going to keep the place lighted while we fight? Bring oil, and wood down after the soldiers and make movable pires to keep the area well lit?

I'd liek some discussion on what else we gotta do about the troggs before taking action, and Out of character is easier for me to work with...

there's more to do, but this is all i got for now


M Human Bard (arcane duelist) 1

i meant Ariarh

man, i wish i had unseen servant. then he could be the one to light the fuse while the rest of us run...

anyway. arsinian can't toss those us so Go for it RY!


M Human Bard (arcane duelist) 1

Ariarn shouldn't be affected much by difficult terrain, with her perfect fly speed. and she starts with a +11 to her fly checks due to perfect movement(+8) small size(+2) and the +2 Dex(+1)

Arsinian offers "Would we be able to leave some sort of fuse, or leave a rope burning that will fall into the flame in a few moments, leaving Ariarh more time to escape?" cause expeditious retreat is only for land-speed... =/


M Human Bard (arcane duelist) 1

"Well, we've done some valuable scouting, know about the rocks and dangers they hold, so bringing a more respectable force down here would be a wise endeavor, I'd say."

"I doubt the whole tribe of the lizards came and attacked us, so there's probably a sizable amount down here still. I'd like to be able to bring some more of my boys down here and bake proper maps and records of what's in these caves, yeah?" he asks the councelmen, looking for their take on the matter.


M Human Bard (arcane duelist) 1

"Ariah? Would you be willing to give us a hand in cutting out this spider's venom sacks? I've no skill at that sort of delicate work..." Anyone with the heal skill wanna lend a hand here?

"Well we've made some headway here, slaying that spider that even the Trogs hadn't handeled, I think it may make sense to leave this place for now, explore more of the swamp if we are not too injured, and return to this cave with numbers, and take greater care to map out what's down here. I'd rather not have to face an army of those lizard-folk right now." arsinian says as the party tries to find our where it is...


M Human Bard (arcane duelist) 1

Arsinian hears mention of using the poisonous barbs, and chimes in "That sounds very clever, I'll lend a hand plucking them. I feel like this sort of non-lethal poison could be really useful for subduing folk without needing to muck around with fighting and trying not to kill 'em. Just make 'em sick and tie 'em up!"

"M'lady" Arsinian says quietly with slightly bowed head, to Anuk-su, "pardon my saying, but I've heard about how you and your guards were preserved, powerful sort of magic, and while it could be possible for there to have been more of those sorts of tombs built, it seem a mite unlikely. So these were probably stolen from somweheres, and since this swamp was a lake in your day, this stuff's not likely from here... But we aught to keep looking in case these Trogs brought more than just this loot, for sure."

Then he adds, "I just don't want yea to be gettin' yer hopes to high up and wind up disappointed..."


M Human Bard (arcane duelist) 1

While Arsinian wouldn't now much about them, Arsinian will take a look at the coins, commenting "Well now, these look valuable. Wonder what sort of kingdom they come from..." shrugging.

He flies his dancing lights up around the Stalactites, looking at the ceiling ahead and around them for potential enemies.

His bow is out and ready for combat, in case there are any other sorts of vermin up there.
perception: 1d20 + 4 ⇒ (17) + 4 = 21


M Human Bard (arcane duelist) 1

i thought that you said we get a fort save to resist the poison for the nauseated effect, if we fail the reflex save...

anyway
Arcane strike
shoots with 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
for 1d6 + 2 ⇒ (3) + 2 = 5


M Human Bard (arcane duelist) 1
Erdane Winthrope wrote:

Dire attempts to wheedle around behind the spider if its possible in order to flank the creature between either Arsinian or Brett. If it doesn't look like it will happen he'll just go and attack

Reflex + 6 1d20+6

So Dire won't really help out in this fight :P

Trying to get in to attact the spider, Dire yells out,"DAMN!" One of those hairs got me!" He almost immediately develops a flop sweat and turns ashen his insides feeling like they want to come out and play.

Even though he can't attack he'll still try to get around to provide a flanking bonus if possible.

think you get a fort save to resist the poison.

also, arsinian doesn't have bardc knowledge or any knowledges. so if the others have it it may work.


M Human Bard (arcane duelist) 1

the Arsinian steps back, and misses the spider like i rolled... big surprise there...
but yay, he not nausiated!!!


M Human Bard (arcane duelist) 1

reflex save1d20 + 6 ⇒ (3) + 6 = 9

fort save1d20 + 1 ⇒ (15) + 1 = 16


M Human Bard (arcane duelist) 1

Arsinian maintains performance as a swift action, readies an action to shoot it as it stands so it no longer has a penalty for shooting a prone foe, and takes a 5' step back as a non-action

his attack will be
1d20 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
for 1d6 + 2 ⇒ (5) + 2 = 7


M Human Bard (arcane duelist) 1

So Ry doesn't have to stay within 40 feet of the summons, they just appear within that distance, but can fly all over the place.

also dang, they may have landed a couple more attacks if they'd been swinging with proper stats. dang.

Arsinian starts inspire courage. So +1 to attack and damage for all!


M Human Bard (arcane duelist) 1

hey so i jsut realized that Arsinian shooting this spider is just about pointless, can i ret-con his action so he instead starts a bardic performance?

Inspire Courage gives +1 to attack and damage, so it may change some of the outcomes of the round, and add a few points of damage...

if not then he can start it at the end of next round, i know i missed that calculation, but wanted to ask at least.


M Human Bard (arcane duelist) 1

elementals AoO's
1d20 + 6 ⇒ (7) + 6 = 13
1d4 + 1 ⇒ (3) + 1 = 4

1d20 + 6 ⇒ (18) + 6 = 24
1d4 + 1 ⇒ (4) + 1 = 5

1d20 + 6 ⇒ (4) + 6 = 10
1d4 + 1 ⇒ (4) + 1 = 5

Arsinian shoots

1d20 + 2 ⇒ (12) + 2 = 14
1d6 + 1 ⇒ (1) + 1 = 2

1d20 + 2 ⇒ (11) + 2 = 13
1d6 + 1 ⇒ (6) + 1 = 7

RIght, flanking for the elementals, so +2 to those, but doubt it much matters...


M Human Bard (arcane duelist) 1

Dunno bout ry, having net issues...

Arsinian's after the spider...
But he'll prolly take a 5' step toward spidy swift action to activate arcane strike

He full-attacks and uses rapid shot for a second arrow
1d20 + 2 ⇒ (16) + 2 = 18
1d6 + 1 ⇒ (5) + 1 = 6

Two
1d20 + 2 ⇒ (17) + 2 = 19
1d6 + 1 ⇒ (3) + 1 = 4


M Human Bard (arcane duelist) 1

Arsinian init: 1d20 + 4 ⇒ (2) + 4 = 6

Ry's init: 1d20 + 2 ⇒ (12) + 2 = 14


M Human Bard (arcane duelist) 1

Arsinian brings the lights back close to the group again and listens

1d20 + 4 ⇒ (2) + 4 = 6

He keeps the lights at about 30 feet from the group, so they are slightly inshadow, and they have a clear view, a clear shot, at the area ahead of them. He moves the lights where Brett was looking, hoping someone can see something...


M Human Bard (arcane duelist) 1

it kinda reminds me of the steps in the spider/snake cave. Mut arsinian likely wouldnn't know bout those, but ry would...


M Human Bard (arcane duelist) 1

as soon as he gets within 100 ft of Dire, Arsinian casts Message, and pauses. DIre hears Arsinian's voice whisper to him asking "What's wrong? What about the rocks?"

As dire's logged off, Arsinian convey's what happened to the fighter to the others

As Brett gats to about 100 ft from Arsinian, 200 from DIre, he hears Arsinian's voice say "Dire's down, the rocks seem to have some sort of Fear inducing effect as well as dimming the light of his sword, and injuring him with cold. You, Ariah and Mak may know more about what is going on with them. So hurry."


M Human Bard (arcane duelist) 1
Arsinian Wells wrote:
Mves slightly behind Dire, and Mak-morn as they look around With an arroww Knocked, ready to fire if something attacks, moving his lightl aroudn the room guiding the way

Arsinian is was supposed to be moving along WITH dire, just about at range for his performance, so DIre shouldn't be out there alone, but with at least arsinian, and i also thought Mak was with Dire, and ry may be following, as she's not able to check up the board right now...

So should Arsinian have tossed a will save as well? 1d20 + 2 ⇒ (4) + 2 = 6 and something happen to his dancing lights as they are moving around the room?

[edit]: that will-save would be replaced by his performance's intimidate check.


M Human Bard (arcane duelist) 1

Seeing Dire's fearful reaction to the situation, Arsinain takes matters into his hands and orders the company forward! "Lets go." he says in a cmmanding voice.

Using one round of his bardic performance for his Rally-Cry ability so he uses an intimidate check in place of an Ally's will-save Vs Fear/Despare. so this round, Allys can use his intimidate check instead of their own Will-save to overcome any fear-effects
1d20 + 7 ⇒ (20) + 7 = 27
This check can be used to overcome the fear effect instead of will-saves.

"Pull yourself together you damn coward, and MOVE!" he tells the shaken Dire. Then to the rest of the campany he says "There's nothing here worth getting frightened over like a bunch on childish ninny's in a playground" At that point he's moved up to where Dire is, bow drawn, Dancing lights coming along, His commanding presence dragging the others along as well.

That's assuming a 27 beats the DC of the fear effect plaguing the company. Everyone should be within 30 feet of Arsinian, and all are able to use his intimidate check instead of a WIllSave to beat the fear effect. Srsly, if a nat 20 totaling a 27 don't beat the DC, lets all just go home =P


M Human Bard (arcane duelist) 1

Mves slightly behind Dire, and Mak-morn as they look around With an arroww Knocked, ready to fire if something attacks, moving his lightl aroudn the room guiding the way


M Human Bard (arcane duelist) 1

there's no light arrow. He's got an arrow drawn, and is directing his dancing lights around the room.

So the lights can move 100 ft, so 100 ft along the wall to the right, then around in an arc flying left, keeping 100 ft away from arsinian, all the way around till it hits the wall on the right side, then back, lighting up the area missed in the middle of the cavern?

and they would stay within range to shed most of their light on the ground, hovering maybe 10 feet up as thye light the area within 100 ft of Arsinian, flying pretty fast, (100ft/round)

perception: 1d20 + 4 ⇒ (8) + 4 = 12


M Human Bard (arcane duelist) 1

"Yeah, yeah, i heard." Arsinian readies to attack, Knocking an arrow, and sends his lights in the direction of the sound.


M Human Bard (arcane duelist) 1

Arsinian moves his dancing lights around the large chamber as far as 100 ft. around the chamber.lighting the area up, starting with sending them along to the right as Mak suggested


M Human Bard (arcane duelist) 1
Erdane Winthrope wrote:
Dire grins, Unicorns and Bog fairies?

Arsinian pauses a moment, confused and concerned, and questions the man's sanity, and his companion's prudence...

"Honsetly, whatever's down there is going to hear Mak-Morn coming, and can likely see in the dark. We won't have the element of surprise if we have any show of force, so we may as well bring the force, and try to hide its level best as we can, so they expect one clanking dwarf, and get filled with arrows and attacked wiht magic when they've prepared for an ax and hammer..." he says with a shrug, ready to fire, floating his lights along...


M Human Bard (arcane duelist) 1

"I'd honestly have suggested a sly approach at first, walking hidden swords with Light cast on them in case of danger, to protect Councilwoman Kane, but..." Arsinian says with a shrug as Dire and Mak Morn head into the tunnel. He has his dancing lights follow along to provide light to him, and readies his bow as he follows the Dire Dwarf.

"Well, pardon me ma'am..." he says to Ariarh, slippping in in front of her, voice trailing off mumbling something about General, and tanning his hide of something bad happens.

silently scoffing if mak-morn attempts stealth
1d20 + 4 ⇒ (19) + 4 = 23


M Human Bard (arcane duelist) 1

"I brought along some torches as well, if we need more light" Offers Arsinian.

"are you able to move down and scout silently, to let the rest of us know what's down there? I know a trick to talk at a respectable distance, really pretty useful for scouting" he is refering to the message cantrip, which he can cast so he and Ry can talk in a whisper from a distance, so she can see what's down the stairs. "If you cast your spell on a blade, and sheath it, darkness will prevail, until the blade is drawn, so someone could also sneak down with you to protect you while you go down there and I'll let the louder folk know what the situation is."

He glances at Brett and Henry when suggesting someone accompanying you, and then Mak Morn and Anuk-su when referring to the "louder folk".

"I've also got a trick that works well as torches too. Not like yours, but decent. Can also send someone the shivers with a strange glowing figure walking about, if ya think it's help..." He casts dancing lights outside the hole, as a demonstration, the four orbs joining into a human looking figure who takes a couple steps before fading.


M Human Bard (arcane duelist) 1

"Well, I'm ready to go Sirs ... Ma'ams.... We ready to take a look inta this cavern?"

Arsinian takes this chance to pick up three torches, in the morning, just in case.


M Human Bard (arcane duelist) 1

"As you say Ma'am... m-M'lady..." Arsinian says at the suggestion to move along, seeming to catch himself and adding the M'lady out of courtesy, not sure if it's needed. "Do consider, we know nothing about their lair, and it may be a chance to get some sort of information, if we were to stealthily enter. But were we to come near dawn it would likely present an advantage in that we will be refreshed, and the noctournal creatures will be worn from their 'day'. So shall we return here come dawn then? catch em as they're goin to bed, mayhap?"

whle not scaired to enter, Arsinian also seems to think a dawn-ambush is prudent


M Human Bard (arcane duelist) 1

So Kae picked up a leaf for Arsinian, but at the end of the day don't matter much who checked them out, long as they all come back.
"Thank you kindly ma'am" Arsinian says to Ariarh. "Well met, M'lady. I'm pretty handy with a bow, so I'm sure I'd fair better in the middle of the pack, can help out explore, and have a few little cantrips that may help out. I'm ready to head out as you are."

Arsinian is a Lv 1 archer bard, so He'd be best kept out of harms way, if possible. I'd like him not dead and he's got about 10 hp so...


M Human Bard (arcane duelist) 1

"Well, sorry I'm late, I was busy. I have 300 men to manage, nad the rabble's been all sloth since General Bronwyn went on his little trip. I'm Arsinian, by the way, commander of the infantry. Wanted to thank you again for the chance to do some good here, glad to be of service and all that... Anyway, here's what we got."

50 archers (warrior class), equipped with Shortbows, and leather armor
str:12, dex:18, con:12, int:10, wis:12, cha:9
Trained with Point Blank Shot, and Rapid-shot/Precice shot half and half

100 front front line fighters with short-spears, and longswords, and Heavy/Tower Shields, and hide armor. Stats: str:16, dex:12, con:14, int:10, wis:12, cha:10
Power attack, and Shield Wall

25 Infiltrators (experts) with twin short-swords/Kukri and leathers
Stats: 14, 14, 14, 9, 12, 9
Skills: Perception, Stealth, Bluff, Intimidate, and Sense motive
Feats: TWF, and Piranha Strike

25 Shock-troops (warriors, again) With Greatswords/axes, and leather armor
These brutes got stats: 18, 12, 14, 8, 12, 8
Power Attack, and Pushing Assault

and then there's the other 100 with Longswords, Spears, Axes and such
They run about: 16, 12, 14, 10, 12, 10 and have Power attack, Cleave, for the most part.

"Well, least as far as I recall. Anyway, Back to drills, lemme know if ya have any wisdom to share"

Hey guys, what do ya think of the army? Any changes, things that need be taken care of. The guys equipment fits the base wealth of the characters, so...