Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Inuki returns to the bandit camp with Hammas. He listens to the bandits' stories, especially the aspiring bard's. To the others he says, "Some of these people made bad choices. Some of them never had a choice. If we are to establish order here, I say we make a place for people to have a second chance. If we can give them some purpose, maybe others can come and have a second chance also." He trails off, lost in thought. Maybe see if Oleg has some work for them, or put them to work as scouts or patrols or something? Make sure they are fed and let them earn their freedom. To the bandits, he asks where the Stag Lord's keep is.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Sorry, forgot that the dog was out. "I'll check on your dog." Inuki will go back and use a healing spell (CLW, 2 if necessary) on Garm if Nareth is not in the vicinity. Then he returns to the tree with Jutmon and Hammas to try to figure out what to do, but he tries to keep a safe 10-foot distance.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Now that the element of surprise has been lost, Inuki gives them a chance to submit. "We are knights of Brevoy. Your lives are forfeit for the crime of banditry. Lay down your weapons and you will have a chance to live." Holding my shot to see if they resist. If so, I will loose my arrow at log guy.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
OK, can I retroactively heal Jutmon before retiring on a previous day? If not I will use one CLW now. If everyone else wants to attack I will go along. I can't remember exactly how much evidence we have on this particular group but there's a small chance that guy tricked us.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
How are we doing on health? We should heal up before the encounter and wait for a new day to recharge spells. (Inuki has 2 of his 3 level 1 spells left and can cast Sleep, CLW, and Chord of Shards). "I could pretend to be a lone traveler. If they attack me, we have just cause to fight them."
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
I don't see K2-4 on the map. Is that 6 people total? Inuki sketches the layout for the others. "Too many trees for a charge, but I think you could ride in there <?>. He is having second thoughts about committing them to a death sentence without a chance to give themselves up, though. What do you guys say?
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
"A charge does let us catch them before they can form a defense. Let's scout out what the terrain looks like." Inuki remembers Jutmon's shoulder and uses his magic to treat his wound. CLW on Jutmon ...unless someone else is worse off. Status Tracker: HP: 13/13 AC: 16 (T 13, FF 13) Bardic Performance 7/10 remaining Cold Iron Dagger - 1/1 remaining Dancing Lights 3/3 remaining Level 1 Spells 3/3 remaining before this
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
"I have studied a bit of acting, perhaps I could talk my way in. Or if you want I could be a rich lord's son for ransom. We have a couple of stag lord necklaces too. If I can get close I can play a piercing note on my shell trumpet that is pretty powerful." After riding around in the wilderness for days, I'm sure we all look pretty rough. Perhaps an Aid Another roll to coach the others in Bluff?
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
They are all mounted, right? (You have them as medium and us as large.) Here's a reference for mounted combat, correct me if any of this is wrong. Ride DC 5 guide with knees; stay in saddle
Light riding horse: AC 11, HP 15, 50 feet move
An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Handle Animal DC 10 to get it to do one of these tricks (DC 12 if wounded). Charge: +2 attack, -2 AC
Mounted Combat: Mounted Combat These rules cover being mounted on a horse in combat but can also be applied to more unusual steeds, such as a griffon or dragon. Mounts in Combat Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don't dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can't do anything else until your next turn. Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat. Combat while Mounted With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action. When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted. If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge). You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally. Casting Spells While Mounted You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level). If Your Mount Falls in Battle If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage. If You Are Dropped If you are knocked unconscious, you have a 50% chance to stay in the saddle (75% if you're in a military saddle). Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Inuki will stay mounted until he sees how this will play out. He takes the opportunity to begin a stirring speech. "They'll never take our FREEDOM!!!!!" Inspire courage I did get a combat trained horse, although my ride is only +3.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Perusing the board, Inuki muses, "The radishes should not put up much of a fight. We can ask around for the locations of some of these other jobs, in case we wind up in the area." Knowledge Local check for info, or ask around about the pig and the outlaw .
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
There are 6 of us so we need at least two 2-man tents (15 gp each) and another 1-man (10 gp). I have redone my inventory, upgrading my armor (need to adjust my ACP) and losing the shield (can't cast with it anyway) to stay under my encumbrance limit. Changed my instruments to something more Asian (koto, a Japanese harp or zither, and horagai, a shell trumpet). Rebuilt inventory, items and cost (355 gp to spend)...will put on char sheet later.
horse, combat-trained 110
2 winter blankets 1
10 flasks oil 1
Combat gear and weight
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
OK, updated my skills. Figured another Knowledge: Local couldn't hurt. Got a lot of CHA based skills so I can intimidate now. Buying the following:
Not sure of the exact total I should have. Had 3 gp upon leaving Oleg's the first time. Do we have any tents? Two-man ones are 15 gp. Stealthier than a giant pavillion.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Are these available? Horse 75 gp (combat-trained 110 ?)
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Inuki's eyes widen and then he bows to accept the honor. "I never knew of a bard knight, I guess I can sing songs about myself," he jests. Reflecting on the new position, he figures it will probably be the same as the old one---wandering the wilds looking for bandits and avoiding trolls. Reflecting on the half-orc's words, he feels a slight admiration for the independent spirit some of these Riverfolk have, at least the ones that aren't trying to kill him. He resolves to learn more about their customs. Hefting his newly heavy purse, he heads back to Oleg's to peruse the supplies. Need to get a horse.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Trying to catch up from a busy period. Will try to have my character updated tomorrow night. (I'm pretty excited, first time I've leveled up in a PbP.) BTW I made it to the Top 32 in the RPG Superstar (much to my surprise)! I'm not completely happy with my archetype but here's hoping....
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
Inuki expresses his gratitude to the others for their attention and happily rides double with Roga. He uses his healing songs at the end of the day to treat his injuries, and tries to provides some more music and tales to keep spirits up. He is truly moved by Nareth's revelations. Inuki believes we should plan for an encounter with the troll(s), but is in favor of delaying until we are better equipped and more experienced. Sorry, I have been inactive. Things have been really busy but getting back to normal...BTW I do have a longbow.
Kitsune Bard 2 (HP 13/13, AC 16/T 13/FF 13, CMD 15, Fort 0, Ref 6, Will 2,
I believe Inuki or someone was successful with a knowledge check earlier. Inuki agrees to take the prudent course but still wonders if that was a missed opportunity. "That's twice we've run into trolls. We should be prepared with fire or acid if we can. At the least we should have torches at the ready. I wonder if that herbalist can prepare something for us as well."
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