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Once you've all agreed, the council begins to inform you of the number of plans you could possibly take to assist the village before the next attack. It seems they've been considering their options for quite some time and have been hoping for a group of able bodied men and women to make their plans from to fruition.
Alright, so, until the harvest is completed (See Below) you have 30 villagers that you can assign to various tasks. 10 of those are the village archers and they can be sent to harvest in trade for 10 "unspecialized" villagers, but you will not be able to train them in archery during that time.
You don't have to concern yourselves with individual groups other than the single Archer unit, I'll keep track of that. You do not know how many days will come before the attack, my suggestion would be to plan in terms of 2 days at a time, but I will let you guys work that out. This will require a bit of coordination, as such I expect everyone to read in full any post that comes before there own, once a plan has been agreed to by the party for the first 2 days I'll move forward.
Harvesting crops is the top priority for the villagers, even
above establishing defenses. Without food stored, they
face starvation regardless of whether or not the bandits
are fought off. This is an activity that can be performed
mostly by the noncombatant villagers; even so, some ablebodied farmers are needed as well. Until the harvest is
finished, you only have 30 villagers at their disposal
daily. You can choose to speed the harvest up both
by assigning more villagers to the fields or by lending a
hand themselves.
Time Requirements: Without additional manpower
devoted to it, the harvest takes 6 days to finish. Regardless
of how many NPCs or PCs work the fields, harvesting
takes a minimum of 1 day.
NPC Requirements: Each day requires the participation
of 20 able-bodied villagers. Every additional 10 villagers
doing a day’s work reduces the total number of days
before the harvest is completed by 1.
PC Requirements: DC 15 Profession (farming) or Knowledge (nature) check to reduce the amount of time needed to harvest.
Ranged weapons more effective than simple slings are a
rarity in Nesting Swallow, but a handful of villagers own
crossbows for hunting purposes; while they have never
had to shoot at a target better armored than an antelope
or hare, they can be drilled into effective support archers
with effort.
Time Requirement: 1 day
NPC Requirement: Only 10 villagers are potential
archers. These are kept as a unit; while other villagers
can be shuffled around to perform different jobs from
day to day. If they have been assigned elsewhere,
no other villagers can fill in for this activity on that day.
PC Requirement: Archery training requires the
tutelage of a PC with a base attack bonus of +1 or higher
who is proficient with light crossbows.
While unskilled combatants, the villagers can be given
basic training, allowing them to maintain the barricades
as a unit. Their weapons are limited to adapted farm
implements and makeshift bamboo spears, but they are
all willing to take up what arms they can and assist the
PCs in the defense of their home.
Time Requirements: Training a unit takes 1 day.
NPC Requirements: Up to 40 villagers are available for
melee training, in 10-person units.
PC Requirements: Training cannot take place without
a PC dedicating a day to it. Whoever does the training
must have a base attack bonus of at least +1. A single PC can train a unit of 10 villagers per day. Multiple units
can be trained in a day, but this requires multiple PCs
instructing them.
Controlling possible attack routes is key to not being
overwhelmed. Constructing barricades from wood
and bamboo aids in this endeavor. Incorporating the
landscape and the existing structures of the village into
this barricade allows the defenders to contain attackers
to several choke points. Construction was already
underway before the party arrived in Nesting Swallow;
by continuing to assign workers to it or overseeing construction, the PCs can assist in making it sturdier
and more effective.
Time Requirements: A group of 30 villagers takes 6
days to complete the barricade.
NPC Requirements: Every additional 10 villagers
assigned to this task reduces the days to completion by
2. Likewise, fewer villagers assigned increases the time
by 2 days for every 10 villagers fewer than 30 working
on it.
PC Requirements:
A DC 15 Knowledge (engineering) or Profession
(woodcutter) check allows 10 villagers to be assigned
elsewhere for that day with the same amount of work
still being done on the barricade. (Only 10 workers per
day may be reassigned in this fashion.) Additionally, if
a PC oversees construction each day of work, she may
make a single DC 15 Craft (traps) or Disable Device check
when the barricade is completed. Success at this check
represents traps incorporated into the barricade, such as
digging concealed pits or sharpened timbers designed
to impale attackers.
This can only take place after the harvest is completed.
The crop fields are low-lying and designed to be irrigated
by the stream. With work, they can be turned into a virtual
moat by adjusting the flow of water, causing them to
flood. This limits the routes the bandits can attack from,
giving significant tactical advantage to the defenders.
Time Requirements[b]: Flooding takes a full 2 days of
work to accomplish.
[b]NPC Requirements: In order to flood the fields, 20
villagers are required. Increasing this number does not
reduce the time requirement; damming the stream and
flooding the ditches is work where only so many hands
are of use at one time.
PC Requirements: This activity can take place without
PC supervision, but a PC devoting a day to the project
can make a DC 15 Knowledge (engineering) check to cut
construction time to a single day.
The villagers are, obviously, already alert for horsemen in
the hills, but assigning villagers and PCs to keep a closer
eye on the wilderness can help give an estimate of howmuch longer until the raid comes. Even without specific
allocation of villagers, each day make a DC 25 Perception
check for Nesting Swallow; the village is considered to
have a base +4 Perception modifier for this.
NPC Requirements: Villagers can be assigned as
lookouts; for every 5 villagers keeping watch in a day, the
village gets a +1 bonus on its Perception check. Also, a
cumulative +1 bonus is added for each day previous that
any villagers were assigned as scouts.
PC Requirements: PCs are not required to participate in
scouting and can simply have villagers report back to them.
A PC with a high bonus on Perception checks can choose to
spend a day scouting, using their Perception bonus in place
of the village’s base +4, while still adding bonuses to the
check for extra villagers and cumulative days.

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Help me make sure I understand the rules here. So we have 30 villagers at our disposal (10 of those are candidates to become archers, given training).
The Harvest is something that some portion of the villagers will be doing regardless of our battle preparations. It says “Until the harvest is finished, you only have 30 villagers at their disposal daily.” This is the 30 that was mentioned above, but 20 of those are automatically assigned to work the fields until the harvest is finished? Or those 20 automatic are already pulled from our village resource pool, and we can designate any amount of those extra 30 that we have to assign (in any increment of 10) to speed up the harvesting?
I guess ultimately I’m not 100% sure what our total villager resource pool is, and what components of that are automatically assigned to harvest.
Also, barricades: help me understand the scope of constructing a single barricade. Is there basically a mostly-abstract numerical bonus for every barricade we complete? Or is it more related to the map of the village? Does each barricade block off one approach from outside? (of which there look to be over a dozen, including the small ones between houses) Or can we only really barricade the main entry points (6a, 6b, 6c)?

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Your villager total is 50, but you only have 30 at your command until the harvest is conplete.
The barricades is a single option but it represents a full set of barricades around the village.

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Gotcha, thanks for helping me understand. :)
Here’s what I think we should shoot for.
Days 1 and 2:
Harvests, full blitz up front: - 50 villagers plus Talon & Tynat (and if Knowledge/Profession checks can be made untrained, everyone else should help here, too). Should take 1 or 2 days total. (And actually, full blitzing the first day should leave us with less than half the work remaining, so we should be able to re-allocate some of our villagers on Day 2).
So on Day 2, we should be able to activate scouting without delaying the Harvest completion…
Scouting: Knowing our prep window is crucial, so starting on Day 2, I say we dedicate Ai and 10 villagers to Scouting. then keep them there until we hit the DC.
If, on Day 2, we have 10 villagers remaining after Harvests and Scouting are accounted for, we train the archers. Anyone could do this, but Tynat seems to be an archer, so he’s an ideal candidate.
I’m guessing that’ll take up our first two days.
And, as Talon will be wanting to help out in the Harvests either way, I'll go ahead and get these out of the way...
Knowledge (Nature), Day 1: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge (Nature), Day 2: 1d20 + 6 ⇒ (19) + 6 = 25

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Do Ai really have the highest Perception? (Oh god, the puns are flooding into OOC text!}
I'll give it a shot, I suppose. So I guess Ai needs to make a few Perception rolls?
Perception Day 2 (DC 25): 1d20 + 6 + 10 ⇒ (18) + 6 + 10 = 34
Perception Day 3 (DC 25): 1d20 + 6 + 10 + 1 ⇒ (7) + 6 + 10 + 1 = 24
Perception Day 4 (DC 25): 1d20 + 6 + 10 + 2 ⇒ (14) + 6 + 10 + 2 = 32
Perception Day 5 (DC 25): 1d20 + 6 + 10 + 3 ⇒ (8) + 6 + 10 + 3 = 27
Perception Day 6 (DC 25): 1d20 + 6 + 10 + 4 ⇒ (19) + 6 + 10 + 4 = 39
Perception Day 7 (DC 25): 1d20 + 6 + 10 + 5 ⇒ (11) + 6 + 10 + 5 = 32
Perception Day 8 (DC 25): 1d20 + 6 + 10 + 6 ⇒ (12) + 6 + 10 + 6 = 34
Perception Day 9 (DC 25): 1d20 + 6 + 10 + 7 ⇒ (14) + 6 + 10 + 7 = 37
Perception Day 10 (DC 25): 1d20 + 6 + 10 + 8 ⇒ (15) + 6 + 10 + 8 = 39
Great success! Also, does anyone get a very "Magnificent Seven"/"Seven Samurai"/"Wolves of the Calla" vibe from all this?

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Tynat will take 10 on knowledge Nature checks, which with his +8 bonus, will help him guide the villagers to more efficient efforts at harvesting on both days.
After that, he's actually not going to be able to train archers or militiamen since his BAB is 0 (only level 1.)
But he could oversee construction of baricades and use his disable device skill to incorporate some traps, or go scouting in place of Ai if she'd be more useful at the villages, as his Perception is +5, just 1 below hers.
Aside from that, I think Talon's plan is solid.
-Posted with Wayfinder

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1d6 ⇒ 1
So for day 1: Tynat and Talon assist in the harvest significantly reducing the time it takes. By the end of the day the villagers believe they could finish it all by the next day.
Day 2: the 20 required villagers can finish the remaining work even without Talon or Tynat, I assume Tynat moves to help with the barricade at this point, and you have 20 regular villagers and 10 archer villagers to assign.
Ai the bonus from assigned villagers is +1 for every 5, so you would get a total of plus 8 (or +6+2) before including the cumulative +1 from previous days scouting,
At the end of day 2 you estimate that you have seven more days before the attack. If you'd like to continue scouting let me know I'll use the rolls above for the next two days.
Ollo Talon and Narika let me know what you'd like to do on day 2

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Thanks for the heads-up. I was trying to get the post in during my lunch break and misread something. I'll switch with Tynat if he'd rather take the scouting, running the archery training instead.

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Tynat is going to be overseeing construction of baricades. So after 2 days, we will have the harvest done, and an estimated 7 days until the attack. That'll give me time to get the baricades built (5 more days with thirty villagers working on it.) The remaining twenty villagers who are will free to do other things having finished harvesting, can be trained as archers / soldiers, assist in building baricades faster, or be kept out scouting.
I'd propose that on day 2 we set thirty villagers to building baricades right away, rotating out groups of 10 people each day so that the ten archers can be trained, and everyone else can get militia training, (since the combat trainings only take 1 day per group of ten people) while we stay on schedule for the barricade completion.
So I'm thinking it'd look like this:
Day 1: Everyone except scouts and Ai harvesting.
Day 2: Twenty villagers finish harvest, thirty start on baricades.
Day 3: Work on baricades continues, twenty spare villagers are trained. (10 archers, 10 militiamen)
Day 4: Baricades continue, with the 20 combat trained villagers swapping in for the untrained ones, who will then get their own combat training.
Day 5: Baricades continue, the last 10 of the untrained villagers swap out to get combat training.
Day 6: Baricades continue. All villagers are combat ready, and the twenty not working on the baricades can begin flooding the fields (2 days.)
Day 7: Baricades are finished, as is the flooding of the fields.
Day 8: Pre-war orgy
Day 9: Estimated date of attack.
Tynat would be overseeing construction, Ai would remain scouting in case the date of attack moves up and we need to switch plans, and Talon, Ollo, and Narika would handle the training.
Thoughts?
-Posted with Wayfinder

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I really like Talons idea.. but would like to add a few things. Now that the harvest is finished, the next two most time consuming things are the barricades (Tynat said he had this covered) and flooding the fields. I feel both of these would be as important as training, but could actually have a greater impact on the overall battle. With Tynat taking thirty villagers, that will leave 20 for the flooding of the fields. I dont have any k. engineering, so it will take the full two days. After that, Ollo will spend the rest of his time teaching either combat or archery training, which ever is needed.
Ollo chips in where he is needed for the first two days, and once the harvest is in, he turns to help flood the fields. he works hard, and learns patiently from the townspeople as they teach him their methods. Along the way, he is careful and attentive to learn the traditions of these simple and happy folk. On the fifth day, he goes with the villagers to the town square where there have been some mats and fighting butts set up. He organized his ten villagers with their improvised weapons, and runs them through drills. For the next two days, the peaceful and attentive dwarf becomes a surly bear, driving them onward as hard as he can.. he knows intrinsically that not all of them will survive, but he will be damned if a single man or woman is buried because of something he could have taught them and didn't.

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Okay so, I've combined all the plans, it changes a few things. Ai no longer gets +2 from having 10 villagers help scout (still passes on her day 2 estimate though, which I had counted incorrectly but it won't matter, you'll see why.) There was also some odd wording in the archer training (in the info provided for the GM), it requires a full day to train them but 4 days to train them fully so I included that.
Day 1: Harvest Blitz (1 day left)
Day 2: Complete Harvest, (Harvest Done) Remaining Villagers move to Barricade, none additonal (5 Days Left), Ai scouts predicts attack on day 10.
Day 3: Tynat is on Barricade (4 Days Left), Ai scouts, Begin Flooding Fields (1 Day Left)
Day 4: Tynat is on Barricade (3 Days Left), Ai scouts. Fields flooded.
Day 5: Tynat on Barricade (2 days left), Ai scouts. Talon, Narika, Ollo train (10 militia trained total; Archers Partially trained)
Day 6: Tynat on Barricade (1 Day left), Ai scouts her estimate changed to attack on Day 9 . Talon, Narika and Ollo train (20 Militia Trained Total, Archers improve)
Day 7: Barricade Finished (Tynat rolls disable device check), Ai Scouts. Ollo Talon and Narika train (40 Milita Trained, Archers improve)
Day 8: Ai confirms the attack comes tomorrow, Archers are about as good as they can get.
Ollo, Talon, and Narika: You can each provide me 3 intimidate checks for days training to improve the quality of your instruction.
Let me know if this looks good to you guys.

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Ha. Yah ... it's to be expected, I guess. Talon himself wouldn't actually be surprised by it, either. Intimidating (in his mind) is just posturing.
And I hate to even mention it, but if the villagers are human (medium-sized), would Narika be taking a -4 penalty that's usually associated with Intimidating someone larger than herself? I don't know if that rule applies here, as it's a fairly nontraditional application of the Intimidate skill.

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Intimidate: 1d20 + 6 ⇒ (3) + 6 = 9
Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16
Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16
Looks good!

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I still need Tynat's disable device check so I'm just going to roll it myself.
Tynat: Disable Device: 1d20 + 8 ⇒ (14) + 8 = 22
Congrats, you guys managed to secure the maximum number of defense points! One benefit of this is that you each get a pool of 8 defense points that you may use in the coming encounter. These may be spent on any attack, damage, skill or saving throw or to provide a dodge bonus to your AC (1 Defense Point gives +1), you can not use more defense points on a roll than your level, and you can only use them for one bonus per turn.
Day 9
The day has been long and tense, as Nesting Swallow finds itself waiting for the sword to fall. Villagers spend shifts keeping watch over the hastily erected, crude bamboo walls surrounding their village, and constant reports of the enemy riders’ movements filter back and forth between the barricades. As the sun sinks below the western hills, the sharper-eyed among those manning the barricades report a number of riders forming into groups along the roads; these reports are soon proved true as the sound of hammering hooves comes out of the twilight, and the dusk erupts with tengu warriors riding toward the village. And so the battle begins.
The enemies are on the map, but will not actually be in range until round 2. You have one round to prepare and get into position, then I will roll initiative. The barricades are 6 feet tall and you may climb to the top with a DC 15 climb check. The barricades provide total cover from either side and have 60hp per 5 feet before they are destroyed. Go ahead and position yourselves and make any preparations you need to.

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Thanks GM, sorry I forgot to roll that. Didn't mean to hold things up.
Tynat spends the best part of a week overseeing the villagers' hasty construction of a barricade around their town. Although not the sturdiest wall, it should provide a fair bit of advantage to the defenders.
After the erection is finished, he spends an evening on his own walking around the barrier and installing some traps in the areas that look most easily scaled or knocked down, hoping to catch the first assailants offguard.
He returns to his companions as they rest before the assault.
"The bamboo barricade is built, and Tynat has tacked on some tricky traps for the Tengu."
-Posted with Wayfinder

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The past week had been hard. Physically challenging in a way Talon hadn’t experienced in years. But the defenses were ready. The villagers were as prepared as they could be. Whatever the next few days brought, they could be proud that they threw all they had into the difficulties they faced. He just hoped these villagers would weather the violence.
The call brings him out of his reverie, and he stands up from where he’d been leaning up against the barricade, blade at the ready. As the reports are verified, he gives Tynat an approving, appreciative nod, a grim look at his teammates …. and a small, reserved smile down at Narika.
The moment passes, and his smile fades into a look of stony reserve. He mutters a few words, and a disk of pure arcane force springs defensively into place. Then he draws a vial from his pack, thumbs out the stopper, and drinks it in one swig.
As the vial falls forgotten into the trampled mud, Talon explodes up to twice his size. From his new, towering vantage point, he watches the horsemen race towards him. Fear and determination war, but his face registers only resolve.
Rd 1: Draw greatsword and cast Shield (20 rds)
Rd 2: Draw and drink Potion of Enlarge Person (10 rds)

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Since Tynat's not too great at climbing, could he (being small) just grab onto Talon as he grows, and hitch a ride to the top of the barricade as his move action?
-Posted with Wayfinder

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Ai: 1d20 + 3 ⇒ (13) + 3 = 16
Talon: 1d20 + 8 ⇒ (12) + 8 = 20
Ollo: 1d20 + 5 ⇒ (10) + 5 = 15
Tynat: 1d20 + 6 ⇒ (11) + 6 = 17
Narika: 1d20 + 5 ⇒ (10) + 5 = 15
Bandits: 1d20 + 3 ⇒ (15) + 3 = 18
The first wave of bandits finally nears the barricade as the party finalizes their preparations. Two mounted Tengu, pushing their mounts hard toward the barrier appear to the east where you have all taken up position. Judging from the shouts, bandits have made their appearance elsewhere as well but you're confident the militia can hold their own.
The bandits run up just near the barricade, horses panting.
Round 2
Talon - Enlarged (10/10 Rounds)
Bandits
Tynat
Ai
Narika
Ollo
Bold is up
Tynat I don't think you'd be able to have Talon pull you up, but I'm just going to rule that you took 20 before the combat started and I've placed you on the barrier. I've placed Ollo outside the barrier so he can engage without waiting for the barrier to be destroyed.

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IF Ollo would prefer not to be outside the barricade, he can use Talon's second Potion of Enlarge Person. It would allow him to similarly stay behind the barricade but reach the invaders as they rush (and has the added benefit of increasing his damage output). :)

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Ok, cool. Then assuming Tynat starts on top of barrier, for the first round:
Tynat's head tilts back as he gazes up in wonder at the suddenly towering figure of Talon. He grins and draws a bottle of his own, tossing back the contents, and getting exactly the opposite result. As Talon suddenly grows to gigantic proportions, Tynat's already diminutive form shrinks, until he's barely half the size he was before.
Extract of Reduce Person. Size is now tiny, +1 To hit, +2 to Dex, +1 to AC, -2 to Str)
-Posted with Wayfinder

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Was hoping not to have to bot two players but I also don't want the rest of you to wait. Ollo will take Talons Enlarge and stand behind the Barrier. Talon I assume you're delaying until the Bandits are in range, if thats not the case feel free to correct me.
The two mounted bandits charge the barricade and leap from their mounts, attempting to scale the barrier and reach the top, but neither manages to reach the top. Ollo swings with his huge warhammer and decimates one of the bandits.
2d20 ⇒ (2, 9) = 11
Ollo AoO: 1d20 + 4 ⇒ (19) + 4 = 233d6 ⇒ (6, 6, 6) = 18
Talon you also have an AoO
Round 3
Bandits
Talon - Enlarged (9/10 Rounds)
Tynat
Ai
Narika
Ollo (9/10)
Bold it up

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Talon's roar booms across the field as he engages the first attackers.
AoO, Greatsword: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 3d6 + 7 ⇒ (5, 5, 4) + 7 = 21
If that kills the tengu on the barricade, Talon Delays (to see how the others approach). If it doesn't kill the tengu, he'll attack it as his Round 3 action.
AoO, Greatsword: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 3d6 + 7 ⇒ (6, 3, 3) + 7 = 19
"Archers!" he yells towards the villagers, "Be ready!"

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Talons large sword cuts through the second Tengu as easily as Ollo's hammer had smashed his companions .
To the north the party hears a cheer as one of the villagers crossbow bolts takes a rider in the neck. To the west swords clash at the top of the barricade and two more Tengu fall to their deaths.
In the distance the bandits seem to be organizing a second assault, this one somewhat larger though it will take awhile to get here.
Second wave is supposed to arrive on wave 7 but I'll speed it up a bit since you handled this one so quickly. Unfortunately I'm still at work for a few more hours but I'll have the next wave placed by morning.

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As she takes in the gigantic Talon and Ollo surrounding the tiny Tynat, Ai bursts into laughter. Between gales of laughing, she manages a broken sentence. "When...when this is over, you two should do that ag...do that again! I bet you could hide in his...hide in his...ear!"
When she's pulled herself together enough, she takes a glance at the situation and moves away from the rest of the party, eyeing the other barricades nervously. "I think I'll go watch our backs. I'd hate for more bandits to spank us from behind while we're busy with these."
Move and give Ollo False Flanker. His next attack (next round) is going to have a flanking bonus!

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The villagers take the next couple rounds to swap out the few milita who fought atop the barricade and get fresh recruits up, hoping to keep their fighters as prepared as possible during the assault, they've been trained well.
Not long after Ollo and Talon stopped the first wave of the assault, three more Tengu appear from the eastern road. The two in the rear seem to be performing some sort of battle song and are dressed a bit more formally than the bandits seen thus far. One red happens to be casting a spell and the other lobs a vial of alchemists fire at the barricade. The third bandit dismounts at the end of his move and looks ready to attempt a climb.
The vial splashes on the section just south of Tynat, splashing both him and Ollo.
1d20 + 3 ⇒ (10) + 3 = 131d6 ⇒ 3
Round 6
Bandits
Talon - Enlarged (6/10 Rounds)
Tynat - 1 Damage
Ai
Narika
Ollo - 1 Damage Enlarged (6/10 Rounds)

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Spellcrat, DC 16: 1d20 + 7 ⇒ (12) + 7 = 19
Will, DC 14: 1d20 + 4 ⇒ (16) + 4 = 20
Talon continues yelling as he fights off the tengu magic, "Your fear magic is weak! And there are no easy victims here, marauders! Come! Fight!"
As he yells, he fishes a wand from his gear, aiming it over the top of the wall and loosing an arcane bolt at the spell-casting tengu. As the bolt hits, Talon drops the wand, re-gripping his massive blade.
Draw Wand of magic Missile (target the tengu that cast Cause Fear).
damage: 1d4 + 1 ⇒ (1) + 1 = 2
Then he drops the wand.

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Ollo shrugs his shoulders under his armor, adjusting to the new size. He sets his feet after the first charge is vanquished, and prepares for the next charge.
Damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9

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Tynat grins as he's slightly singed by the bottle of Alchemist's Fire, and quickly returns the favor with a bomb at the blue bandit, showing them what a real alchemist can do.
Bomb: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d6 + 5 ⇒ (5) + 5 = 10
-Posted with Wayfinder

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Talon takes a page from Narika's book and fires a magic missile at the spell casting Tengu after shrugging off it's meager magic. Tynat fires a bomb at the bandit on foot and though significantly hurt, he seems to pushing forward. Ai keeps an eye on the village, and though there are bandits coming from every side, the villagers are successful in protecting their assigned barricades. Narika provides Talon encouragement, and Ollo prepares a devastating attack.
The bombed bandit makes an attempt to move toward the barricade but it quickly put down by Ollo's hammer. The two singing Tengu in the rear continue their performance as another pair of bandits brings up their rear.
Both fire alchemists fire at the barricade in an attempt to destroy it for their backup. Tynat is hit from both sides by the splash of each vial, and Ollo and Talon take some damage as well.
1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 5
1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 6
Round 7
Bandits
Talon - Enlarged (5/10 Rounds, 1 damage)
Tynat - 3 Damage
Ai
Narika
Ollo - 2 Damage Enlarged (5/10 Rounds)
Bold is up!

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How big is the barricade? Is it feasible for Ollo to step over it and take the fight to the enemy without damaging it?

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Enlarge Person leaves you at about 8-9 Feet I'm assuming, the barricade is 6 feet. I'm going to say yes, but let's call it difficult terrain.

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"TAKE CARE, OLLO!" Talon shouts as he stoops to retrieve his wand, then unleashes another volley at the same target as before, "IF YOUR POTION WEARS OFF WHILE YOU'RE OUT THERE, IT'LL BE HARD TO GET BACK IN!"
Pick up wand of Magic Missile, then shoot the same casting Tengu as before.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2; sheesh!
He tosses the wand to the floor again, frustration painting his mega-features.

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Ollo begins to step over the barricade.. it is an easy thought to take the fight to the enemy and end the siege quickly. However, the voice of reason cries out in Talons voice and cuts through the battle haze in his mind. He checks his advance, then calls back "Wise words, my friend.. I will heed your advice!" With this, Ollo whispers a quick prayer to Torag, and his weapon ignites in a pure white glow. He pulls back, readying himself for the next enemy to come within reach.
Swift action use of a Blessing for
Damage: 2d6 + 5 + 1d6 ⇒ (5, 5) + 5 + (5) = 20

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Ai groans audibly as the fiery flasks ignite on the barricade and begins heading back toward the fighting. "Alright, you caw-nvicts! You've had your fun, but it's time for the caw-nflict mediation to continue!"
Double move back toward combat.

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Talon fires another magic missile, Tynat delays.Ai[/i] double moves back to the party.[b]Narika assists Talon and Ollo readies an attack.
The bandits on foot approach the barricade with a grim determination. Ollo swings his hammer and again stops one of them in his tracks. The other attempts to sneak in beneath Talon's reach, and though he's successful he's unable to make any headway when climbing the barricade.
Acrobatics then climb: 2d20 ⇒ (15, 3) = 18
Round 8
Bandits (red - 4 damage)
Talon - Enlarged (4/10 Rounds, 1 damage)
Tynat - 3 Damage
Ai
Narika
Ollo - 2 Damage Enlarged (4/10 Rounds)
Bold is up!

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"They're determined," Talon booms as he drops his massive blade on the climbing tengu, "I'll give them that."
Attack the climber, including Narika's AA bonus.
Great Big Greatsword: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
damage: 3d6 + 7 ⇒ (3, 4, 6) + 7 = 20

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"Heads up!" cries Tynat as he stands on tiptoes and lobs a bomb over the edge of the barricade at the red bandit.
Bomb: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
-Posted with Wayfinder

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"They are determined, but we will stand firm, no matter what they throw at us!" Ollo calls back to Talon. He once again shoulders his hammer and prepares to dispatch the next fowl beast to approach.
Readied Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 2d6 + 5 + 1d6 ⇒ (4, 2) + 5 + (4) = 15