Maldrek Methacan |
Maldrek was training combat troops and rolled Natural 20 last time
DM Kludde |
Hikage scouts the area, and finds some rumours of enemy movement, From the trails he see, and the information he gather, he can make a wild guess at how much more time there is to prepare - it sound like the group has seven more days. Maldrek takes care of ten troops, training them with skill, while Boderus and Taicho each prepare their own contingent of men. They make good progress, but less than maldrek.
Note that this is likely an inaccurate guess
What is certain is that you have at least several more days to prepare, but to speed things up, let's hear what you want to do for the next couple of days.
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Day 3
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Harvest Complete
2 Defense points
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50 Villagers:
10 Archery (1/4)
10 Combat training (1/4)
10 Combat training (1/4)
20 Flooding (1/2)
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Taicho
Boderus
Hikage
Krux
Clair
Maldrek
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After day 3:
Harvest Complete
2 Defense points
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Hikage Kasai |
During the third day, Hikage trains scouts, teaching them how to rely on speed and camouflage to handle themselves in nature.
Not sure what the roll is, in doubt I'll roll Stealth
Stealth (Hikage): 1d20 + 9 ⇒ (16) + 9 = 25
On the fourth day, he'll ride out to scout once more to ascertain when the enemy is likely to strike.
Stealth (Hikage): 1d20 + 9 ⇒ (14) + 9 = 23
Perception (Hikage): 1d20 + 9 ⇒ (18) + 9 = 27
Stealth (Yoru): 1d20 + 7 ⇒ (4) + 7 = 11
Perception (Yoru): 1d20 + 5 ⇒ (14) + 5 = 19
Clair Vavassour |
Clair continues to help the villagers who are flooding the fields, not sure what else she could do while there aren't more villagers available to train.
Taicho Munetoshi |
I suppose Clair would take over the archers and Taicho would join the scouting effort?
DM Kludde |
With two days of scouting, Hikage gets a better feeling of the planning of the bandits - they do plan to attack on day 9, meaning he has another four days to make himself valuable to the villagers.
You are fairly certain now you have a total of eight day to prepare (of which you are now mostly on day 3
Please post as far ahead as you want, up to day 8
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Day 3
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Harvest Complete
2 Defense points
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50 Villagers:
10 Archery (2/4)
10 Combat training (1/4)
10 Combat training (1/4)
20 Flooding (2/2)
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Taicho (+0.5 def pt, he or Clair)
Boderus
Hikage
Krux
Clair
Maldrek
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After day 3:
Harvest Complete, Fields flooded
2.5 Defense points
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Maldrek Methacan |
- Today we will continue and if you are looking for "compassionate", you need to open dictionary between "cianide" and "crazy"!
Continue training my troops. Intimidate: 1d20 + 6 ⇒ (3) + 6 = 9
Boderus Flower |
Boderus takes the men aside he was training yesterday. He tries to intimidate the men again but fails even harder than the day before.
Intimidate: 1d20 - 3 ⇒ (5) - 3 = 2
Taicho Munetoshi |
Don't really have enough resources until the fields are flooded after day 4
... re-reading the posts above, it states that the 30 required for the barricade can be reduced to 20 with PC help. Was that incorrect?
Day 5
- 10 for Archery (4/4) ... done (2, 3, 4 & 5)
- 40 for Barricade (1/4) ... additional 10 reduces time by 2; if PC aid to barricade reduces the 30 to 20, time to complete is now 2
- 10 for Combat 1 (4/4) ... possibly complete from days 2, 3, 4 and 6
- 0 for Combat 2 (2/4) ... finish up on days 7 and 8?
- 40 for Barricade (2/4) ... possibly complete.
Depending on the barricade ruling and whether or not we get any training credit for day 8, everything should be completed by the attack ... unless they come earlier :-)
Maldrek Methacan |
The only thing Maldrek can do good - teach melee troops. If you feel you need him/troops to do something else, we can do. It depends on what we get in return: are 10 recruits better than barricades?
DM Kludde |
The villagers look at eachother strangely, trying to find a word in the dictionary between cianide and crazy. The brashest of them manage to come up with a rude, four-letter expression for genitalia, which they eagerly apply in addressing Maldrek.
Boderus' seems to have caught a bit of a cold, and his already squeaky voice sounds downright puny, failing to intimidate the men. Krux however, instills true fear of death in the men, and motivates them hard.
The group works hard to complete the barricade, leaving them two full days to train more troops.
On the dawn of the ninth day, the bandits of the Thundering Eclipse finally arrive. At dawn, riders are spotted in the hills, and by midmorning the entire force circles Nesting Swallow in preparation for launching a raid across the southern fields. The flooded creek halts the riders, however, and they fall back to rethink their assault.
Your preparation of the villagers earns you some benefit: each of you has a pool of 4 four points. At any time, a PC may choose to spend a number of these points as an immediate action. They can be added to any single attack or damage roll, ability or skill check, saving throw, or can be used to grant the PC a dodge bonus to his AC. Points used only apply to a single roll, and do not otherwise last until the PC’s next action. More than 1 point may be spent on a roll, with a maximum equal to the character level of the PC. A player must decide to use his Defense Points in this way when he announces his action and before he makes the roll the bonus will apply to. Once spent, points from this pool cannot be replenished.
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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.
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu
Tengu
Tengu
Tengu
Tengu
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Boderus Flower |
As Boderus hears the report he casts magic fang on himself, stowing the wand afterwards. He moves to the building the Tengu are approaching, climbs to the roof and holds his crossbow ready.
"Archers!"
He calls to the farmers to get ready for the attack.
"Fighters, behind the walls!"
Since we know of the report I assume we have a little bit of time for preparations like these?
Maldrek Methacan |
Maldrek hopped on his mount and moved to the flank, preparing his lance for a devastating charge.
I hope as well we had some prep. time
Taicho Munetoshi |
I guess the archers target at long range?
Comp Sh Bow (280): 1d20 + 8 - 6 ⇒ (16) + 8 - 6 = 18 for Piercing: 1d6 + 2 ⇒ (4) + 2 = 6
DM Kludde |
You wouldn't know the exact timing of the arrival, not the direction the bandits would come from. I'd say any spell with a duration of more than 1 hour should be fine as a preparation, but shorter duration spells only when you see the bandits arrive.
Boderus leads the archers to the top of the wall, while HIkage surrounds himself with figments of himself. Krux creates a patch of difficult ground, causing some of the flightless birds to be trapped in the tall grass.
RFX: 1d20 + 5 ⇒ (6) + 5 = 11
RFX: 1d20 + 5 ⇒ (6) + 5 = 11
RFX: 1d20 + 5 ⇒ (4) + 5 = 9
RFX: 1d20 + 5 ⇒ (11) + 5 = 16
RFX: 1d20 + 5 ⇒ (15) + 5 = 20
Maldrek rides out, while Taicho moves to the barricades and fires an arrow, drawing first blood.
More bandits emerge, from all sides, and Nesting Swallows defenders brace for the fight of their lives.
As said, the benefits from having the defenders are that each of you has 4 action points (see above).
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent)
Tengu (ent)
Tengu (6, ent)
Tengu
Tengu
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DM Kludde |
Clair takes position on the barricade, while the tengus try to advance, struggling in the difficult terrain
Breakfree: 1d20 + 2 ⇒ (3) + 2 = 5
Breakfree: 1d20 + 2 ⇒ (8) + 2 = 10
Breakfree: 1d20 + 2 ⇒ (14) + 2 = 16
RFX: 1d20 + 5 ⇒ (2) + 5 = 7
RFX: 1d20 + 5 ⇒ (18) + 5 = 23
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Round 2
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent)
Tengu (ent)
Tengu (6, ent)
Tengu (ent)
Tengu
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Boderus Flower |
Boderus, bow in hand, fires his first arrow at the closest bandit.
Atk: 1d20 + 9 ⇒ (8) + 9 = 17
Dmg: 1d6 ⇒ 2
Sneak damage, if it counts: 2d6 ⇒ (6, 2) = 8
Taicho Munetoshi |
Round 2 Medium Range Assuming un-entangled Tengu continues to advance into medium range
Comp Sh Bow (210): 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13 for Piercing: 1d6 + 2 ⇒ (3) + 2 = 5
Hikage Kasai |
Maldrek Methacan |
Maldrek kept his mount steady, waiting for a chance to charge the first one of the enemies out of the bushes.
Charge (lance): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 DMG: 1d8 + 3 ⇒ (4) + 3 = 7
DM Kludde |
Boderus wasn't hidden, so I don't see why sneak attack would count.
Boderus fires an arrow at the closest bandit, with Taicho following up for a miss. Krux starts weaving his spell. Hikage extends his arms as Clair climbs up the barricades and Maldrek holds steady.
A single Tengu emerges from the bush, charged immediately by Maldrek. As three more Tengus struggle, one opts instead to target Maldrek with an arrow.
Struggle: 1d20 + 2 ⇒ (2) + 2 = 4
Struggle: 1d20 + 2 ⇒ (8) + 2 = 10
Struggle: 1d20 + 2 ⇒ (3) + 2 = 5
Arrow, Maldrek: 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 3
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Round 3
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent)
Tengu (ent)
Tengu (8, ent)
Tengu (ent)
Tengu (7)
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Boderus Flower |
The Tengu didn't act in combat yet so I wasn't sure.
Boderus fires another bolt at the closest Tengu not in combat.
Atk: 1d20 + 9 ⇒ (11) + 9 = 20
Dmg: 1d6 ⇒ 3
Taicho Munetoshi |
Round 3
Taicho moves a little closer and fires at the injured Tengu still entanged ...
Comp Sh Bow: 1d20 + 8 ⇒ (17) + 8 = 25 for Piercing: 1d6 + 2 ⇒ (3) + 2 = 5
Hikage Kasai |
Hikage draws his bow and shoots at the closest tengu still standing (excluding Taicho, of course!).
Mwk Composite Longbow, Cold Iron arrows: 1d20 + 7 ⇒ (3) + 7 = 101d6 + 3 ⇒ (6) + 3 = 9
Maldrek Methacan |
Maldrek made another lounge with his lance, trying to hit tengu.
Lance: 1d20 + 8 ⇒ (7) + 8 = 15 dmg: 1d8 + 3 ⇒ (7) + 3 = 10
And then he guided Aspen with his knees to step closer and let him bite an enemy with it's mighty bite.
5ft step, Aspen: 1d20 + 4 ⇒ (16) + 4 = 20 dmg: 1d6 + 3 ⇒ (2) + 3 = 5
Clair Vavassour |
Clair lets go of her scythe, which starts spinning in the air next to her. It's violently propelled forward by an unseen force and heads straight for the nearest tengu.
+1 Adamantine Scythe (Hand of the Acolyte): 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 2d4 + 5 ⇒ (2, 1) + 5 = 8
After missing the tengu the scythe makes it way back to Clair, who catches it.
DM Kludde |
Boderus' arrow hurts the nearest entangled tengu, heightening its frustration, and it immediately takes another hit from Taicho's arrow.
Hikage's arrow flies over the barricade, and lands softly into the tall grass.
Maldrek is still locked in combat with the tengu vanguard, with Clair's scythe next to him. The bandit manages to avoid all attacks, though.
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Round 3
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent)
Tengu (ent)
Tengu (8, ent)
Tengu (8, ent)
Tengu (7)
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DM Kludde |
Will: 1d20 + 2 ⇒ (7) + 2 = 9
Krux completes his spell, and one of the tengus succumbs to a bout of sleep.
The frontmost bandit signals to the ones further back, and the bandits collectively aim their arrows for Maldrek, who is locked in combat with a single, knife-wielding bird.
Arrow, Maldrek: 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 5
Arrow, Maldrek: 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 2
Arrow, Maldrek: 1d20 + 5 ⇒ (12) + 5 = 171d6 ⇒ 5
Wakisashi, Maldrek: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 2 ⇒ (4) + 2 = 6
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Round 4
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent)
Tengu (ent, sleeping)
Tengu (8, ent)
Tengu (8, ent)
Tengu (7)
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Boderus Flower |
Boderus aims for the same tengu again, trying to kill it. One of the roof tiles under him shifts and he loses his balance, sending the arrow wide.
Atk: 1d20 + 9 ⇒ (1) + 9 = 10
Dmg: 1d6 ⇒ 2
Hikage Kasai |
Hikage, not trusting his aim with his bow, decides to ride out and meet the enemy in battle!
"You shall not pass! Nesting Swallow is not your territory. Begone!"
Hikage's Silversheen Katana: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 4 ⇒ (1) + 4 = 5
Yôru's Bite: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 1 ⇒ (1) + 1 = 2 if successful: Trip: 1d20 + 5 ⇒ (9) + 5 = 14
Taicho Munetoshi |
Round 4
Taicho moves a little closer again ...
and fires at the same injured Tengu as before ...
Comp Sh Bow: 1d20 + 8 ⇒ (12) + 8 = 20 for Piercing: 1d6 + 2 ⇒ (2) + 2 = 4
DM Kludde |
Boderus misses another arrow, but Taicho manages better this time, hitting the Tengu between the feather.
Will: 1d20 + 2 ⇒ (1) + 2 = 3
Hikage rides out and slashes the flightless bird. Yoru creates a little shower of feathers as he pulls the bird to the ground.
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Round 4
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent)
Tengu (ent, sleeping)
Tengu (8, ent)
Tengu (12, ent)
Tengu (14, prone)
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Clair Vavassour |
Climb: 1d20 + 1 ⇒ (7) + 1 = 8
Clair tries to climb onto the roof Boderus is also on, but her hand slips.
Climb: 1d20 + 1 ⇒ (6) + 1 = 7
She tries again, and fails again.
I hate climbing...
DM Kludde |
There's two of them sleeping, now
Clair tries to get to the top of the barricade, with ever so little success.
Can I have an action for Maldrek?
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Round 4
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent, sleeping)
Tengu (ent, sleeping)
Tengu (8, ent)
Tengu (12, ent)
Tengu (14, prone)
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Maldrek Methacan |
After taking several arrows, Maldrek jumped off Aspen and let his lance go, switching to more compact warhammer.
Fast dismount : 1d20 + 6 ⇒ (18) + 6 = 24 (free), drop weapon (free), draw weapon (move),Attack: 1d20 + 8 ⇒ (10) + 8 = 18 dmg: 1d8 + 3 ⇒ (3) + 3 = 6
Aspen continued to bite an opponent.
Attack, Aspen: 1d20 + 4 ⇒ (14) + 4 = 18 dmg: 1d6 + 3 ⇒ (3) + 3 = 6
DM Kludde |
Maldrek jumps to the ground and finishes off the nearest Tengu. Two more of the birds are stuck in the brush, and fire their arrows
Arrow, Maldrek: 1d20 + 5 ⇒ (5) + 5 = 10
Arrow, Maldrek: 1d20 + 5 ⇒ (11) + 5 = 16
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Round 5
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent, sleeping)
Tengu (ent, sleeping)
Tengu (8, ent)
Tengu (12, ent)
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Krux Crushtooth |
Krux completes a third Sleep spell (DC 21) on the least injured, yet awake Tengu and casts magic missile on the most injured awake Tengu.
magic missile: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8
Boderus Flower |
Boderus aims his bow at the closest not in combat and not sleeping tengu.
Atk: 1d20 + 9 ⇒ (15) + 9 = 24
Dmg: 1d6 ⇒ 3
DM Kludde |
Will: 1d20 + 2 ⇒ (18) + 2 = 20
Boderus and Krux ensure the group of Tengus are all either sleeping or dead, deep in the underbrush.
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Round 5
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Maldrek
Krux
Taicho
Hikage
Clair
Boderus
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Tengu (ent, sleeping)
Tengu (ent, sleeping)
Tengu (8, ent, sleeping)
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