DM Beckett |
Can I get a second roll from everyone, and then this whole part is done, and we can get into the action. I kind of felt bad, it seemed sort of like I was playing everyone's characters and everyone else is just sort of watching along, but I can't think of a better way to do it without bogging down the game.
DM Beckett |
Sorry, I mean the Intimidate or Craft Bows. I was just going to put the last two days together.
DM Beckett |
DAY 7 & 8
Vrock and Rufus are able to incorporate traps into the barricades, a nasty little surprise for the bandits if they make it that far in. With everyone also training your army, you make a lot of headway in the last few days, and when the time comes, you are pretty sure that you stand ready.
+6.0 Def for a grand total of 20
Act 3: The Swallow and the Crow
At sunrise on the ninth day in Nesting Swallow, the bandits of the Thundering Eclipse finally arrive. Fortunately, even if minimal effort was put into scouting, they are unable to launch a surprise attack; 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. This gives the party and villagers time to take up positions along the barricade and prepare for assault from the only directions left open. The tengus wait out the rest of the day in the hillside forests, and attack at dusk.
Je Tsun and other council members suggest that you position yourselves where the barricades stretch across the largest road leading out of the village to the north, B on the map, but leave that decision up to you, as they hand over control of the village to you in good faith.
that the PCs directly benefit from. From now until the end of the adventure, each PC gains a pool of points equal to 1/2 the total Defense Points earned. 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. Please begin each post from here on (or add a footer or the like) with a __/10. You all have 10 total points to spend, and the first number is how many you have left. So right now it is 10/10. If you spend 2 points it becomes 8/10. Also notice how it this starts off with "There is a second. . .". :)
DM Beckett |
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.
Starting 400 ft away, you see a wave of tengu riders coming at you, and realize this is just the first of many. Literally just meant to test your defenses.
Gunnar: 1d20 + 2 ⇒ (5) + 2 = 7
Rufus: 1d20 + 5 ⇒ (12) + 5 = 17
Sudara & Kami: 1d20 + 2 ⇒ (14) + 2 = 16
Torean: 1d20 + 3 ⇒ (13) + 3 = 16
Vrockwing: 1d20 + 4 ⇒ (10) + 4 = 14
Wyran: 1d20 + 2 ⇒ (4) + 2 = 6
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First Wave: 1d20 + 3 ⇒ (16) + 3 = 19
ROUND 0 & 1
Tengu 1 (), Tengu 2 (), Tengu 3 (), Tengu 4 (), and Tengu 5 ()
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Rufus, Torean, Sudara/Kami, Vrockwing, Gunner, and Wyran
You actually have 1 full round to act before they get to you, so feel free to take 2 rounds worth of actions, in addition to positioning yourself on the map as you like.
The five mounted tengu simply all-out run towards you, ending (Round 0) 200ft away from the northern barricade. Each is armed as the bandits you encountered earlier, currently holding a short bow which they fire at the end of their movement ineffectually, with a wakizashi on their belt and wearing leather lamellar armor of Tien design, riding combat trained light horses.
I accidentally deleted my pics for this, so I'm working on he map right now. Be up soon.
DM Beckett |
Ok, Map is ready. Please note that they are all Medium Sized, just larger minis because they are mounted.
DM Beckett |
Also, the Initial combat rounds look like this:
A.) Party can freely move to any position on the map.
B.) Round 0, bandits coordinate their plan and assume the field, Party gets 1 full Round.
C.) Round 1 Bandits move forward 200ft, <We are here now>, then all Party members get a full round action.
Basically you get a full round to act with them 400ft away, and then your round 1 action after they have moved to 200ft away. Until they actually get close enough to be on the map, also please watch the note above the map on just how far away they are.
Torean Spellbane |
"Let them get closer before you fire! Rufus will give the order! Then you show them this village has teeth!"
Torean hefts his hammer and readies for closer combat.
Torean Spellbane |
Retcon: Torean prepares his own shortbow to fire on the riders.
-Posted with Wayfinder
DM Beckett |
I've moved Wyran and Gunner up as well.
The mounted tengu bandits all charge the barricade. #1, #2, and #3 each drop their bows, charging at the wall itself, slashing with their wakizashi and try to breech. #4, #5, and #6 hold back a bit, firing a single shot at the line of archers behind you.
On Rufus's order "FIRE!, they unleash their bolts, dropping #5 and his horse too in a bloody heap just behind the line of attackers. They also manage to kill #6's horse, dropping the rider to the ground to be trampled as it falls on him.
The barricade offers Cover from both sides, but prevents you from crossing it. You can make a DC 5 Climb check (on your side) to climb on top of the wall, getting a +1 to attack for higher ground, but not receiving or giving Cover tot eh other side. You can also go prone and receive Total Cover from the other side, but probably not attack back.
ROUND 2
Tengu 1 (), Tengu 2 (), Tengu 3 (), and Tengu 4 ()
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Rufus, Torean, Sudara/Kami, Vrockwing, Gunner, and Wyran
Torean Spellbane |
Torean fires his shortbow at the last archer and then looks tenatively at the full barricade.
Attack(cover): 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
-Posted with Wayfinder
DM Beckett |
Dm, could I please get a climb check DC to reach the rooftops to the left of Barricade A?
Sorry, did you ask for that and I missed it? Do you mean Barricade B (where you are right now)?
The DC sort of depends on you. You are able to brace against two walls to climb so without rope or other aid it's a DC 10. If you use a Rope, it's a DC 5. As long as you don't have a penalty to Climb, you can just Take 10 to get up, moving at half speed while climbing. Or basically -20ft from a move action.
So I choose one for the traps? I will go with Tengu 2.
Please tell us what trap you installed (make it up) and what happens when #2 trips it. You have narrative control.
Rufus Tealeaf |
As the mounted tengu approuches the barricade the floor under him caves in. Both horse and warrior stumble forward into a pit and after a short 5 ft drop land into poisoned wooden stakes. With a piercing scream its quickly over.
Gunnar Sigrunsson |
"ARCHERS!!!" Gunnar yells, "Fire on the one in the back!" With that, he shoves his polearm toward the Tengu across from him, catching him in the chest and heavily wounding him.
Ranseur Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Ransuer Damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9
If either enemy attacks Vrock I'll use Bodyguard to give him a +4 AC against the attack. My shield isn't equipped, so no saving shield.
Bodyguard vs 2: 1d20 + 5 ⇒ (14) + 5 = 19
Bodyguard vs 3: 1d20 + 5 ⇒ (7) + 5 = 12
DM Beckett |
Rufus climbs atop the barricade for a better shot, but fires high. Torean likewise fires his bow, but can't seem to get a shot around all the chaos going on. Sudra holds back for the moment assessing for options with Kami, as Vrock leaps up, but fails to connect with a claw swipe. Gunner shoves his ranseur through, drawing a lot of blood from the target that then stumbles into a hidden trap, ending his life. Wyran also climbs atop, slashing at a target with his now glowing scimitar.
Attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
The tengu warrior to the left attacks Rufus with his shot blade, while the one on the right goes for Vrockwing. The final one drops it's bow and charges at Vrockwing.
vs Rufus (AC 21): 1d20 + 4 ⇒ (18) + 4 = 22 <Crit threat>
vs Rufus (AC 21): 1d20 + 4 ⇒ (20) + 4 = 24 <CRIT>
Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
vs Vrockwing (AC 18): 1d20 + 4 ⇒ (13) + 4 = 17 <miss>
vs Vrockwing (AC 18): 1d20 + 6 ⇒ (10) + 6 = 16 <miss>
But Gunner deflects the incoming slashes and Vrock weaves his feathered body around them.
Will vs Glorious Presence #3: 1d20 + 2 ⇒ (20) + 2 = 22
Will vs Glorious Presence #4: 1d20 + 2 ⇒ (16) + 2 = 18
As the battle begins, hordes of other ruffians charge fro the trees and other hiding places, trying to swarm the other barricades and break in. They are all pitifully armed and armored, but an even match for your own local militia, who you begin to order to take arms and direct to counter. The archers divide up as well, some going left, other right, and the battle truly begins.
ROUND 3
Tengu 1 (-7), Tengu 3 (), and Tengu 4 ()
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Rufus (-15), Torean, Sudara/Kami, Vrockwing, Gunner, and Wyran
Everyone's up again. Remember, you can also use that special pool to do some epicness, too. And it's an immediate action, so if Rufus wants to use 2 points to boost his AC and avoid that crit, you can.
Vrockwing |
Vrock will bite claw claw number 3
bite: 1d20 + 7 ⇒ (16) + 7 = 23 dmg: 1d3 + 3 ⇒ (3) + 3 = 6
claw1: 1d20 + 8 ⇒ (3) + 8 = 11
dmg1: 1d6 + 3 ⇒ (4) + 3 = 7
claw2: 1d20 + 8 ⇒ (9) + 8 = 17
dmg2: 1d6 + 3 ⇒ (1) + 3 = 4
-Posted with Wayfinder
Rufus Tealeaf |
Everyone's up again. Remember, you can also use that special pool to do some epicness, too. And it's an immediate action, so if Rufus wants to use 2 points to boost his AC and avoid that crit, you can.
Oh yes, Rufus definitely wants to avoid that critical! Thank you for the reminder. Spend 2 points to boots my AC and avoid critical.
After ducking an incoming blow only inches away from his face Rufus steps back and fires another arrow at the nearest target. Tengu 1.
Attk: 1d20 + 7 ⇒ (20) + 7 = 27
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Crit Confirm: 1d20 + 7 ⇒ (9) + 7 = 16
Crit Dmg: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Wyran Mesari |
"Let the light guide my blade!" Wyran yells, slashing his scimitar at the nearest tengu Going with Tengu #4
Attack (Scimitar): 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Crit Confirm: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damage: 2d6 + 8 + 2 ⇒ (3, 4) + 8 + 2 = 17
DM Beckett |
Do Wyran and Rufus kill theirs with those crits?
No. They slaughter those *#^%#'s :P
ROUND 3
Tengu 3 ()
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Rufus (), Torean, Sudara/Kami, Vrockwing, Gunner, and Wyran
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Tengu 7(), Tengu 8(), Tengu 9(), Tengu 10(), Tengu 11(), Tengu 12(), Tengu 13(), Speaker of Murders 1(), and Speaker of Murders 2()
The second wave begins to ride forward right after you finish this round.
Gunnar Sigrunsson |
Gunnar stabs at the remaining tengu with his Ranseur and catches him cleanly. The sound of snapping ribs can be heard as blood flows from the wound.
Ranseur Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Ranseur Damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11
I'll use a point, if required, to hit as they seem to be reactive
9/10 or 10/10 depending
I'll use Bodyguard against the first 3 attacks from enemies within my Ranseur's reach against adjacent allies. Still no saving shield (can't wait for level 3 when I get shield and polearm).
Bodyguard: 1d20 + 5 ⇒ (8) + 5 = 13
Bodyguard: 1d20 + 5 ⇒ (2) + 5 = 7
Bodyguard: 1d20 + 5 ⇒ (18) + 5 = 23
I fail to bodyguard against the second incoming attack
Torean Spellbane |
Seeing his comrades put down the first group of bandits and the second group beginning their assault, Torean casts a spell asking for Torag's own courage and skill. "Here they come, boys!"
Cast Divine Favor
Wyran Mesari |
During second wave Charge
Wyran notices the second wave of attackers incoming, and yells at the archers near him. "Let light guide your arrows! We will not fall this day!"
Emboldened by his words the archer's let loose at the charging tengu, arrows disappearing into the brightness of Sarenrae's holy light. Quiet moments pass as the arrows begin their ascent and then inevitable descent towards the vile Tengu. Most of them miss, but one arrow in particular flies true, guided by the goddess' divine hand. The Tengu going to go arbitrarily with Tengu 9 is launched flying through the air as the arrow cripples his charging horses, the creature stumbling as the arrow embeds itself firmly in the horses knee.
DM Beckett |
Gunner kills the last active threat, causing the second wave to begin to advance. They ride forward to 200ft ft away, giving you a single round to act as you like (Sudara has 2). All around you, the natives are fighting off the attackers. You have taught them well. When one of your's falls, another steps in to take his or her place, while others in the back try to drag the fallen back, patch them up if possible, and continue the fight.
Sudara Ishizu |
Sudara is surprised at the general effectiveness of their men. Still, his service as a pathfinder has taught him that when things can't go wrong, they do. He actually moves further from the main barracade, and beckons Kami with him. If something happens at another wall, he will be ready.
Rufus Tealeaf |
Rufus keeps firing at the incoming wave.
Attk Tengu8: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
If missed using pool to hit target.
Attk Tengu8 or if dead 1: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Crit Confirm: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Dmg: 2d6 + 4 ⇒ (1, 4) + 4 = 9
Torean Spellbane |
Torean drops his bow and moves to take Kami's place on the line. He prays for a blessing of protection from Torag, then readies his warhammer for combat.
Shield of Faith.
Wyran Mesari |
Wyran watches as the incoming wave gets closer. Seems to be more this time. Give me the light to protect these civilians.[i] A glowing aura seems to surround Wyran as he intones a spell.
Cast Shield of Faith on Self. +2 AC for 20 AC
DM Beckett |
(In Round 4) the second wave charges forward. Those able to strike people atop the wall do so. The two battle-lieutenants hang back. One begins orchestrating the troops, calling commands, and speaking encouraging battle cries, while occasionally firing an arrow into your army. The other pulls out vials of alchemist's fires, lobbing them at the barricade, trying to burn through.
Can't adjust map at the moment. Vrock, go ahead and attack. Can people also make a note of how much of their special pool they have used. Your not really sure how much you will need to use to add to an attack to hit, but you do know how much you need to boost your AC.
ROUND 5
Rufus (), Torean, Sudara/Kami, Vrockwing, Gunner, and Wyran
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Tengu 7(), Tengu 9(on foot, ), Tengu 11(), Tengu 12(), Tengu 13(), Speaker of Murders 1(), and Speaker of Murders 2()
DM Beckett |
Ok, to continue from before. . .
Some of Wave 2 suffers a few its as they approach, and as they do, #7 and #11 close in, forming a spear as they charge forward. Behind them #12 and #13 await their chance to charge once the first line is out of the way, all the while Speaker of Murders 2 inspires the troops and Speaker of Murders 1 gets ready to begin to throw flaming doom upon the barricade.
ROUND 5
Rufus (), Torean, Sudara/Kami, Vrockwing, Gunner, and Wyran
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Tengu 7(), Tengu 9(on foot, ), Tengu 11(), Tengu 12(), Tengu 13(), Speaker of Murders 1(), and Speaker of Murders 2()
It'ss getting close to the end.
Torean Spellbane |
Bless still active, right?
Torean lifts his warhammer high with both hands and bring it down on the bandit. "Death to bandits!"
Activate Justice Judgement, +1 attack. Attack #7
Attack (Judgement, DF, Bless): 1d20 + 5 + 1 + 1 + 1 ⇒ (11) + 5 + 1 + 1 + 1 = 19
Damage (DF): 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
AC 19