
| GM Zelligar | 
 
	
 
                
                
              
            
            Lady Cerila listens with rapt attention. "That is astonishing," she whispers. "I had heard legends of such things, but never thought it possible..."
"As to my troops, it's not as my father would have wished it. He was in decline these past twelve years, but before that... well, he wasn't cold or aloof to us, but he held himself apart from his soldiers. He said that it was necessary - that a commander might have to send any one of the men to their death and couldn't be too attached to them. I heard some of that in the Eagle Knight command staff, too. It sounds harsh. I think my men and women fight harder for me knowing that I am one of them. That I eat the same food and drink the same water and respect them. But maybe I am too soft... maybe I should ask some to stay here and hold the line. No, no I can't.
I didn't ask for this, you know. I want to serve my people but I don't want to send others to die. I'd rather do the heroic things myself. But as you say, we can do great things through cohesion, and stubborn pride could be our downfall." 
Bran and Lady Cerila continue to talk for a while, before she heads to bed.
----
At dawn, Captain Ervath Helmbreaker approaches the manor with an honor guard.
"Time to move out, m'lady." 
Captain Helmbreaker and company begin to march. You mount up and fly. The road from Talar to Brindol should be clear, but you scout out anyway. You can fly up to Witchcross (a bit out of the way, but not too far) and see that that town is in the process of evacuation, with wagons loading up with produce and shepherds gathering their flocks. You recall that Witchcross has a powerful druid who will be making her own preparations.
Lady Cerila and her troops have horses, and can reach Brindol before sunset. Brindol still stands and looks in good order. There are more troops manning the walls, with additional ballistae. A trickle of refugees flows into the city.
"Welcome back," says a guard. "Captain Ulverth will want to see you on the morrow."
At dusk, the gates are shut. The dwarves do not have horses, and they don't move very fast, but they just keep on marching into the night. It is nearly midnight when they arrive. They are clearly exhausted, but either their natural hardiness, their training, or some bardic magic in their drum-beats helped keep them on their feet. The dwarves set out their bedrolls on the fields outside the city and go to sleep.

| Bran O'Dimm | 
 
	
 
                
                
              
            
            "Not a problem. What is going on with the preparations right now? The time keeps marching on but they may scrap their plan and attack anyway; would we be ready if it happened tomorrow?"
Bran asks some questions then decides that he would want to oversee keeping the troops ready. He figured some may have no idea what is on the line, and he refused to let them die not knowing the truth.

| Tal'ariel Rhuidon | 
 
	
 
                
                
              
            
            "Yes, with all of our forces retreating to Brindol, it wouldn't surprise me if they similarly accelerated their march forward. It still takes time to move an army, but hopefully we're still able to scout out their location so we know what to expect?
Tal'ariel decides her priority is to find some of her spellcasting friends and tell them of what happened with the Ghostlord.

| GM Zelligar | 
 
	
 
                
                
              
            
            "We are doing our best," a guard tells Bran with a hint of defensiveness, "with fortifications, new ballistae, and drills. But our scouts say they are nearly a hundred miles away. Your friend Thom Oaktall has been helping out with scouting. And others of his ilk."
It is impossible to miss the fact that Brindol is a city at war, even though as yet there are no smoldering fires or war-torn battlefields. Soldiers toil in what only a few weeks ago were idyllic orchards and productive farms, digging trenches, raising watchtowers, and securing wooden palisades.
The city is almost completely surrounded by a twenty-foot-high wall of stone. The only stretch not protected in this way is the section along the river that marks the city’s northern boundary. Two bridges cross the Elsir and connect the city with the river’s far bank. The highest point in town is a hill nestled in the southeastern quadrant. A large, well-built keep of stone surmounts this hill, its majestic towers rivaled by the presence of a nearby grand cathedral.
As to the enemy army's travel time, recall that by making sure all of the towns along the way are evacuated and largely stripped of food stores, you have also forced the Red Hand to spend more time foraging further afield, hunting down livestock in the hills and woods away from the roads. They likely have only a small handful of 5th-level clerics, not nearly enough to Create Food and Water for everybody.
Mikail of the Planes invites the party to stay in accommodations at the Cathedral of Iomedae for the night. There is enough space on the grounds for the owls to rest comfortably.
Lady Cerila is distantly related to the well-established Haskinar family. The noblewoman-ranger remarks, "I hate trading on my family name, but I'd be obligated to host them if they were passing through Talar." The Haskinar mansion can accommodate most of her retinue, with plenty of space on the ground for tents for the remainder.
After settling in at the Cathedral, Tal'ariel is able to find Immerstal the Red and Zelligar the Mystic at Immerstal's store. "You survived an encounter with a lich," says the wizard with a hint of awe. "Not many mortals can make that claim. And I was worried that your more zealous members would try to rid the Vale of 'this great evil' or some such noble quest."
"Tal'ariel has a good head on her shoulders," notes Zelligar. "Elves take the long view."
Immerstal nods. "And you are making good progress in your studies on those scrolls? Excellent."
"Tal'ariel," adds Zelligar, "Many of the faculty accommodations at Brindol Academy have recently opened up. Those of a less military capable nature have decamped for Dennovar. Sertieren and I have proper rooms now, not just camping in the library, and there are spare ones besides. You and Bran and others would be welcome to join me there tomorrow night."
Will move this along in a bit, but I know it's a wall of text.

|  Hamailii D´Arquetai | 
 
	
 
                
                
              
            
            Hamailii spend quite some time training with the archers, thankful for the invitation. The exhausting training made her go to bed early herself, not partaking in many other meetings or conversations.
-----------------------------------------------
Back in Brindol, she is quite surprised.
Amazing how this town has changed to fast. Even the surrounding lands! Humans are really fast, as a species. Your impact on the land is considerable. We can only hope this will withstand the Red Hand, but we are also here to make sure of that, as far as we can. Desna bless us!
Lady Cerila, do you really think a nighttime raid could be that devastating? I know humans don't see well in the dark, or not at all, but you have lights, don't you? Perhaps build some ready to lit fires around the city which would shine light on the surroundings? Of course that's a one time trick...but perhaps some guards could be blessed with magic, giving them the ability to see in the dark?

| Tal'ariel Rhuidon | 
 
	
 
                
                
              
            
            "I've learned quite a few magics thanks to you, Immerstal. Though I feel like I've been stretching beyond where my education should be--learning these powerful magics without really understanding how it works. It's like a novice being handed a sword. She knows what to do--stick the pointy end into the bad guy. She's maybe learned a few techniques that she follows. But she doesn't really grasp what is required to truly wield a sword. That's how I feel right now when I'm using these powerful magics."
She smiles at the offer from Zelligar. "I'll see who wants to join, though Bran might prefer a tavern for all I know. I would love to stay close at the Brindol Academy. There's so much I want to learn from you!"

| Gaius Trevelyan | 
 
	
 
                
                
              
            
            Gaius too puts in the time at the archery butts, drawing and firing his massive composite bow until even his trained arms ache - its a good ache though.
Frustratingly however that is all he can really offer the defences - his particular skill set will be of little use until the foe are actually present and on the wall.

| Bran O'Dimm | 
 
	
 
                
                
              
            
            "Looks good then. I just need to make sure none of us, and I mean none, underestimate the Hand. Until you've seen dragonbreath up close, nothing can prepare you for it. The best we can do is train and practice until it becomes like breathing." He moves towards the ranks, "I'll lend a hand too."
He goes through the ranks hoping to tell of any tactics he can to assist the army, even if he could help a single soldier land a shot to save their life he will have felt successful and he knows that is the grim truth of it all. Eventually Bran sees Hamailii and Gauis trying to put in the effort to master the bow. So much effort. That's what we all are, just effort and the sum of it.
"Lets do some shooting together friends. There's a trick to pulling back such a bow." Doing his best to help them out he pulls out his massive composite and enters a stance, "These are a little different than the elven longbows I've seen you all use, get a full body motion going and it will help a lot." Pulling back on the bow, he realizes its a skill that he hasn't used much to this day, relying on his brute strength. A part of the warrior considers the merit and athleticism of such an action in battle and decides that Kurgess would approve.
Saying his goodbyes for the evening Bran goes for a run, hoping to find himself someone to make his bow stronger. His new shadowy reflexes and precision seem to call out to a proper bow and knowing full well he can't always rely on magic to fly he seeks the council of someone who can cast spells on his weapon.

| GM Zelligar | 
 
	
 
                
                
              
            
            "The problem, Hamailii, is that a night-time raid could happen whenever the hobgoblins want it to. Some of them are quite stealthy. And they can see in the dark at a greater distance than most lanterns can shine. 
I think we were right to abandon Talar. Here, in Brindol, we can clear the area around the walls so there is no place to hide, and now that we have the dwarves, they can match the hobgoblins' darkvision with their own. Potions of Darkvision are costly to make, but maybe we can equip some of our best archers with them. I'll see what I can do."
Lady Cerila was noting that a night-time attack on her little mostly-human band at her manor in Talar would be devastating. It could still be a problem here in Brindol but not quite as bad, perhaps.
---
Bran is able to find Morlin Coalhewer, the smith from Drellin's Ferry. He, like the other refugees, has made it here. Prior meeting. 
"Good to see you again, Bran," says the dwarf. He looks at the bow. "It is true that Torag has given me the power to enchant weapons. I am not so wise about bows... though maybe with Brother Derny's help I could figure it out. He follows Erastil. And if he can't, I will find someone who can."
Brother Derny
Morlin Coalhewer lets Bran keep the bow he has, and promises to get him a properly enchanted one in a week.
---
In the morning, the guards open the gate and the dwarves march into Brindol.
Captain Lars Ulverth greets Captain Ervath Helmbreaker. After a short conversation, the dwarf goes on to Brindol Keep to meet with Lord Kerden Jarmaath. Captain Ulverth turns to you.
"In three days, once the Witchross contingent arrives, we will send a small detachment of troops, the Army of Last Resort, to escort all of the noncombatants to Dennovar. Everybody from Drellin's Ferry, Terrelton, Nimon Gap, Talar, Witchcross, and our own civilians. If Brindol falls, at least their lives will be saved.
The main body of the Red Hand is far enough away that they will not be able to attack the refugees. Still, if a few of their far-ranging raiding parties banded together, they could inflict great harm on the column. If you could accompany them for a ways, it would be of great value to Lord Jarmaath. The Merchants' Council of Dennovar refuses to send any troops past Marthton, the halfway point, but can provide an escort from there.
Leave in 3 days, travel for 4, fly back in 1. That's 8 days. I know you would be worried about missing the battle, but I do not believe there is any chance of that. Beyond the Red Hand's logistical concerns, there are also other small bands like yours that have taken the job of delaying and distracting the army through the Nimon Hills. 
Can you do this task for us?"

| Bran O'Dimm | 
 
	
 
                
                
              
            
            "Glad to see you made it here safely." He gives the dwarf a smile and listens to what he has to say, "Thank you. Knowing what I know now, I wish I was prepared with one before." He thinks to the Behir and lets off a small shudder of remembrance.
---
Bran weighs the decision, "If we can assure that the Hand won't be at Brindol then I will go. I won't speak for the others but I cannot have civilians at risk."

| Tal'ariel Rhuidon | 
 
	
 
                
                
              
            
            "Bran here can speak for all of us just fine," corrects Tal'ariel. "We'd be glad to escort the civilians to ensure their safety. What are we fighting for if not family and friends, to keep them from harm's way? Are there any dangers we should expect? Perhaps just bandits taking advantage of the weary traveler?"

| GM Zelligar | 
 
	
 
                
                
              
            
            "I expect that the Red Hand probably will try to organize a strike on the column," says Captain Ulverth. "And sooner rather than later."
Captain Ulverth is an imposing man with a pronounced limp in his left leg. He speaks in a frank and direct manner, ticking points off on his fingers as he makes them. 
"It's probably eight days to Dennovar at the pace they'll move, and Marthton at the halfway point won't have enough food for everybody. Lord Rethrew wouldn't share if they did anyway - miserable old soul. So the refugees will be bringing a lot of food for the journey. Grains, root vegetables, hardtack and cheeses, jerky and hard sausages. 
The Red Hand is desperate for food. It's slowing them down. 
They know about the Army of Last Resort and the evacuation. We have determined that they do have some spies - not very highly placed, but something like this you cannot keep quiet. 
If they can capture all the food supplies of the caravan, by attacking it just when it is beyond the protection of the city, their main army can advance faster.
The Red Hand might also enjoy the despair it would cause, but the food would be their main goal.
So. The Red Hand will pull together some of their smaller warbands into an attack, relying on their fastest forces. Coalesce, strike, and get away before we can mobilize cavalry to chase them down.
You are known to them. If they saw the giant owls, they'd likely try to wait you out and make you stay with the column longer. Maybe even stall you for days to keep you occupied and missing the battle here. I'd suggest being disguised in the convoy, to draw out their attack and crush it. Send up smoke signals, or fireworks from Shishka, and we can send the owls back to get you."
He sighs. "This is all an educated guess. I can't promise it will happen exactly that way. But you would have three days before leaving to prepare. Magic and scrolls and the like, I would guess."
Assuming that plan works for you, you can get 1,500 gp of scrolls or potions from the various casters in the city. The owls are rather powerful in combat and also quite big. I do think the in-story explanation for leaving them behind this time makes sense.

| Bran O'Dimm | 
 
	
 
                
                
              
            
            "I suspect you are right. We need to get the Hand here tired, weak and hungry to rush into a battle they aren't fully prepared for." Bran thinks about the situation, "Disguises could work. I would even go so far as to not tell the caravan other than a few trusted leaders, we don't want an information leak here, but we also don't want them to panic once things do start."
He puts a hand to his chin, pondering the plan as a whole. "I think its a sound plan. I think the owls need to stay back as well, they are big, noticeable, and more importantly you need them back at Brindol to see the movements of the airborne forces." The dragon wouldn't attack the caravan, they needed the food and its destruction would be crippling to both the Red Hand and to them. He banked on the hobgoblin's tactics that they wouldn't make a rash decision like that. "Make sure that you start storing plenty of water in Brindol for fires, that red dragon worries me."

| Gaius Trevelyan | 
 
	
 
                
                
              
            
            "That is good strategy." Gaius offers. "If we can draw them close then we will only need one strike."
He doesn't have much to offer on the subject of magics and disguises, this is beyond his skill set but the prospect of striking such a blow against the Red Hand is well worthwhile.

| GM Zelligar | 
 
	
 
                
                
              
            
            "Good idea, Bran. I have a commander that I trust leading the Company of Last Resort. I'll let her know you will be there, and she'll tell nobody else. Think of how you want to disguise yourselves. Do you want to be refugees walking with a wagon or cart? New mercenaries that we hired, riding horses?  
The Company is eighty in strength, nearly all light cavalry due to the length of the column. We will be sending about ten thousand civilians to Dennovar. That will stretch over, say, two miles. Even with some warning from scouts, the Red Hand is going to be able to pick the spot of the attack and concentrate there.
Do you have any ideas on how to make sure the attack happens where you are?"

| Bran O'Dimm | 
 
	
 
                
                
              
            
            "I think we stay amongst the crowd of refugees. I want to be able to feel how they're feeling, plus we might be able to find something amiss in there. Besides I think some of the soldiering types might recognize us." He looks about for a map, "Do you have eyes on the area?"
The man ponders, his mind thinking of what the Hand would do and how to bait them in and comes up with an idea.
"It's easy. We set up camp together. Concentrate all of the food, all of the people in one location. After the column is done moving we circle and camp like the Varisians would do right at the center part of the column. Hobgoblins won't be able to resist a night-time raid when everything is put together." He worries about them being fish in a barrel, "We can divide some of our cavalry forces. We make the Red Hand think we only have 40 light cavalry, and always keep the other 40 a little further away. 40 of them will attack out of our defensible location, while the other 40 push in on them attacking us. We try to pinch the Red Hand when they come in on our circled camp and punish their greed. Make them think we have less then abuse the flatlands and the cavalry we have."
He hopes this plan works because there are a lot of refugees.
"Unless someone has something to add, I don't like using our own people as bait but we know this attack is coming, we can only mitigate."

| Tal'ariel Rhuidon | 
 
	
 
                
                
              
            
            "Bran's plan makes sense to me. People will carry food on them, of course, but if we can concentrate some more food into one place, that will make the food more of the bait, rather than the civilians."
Tal considers their options. "Do you think the Red Hand would go after livestock if it was available? We could get goats, sheep, and the like into a single herd. That would seem like a tempting and valuable target in my mind."

| GM Zelligar | 
 
	
 
                
                
              
            
            "That might work," says Captain Ulverth, "with some adjustments. Even trying to gather everybody together, ten thousand is a huge group. But we can use some tall tents to obscure our cavalry numbers.
We'll pick a spot to stop where we can spread out onto the plains around the road. 
You don't have to be the only group we bring. Lady Cerila and some of her rangers - I know she's trained with the Eagle Knights. Maybe see if Thom can rustle up a few more druids. Delora Zann from Drellin's Ferry came into town and met up with some of her old companions from the Golden Drakes. Then the Church of Iomedae could spare a number of visible guards, like Mikail and some paladins, to guard the command tent, leaving the impression that the other areas are less defended.
We'll have the soldiers in your area pretend to be bickering, inattentive, injured or drunk. They'll know that there is a secret weapon in their midst, but no more than that."
My best guess is that, with ten people in a 10'x10' tent (considering that many are children), you would need about a thousand such tents. That's a block about 40 tents wide by 40 tents long with a 20-tent-by-30-tent gap in the middle for the livestock (1600-600 = 1000). So that 2-mile column shrinks to 400' when camping. Make it 500' with a 5' path every 2 tents. The 2000' perimeter can have a cavalry soldier every 50' (40 of them), with another 40 in reserve in the middle.
You'll be near the perimeter on one of the sides, and the other NPC groups in other spots. And they'll try to lure the Red Hand to attack your spot. I probably won't get this set up until Thursday, so take the time to converse or get supplies.

| Bran O'Dimm | 
 
	
 
                
                
              
            
            "Aye, I know it may be difficult but there is no way we can defend a whole column. If they start bringing magical beasts and such..." He stops his train of thought before it shakes him, "Either way I think this plan can work, as long as we don't give up Brindol in doing so."
Bran takes his leave and heads back and finds a boy playing ball by himself, the sight looks lonely and he approaches the kid. "Here, I'll play with you, can you go far and catch this?" He knows that this child might not make it in the coming weeks, a real problem if their plan doesn't succeed but he doesn't show it. His face shows true joy as he recounts stories of great heroes to the kid as they play.
Eventually as the sun starts to set, on their way back to his mother's place, Bran kneels down and looks the kid in the eye before pulling out a small golden coin. "This here, this will keep you safe and give you the strength you and your family need to march on in the coming weeks okay?" Before he hands it to him, he bends it as much as he can, and if one looked at it in the light it almost resembled a crude bent arm.
"Be seeing you kid."

| GM Zelligar | 
 
	
 
                
                
              
            
            Hamailii and Gaius train. Tal’ariel studies. Bran mingles with the crowd.
 “Thanks,” the kid says. He’s about eight. The kid turns the bent coin over in his hand. “I wish we didn’t have to leave. I’m tired of walking. We came here from Terrelton just a couple of days ago. I think you know Terrelton, or at least I heard you know Shishka. She’s from our town, always put on a good fireworks show. Even let me and my friends buy some one time… my ma said she’d have to tan my hide the next time, but she let me go with a warning that once. You’re Bran the Dragonslayer, right?  I heard the story of the Skull Gorge Bridge from Shishka. 
But now we have to go on the road again, to Dennovar. My brother and sister are staying to fight. They’re fourteen, twins. Been training with crossbows. I wish I could but they’re too big for me to aim. I said I could learn to reload but my ma won’t have it. She’s coming with me and the baby.”
The family doesn’t have a house per se; they are staying in a barn. The mother, Evliss, tall and exhausted-looking, says to Bran, “I wish I could invite you in for dinner, sir, but there isn’t much.” The father, Brannark, quiet and slim, turns to his wife. “He can have my plate.” 
At which point the older couple that actually owns the house comes up.  A bit shamed by their seeming stinginess in the presence of the great warrior, the man announces, “Katlyn, it’s okay. Invite the man. We have some things that aren’t going to make the journey. I’ll cook them up.”
Dinner is a salad of soft cheeses and tomatoes that would not travel well, as well as some sweet corn. The man says quietly to Bran,  “I’m Thorvin and this is Auslinn. We have done our best to help out these Terrelton folks but we weren’t prepared for it. But I think we will be refugees ourselves, now. Our old eyes aren’t good enough for a crossbow and we don’t have the training for a sword.”
----
The afternoon before the departure, the refugees assemble in the fields outside the city. The entire army of Brindol is assembled around the perimeter, as well as the Shining Axe Company, giving the refugees a bit of confidence. Ten thousand are ready to move to Dennovar – farmers, millers, chandlers, shepherds, scribes, children, widows, widowers, and many more. In the guise of commoner refugees, you join the refugees. A cart contains your larger weapons, under bales of hay. You can wear light armor under your clothes (I think all of you are in light armor anyways). 
Bran and Tal’ariel recognize the leader of the Company of Last Resort; Teyani Sura, a Lion of Brindol whom you met at Witchcross a few weeks back. She walks among the crowd giving orders, ensuring that everybody knows their position and the rules.
“Our pace is 12 miles a day. Keep up. We have spots in the carts and wagons for those who cannot keep that pace – not for those who are lazy. Any able-bodied riders will be flogged.
Keep those pigs together! Use leashes if you have to, or we’ll bring ham-hocks to Dennovar!
Don’t touch these crates. Why? Because I said so. Mind your own gear.”
As Teyani Sura passes you, she gives hardly a hint of recognition as she says, “You five. You camp at the position of 7 on the clock, on the outside ring. Tend the fire. Garrick and Jass are riding in your section. They know you.” For those who haven’t met her before, Teyani Sura is a slender middle-aged woman of Tien heritage, with a bit of grey in her long black hair.
Garrick and Jass give slight nods.
In the morning, you set out. The Company of Last Resort has riders at the head of the column, and the band of refugees snakes forth from Brindol. It takes about 30 minutes for the party’s section to move out, and then there are still about 2,500 more to come after you.
The day is hot and cloudy. A few clerics of Erastil accompanying the refugees cast Create Water into pots and barrels, with some refugees taking charge of distributing the water. Tavern-keepers, mostly; you see Baltus and Kit from Nimon Gap a hundred yards ahead, along with their children. Baltus is a large man, carrying a sizeable barrel that a cleric is refilling; Kit and the children dip flagons into the barrel and pass them around.
The group stops for a mid-day meal as well as checking for injuries. The column does not coalesce into a circle, but rather makes about twenty small circles up and down the road. In each circle, a few with twisted ankles are moved into the wagons, while many more with blisters receive a poultice and a prayer.
After lunch, you begin moving again. That is when the drums start.
The war-bands are a few hundred yards away, and the cavalry know better than to try to chase them down. But the drums get more numerous, and closer.
By mid-afternoon, some refugees begin to panic.
“They’ve found us! We’re going to die!”
Jass, a tall and broad young woman, rides back and forth, her blonde ponytail trailing out from under her helmet.  “We are the Lion Guard! We will not fail you!”
Garrick, a stout and grizzled rider, also tries to encourage the people. “They don’t have the numbers to attack us – it’s a trick to cause panic. Stand firm!”
Despite their efforts, there are a few who look to be ready to make a run for it back to Brindol, though that is now eight miles away.
How do you wish to keep the civilians from breaking ranks? You can try Diplomacy, Intimidate, Bluff, Perform (Oratory), Profession (Soldier), or anything else that seems fitting. Everybody can try one skill check.

| Bran O'Dimm | 
 
	
 
                
                
              
            
            Bran looks surprised at the title that keeps coming up, he knew that it was bound to happen though he feels a sense of pride about the whole thing. "You have an important job too, we all do. You need to protect that baby and your ma. We all have our parts alright?" He walks the boy home and when he gets invited in sees the humble people who are on the run, the very people he and everyone else are fighting to keep alive.
He eats what little they have, doing his best to not break this illusion of a hero they have of him. "This was wonderful, let me tell you something though, you will all make it safely, you have my promise and oath. By Kurgess' own chains you will all be safe."
The warrior looks at them and eats some more, "We will make it through it all." We have to.
---
It seems that the journey is going well, but Bran and the others know full well that the axe will fall at some point. He does his best to hide his large frame amongst the people he's protecting.
Upon hearing the attack break out and the people start to panic, he realizes that this would be where the plan breaks apart or succeeds. Throwing off his disguise, Bran stands tall revealing the now whispered mithril of the so called dragon-slayer.
"We will not fall here if we stand together! All of you, every single one of you, need to be calm. We will make it through this, they will come in, and we will smash them exactly as planned." He holds his chain to the sky, "Now stay in rank! They will have to come to us!"
Diplomacy: 1d20 + 3 ⇒ (18) + 3 = 21
His words, like many times before, miraculously come out almost guided by a divine orator. It seems I am still a vessel for the Strongman, and he speaks through me.

| Tal'ariel Rhuidon | 
 
	
 
                
                
              
            
            As Gaius stands vigil, and Bran relies on his force of personality to hold the group steady, the much smaller Tal joins in his words of encouragement. "This caravan is protected by strength, by blade, and by magic. Drums are no match against our combined might!"
Diplomacy: 1d20 + 14 ⇒ (8) + 14 = 22
If she believes danger will arrive soon, she will cloak Flame in Mage Armor.

|  Hamailii D´Arquetai | 
 
	
 
                
                
              
            
            Hamailii stands by Bran to give her support.
 Most of them won't even make it to us! Desna guides and protects us. I am here on her behalf to lend her aid and power on this time of darkness. Together we will stand through it and show them the light! 
She brandishes her new bow and a symbol of Desna. 
diplomacy: 1d20 + 13 ⇒ (4) + 13 = 17

| Gaius Trevelyan | 
 
	
 
                
                
              
            
            Gaius has negative face skills, he's out. The only he can do is pull his swords and he's trying to stay undercover so that would give the game away.

| GM Zelligar | 
 
	
 
                
                
              
            
            Gaius, you can always try Aid Another on an untrained Diplomacy and hope for an 11+ on the die.
Trellara sings a song that few of the refugees can understand, but its melody strengthens the heart. 
Perform (Sing): 1d20 + 12 ⇒ (6) + 12 = 18
Between your various efforts, most of the refugees fall back into line. One elderly couple still tries to escape.
Garrick rides to block them and draws a whip.
"Y'grandkids won't forgive me if I let y'die. They'll understan' if I haveta rough y'up a bit t'save y'life."
Intimidate: 1d20 + 7 ⇒ (6) + 7 = 13 The DC to intimidate a level-1 commoner is not that high, fortunately.
Garrick gets the stragglers back into formation.
---
The Red Hand forces do not attack, or even come close enough to see Bran's identity. The refugees take some heart from knowing that these heroes are in their midst, but Jass rides up. "Put your cloak back on! This is just a feint... they're waiting for nightfall." As Bran had suggested they would.
The drums continue through the late afternoon, as do war-cries; goblins, by the voices. "Worg-riders, 'bout sixty," says Garrick.
As the sun begins to set, the column moves to form up in a circle. The front of the column forms up first, setting up some wagons and rough palisades as an outer perimeter while the later sections arrive. The drums and howls continue, but the Company of the Last Resort responds with their own war-cries and songs.
A command tent is set up. From a distance, you can see the gleaming armor of the aasimar warpriest Mikail of the Planes and three paladins guarding the tent.
----
It is still dusk when the back of the column is getting into formation. The Red Hand forces rush closer, then back off, trying to draw the Company out of position. The Company draws their longbows and gives a volley to keep the worg-riders at bay.
"They're going to wait for full dark," says Jass. "Probably try a feint to draw us off. We could 'fall' for the feint to lure them to attack here, but their darkvision - "
KABOOM!
Without warning, a bolt of lighting streaks down from the twilit sky and strikes a worg. And another. And another. Angry goblin shouts suggest that they do not know where the attack is coming from.
The Red Hand howls and rides towards the column. Parts of the group break off try to outflank the Company of Last Resort, including the section coming towards you. That includes maybe 20 riders, led by a hill giant carrying a greatsword. 
Combat map up, but for the time being the enemy forces are 2 rounds of a full run before they reach their positions at the bottom of the map. It is dim light, so 20% miss chance at this distance. 
Round 1
Bran
Tal'ariel
Hamailii
Gaius
Trellara
Enemy (320' from marked positions)

|  Hamailii D´Arquetai | 
 
	
 
                
                
              
            
            Hamailii wastes no time. She draws her bow, nocks an arrow and starts to shoot the giant, twice.
It's best we don't let them even come close if possible!
Elven Longbow: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 141d8 + 5 ⇒ (6) + 5 = 111d100 ⇒ 67 
Elven Longbow: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 101d8 + 5 ⇒ (5) + 5 = 101d100 ⇒ 65 
How are the exact light conditions? Is there moonlight? Because then lowlight vision would negate the miss chance.

| Gaius Trevelyan | 
 
	
 
                
                
              
            
            Gaius pours a vial over his jacket (assuming that we did get a potion of fly) and then pulls his own longbow, sending an arrow into the darkness.
Longbow: 1d20 + 12 ⇒ (4) + 12 = 16 Damage: 1d8 + 3 ⇒ (5) + 3 = 8

| GM Zelligar | 
 
	
 
                
                
              
            
            @Hamailii - the PF rules for light and vision aren't very good outside of a dungeon, but sure, we'll say that in this twilight your low-light vision ignores the miss chance. However, the enemy is very far away - in the 4th range increment (-6 to hit). They are 320' further south than their marked positions on the map, and on the map the giant is 75' from Hamailii. 395' away. If you want to change your action I will let you do so.
@Gaius - yes, you have a potion of Fly.

|  Hamailii D´Arquetai | 
 
	
 
                
                
              
            
            Ah i thought they were 320 feet away, but even then it would be the third, so -4. Nevermind. That comes from posting late in the evening^^
Hamailii would then do something else probably. With those rolls it doesn't matter anyway hehe.
Could we say she has some sort of torch arrows? There are incindiary arrows and slow burn arrows, which do a little bit of fire damage, but my idea here is to shoot some arrows which are burning and give off light like a torch? That might help the rest.
Low light vision says: Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. That's why i asked.

|  Hamailii D´Arquetai | 
 
	
 
                
                
              
            
            Hamailii will move into a better position where she had some cover, then cast light on an arrow sticking it into the ground where she stands on the first round and cast Divine favor on herself in the second.
Oh Desna shine is your light and give us the strength to thwart those minions of evil and darkness!

| Tal'ariel Rhuidon | 
 
	
 
                
                
              
            
            "To me friends! I will grant you magical protection."
Tal'ariel will cast Protection from Arrows (Communal) and Protection from Evil (Communal). Flame gets the Protection from Evil but not the Protection from Arrows (which being CL5 can only affect 5 people).

| Bran O'Dimm | 
 
	
 
                
                
              
            
            I'll be really busy the next couple days, I'll be mostly on mobile.
Bran sees the targets once the moon reveals itself from the cloud coverage. It was a strange feeling and it made him remember just how different his body was now.
He pulls out the bow and looses a single shot into the darkness at some of the wargs hoping to thin their numbers down.
Draw, Fire: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
He takes aim again Second round and lets two more shots out.
Fire 1st: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Fire 2nd: 1d20 + 11 - 9 ⇒ (14) + 11 - 9 = 16
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Too early for Tactician I'm afraid, and I'm not sure what to pick for MF just yet.

| GM Zelligar | 
 
	
 
                
                
              
            
            First Round
Gaius applies his potion.
Hamailii casts Light.
Tal'ariel casts Communal Protection from Arrows (Tal'ariel 50, Bran 50, Hamailii 50, Gaius 50, Trellara 50).
Trellara begins Inspire Courage.
Bran fires an arrow, straight at a worg. The rider moves his worg to the side and dodges.
Ride check to negate: 1d20 + 12 ⇒ (20) + 12 = 32
The Red Hand detachment rides towards your position. The cavalry of the Company of Last Resort begins to form up and ride to reinforce you!
The worgs ride 160' closer and the riders fire arrows.
Attack, 3rd range increment, running mount w/mounted archery: 1d20 + 10 - 4 - 4 ⇒ (17) + 10 - 4 - 4 = 19
1d20 + 2 ⇒ (20) + 2 = 22
Confirm?: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d4 ⇒ 3
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (20) + 2 = 22
Confirm?: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 ⇒ 1
Three arrows strike, but the magic that Tal'ariel has summoned protects you. 
3 points off of Gaius's Protection from Arrows, 1 off of Tal'ariel's. 
The two bugbears, one hobgoblin, and the hill giant advance at a run.
The main body of the enemy makes for the opposite side of the convoy!
Another lightning bolt blasts down from the sky on a worg. Damage: 3d6 ⇒ (6, 1, 4) = 11 Reflex: 1d20 + 6 ⇒ (14) + 6 = 20 5 damage
Second Round
Hamailii casts Divine Favor on herself.
Tal'ariel gives everyone Protection from Evil (yes, all these foes are evil).
Trellara casts Heroism on Bran.
Gaius fires an arrow. Ride: 1d20 + 12 ⇒ (5) + 12 = 17. The rider dodges.  
Bran fires two arrows Ride: 1d20 + 12 ⇒ (1) + 12 = 13. These drop the wounded worg. The rider runs away.
The riders advance again, focusing all their fire on one target.
Attack, 1st range increment, running mount w/mounted archery: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
1d20 + 6 ⇒ (18) + 6 = 24
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 ⇒ 1
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (7) + 6 = 13
Gaius dodges or blocks every arrow but one.
Now 4 damage off of Gaius's protection.
The Company of Last Resort, having expected this feint, wheel about and move to face the main force of the enemy, leaving you to deal with this detachment. The force here remains committed to the attack. The two riders assigned to your section remain with you, trying to block some of the lanes to the interior of the camp. They have their lances out, with breastplate and shield.
The lightning-caller now blasts a worg in the main body (not the ones attacking you).
Round 3
Bran (Prot Arrows 50)
Tal'ariel (Prot Arrows 49)
Hamailii (Prot Arrows 50)
Gaius (Prot Arrows 46)
Flame
Trellara (Prot Arrows 50)
Enemy (map is correct now)

| Bran O'Dimm | 
 
	
 
                
                
              
            
            "Don't let them break the lines! They seem to scatter easily!"
Gripping his bow he nocks two more arrows and lets them fly toward more of the wargs. Knowing full well that the beasts might continue to attack without the riders he risks the shots directly to the mounts.
Choosing the targets closest to his mounted allies, he pulls back the powerful composite bow fires with incredible force, aided by the powers granted by Trellara.
Bow: 1d20 + 11 + 2 + 2 ⇒ (15) + 11 + 2 + 2 = 30 Heroism, IC
Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Bow: 1d20 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14 Heroism, IC
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

| Tal'ariel Rhuidon | 
 
	
 
                
                
              
            
            "Let us make quick work of these foes so we can reinforce our allies!"
Tal'ariel tries to make quicker work still by speeding up the movement of her allies. Haste!
She then starts moving forward to protect the convoy.

| Gaius Trevelyan | 
 
	
 
                
                
              
            
            Gaius fires in a blur, sidestepping neatly through much of the return fire as he does so.
Arrow: 1d20 + 12 + 1 + 2 ⇒ (14) + 12 + 1 + 2 = 29 Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Haste: 1d20 + 12 + 1 + 2 ⇒ (12) + 12 + 1 + 2 = 27 Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Arrow: 1d20 + 7 + 1 + 2 ⇒ (8) + 7 + 1 + 2 = 18 Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

|  Hamailii D´Arquetai | 
 
	
 
                
                
              
            
            Hamailii takes a deep breath, suppressing the rising anxiety as she realizes this is her first real battle with an army. With sorrow on her face she looks at the main body, seeing wargs smashed by lightning.
She raises her bow again, shooting the arrow she cast light on. 
For Desna! 
 Longbow 1: 1d20 + 9 + 2 + 3 + 1 - 2 ⇒ (18) + 9 + 2 + 3 + 1 - 2 = 311d8 + 3 + 2 + 3 ⇒ (4) + 3 + 2 + 3 = 12
 Longbow 2 - rapid shot: 1d20 + 9 + 2 + 3 + 1 - 2 ⇒ (12) + 9 + 2 + 3 + 1 - 2 = 251d8 + 3 + 2 + 3 ⇒ (7) + 3 + 2 + 3 = 15 
 Longbow haste: 1d20 + 9 + 2 + 3 + 1 - 2 ⇒ (14) + 9 + 2 + 3 + 1 - 2 = 271d8 + 3 + 2 + 3 ⇒ (6) + 3 + 2 + 3 = 14
rapid shot, divine favor and haste incorporated. Inspire courage and point blank shot would be on top. Shooting the ogre, so the light sticks with him.

| GM Zelligar | 
 
	
 
                
                
              
            
            Hamailii, can you check your math for me?
Attack = +4 BAB, +5 Dex, +1 Enhancement, +3 Divine Favor, +1 Haste, -2 Rapid Shot = +12; is there a +1 I am missing?
Damage = +1 Enhancement, +1 Strength, +3 Divine Favor = +5; is there another +3 I am missing? You said you didn't include Point-Blank Shot (doesn't apply yet) or Inspire Courage (+2/+2, does apply).
By my math, the attack rolls are 32, 26, and 28, and the damage rolls are 11, 14, and 13. 
Mounted Combat vs Bran #1: 1d20 + 12 ⇒ (6) + 12 = 18
Bran's arrows strike true, leaving another worg on the brink of consciousness. Gaius's first arrow finishes that one off.
Mounted Combat vs Gaius #2: 1d20 + 12 ⇒ (19) + 12 = 31
Gaius's next target dodges the elf's subsequent arrow, but his final shot strikes a worg. 12 damage to one worg.
All three of Hamailii's arrows wound the giant. 38 damage.
Trellara casts Vanish on herself and moves somewhere.
The giant roars and runs at Gaius, swinging his greatsword and hitting the warrior hard.
Attack, Charge, PA (Furious Focus): 1d20 + 15 + 2 - 0 ⇒ (10) + 15 + 2 - 0 = 27
Damage: 3d6 + 16 ⇒ (4, 4, 1) + 16 = 25
A white-painted bugbear berserker follows, throwing an axe at Gaius, though his throw goes wide.
Attack, Range: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
An unarmored hobgoblin drinks a potion and moves up with one of those dragon-skull spiked chains.
The remaining berserker goes after Jass, throwing his axe at her. It just barely misses, as she had been on her guard (had used Total Defense).
Attack, Range: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Five worgs move back up the berserker, and their archers fire on the cavalry rider.
Attack, Deadly Aim: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Attack, Deadly Aim: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16
Attack, Deadly Aim: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Attack, Deadly Aim: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Attack, Deadly Aim: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
One arrow strikes her.
The remaining eight riders focus fire on Tal'ariel.
Attack, Deadly Aim, Partial Cover: 1d20 + 10 - 2 - 2 ⇒ (2) + 10 - 2 - 2 = 8
Attack, Deadly Aim, Partial Cover: 1d20 + 10 - 2 - 2 ⇒ (12) + 10 - 2 - 2 = 18
Attack, Deadly Aim, Partial Cover: 1d20 + 10 - 2 - 2 ⇒ (14) + 10 - 2 - 2 = 20
Attack, Deadly Aim, Partial Cover: 1d20 + 10 - 2 - 2 ⇒ (11) + 10 - 2 - 2 = 17
Attack, Deadly Aim, Cover: 1d20 + 10 - 2 - 4 ⇒ (19) + 10 - 2 - 4 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Attack, Deadly Aim, Cover: 1d20 + 10 - 2 - 4 ⇒ (20) + 10 - 2 - 4 = 24
Confirm?: 1d20 + 10 - 2 - 4 ⇒ (14) + 10 - 2 - 4 = 18
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Attack, Deadly Aim, Cover: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Attack, Deadly Aim, Cover: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
11 more damage to Tal'ariel's protection.
Jass moves back. Garrick moves to take her place and readies an attack with his lance.
Round 4 - INSPIRE COURAGE +2, HASTE, COMMUNAL PROT EVIL, COMMUNAL PROT ARROWS 
Bran (Prot Arrows 50) 
Tal'ariel (Prot Arrows 38) 
Hamailii (Prot Arrows 50) 
Gaius -25 (Prot Arrows 46) 
Flame 
Trellara (Vanish; Prot Arrows 50) 
Enemy (Giant -38, 1 Worg -12)

| Gaius Trevelyan | 
 
	
 
                
                
              
            
            Gaius sidesteps around the giant, dropping his bow as he goes and whipping both swords from their sheaths. He and Flame strike the giants leg from opposite sides.
Attack: 1d20 + 14 + 4 + 1 + 2 ⇒ (17) + 14 + 4 + 1 + 2 = 38 Damage: 1d8 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Crit?: 1d20 + 14 + 4 + 1 + 2 ⇒ (3) + 14 + 4 + 1 + 2 = 24 Damage: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Flame: 1d20 + 9 + 4 + 1 + 2 ⇒ (1) + 9 + 4 + 1 + 2 = 17 Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

| Bran O'Dimm | 
 
	
 
                
                
              
            
            Bran shifts over to get a clear shot at the chainwhirler, the melee between Gauis and the giant is too difficult for his shot.
Bow 1: 1d20 + 11 + 5 ⇒ (4) + 11 + 5 = 20 IC, Hero, Haste
Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Bow H: 1d20 + 11 + 5 ⇒ (1) + 11 + 5 = 17 IC, Hero, Haste
Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Bow 2: 1d20 + 6 + 5 ⇒ (15) + 6 + 5 = 26 IC, Hero, Haste
Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
He then drops the bow, his fists ready to engage in melee.

|  Hamailii D´Arquetai | 
 
	
 
                
                
              
            
            Hamailii keeps her fire focused on the giant, he seems like the largest thread to her.
Longbow 1 : 1d20 + 15 ⇒ (19) + 15 = 341d8 + 8 ⇒ (6) + 8 = 14
rapid shot: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 8 ⇒ (8) + 8 = 16 
Haste: 1d20 + 15 ⇒ (17) + 15 = 321d8 + 8 ⇒ (8) + 8 = 16
Should be correct now, everything but that feat incorporated.

| Tal'ariel Rhuidon | 
 
	
 
                
                
              
            
            So sorry, been busy with baby duty!
Tal'ariel pops out a wand and casts Shield on herself.
She falls back a few steps toward Bran.

| GM Zelligar | 
 
	
 
                
                
              
            
            The hobgoblin monk looks shocked as the giant falls. He hesitates, then moves up and lashes out at Gaius. The chain wraps around Gaius, holding him tight.
Dragonchain to Grapple: 1d20 + 9 ⇒ (20) + 9 = 29
Constrict Damage: 1d8 + 7 ⇒ (7) + 7 = 14
The bugbear seeks to take advantage, and charges Gaius with its greataxe.
Attack, Charge, PA: 1d20 + 13 - 2 + 2 ⇒ (10) + 13 - 2 + 2 = 23
With the penalty from Grappled, that would just barely hit, but Haste saves you!
Gaius dodges at the last second.
The other bugbear charges Garrick, who is ready with his lance.
Readied Action to Trip, IC: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
AOO to Trip, IC: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
The bugbear falls to the ground, then stands and roars.
The worg-riders are a bit less certain now that the giant has fallen. They take turns firing arrows and moving to get out of each others' way.
At Tal'ariel: 1d20 + 6 ⇒ (20) + 6 = 26
Confirm: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 + 4 ⇒ (4) + 4 = 8 Again absorbed by Prot Arrows
At Tal'ariel: 1d20 + 6 ⇒ (2) + 6 = 8
At Tal'ariel: 1d20 + 6 ⇒ (8) + 6 = 14
At Tal'ariel: 1d20 + 6 ⇒ (18) + 6 = 24
At Bran: 1d20 + 8 ⇒ (18) + 8 = 26 26 doesn't hit Bran at the moment.
At Bran: 1d20 + 8 ⇒ (13) + 8 = 21
At Bran: 1d20 + 8 ⇒ (12) + 8 = 20
At Bran: 1d20 + 8 ⇒ (6) + 8 = 14
Two riders overcome their fear, then rush up and attack Bran.
Worg Bite: 1d20 + 7 ⇒ (6) + 7 = 13
Worg Bite: 1d20 + 7 ⇒ (11) + 7 = 18
The five worg-riders that were over by Garrick take shots at the rider, then move to find other ways into the caravan.
At Garrick, Cover: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
At Garrick, Cover: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16
At Garrick, Cover: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
At Garrick, Cover: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Damage: 1d4 ⇒ 4
At Garrick, Cover: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
Jass moves and stabs at one of the worgs trying to get into the interior.
Attack: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
@Gaius - I moved Flame so he could have flanked the giant with you. This does leave him open to enemy attack.
A worg bites at Flame.
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Trip: 1d20 + 7 ⇒ (17) + 7 = 24 Haste makes the difference, Flame is not tripped.
Round 5 - INSPIRE COURAGE +2, HASTE, COMMUNAL PROT EVIL, COMMUNAL PROT ARROWS 
Bran (Prot Arrows 50) 
Tal'ariel (Prot Arrows 26) 
Hamailii (Prot Arrows 50) 
Gaius -27, Grappled (Prot Arrows 46) 
Flame -8
Trellara (Vanish; Prot Arrows 50) 
Enemy (Monk -19, 1 Worg -12, 1 Worg -11)
Gaius, I believe RAI is that you cannot TWF while grappled, so you might want to wait to post until you see if somebody else drops the monk. Or you can attack one-handed.

|  Hamailii D´Arquetai | 
 
	
 
                
                
              
            
            Hamailii cheers as she sees the giant fall.
Praise Desna! This is your fate, minions of Darkness! Retreat or face it!
When she sees Gaius in trouble, she wants to help out, but decides to focus on the wargs who broke through.
Elven Longbow: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 8 ⇒ (4) + 8 = 12 
Elven Longbow: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 8 ⇒ (3) + 8 = 11 
Elven Longbow: 1d20 + 15 ⇒ (1) + 15 = 161d8 + 8 ⇒ (4) + 8 = 12 
Same as last round on the nearest warg.

| Bran O'Dimm | 
 
	
 
                
                
              
            
            Yeah you can't take actions that would require two hands. TWF isn't explicitly called out because you could technically be using things like armor spikes, blade boots, or IUS.
Bran shifts himself toward the bugbear wailing on Gauis.
"I'm coming!"
Gauntlet (PA): 1d20 + 11 + 1 + 2 + 2 - 2 ⇒ (5) + 11 + 1 + 2 + 2 - 2 = 19
Damage: 1d4 + 5 + 2 + 4 ⇒ (4) + 5 + 2 + 4 = 15
Gauntlet (Haste) (PA): 1d20 + 11 + 1 + 2 + 2 - 2 ⇒ (1) + 11 + 1 + 2 + 2 - 2 = 15
Damage: 1d4 + 5 + 2 + 4 ⇒ (3) + 5 + 2 + 4 = 14
Gaunlet -5 (PA): 1d20 + 6 + 1 + 2 + 2 - 2 ⇒ (19) + 6 + 1 + 2 + 2 - 2 = 28
Damage: 1d4 + 5 + 2 + 4 ⇒ (3) + 5 + 2 + 4 = 14
 
	
 
     
    