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"Har har," Juno grumbles, "Blasted rats don't know the value of labour! Work deserves compensation!"

GM Rinaldo |

Jale studies the cart, and determines that with a little work it can be salvaged, at least enough to get back to Nesting Swallow. Over Juno's objections, the group travels to the town without requiring payment.
- - - - -
As the sun is setting, from atop one final hill the object of your quest comes into view. From this height, the village of Nesting Swallow is laid out almost like a map. The small town consists of little more than a few dozen huts encircling an open common area. Rolling hills surround the village to the north and west, while the east is bordered by a light forest. South of the village, the brush has been cleared, and a long string of paddy fields stretches out into the distance, webbed with irrigation ditches branching off from a stream that separates the village from the farmlands.
You are met with curious stares and whispers, but the Xien family tells of how you rescued them from the bandits on the road. They take you to their family hut and invite you to relax while the town elders are informed of your presence. You are offered a meager meal of rice and millet.
After a short wait, you are invited to meet the elders. This hut differs from every other one in the village only in size, easily twice as large as most of the other dwellings. Otherwise, it is identical, being another slightly elevated circle of bamboo and wicker walls surrounding a packed earthen floor. The interior has some rooms partitioned off the main one, and the collection of furniture and possessions indicates that this is another family home when not in use for official purposes. Against one wall stands a simple shrine with a collection of clay tiles hung from it, each bearing a different name. The lowest hanging tiles look quite new, a few months old, maybe. The highest and oldest tile on the shrine, however, bears the name “Li Yao.”
The center of the room is cleared, and an assortment of cushions has been laid out in a semicircle. A dozen or so old men and women sit on the cushions, Xien Wun Lao among them. A woman standing in front of the shrine finishes a prayer and turns to join the seated elders; she is clearly the youngest among them, not even middle-aged, in spite of a face beset by worry and a hard life. Her youth is attested by the fact that she is greatly pregnant; six or more months along. After settling down into an empty place among the council, she motions to several empty seats opposite her.
“Welcome to Nesting Swallow. I am Je Tsun, and these are the elders of the families of the village.”

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After the battle...
”Come on guys! You did not leave any of those bandits for us!“ Sadaf says with a smile and Danduun obviously would have liked a bite too.
***
After the farmers are rescued...
Sadaf does not even comment on Juno’s objections but just rolls his eyes.
After a while he can’t hold back and whispers to Danduun ”Payment here ... payment there ... kill these guys ... kill those guys ... take there knickers ... take their bras ... “
***
Now ...
”Ahhh ... Finally we have found you! The descendant of the master of masters’ great sensei! Li Yao! We are truly happy that we were able to help the villagers as we distaste any form of violence without aggression! But if there is aggression there is a need to strike back without constraint! So let’s make a deal because you have to understand that I am a businessman!“ Sadaf says touching his beard.
”Being an empathic but stoic negotiator I have to admit that it is hard for me to use your current situation as leverage but at the same time we are part of the Pathfinder Society and have a mission! Our mission is to convince you, the descendant of Li Yao, to perform some kind of ritual to a awaken the spirit of an item that is blessed by Irori. Do we have a deal? We support this village in return you help us?!“ Sadaf asks expectantly.
Diplomacy : 1d20 + 8 ⇒ (20) + 8 = 28

GM Rinaldo |

At the mention of Li Yao, Je Tsun says, “As it happens, I myself am the last of Li Yao’s descendants...” She rubs a hand across her swollen belly as she says this and smiles slightly. “...at least for now. So, perhaps you look upon me and see the end of a quest. I look upon you, and I see hope. Hope for my village, my family, and our future.”
“Whether you are here in answer to the prayers of our people or simply here at this time by happenstance is beside the point; you are here. If you can save us from these tengus, we can offer you food, shelter, and whatever other aid we may give you. Once you have defeated our enemies, I will bring this relic of my ancestor’s to life for you.”
With a smile she looks at Sadaf and asks, "Does this suit you, businessman?"

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Sadaf smiles.
”Ohhhh yes!! Thank you!!“
He then looks at his companions and rubs his hands.

GM Rinaldo |

Je Tsun fills you in on key details:
-----------------
To prepare the village for the attack, you have a variety of tasks you can perform along with the villagers. Each day, each of you can participate in one of the following tasks, and you can assign the 50 able-bodied villagers to tasks in groups of five. The tasks are described below, and are repeated on the slideshow. I'll have you place your tokens and those of the villagers onto the cards for the tasks, then once you've agreed on a day's arrangement, I'll call from some skill checks and note the results.
You don't know how many days you have, though the Scouting tasks below can help you estimate.
Bring in the harvest 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. A minimum of 20 villagers (4 tokens) must be assigned every day until it is complete. More can be assigned, and PCs can assist. If you have a relevant skill, you can make a check to increase the harvest speed.
Flooding the fields 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. This can only be done once the harvest is in.
Melee combat training 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 in the defense of their home. One PC with a BAB of +1 or better can drill a group of 10 villagers on a given day; any given group can be trained for up to 2 days each. A PC doing training can attempt an Intimidate check to increase their efficiency (no more than once per group). As groups are trained, I will make notes on their tokens.
Crossbow training 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. One PC with a BAB of +1 or better can drill the hunters for up to 4 days. A PC can also spend a day with the hunters crafting better ammunition with a Craft (bows) check. The hunters are noted with black borders on their tokens.
Barricading the roads 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 you arrived in Nesting Swallow; by continuing to assign workers to it or overseeing construction, you can assist in making it sturdier and more effective. Villagers do not require PC supervision, but PCs can assist with appropriate skill checks.
Trapping the barricades Once the barricades are complete, a PC who participated in constructing them can spend an additional day to make a Craft (traps) or Disable Device check to add traps to the barricades for additional defense.
Scouting 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 how much longer until the raid comes. Each day the village gets a Perception check to learn about the raider's movements. Assigning villagers provides bonuses; assigning PCs allows you to use the PC's Perception bonus rather than the town's bonus of +4.
For all tasks, if you have appropriate magic or special abilities that you think might help, mention them and I may give bonuses.

GM Rinaldo |

It is now Day 1, discuss how you want to assign yourselves and the villagers. I have already placed 4 tokens on the fields; you can add more.

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Brakkik is eager to help with the barricades - more specifically, to help with trapping the barricades - but also understands that harvesting is important. He can brew himself extracts of crafter's fortune that could help with making the barricades, but doesn't have many other skills or extracts to expedite the process.

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Sadaf has Survival +11, kn nature +6, Perception +11 - so scouting is definitely possible but he could also help during the harvest. My suggestion: Gronkh should train 10 in melee on day 1/2 and another 10 on day 3/4, Johnny should train 4 in crossbow on day 1/2/3/4. 6 should build barricades on day 1/2/3/4 with the help of Brakkik. So 30 can harvest on day 1/2/3/4 with Sadaf. Juno can scout.

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Gronkh is very lacking in skills so I agree that training the villagers is probably a good idea. He does have Handle Animal +3 (and of course also a trained horse), so perhaps he and Horace could help with Bringing in the Harvest as well?
Gronkh says little during the journey to Nesting Swallow. He seems to be grieving the loss of the bandit's horse...

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Juno rolls her eyes. "I'm not working fields. I can scout, though."
Yeah, I like Sadaf's arrangement. Juno will act as scout.

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If Gronkh is doing melee training, would he be willing to lend Horace to Sadaf to help with the harvest?
It also looks like Brakkik would need 10 villagers for the barricades. If Gronkh is training 10 and Jale is training 10, that only leaves 20 to harvest with Sadaf. Do we want Brakkik and his "team" to help with the harvest for a day or two before getting to work on the barricades? Or some of the melee/archer folks to delay their training for a day or two?

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Horace seems a bit resentful at the notion of bringing in the harvest. If he could speak he would no doubt remind them all that he is a trained warhorse. But he cannot speak and has no choice but to obey orders like a good soldier. Gronkh deputizes him to Sadaf and instructs him: "Harvest those potatoes like they are enemy bandits!"

GM Rinaldo |

Horace can't really assist with the harvest as a character, but there are certain tasks that Gronkh could do that I could be convinced to give a bonus for Horace's participation.

GM Rinaldo |

There are two sets of villagers who aren't assigned, and Jale is not doing anything yet.

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This is so cool! I'm excited!
Jale takes two groups of villagers to the range. "Come friends. I have seen many hunters, and can help you see those that hide in the shadows. After you learn, we can help the farmers."
I like the plan. I'll train the hunters for the first four days. Then, if there are more crops, we can head there.

GM Rinaldo |

Day 1
Sadaf and Danduun join twenty of the villagers to work on the harvest.
You can attempt to improve the day's harvest by making a skill check such as Profession (Farmer) or Knowledge (Nature). If you have anything else to suggest, feel free.
Gronkh takes ten of the villagers to drill in melee tactics.
You can make an Intimidate check to attempt to instill additional discipline. (This has no negative effects - you aren't frightening them, but inspiring them.)
Jale drills the hunters on combat shooting.
No checks needed or helpful here.
Brakkik takes a group to begin creating barricades on the roads.
You can assist by making a Knowledge (Engineering) or Profession (woodworker) or similar check.
Juno heads out to see if she can find any sign of the bandit's movements in the outlying area.
Make me a Perception check.

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Juno, happy to be away from the filthy peasants and back-breaking labour of harvesting, happily goes off to act as a scout.
Juno: 1d20 + 7 ⇒ (20) + 7 = 27

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kn nature : 1d20 + 6 ⇒ (6) + 6 = 12

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What about a Craft (barricade) check?
Craft (barricade), Crafter's Fortune: 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20
Brakkik happily gets to work constructing barriers on the roadways.

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Jale walks down the courtyard turned range, adjusting people's arms and helping their aim with psychic images. I hope the others do not tell these people of my horrible aim in that fight with the cave crab. How embarrassing...

GM Rinaldo |

Going to give a little more time to hear from Gronkh on whether he uses an Intimidate check or not. I'll check back in a couple of hours.

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Gronkh rides his horse and shouts orders at the poor peasants as if they are new recruits in his own personal army.
Intimidate: 1d20 - 2 ⇒ (7) - 2 = 5
However, they clearly cannot understand a word he says as he shouts foul curses in colloquial Taldane, and they appear to be more amused than intimidated.

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Perhaps Gronkh and Jale should switch roles for the next day?

GM Rinaldo |

Sorry I never checked back last night - Tuesday is our bar trivia night. :-)
Day 1 Results
Sadaf works in the fields with twenty of the villagers. He estimates that at the current rate, it will take 3-4 more days to complete the harvest.
Gronkh drills some of the villagers on melee. They find his language difficult to understand, but his demonstrations are enough to help.
Jale similarly works with the hunters and manages to improve their aim.
Brakkik brews up a concoction to aid his crafting, and creates a decent start at blocking one of the local roads into town. Another good day of effort will probably suffice to complete the work.
Juno spends her day scouting, and is pretty certain that based on the signs, the bandits can't possibly arrive sooner than 4 days from now, though it could be over a week before you see them.
-----------------------
I have pulled all the tokens back. Two groups now have orange borders indicating that they have had one day of successful melee training.
Go ahead and set up for Day 2.
* At least four groups of villagers must work the fields, but it can be any four.
* You can continue training the same groups in melee or change to a different group.
* The hunters can take more training.
* The barricades are nearly complete.
* Scouting is always a decent option.

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Sadaf continues to support the harvest.
kn nature : 1d20 + 6 ⇒ (14) + 6 = 20

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Hoping to avoid hard labour, Wanting to protect the village, Juno continues to scout.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14

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Jale looks over at Gronkh's attempt at intimidation and chuckles. I suppose it may be the encouragement that helps these peasants more than the actual skill. The small wayang walks over and taps the half-ork on the back. Timidly, he says, "uh... they need your help at the range. Can you take my spot?" He smiles and waves as Gronkh goes, then turns to the remaining peasants with a death stare. He walks down the line, whispering in a volume just barely loud enough to be heard. "Alright, maggots. You're going to learn to fight. You're going to learn, or you'll die at the hands of a raider. If you're lucky, your soul will be spared an eternity in the void."
Intimidate: 1d20 + 6 ⇒ (17) + 6 = 23

GM Rinaldo |

Are you planning to only use the required 4 groups of villagers for harvesting on Day 2, or do you want to pull in more? You could take either or both of the crossbow groups as well as the two remaining "untrained" groups.

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Brakkik would like to snag those "untrained" villagers again to finish up the barricades if possible. Or do we want to get all the villagers to "orange" first (so Brakkik would take the "orange" villagers and have the "untrained" folks work with Jale)? Also, is there any benefit to further crossbow training?
Craft (barricades), Crafter's Fortune: 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15
Brakkik gets back to work on the barricades, using his small size to squeeze into spots where he can add more reinforcement to weaker spots.

GM Rinaldo |

The hunters can benefit from up to four days of training; I am noting their level on my tracking chart offline.

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Gronkh takes over the crossbow training, though he hasn't himself handled a bow in a long time. But he vaguely remembers the basics from his days of fighter school and passes them on to the villagers.

GM Rinaldo |

Day 2
Sadaf helps the villagers in the fields, and demonstrates a technique they had not tried before, bringing in slightly more than the usual amount. Even with that, though, he thinks it will still take 2 more days to complete the harvest unless you have more people help tomorrow.
Jale takes the group Gronkh had been drilling, and his odd appearance and strangely fierce mien inspire them to additional work. That group of villagers is now as trained as they can get. I have turned their borders red.
Gronkh takes over with the hunters, and their progress continues. They can benefit from up to 2 more days of training.
Brakkik works with a group on completing the barricades, and the walls are now as reinforced as they can get. You can spend another day attempting to trap the barricades; that does not require villagers.
Juno spends another day out scouting, but does not find any new indications of the bandit's position.
---------------------
Ready to start day 3!

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Woo! Let’s send them to the fields and have Brakkik’s barricade crew get trained next.
Speaking of Brakkik, he’d love to add some... alchemical surprises to the barricades. Can he do that with a Craft (alchemy) check in addition to the Disable Device check?

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Sadaf continues to support the harvest and uses the villagers that are trained and those that built the barricades as well.
kn nature : 1d20 + 6 ⇒ (20) + 6 = 26

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Jale waves goodbye to the scarred and better trained recruits then stops the villagers on their way back from the barricades. "Tomorrow, report here! We can train those strong arms." One the third day, Jale works with them. Though he tries to warn them of the darkness to come, they just take it as off-color jokes.
Intimidate: 1d20 + 6 ⇒ (4) + 6 = 10

GM Rinaldo |

Woo! Let’s send them to the fields and have Brakkik’s barricade crew get trained next.
Speaking of Brakkik, he’d love to add some... alchemical surprises to the barricades. Can he do that with a Craft (alchemy) check in addition to the Disable Device check?
No, in this case Disable Device or Craft (traps) is what is needed to create the trap; you can flavor it however you would like, though (and I encourage you to do so!).

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Brakkik gets to work, stashing bottles of tar, resin, and other sticky items amongst the barricades' beams. "Vith any luck, theshe vill make rah pieshesh of barricade shtick to anyone trying to break them!"
Disable Device: 1d20 + 9 ⇒ (4) + 9 = 13
Hmm. Can Brakkik spend another day to make the traps more better?

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Gronkh continues to work with his troop of crossbowmen and women. He feels like, with enough time, he can turn them into a truly elite fighting force.

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Getting bored, but worried about scouts or other threats that might arrive before the main group, Juno remains on watch.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

GM Rinaldo |

There are two sets of villagers not assigned. Do you want them in the fields bringing in the harvest, or out helping Juno scout?

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Yup, harvest! Juno doesn't want the aid of any 'dirty peasants.' She might catch their 'poor.'

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Jale catches the peasants on their way to help Juno and directs them towards the fields. He whispers, looking left and right. "You don't want to go out with her. You might not come back with your valuables. Or clothes."

GM Rinaldo |
1 person marked this as a favorite. |

Yup, harvest! Juno doesn't want the aid of any 'dirty peasants.' She might catch their 'poor.'
*snort* Juno's a real jerk! ;-)
Day 3
Sadaf goes out into the fields, taking thirty villagers this time. With the extra hands and Safaf's special knowledge of how to handle the crops, the harvest is complete!
You may now, if you wish, spend time on the "Flood the Fields" activity. The most appropriate skill to assist with is Knowledge (engineering), but you could suggest others if you want.
Jale begins drilling a second set of the villagers on fighting techniques. They are good students, even if they don't understand much of what he says. That group is now orange and can take another day of training.
Gronkh works with the huneters, and feels they are progressing very well. They can benefit from one more day of training.
Brakkik tries to set traps on the barricades, but has some trouble with the rather primitive materials he has available. Yes, I will allow a retry.
Juno spends another day scouting but still sees no signs. But that doesn't mean those signs aren't out there...
------------
Starting Day 4!

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Having spent the evening muttering to himself and drawing countless crude diagrams in the dirt by the fire, Brakkik wakes up early the next day to get to work on the barricades once more. Not content with merely having the broken pieces of barricade stick to the invader's weapons and horses, he rigs up several triplines and bags of adhesives to "shpread rah love," as he says. He grudgingly agreed to not include something to light the adhesives (and barricades) on fire at the request of the village elders, villagers, and Pathfinders, since that would probably also light the village on fire.
Disable Device: 1d20 + 9 ⇒ (20) + 9 = 29

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Gronkh continues his drilling with the hunters, teaching them the deeper arts of crossbowmanship.

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GM, Sadaf does not have kn engineering but could he also use kn nature for the flooding as it involves plants and water? :-)