
Brookside GM |

Updated map.
Mel's arrow shoots past the huge wooden shield and narrowly manages to find its way into one of the orcs behind it, who grunts loudly. A horn sounds from the woods and the shield and the orcs behind it speed their advance somewhat. The shadows across the river begin rushing the bridge. When all four of them are on the bridge, Hirda jerks the trigger rope, causing the bridge to collapse.
Reflex save 1: 1d20 ⇒ 17
Reflex save 2: 1d20 ⇒ 17
Reflex save 3: 1d20 ⇒ 20
Reflex save 4: 1d20 ⇒ 2
One of the orcs manages to leap over onto the bank while the other three fall into the water.
Bear trap attack: 1d20 + 10 ⇒ (18) + 10 = 28
Bear trap damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
The orc bellows in pain with its leg caught in the trap.
The orcs that fell in the water struggle against the rough water.
Swim 1: 1d20 + 7 ⇒ (4) + 7 = 11
Swim 2: 1d20 + 7 ⇒ (8) + 7 = 15
Swim 3: 1d20 + 7 ⇒ (13) + 7 = 20
Two swim to the edge of the east bank and are about to climb up out of the water. One makes no progress and barely manages to keep his head out of the water.
You see six shapes coming from the woods to the south. Several seem to draw bows.
Another steel snap is heard.
Trap attack: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
Attack against Alexandra on the north side of the palisade: 1d20 + 5 ⇒ (4) + 5 = 9
Attack against Lily Nolton on the south side of the palisade: 1d20 + 5 ⇒ (7) + 5 = 12
Attack against Jonathan Golightly on the south side of the palisade: 1d20 + 5 ⇒ (10) + 5 = 15
Attack against Mel from the south side of the palisade: 1d20 + 5 ⇒ (14) + 5 = 19
Only Alexandra is struck, the cover from the palisade stopping most of the other arrows.
Damage to Alexandra: 1d8 ⇒ 2

Brookside GM |

Vors glances around briefly. The only longspear he sees is the one Perrin's stoney friend is holding.
The residents of Brookside begin crying out and clamoring in alarm. After the initial onslaught, they have somewhat recovered themselves enough to act but are unsure what to do.
They will take their turn more or less effectively once they are directed then the party will be up again. Whoever yells should make a con check for volume and a cha check to lead. Feel free to state your actions before I resolve their turn.

Brookside GM |

Sorry wasn't clear enough in the post but it's shown on the map. The karak double-moved to reach the gate and so did the figures sheltering behind him. They mostly in the 20 ft square right outside the gate. Traps may or may not be activated very soon.

Mel Elden |

I don't think there's much to do about the karak right now. We don't have any good way of dealing with that shield. But we cannot, CANNOT have orcs climbing up the palisade, or our archers are going to get slaughtered. Mel's going to use that Good Hope potion now; she really needs that +2 bonus on ability checks to make herself heard. GM, I believe that should last five minutes if the pot is at minimum CL.
Mel shoves her hand into her belt pouch and pulls forth the blue potion Perrin gave her earlier. She pops the cork out with one thumb and downs it in one gulp. A series of images race through her mind:
The day her first published article came out, and the lad who helped her celebrate.
The best birthday party she ever had, when the weather was perfect and she got exactly the right gift.
The moment of satisfaction when the second bow she ever crafted held true on the range.
All of these and more pass through her mind before finally settling on one final image:
A flash of grey fur in a dimly-lit cave as the dog leaped in front of her.
Mel blinks back tears, clears her throat and yells:
"Archers at the gate -- check for grappling hooks and cut the rope if you find one! If your space is clear, shoot the orcs behind the orcs behind the big one! For Brookside!"
Con check for volume: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Cha check for persuasiveness: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14
Argh. That's a TERRIBLE time for a crappy roll. Let's hope it's a low DC!
I am assuming that all of the archers also have some basic knives, because it would be common for villagers to have those around for basic utility in day-to-day life.
Alexandra is probably in the best position. She already knows where the rope is. All she has to do is pull her knife (move action) and cut it (standard action).
The action economy for the others is tricky. Making a deliberate perception check to look for something is a move action. So if they look and don't find anything, fine, they can just shoot.
But if they DO find a rope, drawing a weapon is also a move action; so if they find a rope they won't be able to deal with it this round. Which means they'll probably have a face full of orc berserker before they can cut the rope.
GM, for any that shoot, bear in mind they have point-blank shot range now, and also +1 for higher ground.

Perrin Alders |

Ah, missed the map update, very helpful!
Perrin scrambles up the ladder by the gate, crouching behind the top of the palisade as he peers down at the fearsome attackers. Giving a raspy shriek, he brandishes his glowing string, and the light falls upon a swarm of sticky tendrils that burst from the ground, twining together to form a vast web. The fibers stay low to the ground, clinging to the feet and ankles of the karak and surrounding orcs.
Casting web around the orcs and karak at the gate, anchored to the gate itself and the trees to the northeast. All creatures in the area must make a DC 15 Reflex save to avoid being grappled, and those that move through the web's difficult terrain are susceptible as well.

Pebbles the Earth Elemental |
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Pebbles moves into position by the gate alongside Vors, holding his spear at the ready. He pauses for a moment, motionless, then slowly turns his head to face the man beside him. The creature reaches out a rocky hand with surprising gentleness and rests it softly on Vors' shoulder, filling his mind with a strange clarity. Using his guidance spell-like ability. Then Pebbles seems to suddenly snap out of it, gripping his spear with both hands and turning away to stare fiercely at the gate.

Mel Elden |

Some revisionitis in that last post -- it was supposed to say "shoot the orcs behind the big one", and actually says "shoot the orcs behind the orcs behind the big one". Oops! Too late to edit now!

Brookside GM |
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Mel's voice calls out in the night, struggling to be heard over the exclamations of startled villagers, the scream of pain from Alexandra, and the yell of orcs. Thanks to her position in the watchtower, however, several villagers hear her and have the presence of mind to follow her instructions. Despite her unfamiliarity to them, her words are clearly a good course of action. Scratchtail pulls out a small dagger and stands on his tiptoes to cut the rope from the grappling hook. Alexandra, extremely distressed by the arrow in her left shoulder, slumps down against the catwalk moaning. Many villagers look at her, petrified. A few fire at the orcs behind the huge wooden barrier.
Reinala Falchen: 1d20 + 3 ⇒ (20) + 3 = 23
Reinala to confirm: 1d20 + 3 ⇒ (9) + 3 = 12
Reinala damage: 1d8 + 1 ⇒ (2) + 1 = 3
Alby Yenwood: 1d20 + 3 ⇒ (8) + 3 = 11
Orrin Tollin: 1d20 + 3 ⇒ (2) + 3 = 5
Judith Sindal: 1d20 + 3 ⇒ (12) + 3 = 15
Reinala draws the longbow as if she'd done this before and her arrow strikes home, drawing a grunt of pain from the attackers on the other side of the gate. The rest of the residents of Brookside man their positions uncertainly.
The good doctor, however, does not stand idle. He pulls himself quickly up the ladder and stands on the wall, weaving spiderweb from the air itself. The karak and orcs grunt in surprise as they try avoid the strange webs springing up around them.
Karak reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Orc 1 reflex: 1d20 ⇒ 16
Orc 2 reflex: 1d20 ⇒ 11
Orc 3 reflex: 1d20 ⇒ 14
Orc 4 reflex: 1d20 ⇒ 4
Orc 5 reflex: 1d20 ⇒ 11
Round 2:
NPCs have gone
Perrin has gone, Hirda, Mel, Vors up
Enemies

Vors Falchen |

Vors grunts his gratitude to Pebbles, then heads for the ladder to the catwalk overlooking the gate. When he reaches the top, he stays low for now, but prepares to stand and demoralize the orcs and karak below with a dazzling display of weapon prowess.
Double move up to stand above the gate and prepare a use of "Dazzling Display" with his halberd to slow down the orcs/karak as they try to get free of the webs... if they don't get free this time. Also, then he can jump down and hit one on the way. Also, go Reinala!

Hirda of Kirin |

I think I forgot my +1 vs. orcs in our last battle.
Hirda, Noln, and Lem are only vaguely aware of some action taking place elsewhere along the palisade. Hirda gives a satisfied snort as the bridge collapses just as planned, sending the orcs flailing into the river. As two struggle up the river bank, Hirda brings her glaive down grimly on the one caught in the bear trap.
Glaive: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage: 1d10 + 3 ⇒ (10) + 3 = 13
Keep back, let 'em come to us through the traps.
Here I am again with Noln, fending off orcs like so long ago. I was hoping I would never have to remember those times, much less relive them with my family alongside. Such are times, I suppose. I should be surprised, and thankful, that peace lasted as long as it did.
I'm not sure if any villagers are helping out Hirda at the bridge. If there are, she now sends them off to reinforce the other fronts (except for Noln and Lem).
Looks like we should be able to control this rabble comin' from this side. Hope them other folks are doin' aright.

Samalgee Dorn |

Noln nods at Hirda and also swings his greataxe at the orc.
Aye, me dear. Just like old times.
Power attack: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage: 1d12 + 9 ⇒ (8) + 9 = 17
Noln's greataxe rushes through the air but completely misses the orc. It's been while for the old dwarf...

Brookside GM |

It occurs to some of you near the gate that a horn was sounded from somewhere to the east of the gate in the woods but you don't know who sounded it or what that person has been doing. You find out. A dark figure on a heavy warhorse rides out from the woods. He approaches relatively close to the palisade and opens his fist, as if releasing a spell.
With a puff of sulfur, a vile-looking creature appears next to Perrin on the battlements. It releases a cone of flame from its gaping maw.
Perrin reflex: 1d20 + 3 ⇒ (16) + 3 = 19
Vors reflex: 1d20 - 1 ⇒ (17) - 1 = 16
Damage: 2d6 ⇒ (5, 4) = 9
Despite their surprise at the creature's appearance, the seasoned adventurers dodge the worst of its breath.
4 damage.
The figure also holds up some sort of symbol and proclaims something in divine words. His allies seem bolstered by his magics while Perrin, Vors, Pebbles, and the villagers near the gates feel their energy ebbing.
It is a holy symbol of Zon-Kuthon.
He cast prayer.

Mel Elden |

Mel winces at the sight of the holy symbol. I really hope I don't have to use this knife on myself, she thinks, But it's a lot better than becoming chattel of a Kuthite.
Mel can't fail that Religion check even on a nat 1. GM, Mel would like a knowledge check on the summoned critter, but I don't actually know which knowledge to roll. This is a pet peeve of mine -- my character would just look at something and know or not, but the player has to know which knowledge to roll, which is is meta-gameish and gives away information even if the knowledge check fails. So ... here are ALL THE KNOWLEDGES!
Knowledge (arcana): 1d20 + 2 + 6 ⇒ (20) + 2 + 6 = 28
Knowledge (dungeoneering): 1d20 + 2 + 5 ⇒ (2) + 2 + 5 = 9
Knowledge (engineering): 1d20 + 2 + 5 ⇒ (11) + 2 + 5 = 18
Knowledge (geography): 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 22
Knowledge (history): 1d20 + 2 + 5 ⇒ (20) + 2 + 5 = 27
Knowledge (local): 1d20 + 2 + 13 ⇒ (4) + 2 + 13 = 19
Knowledge (nature): 1d20 + 2 + 12 ⇒ (9) + 2 + 12 = 23
Knowledge (nobility): 1d20 + 2 + 5 ⇒ (4) + 2 + 5 = 11
Knowledge (planes): 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14
Knowledge (religion): 1d20 + 2 + 11 ⇒ (10) + 2 + 11 = 23
With +2 morale bonuses due to Good Hope.

Brookside GM |

Whooh! Let's put those in a spoiler. Agreed about the ambiguity frustration. Going with planes because it's an outsider.
The orc in the river attempts to swim out of the water but again just manages to keep his head above water.
Swim: 1d20 + 7 ⇒ (6) + 7 = 13
The orcs on the river bank move forward towards the family of Kirin.
Beartrap: 1d100 ⇒ 55
One of them triggers another hidden trap.
Trap attack: 1d20 + 10 ⇒ (20) + 10 = 30
Trap damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12
The angered orc drags the trap forward with it. The three move towards your family.
Hirda AoO: 1d20 + 8 ⇒ (12) + 8 = 20
To confirm: 1d20 + 8 ⇒ (13) + 8 = 21
Hirda AoO dam: 1d10 + 3 ⇒ (3) + 3 = 6x3=18 damage
Your powerful attack slashes into the first orc, leaving him bleeding and nearly dead. But all three move in on you, seeing you as the greatest threat.
Attack 1: 1d20 + 9 ⇒ (9) + 9 = 18
Attack 2: 1d20 + 9 ⇒ (3) + 9 = 12
Attack 3: 1d20 + 9 ⇒ (4) + 9 = 13
but only the bleeding orc manages to hit you as your armored shoulders shrug off their blows.
Damage to Hirda: 1d12 + 10 ⇒ (10) + 10 = 20
Everyone may look at the spoilers for fun but remember your character would not know another character's spoiler unless told or in the watchtower in Mel's case. I'll post more later this afternoon. Busy day at the office. Darn me for running big combats.

Brookside GM |

You all hear several bowstrings twanging simultaneously from the north and south. You also hear a pounding begin on the wooden gate.
You see arrows coming over the palisade from north and south. Jonathan Golightly cries out sharply and falls from the catwalk as an arrow finds home in him.
Attack against Scratchtail on the north: 1d20 + 5 ⇒ (1) + 5 = 6
Attack against Lily Nolton on the south: 1d20 + 5 ⇒ (4) + 5 = 9
Attack against Jonathan Golightly from the south: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmed?: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 ⇒ 4x3=
Attack against Mel from the south: 1d20 + 5 ⇒ (5) + 5 = 10
Attack against Jonathan Golightly from the south: 1d20 + 5 ⇒ (2) + 5 = 7
The karak lifts its huge shield to cover itself and its allies against attacks from above. With its long arms, knotted in muscle, it slams the shield against the gate.
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
The free orc attempts to move up and attack the gate as well.
CMB to move: 1d20 + 7 ⇒ (19) + 7 = 26
Succeeding, it strikes the gate with its greataxe.
Damage: 1d12 + 10 ⇒ (5) + 10 = 15
The restrained orcs attempt to break out of the spectral webbing.
CMB to free orc 2: 1d20 + 7 ⇒ (9) + 7 = 16
CMB to free orc 3: 1d20 + 7 ⇒ (5) + 7 = 12
CMB to free orc 4: 1d20 + 7 ⇒ (16) + 7 = 23
CMB to free orc 5: 1d20 + 7 ⇒ (19) + 7 = 26
All but one succeed and also move up to the gate.
31/40
Round 3: NPCs up
PCs up
Attackers

Pebbles the Earth Elemental |

As the grotesque creature materializes on the battlements, the slightly-less-grotesque elemental below swivels his spear around, stabbing upward at the new enemy. Far from his typical steady demeanor, this strike seems filled with a demonic ferocity. Activating his fury of the abyss domain ability and using Power Attack.
Attack: 1d20 + 7 + 3 + 1 - 1 - 1 ⇒ (20) + 7 + 3 + 1 - 1 - 1 = 29
Damage: 1d6 + 4 + 3 + 3 - 1 ⇒ (4) + 4 + 3 + 3 - 1 = 13
Crit Confirmation: 1d20 + 9 ⇒ (19) + 9 = 28
Crit Damage: 2d6 + 18 ⇒ (2, 3) + 18 = 23
On another note, the shield is now positioned directly above the karak, right? So it would still be vulnerable to attacks from the side?

Brookside GM |

Yes. The karak could be struck by a reach weapon through the gate. Could also be struck from the side by someone on the ground. Would be difficult to hit him from the side shooting down from the catwalk but doable. Cover, I would say.

Hirda of Kirin |

Hirda is nearly knocked to the ground by the orc's blow. Blood gushes from a large cut in her head, but mercifully stays out of her eyes. I'll be aright. Noln dear, Lem, kin ya finish off this'un? I'll start whittlin' down the next. She takes a step back and aims a blow at the other orc with a leg in the bear trap.
Glaive: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Brookside GM |
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Strisgar looks between Vors and the fiendish beast for a moment, hesitating. Then he sets his weak, piscine jaw and runs over. He shoves his spear upwards toward the hellspawn.
Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
The fire-hardened point finds home in the creature's side. It snarls and, with a puff of sulphur, is sent crashing back into the netherworld.

Perrin Alders |

Spellcraft: 1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 18
Perrin's eyes narrow as he watches the figure release his spells, and he calls out to alert the archers on the palisade. "The rider knows magic! Shoot him when he starts to cast!"
Vors, are you still planning on using Dazzling Display? If so, I'll hold off on posting my action since that setup worked great last time to lower their saves.

Mel Elden |

Mel calls out: "Yes -- shoot the orc on the horse if he looks like he's casting a spell, or if he rides away!" She nocks an arrow, intending to follow her own advice.
She's going to ready an action to shoot the orc on the horse if he starts to cast a spell or tries to ride away. Preferably the first.
Cha check for persuasiveness:: 1d20 - 1 + 2 ⇒ (11) - 1 + 2 = 12
Mel's readied attack: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Mel's readied damage: 1d8 + 1 ⇒ (2) + 1 = 3
-.-
I must have offended the dice somehow.

Brookside GM |

Here's almost everything that happens. I boted Vors so let's just have Perrin act at the gate before the attackers.
Hirda's blow finishes off the orc in front of her. Lem and Noln join in on the other two.
Noln attack: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Noln damage: 1d12 + 9 ⇒ (3) + 9 = 12
Lem attack: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Lem damage: 1d12 + 1 ⇒ (6) + 1 = 7
Noln's blow strikes home while Lem's lack of experience shows as his blow is easily avoided by the orc.
The orc in the river keeps struggling towards the shore.
Swim: 1d20 + 7 ⇒ (18) + 7 = 25
He manages to get ashore but Hirda has a couple of surprises waiting for him.
Trap attack: 1d20 + 10 ⇒ (4) + 10 = 14
The first fails to do more than distract him as he jumps over the bear trap. The second comes at him in pure steel as Hirda's glaive welcomes him to shore.
Hirda AoO: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
AoO dam: 1d10 + 3 ⇒ (1) + 3 = 4
He then joins in the melee, striking at Lem.
Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d12 + 10 ⇒ (1) + 10 = 11
But Lem's borrowed armor is barely able to deflect the blow in time.
The two orcs on the shore tear at Noln and Hirda.
Greataxe against Hirda: 1d20 + 9 ⇒ (2) + 9 = 11
Bite against Hirda: 1d20 + 4 ⇒ (10) + 4 = 14
Greataxe against Noln: 1d20 + 9 ⇒ (16) + 9 = 25
Bite against Noln: 1d20 + 4 ⇒ (8) + 4 = 12
Bite damage to Hirda: 1d4 + 3 ⇒ (3) + 3 = 6
The villagers on the catwalk near the river look on in fear, afraid to fire into the melee for fear of hitting their comrades. Those with melee weapons headed over to the gate to help Vors.
A clanging bell and many thumping sounds are heard from just beyond the lighted area of the north wall.
A shaft flies up toward the watchtower.
Attack against Mel: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 ⇒ 6
Ursa Dorner and Orrin Tollin have the presence of mind to cut the ropes off the grappling hooks. But the other defenders in the part of the wall are too distraught at the fall of Jonathan Golightly and are falling apart, undirected.
Three more shafts fly toward the defenders on the south wall.
Attack against Ursa Dorner: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 ⇒ 7
Attack against Orrin Tollin: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 ⇒ 4
Attack against Judith Sindal: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d8 ⇒ 8
But the trusty palisade stops all three shafts. It does not, however, stop the orc who climbed up onto the catwalk and reaches to draw his greataxe.
Vors attempts a dazzling display of his expertise with his old halberd to intimidate the orcs and karak at the gate.
Intimidate: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24
The attackers seem somewhat taken aback at Vors display of defiance.
What does Perrin do?

Perrin Alders |

"Mel, you wanted fire, right?" Perrin calls back from the battlement as Vors draws the attackers' attention with his display of prowess. "Anyone who's not fighting, get some water ready!" He gestures at the buckets and containers they set out earlier in the day.
With that, the doctor leans over the palisade as far as he can and growls an incantation, sending a cone of flame bursting toward the karak's unprotected flank and the orcs that surround it. Casting burning hands, with his Volatile Conduit trait and the alchemist's fire component. Creatures within the 15-ft. cone must make a DC 14 Reflex save for half damage, and the karak (or one of the orcs if it makes its save) catches fire as though hit with alchemist's fire.
Fire Damage: 6d4 ⇒ (1, 2, 2, 4, 1, 2) = 12
The flames also catch the lattice of webbing, setting it alight and scorching anyone within the burning webs. It also says that "flammable materials" burn if the flames touch them, and take a full-round action to extinguish. Here's hoping that includes a certain giant block of wood.
Fire Damage: 2d4 ⇒ (3, 2) = 5
Then Perrin hears the sounds of chaos along the southern wall and starts to rush in that direction, stepping quickly along the catwalk.

Brookside GM |

You can catch three of the orcs and the karak but can't fit all of them in the 15-foot cone from the catwalk.
Karak reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Orc 2 reflex: 1d20 ⇒ 16
Orc 3 reflex: 1d20 ⇒ 16
Orc 4 reflex: 1d20 ⇒ 2
The web burns away, dealing extra damage to the orcs and karak inside of it as well as the gate to which it is attached. The walls and gate of the palisade as well the huge wooden shield are tested by the flames. You notice the improvised shield seems to have been soaked just like your defenses.
above 50 means fire for shield: 1d100 ⇒ 29
above 50 means fire for walls: 1d100 ⇒ 24
above 50 means fire for gate: 1d100 ⇒ 12
but perhaps Perrin was careful not to be too pyromaniacal this time.
Freed by the fire, the last orc tries to join his comrades in attacking the gate but is only able to move up behind them as they and the karak have completely crowded the gate.
Orc 1 damage to gate: 1d12 + 9 ⇒ (2) + 9 = 11
Orc 2 damage to gate: 1d12 + 9 ⇒ (4) + 9 = 13
Orc 3 damage to gate: 1d12 + 9 ⇒ (4) + 9 = 13
Orc 4 damage to gate: 1d12 + 9 ⇒ (1) + 9 = 10
Karak damage to gate: 1d8 + 5 ⇒ (3) + 5 = 8
The mounted figure raises its holy symbol and moves toward his allies. A burst of energy seems to flow from him. His allies seem rejuvenated.
Healing: 4d6 ⇒ (2, 3, 2, 1) = 8
Villagers would probably fire, not knowing the difference between a channel and a spell. Will resolve this asap. Mel's attack hits.
12/40
Pary up as are Brooksiders.

Brookside GM |

Those villagers close enough to hear Mel's moderate shout fire at the mounted orc.
Attack 1: 1d20 + 3 ⇒ (10) + 3 = 13
Attack 2: 1d20 + 3 ⇒ (8) + 3 = 11
Attack 3: 1d20 + 3 ⇒ (5) + 3 = 8
Attack 4: 1d20 + 3 ⇒ (7) + 3 = 10
Attack 5: 1d20 + 3 ⇒ (15) + 3 = 18
Attack 6: 1d20 + 3 ⇒ (17) + 3 = 20
Attack 7: 1d20 + 3 ⇒ (20) + 3 = 23
Attack 8: 1d20 + 3 ⇒ (16) + 3 = 19
Two of the arrows strike home in the priest while the others deflect off his armor.
Damage 1: 1d8 + 1 ⇒ (7) + 1 = 8
Damage 2: 1d8 ⇒ 4

Pebbles the Earth Elemental |

Perrin makes a few more rumbling noises to Pebbles over his shoulder, and the elemental responds with a curt nod. He dives beneath the ground, burrowing under the gate and positioning himself just underneath the mounted figure he senses through the earth. Lurking below the surface, he stabs blindly upward at the rider above.
Attack: 1d20 + 7 + 1 - 1 - 1 ⇒ (19) + 7 + 1 - 1 - 1 = 25
Miss Chance (above 50 means miss): 1d100 ⇒ 45
Damage: 1d6 + 4 + 3 - 1 ⇒ (2) + 4 + 3 - 1 = 8 plus 1d6 bleed
Do we have an updated map?

Perrin Alders |

Perrin continues dashing along the catwalk toward the southern wall, surveying the scene of panic that awaits him. The doctor takes a deep breath, then starts rattling off instructions in a loud voice that manages to sound simultaneously frantic and soothing.
Con check for volume: 1d20 + 1 ⇒ (15) + 1 = 16
Cha check for persuasiveness: 1d20 + 1 ⇒ (8) + 1 = 9
"Archers, shoot anyone who's shooting back at you or trying to climb up the wall! Folks with knives, cut the ropes from those hooks and stab anyone who makes it to the top! Goodman Golightly, don't try to move, I'll be with you in a moment. And you..." He points to the orc that made it over the battlements, and his voice is suddenly cold as ice. "Leave. Our. Town."
Casting command on the orc, ordering him to flee. He must make a DC 14 Will save or be forced to spend his next turn moving away from Perrin as quickly as possible.

Mel Elden |

GM, Attack 7 in your last post was a natural 20; that villager should get a confirmation roll. A confirmed crit on the leader would be very nice, adding 16 damage if it's paired with Damage 1 (which would make sense given attack 7 was the first hit).
Mel feels a surge of gratitude to Perrin for backing her up. I do believe he means well, she thinks. But he's so ... short-sighted. Bargains with demons never end well.
"For Brookside!" she shouts again, and lofts another arrow at the orc leader.
Mel's attack: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Mel's readied damage: 1d8 + 1 ⇒ (1) + 1 = 2
... but it ricochets off his armor, sinking into the dirt somewhere in the shadows behind him.
There was an 18 in those attacks from the villagers, and it wasn't one of the two hits.
Mel shakes her head, and takes a moment to peer towards the noises over the north wall. "A bell?" she mutters to herself. "What's that all about?"
Perception: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25

Brookside GM |

Updated map.
Perrin, I think rolling higher than the chance is a hit and rolling lower than or equal to is a miss? That would make Pebbles' attack a miss. But due to lack of convention until now, I'll re-roll it.
50 or lower is a miss: 1d100 ⇒ 62
Pebbles' blow strikes home in the leader's flank, drawing a steady stream of blood.
Good catch, Mel. Thanks. Too many rolls in too little time. Was trying to post with my wife's little siblings all over me.
Attack 7 confirmation roll: 1d20 + 3 ⇒ (1) + 3 = 4
Not confirmed.
Perrin is barely able to run far enough to get in range of the orc. He hurls his will at the orc's.
The force of the orc's will: 1d20 + 1 ⇒ (1) + 1 = 2
The orc recoils in terror and starts to run along the catwalk away from Perrin.
Two villagers next to the orc drop their bows and draw their knives, giving the orc an opening but his will is so overwhelmed by Perrin's that the orc doesn't notice his opening.
Ursa Dorner stabs at orc: 1d20 - 4 ⇒ (15) - 4 = 11
Karen Golightly stabs at orc: 1d20 - 4 ⇒ (17) - 4 = 13
But the two villagers aren't accustomed to landing knife blows and fail to harm the orc.
Many other villager's hear Perrin clearly and are somewhat taken aback at receiving combat orders from the doctor but some respond immediately.
Orrin Tollin's arrow: 1d20 + 3 ⇒ (13) + 3 = 16
Judith Sindal's arrow: 1d20 + 3 ⇒ (16) + 3 = 19
Alby Yenwood's arrow: 1d20 + 3 ⇒ (1) + 3 = 4
Nancy Yenwood's arrow: 1d20 + 3 ⇒ (2) + 3 = 5
Tollin's damage: 1d6 + 1 ⇒ (4) + 1 = 5
Sindal's damage: 1d6 + 1 ⇒ (1) + 1 = 2
Given the lighting and the distance, Mel can't make out what's going on out there. It's quite a ruckus, though.
Waiting for Hirda and Vors.

Vors Falchen |

Guessing that the fall of the gate is close, Vors scrambles down the ladder and takes up a defensive stance. ”Be ready, lads! They’re comin’ through soon - don’t all try to be heroes, group in threes! Two help one to land a hit! Focus on one foe at a time, and watch each other’s backs!”
CON: 1d20 + 1 ⇒ (14) + 1 = 15
CHA: 1d20 ⇒ 5
GM, sorry that I’m forgetting how many are ready for melee woth me here at the gate. Goal is to direct two villagers to use Aud Another to give a bonus to the third of their number. Fewer total attacks, but hopefully more likely to hit.

Hirda of Kirin |

Gar! Threaten me son, will ya! Stand still there, I'll be wit ya in jus' a minute, after I work on yer cousin 'ere! Hirda slashes at the more wounded of the orcs.
Glaive: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Muffled shouts and the ringing of a strange bell reach the three of them from the other side of town. No sense thinking about what's going on over there. We got our work cut out for us here.

Brookside GM |

Hirda sent her melee help over to you so you've got all the adult melee npcs there as far as I can tell. Can only give a partial update tonight. Will add more in the morning.
Villagers armed with spears, clubs, and some real, martial weapons line up in a ring around the gate. They hear Vors loud and clear and, while he did not speak in a particularly gentle manner to them, they are used to his leadership in the community.
The orc grunts in pain but he and his companions lay into the Dwarven family with axes and tusks.
Axe against Lem: 1d20 + 9 ⇒ (6) + 9 = 15
Axe damage: 1d12 + 10 ⇒ (5) + 10 = 15
Bite against Lem: 1d20 + 4 ⇒ (14) + 4 = 18
Bite damage: 1d4 + 3 ⇒ (1) + 3 = 4
Lem is torn to pieces by the orc attacking him, he falls with a cry as the orc tears him unnecessarily with a tusk.
Axe against Noln: 1d20 + 9 ⇒ (13) + 9 = 22
Axe damage: 1d12 + 10 ⇒ (2) + 10 = 12
Bite against Noln: 1d20 + 4 ⇒ (3) + 4 = 7
Noln grunts in pain as the orc's axe takes him in the shoulder but he manages to take the incoming bite with his armor and deflect it.
Axe against Hirda: 1d20 + 9 ⇒ (9) + 9 = 18
Axe damage: 1d12 + 10 ⇒ (4) + 10 = 14
Bite against Hirda: 1d20 + 4 ⇒ (12) + 4 = 16
Bite damage: 1d4 + 3 ⇒ (4) + 3 = 7
Hirda, surely Perrin would have prepped some clws for you in the past two days. How much more hp would you have had if we assume you started this fight at full?

Brookside GM |

At something shouted to them by the mounted figures, the attackers who are on fire drop to the ground and roll frantically in an attempt to put out the flames while those who aren't burning continue to hack at the gate while the Karak keeps the shield up and hammers at the gate.
Karak damage: 1d8 + 5 ⇒ (2) + 5 = 7
Orc 1 damage: 1d12 + 10 ⇒ (4) + 10 = 14
Orc 2 damage: 1d12 + 10 ⇒ (9) + 10 = 19
Orc 3 damage: 1d12 + 10 ⇒ (12) + 10 = 22
Orc 5 damage: 1d12 + 10 ⇒ (12) + 10 = 22
The gate splinters, cracks, and bursts. The orcs flood through, snarling.
Orc 4 reflex: 1d20 + 2 ⇒ (6) + 2 = 8
The karak and orc continue to burn while the leader bleeds from Pebble's wound.
Karak burn: 1d6 ⇒ 3
Orc 4 burn: 1d6 ⇒ 5
Leader bleed: 1d6 ⇒ 5
The leader stows his own greataxe on his back and reaches down to Pebbles' spear sticking out of the ground, providing Pebbles a chance to strike him.
Pebbles' AoO: 1d20 + 7 + 1 - 1 - 1 ⇒ (17) + 7 + 1 - 1 - 1 = 23
AoO damage: 1d6 + 4 - 1 ⇒ (3) + 4 - 1 = 6
He then rips Pebbles' spear out of the small elemental's grasp
Disarm: 1d20 + 12 ⇒ (13) + 12 = 25
and rides after his followers into the breach.
A horn is heard blowing on the north wall.
The orc on the wall begins shimmying down his own rope in fear of Perrin's spell. While he does so, two more grappling hooks appear on the wall as three more arrows come shooting up.
Attack against Judith: 1d20 + 5 ⇒ (17) + 5 = 22
Damage Judith: 1d8 ⇒ 6
Attack against Alby: 1d20 + 5 ⇒ (14) + 5 = 19
Damage Alby: 1d8 ⇒ 2
Attack against Nancy: 1d20 + 5 ⇒ (19) + 5 = 24
Damage Nancy: 1d8 ⇒ 5
From here, you can tell Jonathan Golightly is dead.
All Brooksiders up.

Mel Elden |

"Take the leader down!" Mel yells. "He's coordinating all the others!"
Con check for volume: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
Cha check for persuasiveness: 1d20 - 1 + 2 ⇒ (18) - 1 + 2 = 19
Still under the effects of Good Hope, Mel mutters under her breath "Maybe that horn is reinforcements from Astin. That would be great."
She nocks an arrow and once again lobs a shot at the leader.
Mel's attack: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Mel's damage: 1d8 + 1 ⇒ (6) + 1 = 7
As her arrow flies past the orc leader's ear to sink harmlessly into the earth behind him, Mel suddenly recalls the account the others gave of the fight with the orc scouting party -- how Cyrus could not seem to hit any of them despite his best efforts. But I learn from history, she thinks in protest. Surely this can't be the same thing that got Cyrus killed! Unless there's some sort of curse at work ...

Perrin Alders |

Heal: 1d20 + 12 - 1 ⇒ (11) + 12 - 1 = 22
Perrin grimaces but keeps running for the southern wall, calling out instructions as he moves. "Cut those ropes as fast as you can! If you're hurt, stay down behind the wall. Everyone else, keep shooting!"
Con check for volume: 1d20 + 1 ⇒ (6) + 1 = 7
Cha check for persuasiveness: 1d20 + 1 ⇒ (13) + 1 = 14
Then Perrin speaks a few more words in his demonic language, pointing over the palisade at the ropes dangling from their metal hooks. Suddenly, a rush of cold water flows down the ropes, splashing against the hands of any orcs climbing below. Casting create water to summon twelve gallons of water, split up at the top of each rope.

Brookside GM |

The villagers seem bolstered by Mel's firmly declared instructions and the archers attempt to draw beads on the mounted figure.
Attack 1: 1d20 + 3 ⇒ (1) + 3 = 4
Attack 2: 1d20 + 3 ⇒ (19) + 3 = 22
Attack 3: 1d20 + 3 ⇒ (19) + 3 = 22
Attack 4: 1d20 + 3 ⇒ (14) + 3 = 17
Attack 5: 1d20 + 3 ⇒ (6) + 3 = 9
Attack 6: 1d20 + 2 ⇒ (20) + 2 = 22
Attack 7: 1d20 + 2 ⇒ (10) + 2 = 12
Attack 8: 1d20 + 2 ⇒ (20) + 2 = 22
Attack 9: 1d20 + 2 ⇒ (9) + 2 = 11
Attack 10: 1d20 + 2 ⇒ (15) + 2 = 17
Attack 11: 1d20 + 2 ⇒ (18) + 2 = 20
Attack 12: 1d20 + 2 ⇒ (15) + 2 = 17
Attack 13: 1d20 + 2 ⇒ (6) + 2 = 8
Attack 14: 1d20 + 2 ⇒ (19) + 2 = 21
Attack 15: 1d20 + 2 ⇒ (1) + 2 = 3
Hit 2 dam: 1d8 + 1 ⇒ (4) + 1 = 5
Hit 3 dam: 1d8 + 1 ⇒ (3) + 1 = 4
Hit 6 conf: 1d20 + 2 ⇒ (4) + 2 = 6
Hit 6 dam: 1d8 ⇒ 7
Hit 7 conf: 1d20 + 2 ⇒ (15) + 2 = 17
Hit 7 dam: 1d8 ⇒ 5
Hit 11 dam: 1d8 ⇒ 5
Hit 14 dam: 1d8 ⇒ 8
The archers fire capably, striking the leader several times.
The villagers on the ground hesitate, waiting for Vors' leadership.
The orcs about to reach the top of the wall begin slipping on their wet ropes. Ursa and Karen saw at the ropes, cutting them free.
Attack 1: 1d20 + 3 ⇒ (17) + 3 = 20
Attack 2: 1d20 + 3 ⇒ (20) + 3 = 23
Attack 3: 1d20 + 3 ⇒ (11) + 3 = 14
Attack 4: 1d20 + 2 ⇒ (7) + 2 = 9
Attack 5: 1d20 + 2 ⇒ (6) + 2 = 8
Attack 6: 1d20 + 2 ⇒ (15) + 2 = 17
Hit 2 dam: 1d8 + 1 ⇒ (2) + 1 = 3
Hit 3 dam: 1d8 + 1 ⇒ (4) + 1 = 5
Hit 4 conf: 1d20 + 2 ⇒ (7) + 2 = 9
Hit 4 dam: 1d8 ⇒ 2
Again, the archers prove the value of Mel's training.

Pebbles the Earth Elemental |

Pebbles tremors in alarm as the spear gets yanked out of his hands and quickly turns to pursue the leader. He approaches from underground to avoid the reach of the weapon he knows so well, bursting from the earth and slamming into the mounted figure.
Slam Attack: 1d20 + 7 + 1 - 1 - 1 ⇒ (20) + 7 + 1 - 1 - 1 = 26
Damage: 1d6 + 4 + 3 - 1 ⇒ (4) + 4 + 3 - 1 = 10
Confirm: 1d20 + 7 + 1 - 1 - 1 ⇒ (6) + 7 + 1 - 1 - 1 = 12

Vors Falchen |

GM, feel free to edit me on the info below, going on my best guesses here with the map. Also, are you OK with me using Vors' Profession(Soldier) to issue commands? I'll roll both that and the CON/CHA check, you can take the one you prefer.
Vors: Profession(Soldier): 1d20 + 6 ⇒ (13) + 6 = 19
Vors: CON: 1d20 + 1 ⇒ (4) + 1 = 5
Vors: CHA: 1d20 ⇒ 4
Vors raises his halberd and shouts directions as quickly and clearly as he can, "Huran and Allen, help Abigail get the first orc that comes in on the right!
Huran: Aid: 1d20 + 1 ⇒ (4) + 1 = 5
Allen: Aid: 1d20 + 3 ⇒ (20) + 3 = 23
Abigail: Attacking an Orc: 1d20 + 3 ⇒ (17) + 3 = 20
Abigail: Damaging an Orc?: 1d12 + 3 ⇒ (12) + 3 = 15
"...Scatton and Ursa, help Kelian get the orc on the left!
Scatton: Aid: 1d20 + 2 ⇒ (16) + 2 = 18
Ursa: Aid: 1d20 + 1 ⇒ (4) + 1 = 5
Kelian: Attacking an Orc: 1d20 + 3 ⇒ (12) + 3 = 15
Kelian: Damaging an Orc?: 1d8 + 3 ⇒ (3) + 3 = 6 (Two-handed MWK Longsword)
"...Aimin, Sendal, and Orgel, help Silas get the next orc that runs in!
Aimin: Aid: 1d20 + 1 ⇒ (15) + 1 = 16
Sendal: Aid: 1d20 + 1 ⇒ (17) + 1 = 18
Orgel: Aid: 1d20 + 1 ⇒ (16) + 1 = 17
Silas: Attacking an Orc: 1d20 + 3 ⇒ (3) + 3 = 6
Silas: Damaging an Orc?: 1d8 + 3 ⇒ (6) + 3 = 9 (Two-handed MWK Longsword)
"...Strisgar, help me with the big one!" And with that, the old warrior closes carefully ((5' step?)) on the mighty foe, ready to slash away with his trusty halberd.
Strisgar: Aid: 1d20 + 1 ⇒ (4) + 1 = 5
Kelian: POWER Attacking the Karak: 1d20 + 6 ⇒ (1) + 6 = 7
Kelian: POWER Damaging the Karak?: 1d10 + 9 ⇒ (5) + 9 = 14

Hirda of Kirin |

Hirda would now be at 3hp if she had started with full health. She has a CLW from previously, but no good opportunity to use it. Assuming she's still upright:
Now well and truly outmatched, and barely able to remain on her feet, Hirda heroically stands her ground, determined to defend her beloved town to her last breath, which seems perilously nigh. Lem's gone, I'm about done for, I hope Noln can manage without us. With an effort she banishes her dismal thoughts from her mind and swings at her opponent.
Glaive: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage: 1d10 + 3 ⇒ (7) + 3 = 10

Mel Elden |

Doesn't Hirda have a few villagers over there to help out? I thought some got sent.

Brookside GM |

In Hirda's Fri, Mar 23rd post, she sent the villagers reinforcing her to help on the other fronts. Mel, you would be the only know who has some idea what's going on over by the bridge. Perrin would too if he makes DC 18 perception since he's relatively close.
Vors' eye for war notices that most of the orcs are poorly armored but they seem to endure blows better than normal such that each blow hurts them a little less than it would hurt a typical man.
When Pebbles bursts from the ground, the mounted orc turns Pebbles' own spear against him.
AoO: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 12 ⇒ (3) + 12 = 15
Miss chance: 1d100 ⇒ 95
His blow strikes home, pounding through Pebbles' earthy flesh.
Seeing the elemental's vulnerability, the leader grunts to one of his lieutenants who turns on the elemental
Greataxe to Pebbles: 1d20 + 9 ⇒ (19) + 9 = 28
Dam to Pebbles: 1d12 + 10 ⇒ (8) + 10 = 18
and turns the small, humanoid shape into a pile of its namesake.
Meanwhile, the leader places a hand upon himself and utters some words. His hand glows with a red light, closing the rivulet of blood opened by the elemental.
Pebbles' last bleed: 1d6 ⇒ 2
Healing: 4d8 + 8 ⇒ (5, 1, 5, 1) + 8 = 20
The leader then grunts something at the towering figure of the karak, who lowers the shield over himself and the leader in one hand while batting at the flames all over him (karak and leader have partial cover right now).
Still burning: 1d6 ⇒ 3
Reflex: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
but the great creature cannot put out all of the flames.
Still burning for orc rolling on the ground: 1d6 ⇒ 3
Reflex: 1d20 + 2 + 1 - 2 ⇒ (6) + 2 + 1 - 2 = 7
Vors, I know the lack of close-up battle map is rough here. You are 10 feet away from the mounted figure. You could 5-foot step to be within melee range without provoking from the karak and orcs thickly clustered around you. Your call. Just an fyi since the map is so zoomed out.
The three other berserkers push the attack forward. They have not yet completely overcome their fear of Vors' display but they slash at the villagers around them.
Attack Kelian: 1d20 + 9 - 2 + 1 ⇒ (3) + 9 - 2 + 1 = 11
Damage Kelian: 1d12 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Attack Silas: 1d20 + 9 - 2 + 1 ⇒ (14) + 9 - 2 + 1 = 22
Damage Silas: 1d12 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Attack Abigail: 1d20 + 9 - 2 + 1 ⇒ (17) + 9 - 2 + 1 = 25
Damage Abigail: 1d12 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Silas and Abigail fall with brief sprays of red.
An arrow whizzes over the north wall heading for Scratchtail.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 ⇒ 3
and finds home in his soft fur. The small creature cries out in pain and huddles on the catwalk.
Noln bellows in anger.
You'll not be touchin' me family!!
Noln Greataxe: 1d20 + 5 ⇒ (10) + 5 = 15
Noln damage: 1d12 + 9 ⇒ (10) + 9 = 19
His blow brings the orc down.
These attacks no longer exist but if I delete them, it'll change everything after them.
Greataxe Hirda: 1d20 + 9 ⇒ (4) + 9 = 13
Greataxe damage: 1d12 + 10 ⇒ (6) + 10 = 16
The two other orcs turn on Noln.
Greataxe Noln: 1d20 + 9 ⇒ (4) + 9 = 13
Greataxe damage: 1d12 + 10 ⇒ (2) + 10 = 12
Greataxe Noln: 1d20 + 9 ⇒ (5) + 9 = 14
Greataxe damage: 1d12 + 10 ⇒ (2) + 10 = 12
Only one of them manages to land a blow on the tough old Dwarf, who fights on but is flagging visibly. While maneuvering around him, one of the orc's springs another trap.
Trap Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Trap Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14
The steel teeth clamp down on the orc, biting deep into its flesh.
Out of grappling hooks, the orcs with greataxes set off at a dead run to the northeast, heading for the gate. One of them is still hampered by the trap and moves much more slowly. The archers fire back over the walls while moving more slowly toward the northwest.
Attack 1: 1d20 + 5 ⇒ (9) + 5 = 14
Attack 2: 1d20 + 5 ⇒ (1) + 5 = 6
Attack 3: 1d20 + 5 ⇒ (18) + 5 = 23
Attack 4: 1d20 + 5 ⇒ (6) + 5 = 11
Attack 3 damage: 1d8 ⇒ 3
An arrow finds home in Roger Tomfoot's arm, bringing him to his knees behind the wall.
One of them moves close to a hidden trap
Above 50 activates: 1d100 ⇒ 22
but not close enough.

Mel Elden |

Err, that orc got a 12 to hit Hirda, but her AC is 15.
"Perrin, Hirda's in trouble!" Mel shouts.
Spending that hero point for an attack on the orc Hirda is fighting. I'm flying to Seattle today and not in a good position to check ranges. Please adjust attack if needed. Doing bbcode on a phone is hard. Apologies for any weird auto-correct oddities.
attack: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
damage: 1d8 + 1 ⇒ (1) + 1 = 2

Brookside GM |

Thanks, Mel. Still in the lengthy process of editing all team orc's actions. Will fix.

Brookside GM |

Mel, should be +4 to the roll if you added the hero point after seeing it. It's within two range increments for a -2 to hit. Net the result is the same and the shaft misses.
Vors, please continue assuming control of the melee Brooksiders at the gate. You may do with them as you please. You've got them pretty well on board by now.
Hirda, you get the strongest npc by far. Noln. Please post his actions.
Mel, please take control of the archers at the gate. Those with wounds will not keep fighting and will huddle in pain unless inspired and commanded.
Perrin, please take control of the archers on the south wall. Again, the wounded won't fight on unless inspired. I leave it to Perrin and Mel to note in the google doc if an unspecified archer is at the south wall or the gate. This should help us keep things moving. Thanks guys! All Brooksiders are up in the initiative order.

Perrin Alders |

Perrin is struck by a sudden wave of nausea that can only mean one thing: his loyal familiar is no more. He sways for a moment as the world seems to spin around his skull, but when he stands up straight there's a new determination in his eyes. He moves forward to stand in the midst of the southern defenders and takes a deep breath.
Con check for volume: 1d20 + 1 ⇒ (19) + 1 = 20
Cha check for persuasiveness: 1d20 + 1 ⇒ (18) + 1 = 19
His voice rings loud and clear, rising above the din of battle and turning the heads of the Brooksiders around him. "Alright everyone, listen up!" the doctor calls, sounding for all the world like he's about to remind them to keep weight off their sprained ankle and take their medicine twice a day. "Target the archers as fast as you can! If you're hurt, take a shot, then drop flat on the catwalk. I can heal you."
His reassurance is cut off by Mel's shout from the watchtower, and Perrin abruptly spins around, eyes searching the riverbank for Hirda and Noln. Perception: 1d20 + 12 ⇒ (11) + 12 = 23
He spots the wounded dwarves in front of the demolished bridge, facing a pair of orcs with weapons raised to strike. Pointing at the orcs and giving a bellow even they can hear, he unleashes one more spell in their direction. The magic soars over the houses and gardens of this once-peaceful town, and those horrible webs start to spin themselves around the attacking orcs. Spending his hero point to recall his web spell and casting it around the orcs by the river, who appear to be within medium range. He'll anchor it to either side of the gap in the palisade, positioning it so that it catches the orcs but not Noln or Hirda. DC 15 Reflex save to avoid being grappled, you know the drill.
Meanwhile, the archers around him on the palisade open fire once again.
Not sure if my rolls were good enough to inspire all of them to shoot, or how high they need to get to hit, but I'll roll attack and damage for all of them and you can sort out what sticks. Targeting the orc archers.
Lily Nolton: Attack: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d4 ⇒ 1
Ursa Dorner: Attack: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d6 ⇒ 5
Orin Tollin: Attack: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d6 ⇒ 6
Judith Sindal: Attack: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d6 ⇒ 6
Karen Golightly: Attack: 1d20 + 2 ⇒ (9) + 2 = 11 Damage: 1d6 ⇒ 4
Alby Yenwood: Attack: 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d4 ⇒ 3
Nancy Yenwood: Attack: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d4 ⇒ 1
Roger Tomfoot: Attack: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d4 ⇒ 3
Sally Tomfoot: Attack: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d4 ⇒ 1

Brookside GM |

Thanks, Perrin. That's perfect.
Definitely good enough cha and con checks.
The villagers seem to be struggling with the distance somewhat as the orcs are moving toward the gate but three of them land blows on the retreating archers. The wounded then drop huddling on the catwalk.
Webs leap up from the ground, attempting to snarl around the raging orcs.
Reflex: 1d20 ⇒ 20
Reflex: 1d20 ⇒ 10
One of the orc's is grappled by the webbing while the other leaps free with a surprised growl.