
Mel Elden |

Okay, let me see if I'm clear on this.
Ukar has a Darkness spell running; probably not Deeper Darkness, because that would mess up his own ability to see. So plain Darkness, then. That spell has a radius of 20 feet, affecting squares G1, G2, H1 and H2. Because it is nighttime and already dark, effectively what it is doing is blocking light from torches, sunrods, and other non-magical lights in the area. Creatures who have darkvision and are within 60 feet of Ukar can target him with ranged attacks normally; all others cannot see him at all. This also affects the orc in H1, but the others can be seen.
The karak can be seen, but is getting rather far out of range for the gate archers at this point, unless they move.
Popping up from her temporary cover, Mel looks out across the chaos of the battlefield that had once been a peaceful village. The corpses of villagers lay where they had fallen, pools of dark blood mingling with that of the fallen orcs among them.
To the north west, Ukar, the karak, and the bulk of the orcs pursues the mounted archers from Astin deeper into the forest. To the south, the untouched orc archers form a rough skirmish line, sending deadly arrows singing out into the night. Below her, Vors braces himself to bolt in and start dealing with the orc archers.
A straggler from Ukar's axemen catches Mel's eye. That one's mine, she thinks. "Archers, return fire at the orc archers -- let 'em know how it feels!" Mel shouts.
Con check for volume: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Cha check for persuasiveness: 1d20 - 1 + 2 ⇒ (10) - 1 + 2 = 11
Turning her gaze back to the orc axeman, Mel raises her bow, lines up a shot, and fires.
Mel's attack vs orc in L1: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Mel's confirmation roll vs orc in L1: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Mel's damage: 1d8 + 3 ⇒ (8) + 3 = 11x3
Ah, that feels good. Take that! And likely put that orc down for good, giving Vors a round or two before any of the melee orcs can get back. Hey, have Whisky and Pats been shooting at the orcs? They've been up here in the watchtower with me this whole time. Oh, and I'm not sure exactly where along the south wall the South Wall archers are, but maybe they should shift up closer to the gate -- move to close the range a bit and shoot those orc archers. They might even get point-blank shot on the closest one.

Brookside GM |

Nice, Mel! You deserved that. The south wall archers can be ordered over to the gate. They wouldn't have PBS this round but they would next round if they keep moving.
The straggling orc rages on after the reinforcements, stubbornly dragging his entrapped leg along with him. It seems nothing can shut down the perseverance of these orcs. Then a shaft from the watchtower tears through the orcs neck with pound upon pound of force behind it. The orc totters and falls backward into the hoof-torn earth.

Perrin Alders |

Standing amid the scattered bodies of friends and neighbors, Perrin raises his symbol high, crying out in the hope that some are merely unconscious. Channeling to heal Hirda, Vors, and the melee Brooksiders at the gate, hopefully stabilizing any who are bleeding out. Healing: 1d6 ⇒ 3
Then he pulls yet another potion from his pouch and offers it to Vors or Hirda. "I'm running low on spells, but this potion can make you taller and stronger if you'd like." Potion of enlarge person from the orc camp.

Brookside GM |

Scanning the bodies, you realize that one of the chests is heaving slighly, Abigail Dorner's, who seems to be stable for the time being.
Ready for Vors to lead his charge of glory?

Vors Falchen |

Yep - sorry for the delay on my end, as we were offline all day yesterday, but that seems to have worked out in his favor.
Buoyed by the movement of the karak, Ukar, and the other orcs, and by the healing that has eliminated the wounds he took in battle, Vors raises a fist to rally the other melee fighters at the gate and cries, “FOR BROOKSIDE! CHARGE!!!”
Vors: POWER Attacking Orc in P4: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Hurin: Attack Orc in P4: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14
Scatton: Attack Orc in P4: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Ursa: Attack Orc in P5: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Kelian: Attack Orc in P5: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Aimin: Attack Orc in P5: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Vors: POWER Damage vs. P4?: 1d10 + 9 ⇒ (1) + 9 = 10
Hurin: Earthbreaker Damage vs P4?: 1d10 + 1 ⇒ (2) + 1 = 3
Aimin: Greataxe Damage vs P5?: 1d12 + 1 ⇒ (6) + 1 = 7
Ugh, those damage rolls could’ve been better. Assuming that 10s and 11 aren’t going to hit archers, but let me know if otherwise.
The invigorated old warrior leads his makeshift troop across the opening between the gate and the archers, keeping everyone from stumbling through the remaining bear traps on the ground. Though only a few of the blows land, the distance closed on the archers will make it difficult for them to continue firing upon the town. Now to not die from arrows, instead of axes, Vors thinks grimly to himself. He turns to the two other archers to the north, and roars a challenge at them, trying to draw attention to himself and away from the other townspeople at his side.

Brookside GM |

Mel, will you make attacks for the south wall archers without PBS and for the gate archers with PBS? Whisky and Pats can also fire but without PBS. They have been firing occasionally but not steadily and consistently at this point.
The Brooksiders charge valiantly out of their gate, attacking the archers outside of their gate. Vors lands home a heavy blow, as does Aimin. The others have some difficulty striking the nimbler archers. Two of the archers eyes grow glassy and their movements seem somewhat slowed.
Vors, you also understand now how the orc ferocity racial trait works, in character. Also, it looks like you didn't include the +1 attk and dmg from Mel's inspiring words? It doesn't turn any of the misses into a hit but it does increase damage. I'll record the damage as 11 and 8.

Mel Elden |

includes point-blank shot and +1 morale bonus
Sarah Golightly: 1d20 + 5 ⇒ (9) + 5 = 14
Reinala Falchen: 1d20 + 5 ⇒ (6) + 5 = 11
South wall archers (includes Lily Nolton on south palisade catwalk and the halflings who are using slings)
includes +1 morale bonus
Lily Nolton: 1d20 + 4 ⇒ (14) + 4 = 18
Orin Tollin: 1d20 + 4 ⇒ (1) + 4 = 5
Judith Sindal: 1d20 + 4 ⇒ (9) + 4 = 13
Karen Golightly: 1d20 + 4 ⇒ (20) + 4 = 24
Alby Yenwood: 1d20 + 4 ⇒ (16) + 4 = 20
Nancy Yenwood: 1d20 + 4 ⇒ (2) + 4 = 6
Roger Tomfoot: 1d20 + 4 ⇒ (2) + 4 = 6
Sally Tomfoot: 1d20 + 4 ⇒ (9) + 4 = 13
Watchtower: Whisky and Pats
includes +1 morale bonus
Whisky: 1d20 + 4 ⇒ (19) + 4 = 23
Pats: 1d20 + 4 ⇒ (14) + 4 = 18
Includes +1 morale bonus to damage
Lily Nolton damage roll: 1d4 + 1 ⇒ (2) + 1 = 3
Karen Golightly damage roll: 1d6 + 1 ⇒ (1) + 1 = 2
Alby Yenwood damage roll: 1d4 ⇒ 4
Whisky damage roll: 1d6 + 1 ⇒ (2) + 1 = 3
Pats damage roll: 1d6 + 1 ⇒ (1) + 1 = 2
Vors and the other melee brooksiders have engaged the archers in P4 and P5. The one in P2 looks to have at least partial cover from vegetation, leaving only the one in P3 as a clear, unobstructed shot. Thus, she's going to have a bad day.
As the bloodied defenders of Brookside charge out of the town walls, their kin on the walls above hesitate, looking for a clear target. Then Karen Golightly points at the one standing beneath a tree just past Vors and the others. "That one murdered my father!" she cries. "Shoot her!"
And the Brooksiders oblige with a hail of arrows and sling stones. Most of them go wide, pelting the grass about her. One whizzes just over her head to land in the tree behind her with a solid thock noise. But four arrows find their marks, suddenly sprouting from her like pins from a pincushion. As she staggers back from their impact, Alby Yenwood's slingstone comes hurtling out of the dark for a solid blow, smashing her nose flat.
That's a total of 14 damage. I think Jonathan was Sarah's husband and Karen's father; but it could be the other way around.

Hirda of Kirin |

Run 80'
Hirda ambles numbly up to the gate, sadly noting the results of the battle on this side of town. Dead and dying villagers lay crumpled on the ground, alongside their foes. Then she spies Halak next to Vors. They're not at each other's throats, he must be working on our side for some reason. She puts those emotions aside as well for the time being, and addresses Vors in a half-hearted mumble. Where ya need me Vors? I got a few more whacks left in me.

Brookside GM |

The mounted archers continue firing upon the great beast, hoping to bring it to the ground.
Attack 1: 1d20 + 10 ⇒ (14) + 10 = 24
Attack 2: 1d20 + 10 ⇒ (10) + 10 = 20
Attack 3: 1d20 + 10 ⇒ (2) + 10 = 12
Damage 1: 1d6 + 2 ⇒ (1) + 2 = 3
Damage 2: 1d6 + 2 ⇒ (6) + 2 = 8
Damage 3: 1d6 + 2 ⇒ (2) + 2 = 4
The great beast, full of arrows, falls on the ground. But moments later, it begins to stir and regains its feet, heading after its mounted adversaries once more.
Some orcish words are heard emanating from the blackness.
Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
And one of the archers from Astin goes stiff in his saddle, undirected, his horse continues riding with its companions.
The two axe-wielders begin moving back toward the Brookside gate while the free orcish archers, seeing her directing the villagers, fire at Mel.
Attack 1: 1d20 + 5 ⇒ (10) + 5 = 15
Attack 2: 1d20 + 5 ⇒ (12) + 5 = 17
Attack 3: 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1: 1d8 ⇒ 4
Damage 2: 1d8 ⇒ 5
Damage 3: 1d8 ⇒ 5
The two orc archers engaged in combat draw their bows with an awkward sluggishness to fire at the enemies around them.
AoOs on the two engaged in melee before they fire.
Attack Aimin unless 10 damage dealt by AoOs: 1d20 + 5 ⇒ (6) + 5 = 11
Damage Aimin: 1d8 ⇒ 7
Attack Vors unless 4 damage dealt by AoOs: 1d20 + 5 ⇒ (9) + 5 = 14
Damage Aimin: 1d8 ⇒ 4
Updated map. All Brooksiders up. Note that most cannot see what's going on other than right around them.

Mel Elden |

"OW!" Mel calls again, as the same orc archer tags her again.
"Fine, huora, it's your turn. Painu hevon vittuun!" Mel curses at her opponent as she lets fly a shaft.
Mel's attack: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Mel's damage: 1d8 + 3 ⇒ (8) + 3 = 11
GM, this is directed at the orc archer in P2.
Meanwhile, the only unobstructed target for the ranged villagers down below continues to be the orc archer in P3. I'll go ahead and roll attacks against her exactly as last round. If you want Mel to make a con/cha check for this, that's fine, but for the moment I'm assuming that they'll just keep doing the same thing they were doing previously.
includes point-blank shot and +1 morale bonus
Sarah Golightly: 1d20 + 5 ⇒ (2) + 5 = 7
Reinala Falchen: 1d20 + 5 ⇒ (3) + 5 = 8
South wall archers (includes Lily Nolton on south palisade catwalk and the halflings who using slings)
includes +1 morale bonus
Lily Nolton: 1d20 + 4 ⇒ (15) + 4 = 19
Orin Tollin: 1d20 + 4 ⇒ (15) + 4 = 19
Judith Sindal: 1d20 + 4 ⇒ (15) + 4 = 19
Karen Golightly: 1d20 + 4 ⇒ (2) + 4 = 6
Alby Yenwood: 1d20 + 4 ⇒ (17) + 4 = 21
Nancy Yenwood: 1d20 + 4 ⇒ (15) + 4 = 19
Roger Tomfoot: 1d20 + 4 ⇒ (11) + 4 = 15
Sally Tomfoot: 1d20 + 4 ⇒ (11) + 4 = 15
Watchtower: Whisky and Pats
includes +1 morale bonus
Whisky: 1d20 + 4 ⇒ (2) + 4 = 6
Pats: 1d20 + 4 ⇒ (12) + 4 = 16
Lily Nolton damage roll: 1d4 + 1 ⇒ (4) + 1 = 5
Orin Tollin damage roll: 1d6 + 1 ⇒ (2) + 1 = 3
Judith Dinsal damage roll: 1d6 + 1 ⇒ (5) + 1 = 6
Alby Yenwood damage roll: 1d4 ⇒ 3
Nancy Yenwood damage roll: 1d4 ⇒ 3
Assuming I've got the correct AC, there's another 20 damage to the orc archer in P3 on top of the 14 she suffered last round.
The villagers on the palisade once more launch a volley at the orc archer. "'Ow do you like them slings and arrows?" yells Nancy Yenwood.

Brookside GM |

I've confused myself somewhat with which archers on the map have which amounts of HP (oh right. This is why smart GMs limit the size of combat) but it shouldn't matter as the total damage done to the orc party is the same. Roll with me here.
Mel's shaft punches through the archer giving her trouble, sending the orc to her knees until she collapses softly into the earth. The villagers send their shafts following Mel's and an unbloodied orc archer finds herself peppered by shafts, many of which stick and slow her down.

Vors Falchen |

Vors: POWER Attacking Orc in P4: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Hurin: Attack Orc in P4: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Scatton: Attack Orc in P4: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Ursa: Attack Orc in P5: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Kelian: Attack Orc in P5: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Aimin: Attack Orc in P5: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Vors: POWER Damaging: 1d10 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Scatton: Greataxe: 1d12 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Kelian: MWK Longsword: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
GM - if it's possible to move Scatton's hit to the Orc in P5, we should be clear. If not, then Aimin will be staggered, which is what I'll assume right now. Either way, Vors is in the clear. Thanks!
Vors calls for Aimin to defend himself, and for the Ursa and Kelian to flank and finish off their foe.
The old warrior then takes Hurin and Scatton north to close with the next archer, coordinating the youngsters to get into flanking position with him.
Relative to P3
- Vors = West side
- Hurin = East side
- Scatton = South Side
Relative to P5
- Aimin = Northwest side, Total Defense
- Ursa = West Side
- Kelian = East Side
Vors: POWER Attacking Orc in P4: 1d20 + 6 + 1 + 2 ⇒ (12) + 6 + 1 + 2 = 21
Hurin: Attack Orc in P4: 1d20 + 1 + 1 + 2 ⇒ (17) + 1 + 1 + 2 = 21
Scatton: Attack Orc in P4: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Ursa: Attack Orc in P5: 1d20 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10
Kelian: Attack Orc in P5: 1d20 + 3 + 1 + 2 ⇒ (19) + 3 + 1 + 2 = 25
Kelian: CONFIRMING CRITICAL? Orc in P5: 1d20 + 3 + 1 + 2 ⇒ (15) + 3 + 1 + 2 = 21
Damage vs. P3 = 41
Vors: POWER Damaging: 1d10 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Hurin: Earthbreaker: 1d10 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Scatton: Greataxe: 1d12 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage vs. P5 = 16
Kelian: MWK Longsword: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8 x2 = 16
With cries of rage against the archers, Vors, Hurin, and Scatton BUTCHER the bow-wielding orc with brutal efficiency, halberd, earthbreaker, and greataxe each taking their share.
Kelian swings the finely crafted longsword with a massive two-handed scything attack, and cuts straight through the neck of the archer, toppling it to the ground.
Each of the melee combatants gives a terror-and-adrenaline-fueled battle cry, clearly grateful for the change in fortunes after the bloodbath at the gate.
Hirda, if you're coming along, I assume you know where the traps are, and that if you wanted to take on the archer in P2, you'd be able to close to that one. Sound good?

Mel Elden |

I'm not exactly clear what's going on with the archers. I'll confess to not having kept close track, but my impression was that none of them had taken any damage prior to the round before this one. Yet Mel apparently just one-shotted the orc archer in P2 with 11 damage, while the one in P3 is still standing after 24? Either there was some earlier damage that I missed, or things have gotten mixed up somehow.

Perrin Alders |

Those orc archers just came up from attacking the south wall, where if memory serves a handful of Brookside archers had been shooting back at them for several turns. So I think they have taken some damage, yes.
Heal: 1d20 + 12 ⇒ (9) + 12 = 21
Perrin spots the breathing form of Abigail Dorner with an ounce of relief, and his hand hovers over the wand in his pocket. But instead he turns and rushes toward the north wall, climbing a ladder and moving along the palisade toward the commotion.

Brookside GM |

Yes, Mel. That was what I was referring to in my previous comment. I realized at that turn that some of my previous book-keeping of damage had been mixed around but I would have had to go back a couple of turns to sort it out so I didn't worry about which archer had which damage. The total damage to team orc and its concentration to take down one archer at a time also remained the same. In case you're curious, the archers have 13 hp but can keep fighting until they hit -13. Darn orcs. There are only two archers left after Vors destructive charge with Kelian and company. One is on the north side of the palisade where you cannot see it. The other is in P2. Scatton's AoO couldn't be re-directed because he wasn't threatening both.
Hirda still has her turn.

Brookside GM |

Botting Hirda. FYI, it's unclear to me whether or not staggered orcs can take 5 ft steps in addition to standard actions. I'm ruling that they can't for the time being but feel free to point out my mistake.
Hirda charges forward to the last archer in the area. Grunting with determination, she slashes with her glaive
Attack: 1d20 + 7 + 1 + 2 + 2 ⇒ (2) + 7 + 1 + 2 + 2 = 14
Damage: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7
but can't land the blow home. The orc looks back at her with glassy eyes and raises its bow, leaving an opening for Hirda to try to strike again.
Attack: 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21
Damage: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Her glaive finishes off the archer but just as she does, two more of the berserkers come back towards the gate, the mounted figure close on their heels.
Conc Check: 1d20 + 12 ⇒ (1) + 12 = 13
Some mutterings directed at Hirda are heard coming from the darkness
Hirda will save: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
but she barely manages to shake them off as the dark words seek access to her mind.
The huge, abominable creature follows behind its apparent master but the Astin archers follow it as it turns. One of them wriggles in discomfort
Will to break hold person: 1d20 + 3 ⇒ (8) + 3 = 11
but fails. The other two fire at the retreating monstrosity
Attack 1: 1d20 + 10 ⇒ (19) + 10 = 29
Attack 2: 1d20 + 10 ⇒ (10) + 10 = 20
Damage 1: 1d6 + 2 ⇒ (6) + 2 = 8
Damage 2: 1d6 + 2 ⇒ (3) + 2 = 5
and bring it to the ground again. But it's joints move slightly in unsettling ways. The archer who seems to be the leader calls up to Perrin
What is this thing? How do we kill it!?!
The last orc archer in sight fires a shaft at the mounted leader as he calls up to Perrin
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 ⇒ 4
catching him in the shoulder.
The snarling orc moving towards Hirda runs recklessly through the grass
51 or higher activates trap: 1d100 ⇒ 83
Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11
and learns the folly of his recklessness when steel teeth sink into his calf.
Updated map. All Brooksiders up.

Hirda of Kirin |

Feeling some bitterweet satisfaction in dispatching the archer, Hirda turns to face the orcs charging her, flourishing her glaive in an arc over her head, and bringing it down on the closest target.
Attack: 1d20 + 7 + 1 + 1 ⇒ (9) + 7 + 1 + 1 = 18
Damage: 1d10 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Almost done. Then I can rest...forever.

Vors Falchen |

GM - would our folks know where the bear trap is to avoid it, such that we could charge these orcs to make our attacks? If so, that'd be +2 to all attacks (AC doesn't really matter at this point, just praying for natural 1s). If not, no worries.
Vors waves at Aimin to make his way back towards town, away from the melee, then growls and gets his remaining combatants to charge at the approaching orcs. He cries out, "UKAR! WE ARE YOUR DOOOOOOM!"
re: N3
- Vors: Southwest
- Hurin: South
- Scatton: Southeast
re: 03
- Hirda = East
- Ursa = Southeast
- Kelian = South
Vors: POWER Attacking Orc in N3: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Hurin: Attack Orc in N3: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22
Scatton: Attack Orc in N3: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Ursa: Attack Orc in O2: 1d20 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Kelian: Attack Orc in O2: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Hurin: CONFIRMING CRITICAL? on Orc in N3: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19
GAAAAAH! We've been handling Hurin's damage as 1d10 instead of 2d6! Not a huge difference, but one I'll be rectifying now. :)
Vors: POWER Damaging Orc in N3: 1d10 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Hurin: CRITICAL HIT! on Orc in N3: 2d6 + 1 + 1 ⇒ (3, 5) + 1 + 1 = 10 x 3 = 30
Scatton: Greataxe hit on Orc in N3: 1d12 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Orc in N3 takes 51 points of damage! If the orc falls to Hurin before Scatton can get to it, we'd probably want to shift some of that damage over to the orc in O2 if possible.
Kelian: Hit on Orc in O2???: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Brookside GM |

Yes Scatton would go after the other orc after seeing you two down the first. Hirda, Scatton, and Kelian staggered that orc so he won't be able to do the bite/axe routine. Just the axe unless Mel and company prevent it.

Perrin Alders |

As Perrin hoists himself up onto the palisade, he looks down to see the young archers Mel sent to help Hirda close behind him on their way back from the West Wall. "Quick, up here!" he calls to them.
While the teen archers climb up the ladders, Perrin turns his attention to the Astin rider's question. He peers down at the karak's quivering corpse, furrowing his brow as he tries to remember. That dog thing was healing just like that, and we, we...
Wisdom: 1d20 + 3 ⇒ (9) + 3 = 12 Now that he's seen the karak healing and was asked about it specifically, I'm going to assume he remembers what happened with the orcs' last beastie. Let me know if you think he shouldn't realize and I can change his action.
We burned it!
"Stand back!" the doctor calls down, stepping toward the karak and pulling yet another vial from his pouch, this one made of glass with a blood-red liquid inside. He hurls it over the palisade at the body below, his terrible aim under the weight of that armor revealing why he wasn't picked as an archer. When the vial shatters, its surroundings are immediately consumed in flames.
Touch Attack on Unconscious Karak: 1d20 - 2 + 1 - 1 ⇒ (11) - 2 + 1 - 1 = 9
Fire Damage: 1d6 ⇒ 5 plus catch on fire, and one splash damage to the adjacent archer
The light of the flames flickers toward the bubble of darkness nearby, failing to penetrate the magic but clearly marking its boundaries. As the young archers stand up on the wall around him, Perrin points at the inky sphere surrounding the orc leader and shouts, "Shoot right at the center of that circle of darkness!"
Con check for volume: 1d20 + 1 ⇒ (17) + 1 = 18
Cha check for persuasiveness: 1d20 + 1 ⇒ (19) + 1 = 20
Young Archers From West Wall
Nella Yenwood: Attack: 1d20 ⇒ 9 Miss Chance: 1d100 ⇒ 30 Damage: 1d3 ⇒ 3
Abbiforth Nolton: Attack: 1d20 ⇒ 5 Miss Chance: 1d100 ⇒ 54 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Susy Nolton: Attack: 1d20 ⇒ 15 Miss Chance: 1d100 ⇒ 76 Damage: 1d3 ⇒ 3
Joren Golightly: Attack: 1d20 + 4 ⇒ (16) + 4 = 20 Miss Chance: 1d100 ⇒ 38 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Jael Falchen: Attack: 1d20 + 4 ⇒ (18) + 4 = 22 Miss Chance: 1d100 ⇒ 99 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Scratchtail: Attack: 1d20 + 4 ⇒ (14) + 4 = 18 Miss Chance: 1d100 ⇒ 76 Damage: 1d3 ⇒ 3
Archers By Gate
Sarah Golightly: Attack: 1d20 + 5 ⇒ (17) + 5 = 22 Miss Chance: 1d100 ⇒ 72 Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Reinala Falchen: Attack: 1d20 + 5 ⇒ (14) + 5 = 19 Miss Chance: 1d100 ⇒ 93 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
North Wall Archers
Amos Nolton: Attack: 1d20 + 4 ⇒ (19) + 4 = 23 Miss Chance: 1d100 ⇒ 31 Damage: 1d4 ⇒ 4
Alexandra Higgins: Attack: 1d20 + 4 ⇒ (13) + 4 = 17 Miss Chance: 1d100 ⇒ 90 Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Brookside GM |

Yes it's totally reasonable for Perrin to think of fire in this situation.
Perrin's flask hits the quivering heap of limbs and meat, setting it ablaze and ceasing its movement. A dismayed shout is heard from the darkened rider followed by a sharp grunt as Jael's and Sarah's shafts find home.
Mel and the rest of the arhcers up.

Mel Elden |

I think that's just the south wall archers left then, plus the watchtower.
"Archers on the south wall -- just shoot at the center of that ark patch!" Mel calls.
Con check for volume: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Cha check for persuasiveness: 1d20 - 1 + 2 ⇒ (18) - 1 + 2 = 19
"Whisky, Pats!" Mel says. "I know you've got good eyes in the dark -- if you can see the leader clearly, shoot him!"
I think Ukar is just in range of their 60-foot darkvision, so if it's not Deeper Darkness they can target him fine. Mel is standing right next to Whisky and Pats, so there's probably no need for a CON check, but here's CHA for that.
Cha check for persuasiveness: 1d20 - 1 + 2 ⇒ (16) - 1 + 2 = 17
The archers on the south wall look or a target. The unnatural blot of inky darkness conceals most of the remaining foes
South wall archers (includes Lily Nolton on south palisade catwalk and the halflings who using slings)
includes +1 morale bonus
Lily Nolton: 1d20 + 4 ⇒ (20) + 4 = 24 Miss chance, 51+ hits: 1d100 ⇒ 10
Orin Tollin: 1d20 + 4 ⇒ (13) + 4 = 17 Miss chance, 51+ hits: 1d100 ⇒ 4
Judith Sindal: 1d20 + 4 ⇒ (20) + 4 = 24 Miss chance, 51+ hits: 1d100 ⇒ 89
Karen Golightly: 1d20 + 4 ⇒ (16) + 4 = 20 Miss chance, 51+ hits: 1d100 ⇒ 67
Alby Yenwood: 1d20 + 4 ⇒ (7) + 4 = 11 Miss chance, 51+ hits: 1d100 ⇒ 19
Nancy Yenwood: 1d20 + 4 ⇒ (13) + 4 = 17 Miss chance, 51+ hits: 1d100 ⇒ 79
Roger Tomfoot: 1d20 + 4 ⇒ (6) + 4 = 10 Miss chance, 51+ hits: 1d100 ⇒ 71
Sally Tomfoot: 1d20 + 4 ⇒ (2) + 4 = 6 Miss chance, 51+ hits: 1d100 ⇒ 100
Watchtower: Whisky and Pats
includes +1 morale bonus
Whisky: 1d20 + 4 ⇒ (8) + 4 = 12
Pats: 1d20 + 4 ⇒ (12) + 4 = 16
Following her own advice, Mel tries to take a shot at Ukar.
Mel's attack: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Miss chance, 51+ hits: 1d100 ⇒ 62
I don't know Ukar's AC, but I'll roll damage for anyone who passed their miss chance and got a 17 or higher on the attack. GM, if his AC is higher than 17, some of these may miss anyway.
Judith Sindal crit confirmation roll: 1d20 + 4 ⇒ (16) + 4 = 20
Judith Sindal damage roll: 1d6 + 1 ⇒ (4) + 1 = 5 (15 if confirmed!)
Karen Golightly damage roll: 1d6 + 1 ⇒ (2) + 1 = 3
Nancy Yenwood damage roll: 1d4 ⇒ 2
Mel's damage: 1d8 + 3 ⇒ (3) + 3 = 6
With the potion of Good Hope still singing in her veins, Mel lines up her shot and fires. We're going to make it through this! she thinks to herself. Not without cost ... but it could have been much, much worse.

Brookside GM |

Nancy's arrow is heard resounding off armor but Mel's and two others thump satisfyingly into flesh.
The last berserker prepares to swing his axe at the enemy who attracted his attention the most, Kelian, when something guttural and harsh is barked at him in orcish. The darkness moves forward, enveloping Kelian, and begins moving south east toward the woods.
Able to penetrate the darkness with your keen eyes, you see the wrath priest heave his warrior up into the saddle behind him and begin riding past your lines.
Last trap activates on 51: 1d100 ⇒ 21
The mounted officer yells in joy, shouting his thanks to Perrin. Inspired, his lieutenant attempts to break the orc's hold over his mind
Will: 1d20 + 3 ⇒ (11) + 3 = 14
but fails to do so. The leader and his capapble lieutenant fire at the orc archer, the only target they can currently see.
Attack 1: 1d20 + 14 ⇒ (6) + 14 = 20
Attack 2: 1d20 + 14 ⇒ (17) + 14 = 31
Damage 1: 1d6 + 6 ⇒ (1) + 6 = 7
Damage 2: 1d6 + 6 ⇒ (3) + 6 = 9
Seeing the rival chief escaping, Halak steps out from the gate and calls the grasses of Brookside to vengeance.
Horse reflex against entangle: 1d20 + 7 ⇒ (4) + 7 = 11
Grasses and vines spring up around the horses legs, halting its motion on the very edge of a thick, mass of brambles and vines.
All Brooksiders up. Updated map.

Mel Elden |

"Whisky, Pats, keep trying to shoot the leader -- I'm pretty sure you're the only ones who can actually see to shoot him in that gloom, and now the rest of us can't even tell where the edges are. And he's getting away!"
Pats attack: 1d20 + 4 ⇒ (2) + 4 = 6
"Right you are," Whisky says, and the two of them send shafts out into the night. Sadly, they have no effect.
Scanning for targets, Mel sees only the one archer remaining, and takes a shot at her.
Mel's attack: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Mel's damage: 1d8 + 3 ⇒ (1) + 3 = 4
"If you get an opportunity to shoot the leader, shoot him!" Mel calls down to the other archers.
"There's an orc archer over here!" replies Alexandra Higgins.
Amos Nolton: Attack: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d4 ⇒ 1
Alexandra Higgins: Attack: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
"Oh crap, we missed one!" yells Sarah Golightly. She draws and fires at Halak, evidently not realizing he had been assisting the Brooksiders.
Sarah Golightly: Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
"Wait, not that one!" Mel yells as the other gate and south wall archers raise their weapons. "He's the one we took prisoner -- he struck a deal with Vors!"
Con check for volume: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Cha check for persuasiveness: 1d20 - 1 + 2 ⇒ (9) - 1 + 2 = 10
Oo, double 10s. GM, I'll leave that one up to you. I don't think a lot of the villagers got a good look at Halak earlier, and in the chaos it'd be pretty easy for them to just keep shooting at any orc they can see.

Perrin Alders |

As Mel directs the bulk of the defenders, the remaining teenagers around Perrin heed Alexandra's cry and turn their attention to the final orc archer.
Abbiforth Nolton: Attack: 1d20 ⇒ 15 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Susy Nolton: Attack: 1d20 ⇒ 11 Damage: 1d3 ⇒ 3
Joren Golightly: Attack: 1d20 + 4 ⇒ (9) + 4 = 13 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Jael Falchen: Attack: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Scratchtail: Attack: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d3 ⇒ 3
Meanwhile, Perrin moves along the palisade to the east, positioning himself so that the top of the wall blocks him from the archer below, while the more elevated riders remain within his sight. Once again, he raises that lead symbol and shudders violently as the energy passes through him. The archers from Astin look up in wonder as their wounds begin to close, and the frozen lieutenant finds that he can move once more. Channeling energy to heal the Astin riders, which also allows them to ignore a condition such as paralysis for a round. Healing: 1d6 ⇒ 4
"Go after the leader, he's stuck in the vines just past the gate!"

Mel Elden |

Err, Perrin, we can't see the vines or the orc leader -- he's still in the Darkness.
This makes me wish I were a wizard, just so I could cast Magic Missile at the darkness.

Perrin Alders |

Err, Perrin, we can't see the vines or the orc leader -- he's still in the Darkness.
Wait, we can definitely see some of the vines, right? I mean, it looks like the radius is much larger than the circle of darkness. So I figured we'd know the darkness moved into the vines and then stopped - but if that's too metagamey, GM, feel free to ignore it.

Mel Elden |

Well, it's up to the GM, but Perrin's standing on the north palisade. The closest bit of vine that would be outside the area of effect is 4 squares away diagonally, just over a hundred feet. Between him and the area of effect there are multiple buildings, the watchtower, the south wall of the town, and the Darkness effect. The entanglement is at ground level, while the walls are -- was it ten or 15 feet high? Anyway, I think the angles are poor.
That said, I think it'd be pretty easy to tell which general direction he went based on the hoofbeats and seeing the assorted sunrods/torches/etc wink out and back as the darkness effect passes by. So a general "he went that way!" would make sense.

Brookside GM |

Yes you would have a general sense of "he went that way" but it would be difficult for Perrin to see the vines given all the factors. DC 25 perception check for anyone who wants to notice the vines other than those with darkvision. DC would probably vary based on position but let's not get too worried about those details.
Map updated to show darkness spell, which isn't a problem for Hirda, btw.

Brookside GM |

Perrin notices the strange, grasping vines in the area. He also sees that there is a darkness near the edge of the vines.

Vors Falchen |

When the darkness rolls past Kelian, Vors nearly has a heart attack until his son reappears. He waves for his troops to follow him carefully towards the south, when he sees that the darkness that can't be pierced by moonlight or starlight is just up ahead, but he stands just outside it. "Can anyone see in there? What do we do?"
Ahhh, just realized that I don't think I specified who in Vors' troop was carrying a light source, if any. Most are wielding weapons two handed - we should have been rolling miss chances for all those attacks in the field! Mea culpa, GM, I totally forgot.

Hirda of Kirin |

That looks a little too far for Hirda to charge.
Hirda runs headlong towards the fleeing orcs, either not noticing or willfully ignoring the twisting vines, not to mention the threat posed by the cornered warriors.
Run 80', or as far as she can make it, towards the opposite side of the fleeing chieftain, column P.
Reflex: 1d20 + 1 ⇒ (7) + 1 = 8
As Hirda enters the magical thicket, she is immediately bogged down. Luckily, she is within her glaive's reach of the mounted orcs (I think). Seeing she can't go further, she prepares to strike.

Brookside GM |

Vors, you guys were still pretty close to the gate and the villagers had struck up a good number of torches and sunrods near there so you had decent illumination. Hirda, by my estimation, you can barely reach the orcs with your glaive on a charge. The 20 ft squares make it tricky but Vors isn't really in your way. Here's your swing at the berserker on the back of the horse.
The villagers finish off the orc archer with their shafts while some target Halak until Mel calls them off. Halak snarls fiercely at the villagers in pain.
Hirda strikes at the wounded warrior,
Attack: 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28
Damage: 1d10 + 3 + 1 ⇒ (9) + 3 + 1 = 13
pulling him off the horse. His body slumps into the weeds. With a cry of something that sounds like grief, the leader attempts to turn his horse toward you.
The leader cries out in rage
You took my soul in exchange for power and your power has deserted me!!
Strength check: 1d20 + 5 ⇒ (17) + 5 = 22
The beast breaks free from the vines and moves toward Hirda, giving her an opportunity to strike its rider, sinking her glaive into his shoulder.
Hirda's AoO: 1d20 + 7 + 1 + 1 ⇒ (16) + 7 + 1 + 1 = 25
Damage: 1d10 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Uncaring, he raises his waraxe and brings it down on her.
Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d12 + 9 ⇒ (11) + 9 = 20
His destruction of the strange beast giving him some credit, Perrin's words are heeded by the riders from Astin, who move towards the turned priest.
Attack 1: 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27
Attack 2: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28
Attack 3: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21
Miss chance 1: 1d100 ⇒ 81
Miss chance 2: 1d100 ⇒ 91
Miss chance 3: 1d100 ⇒ 29
Damage 1: 1d6 + 6 ⇒ (5) + 6 = 11
Damage 2: 1d6 + 6 ⇒ (3) + 6 = 9
Damage 3: 1d6 + 6 ⇒ (5) + 6 = 11
Two of their shafts strike home, leaving the leader tottering in his saddle.
All. Brooksiders. Up.

Mel Elden |

Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Mel's ears twitch at the shout in orcish, giving away Ukar's position, at least roughly.
Mel's attack: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Mel's damage: 1d8 + 3 ⇒ (6) + 3 = 9
Miss chance; 51+ hits: 1d100 ⇒ 55
Heh. Pretty sure his AC is better than 16.
Listening for a shout of pain, Mel hears only a spaaaaang as the arrow bounces off Ukar's armor.
"Whisky, Pats, try for the leader again. I want him to pay for what he's done here."
Cha check for persuasiveness: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4
"No, Hirda's too close to him," Whisky replies. "Anyway, I think Hirda and Vors are going to take him down."
"Oh. Good. Uh, I guess shoot that last archer then?"
"Right."
Mel yells down to the villagers below: "Whisky says Hirda and Vors have got the leader -- shoot that last archer!"
Con check for volume: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
Cha check for persuasiveness: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4
The tiredness in Mel's voice must have shown. Most of the archers disregard her instructions, though Reinala and Sarah Golightly join Whisky and Pats in an attack on the last archer.
includes point-blank shot and +1 morale bonus
Sarah Golightly: 1d20 + 5 ⇒ (1) + 5 = 6
Reinala Falchen: 1d20 + 5 ⇒ (1) + 5 = 6
Watchtower: Whisky and Pats
includes +1 morale bonus
Whisky: 1d20 + 4 ⇒ (16) + 4 = 20
Pats: 1d20 + 4 ⇒ (14) + 4 = 18
Reinala and Sarah turn to shoot the orc archer, but fail spectacularly -- Sarah's arrow slips off its rest and clatters to the wooden palisade at her feet. The noise startles Reinala, who jerks her bow as she flinches and manages to shoot the palisade wall right in front of her.
Meanwhile, Whisky and Pats loft their arrows down on the orc archer. The shafts float almost gently through the night chill, like deadly thistledown.
Whisky damage: 1d6 + 1 ⇒ (1) + 1 = 2
Pats damage: 1d6 + 1 ⇒ (4) + 1 = 5
The orc archer gives a cry of despair as she is struck.

Vors Falchen |

Vors, hesitant to send his son into that lethal darkness, tells them to hold back and wades in, cautiously swinging his halberd and trying to avoid Hirda...
Power Attack: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
51+ to hit: 1d100 ⇒ 86
Power Damage?: 1d10 + 9 + 1 ⇒ (9) + 9 + 1 = 19
...but he's too cautious, and only digs a furrow in the ground. "I need more light in here!" he bellows, hoping that someone can hear and assist him.
CON for volume: 1d20 + 1 ⇒ (15) + 1 = 16
CHA for command: 1d20 ⇒ 18

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

Hearing Vors' command, Ursa Dorner attempts to throw a sunrod near him
Attack against AC 5 with improvised weapon at two range increments: 1d20 - 4 - 4 + 1 + 1 ⇒ (14) - 4 - 4 + 1 + 1 = 8
and she succeeds! But the sunrod is swallowed up in the darkness, failing to help illuminate the area.

Perrin Alders |

Perrin frowns in frustration, powerless to pierce this bubble of darkness. He looks around in confusion at Mel's words, trying to spot the remaining archer, but his eyes fall instead on the bodies scattered below him. A look of decision crosses his face, and he takes a deep breath, addressing the young archers around him.
"We can't risk hitting Hirda or Vors. So if you can see through this darkness, keep shooting, but otherwise come with me." He swings onto the adjacent ladder and drops down, landing with a soft thud. "It's time to go care for the wounded."
Con check for volume: 1d20 + 1 ⇒ (6) + 1 = 7
Cha check for persuasiveness: 1d20 + 1 ⇒ (10) + 1 = 11
He speaks softly, and most of the teens don't hear him over the din of the battle. But Scratchtail starts toward the orc rider, and Nella Yenwood quickly follows Perrin down the ladder, her weapon clattering to the ground. She had been sending panicked glances every few seconds toward her mother's dim outline on the South Wall.
The ratfolk makes his way along the palisade to just north of the gate, close enough for his acute vision to pierce the supernatural shadows. The orc leader's mount makes for just enough space from the Brooksiders to allow a clear shot.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d3 ⇒ 1
Meanwhile, Perrin crosses to the prone form of Abigail Dorner, drawing his wand as he moves. He presses the wand to her injuries and concentrates.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 "Can you hear me, Abigail?"

Brookside GM |

Abigail jerks upright, conscious but still somewhat wounded. She stares at you in amazement.
WHOAA!! Um... thanks doctor...
She picks up her weapon in case she should need it.
Scratchtail's arrow yields a dissatisfying clanking sound instead of the intended thump.

Brookside GM |

The mounted archer's paralysis sets back in and he is unable to continue firing.
Will: 1d20 + 3 ⇒ (5) + 3 = 8
Pretty sure Hirda would swing at the orc in front of her.
Hirda steps back carefully and strikes at her enemy, channeling all of her rage into precision.
Hirda's attack: 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28
Hirda's damage: 1d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11
The chieftain falls from his horse into the mud.
The mounted archers, annoyed by the archer harrying them, pick her off with a couple of shots.
Attack 1: 1d20 + 14 ⇒ (13) + 14 = 27
Attack 2: 1d20 + 14 ⇒ (1) + 14 = 15
Combat over but only those with darkvision know that.

Mel Elden |

Ratfolk have darkvision, and I'm standing next to two of them who are within 60 feet of the spot on the map if I've done the math right.
Seeing the final orc archer fall, Mel turns back and begins to line up another shot on the spot where she fired last round. "Is Hirda clear?" she asks. "We've got to ..."
"It's all over -- Hirda got 'im," Whisky says.
Mel lowers her bow and gives a heavy sigh. "Good. I'm going to go down and tend to the wounded -- could you two stay up here and keep alert in case there are any other nasty surprises? Yell if you see anything."
Clambering down from the watch tower, Mel makes her way to the south wall. "That's the last of them, as far as we can tell," she says. "Keep alert anyway, just in case, but I think we can breathe and see to the wounded. Pass the word."
Pulling a healer's kit from her belt pouch, Mel sets about it.
Mel has a +10 modifier on Heal checks, so she can take 10 and use the Treat Deadly Wounds option. The healer's kit has 10 uses, but it takes 2 for this action, so Mel will get five villagers. In this order: Nancy Yenwood, Roger Tomfoot, Judith Sindal, Karen Golightly, Alby Yenwood. Since they're level 1, they each get 1 hp back.

Hirda of Kirin |

Hirda brings her weapon down one last time on the chieftain's neck, nearly severing his head. Coming partway to her senses, she attempts to free herself from the vines around her.
Strength: 1d20 + 2 ⇒ (7) + 2 = 9
Vors, Vors, kin ya see me et all? These two er nought but corpses now. Git back n' 'elp tend t' yer folk. N' one more thing--Git yer orc friend outta me sight afore I 'ang 'is guts out t' dry.

Perrin Alders |

Mel, don't forget that treating deadly wounds takes an hour apiece.
After hearing the others announce the final blow, Perrin turns to Nella and Abigail as Mel descends from the tower. "Could you please go with Mel, in case she needs help moving the injured? I'll be there in a moment, but call me if there's someone where she can't stop the bleeding."
With that, Perrin heads out of the gate and looks around, still unsure about what happened in the darkness. "Is... is the leader dead?" The doctor speaks haltingly, as though struggling to find the words. He turns to Halak with a quizzical expression. "How did he know so much healing magic? And what was he saying there, at the end?"
Perrin looks down and shakes his head distractedly, as though trying to focus on the issue at hand. "Speaking of healing magic, do you have any of your own? Most of mine will return to me at midnight."
Perrin's eyes turn upward to the stars and the sliver of moon, tracking their progression across the sky. Survival: 1d20 + 3 ⇒ (16) + 3 = 19
Or would that be Knowledge (nature)? Just trying to figure out how long until midnight arrives.

Brookside GM |

Halak grunts and gives you a rough translation of Ukar's last words. See spoiler. He shrugs regarding the origin of Ukar's abilities. The supernatural darkness fades away after the death of its creator.
Halak says
Me can cure one more but they no let me touch.
Looking at the stars, Perrin determines midnight is almost upon you. 30 minutes or so.
The leader of the men from Astin rides up to Vors while directing his other two men to see to their fallen comrade.
What happened here? he demands.

Mel Elden |

Really? ... oh, there it is, separated from the rests of the description by several paragraphs. I totally missed that -- I've never actually used this application of the heal skill before. I guess I'll just get started on Nancy Yenwood then.
"Yes, I could use the help; thanks." Mel says to Abigail and Nella.
Hearing Perrin's question as she leaves, Mel turns around and replies "He said: 'You took my soul in exchange for power and your power has deserted me!' Apparently he chose poorly; his god demanded a high price and ultimately betrayed him." She shoots Perrin a piercing glance, and then continues on to the palisade accompanied by Abigail and Nella.
I don't think we currently have any villagers bleeding out. Nancy Yenwood and Roger Tomfoot are apparently at 0 hp exactly and disabled, but stable. Everybody else is either in positive hit points or else dead.

Vors Falchen |

Vors points at Ukar, dead on the ground. "I'm Vors Falchen, formerly a sergeant in the army of the Bishopric of Helm. Captain, you've saved us from destruction, that's what. This one, called Ukar, was leader of the warband. He sent an advance party a few days ago, and we caught wind of it and took them out. One orc we kept prisoner, and he gave us an accurate timeline for the attack - we wouldn't have been as well prepared as we were if it weren't for him."
He looks over at Halak and yells, "Halak, Mel will try to get someone to let you heal them. If they don't, go back to the barn, I'll come deal with you soon enough."
Shaking his head, Vors goes on, "They were planning to attack Rush Junction. We were just in the way. That damn karak - their word for that monster you kept bringing down - Ukar was counting on it to lay waste to us all, and it probably would have, if not for your arrows. We lost... we lost too many, as it is. Five at the gate, two at the bridge, perhaps a pair up on the wall. A high price to pay for a town as small as ours."
"I'm glad that our townsman, Thomas Nolton, made it to you to deliver the word. I assume he wasn't able to follow at your speed? What other news from Astin?"

Brookside GM |

Halak grunts at Vors' instructions and waits for Mel. If she has no instructions for him, he sulks into the barn. The captain responds
I am Captain James Hannady. If not for that young fellow up on the ramparts with his fire, I'm not sure we could have kept that thing down. Your man, Nolton, made it to Astin all right. And he made quite the scene, insisting that I bring a whole battalion to your little town. Normally, I don't listen to the rumors of small folk but he seemed extraordinarily sincere so I came with a few of my lieutenants.
He glances over at the body of his man.
Wish I'd taken the small fellow more seriously. And yes, he'll be along in a while. Seems your village has suffered quite a bit. My men and I will help you bury your dead then we must bury ours. Anything the foul cretins may have had should be used to help your village.

Perrin Alders |

Perrin meets Mel's gaze, but the look he gives in response just seems tired - and a little bit helpless.
He turns away as Mel moves out of sight, and his next words are addressed to, of all creatures, the dead chieftain's horse. As the panicked beast struggles to break free of the brambles, Perrin reaches out a hand and murmers, "It's okay. It's all okay." Handle Animal: 1d20 + 1 ⇒ (18) + 1 = 19 Just trying to calm it down. He then speaks to the Brooksiders starting to emerge from the gate: "Could one of you please tether this poor animal to the palisade before someone gets hurt?"
Perrin's attention turns to the captain as he hears his mention, and he slowly makes his way over to the Astin riders. "Hey. I'm Perrin." he offers as a rather lackluster introduction. "I, well, I patch people up. And sometimes that involves fire, I guess." He seems to find his rhythm and continues speaking, more sure of himself. "My point is that I usually try to take care of the living people before the dead ones. So if you need bandages or water or just a place to rest, well, the bodies can wait. We'll do whatever we can to help."