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"Alright, then where do we go next?" Karist asked as he looked about. Karist rose as Thakus took on the survivor. "We need to get out of this place as soon as we can, but we need more supplies too."

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As the potion slides down his throat, the boy does indeed awaken. He thanks for the timely rescue, though it's clear he knew some of the bodies on the floor as he fights back tears. Seemingly eager to leave the room, he agrees to join the others at the bridge and heads out.
Its up to you guys where to go from here.

Ko’Faahin Bhisi |

As she rushes out of the temple, she pauses for a moment, then turns towards the outbuildings they passed earlier. She pokes her head into one for a quick glance to see what may hide there.
Perception: 1d20 + 1 ⇒ (13) + 1 = 14

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As the rest of the group prepares to move on, Ko'Faahin moves to check to storage shed out back. Upon first glance, the drafty building appears to be just that. However, closer examination reveals a secret hatch in the floor, inside of which you find tome trail rations (8 provision points) and a wand.

Ko’Faahin Bhisi |

Ko'Faahin quickly loads her pack with these new provisions and grabs the wand, tucking it into her belt. Standing, she rushes back to the others and points the way to the bridge with one hand, while gesturing with the other to move quickly.
Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7

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With nothing else of value to be found here, the group prepares to leave. However, you're barely out of the door before another hobgoblin patrol round the corner. They spot you immediately and charge, shouting "More slaves for the pits!"
Initiative!
Karist: 1d20 + 1 ⇒ (3) + 1 = 4
Ko’Faahin: 1d20 + 5 ⇒ (17) + 5 = 22
Shessik: 1d20 + 1 ⇒ (17) + 1 = 18
Thakus: 1d20 + 1 ⇒ (3) + 1 = 4
Hobgoblin: 1d20 + 2 ⇒ (9) + 2 = 11
Ko'Faahin and Shessik are up first!

Ko’Faahin Bhisi |

Ko'faahin sighs, her shoulders sagging with weariness and exhaustion after this long night of fighting. However, with determination, she wraps her paws around the shaft of her spear and prepares for the coming fight.
Delay for now

Ko’Faahin Bhisi |

Looks like 4 icons on the map. I was just thinking that it would be easier to just run and be gone.. its going to take 2 1/2 rounds for them to get to us if we hold position, and a round and a half if we run towards each other. We are down to next to nothing for healing if this thing goes south. I think I have 2 more spells I can use, and not many channels. (I would have to go back and count them up.)
Edit: I was correct. I have two spells and no channels left. I used the CLW vial from the alchemist on the boy, but I don't know who else has one left.

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"Run? Yea, we run to the bridge, I may have..." Karist looked back at the hobgoblin patrol as his voice faded. He turned back, grinned and headed off at a run.

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A hasty retreat it is then.
The heroes make an about-face and run in the face of this new threat. The hobgoblins give ready pursuit but are eventually lost in the streets.
Making your way out of town, you quickly see the bridge come into view. Before you can get there, though, you here a "Psst!" sound coming from the tree line off the side of the road. You investigate to find many of the townsfolk you've saved hiding there. They inform you that the bridge is guarded by a host of hobgoblins, making escape into the Fangwood Forest impossible.
You cautiously approach to see colorful gobs of lichen and moss dapple the ancient, basalt bridge at the Marideth’s narrowest crossing. The ravine below drops twenty feet into raging whitewater and jagged, exposed boulders. To the northwest stands a ramshackle shed and a weathered but sturdy-looking wooden crane. Twentysome bloody and motionless bodies litter the ground, and above them flap banners painted with an ominous, fanged red shield. To the north, three hundred feet past the bridge, a wall of trees and ferns marks the edge of the Fangwood.
You haven't been spotted yet and the map has been updated. How do you want to proceed?

Ko’Faahin Bhisi |

Ko'Faahin looks over the guarded bridge with dismay. Curtly, she gestures the others near, and lays her two paws on Shessik and on Karist, while her tail gently flicks around Thakus' wrist.
Physical contact established, they are all able to hear her gentle, yet fatigued voice in their minds. "We must make it across.. and we have to shepherd these townsfolk too. I think that we should see what that building over hear has; maybe there is something that can help. I don't think that a full charge would do anything but get us killed, but it may be worth it if we can keep the hobgoblins occupied long enough for the others to escape. What say you?"
Just to confirm, GM. How many guards do we see?
If all else fails, I have two spells left, and can choose any of Bless, Murderous Command, or CLW. We can cause some confusion with Murderous Command if we have to charge..

Ko’Faahin Bhisi |

"We are tired.. but we are not weak. I will check the building across the road, then we can just rush the bridge, occupy the hobgoblins while the townsfolk stream past us. Once they are past, we can hold the line long enough to set the explosives and then run like hell.. What say you?"
If everyone agrees, I can start by sneaking across the road and checking out the building. When we are ready to move across the bridge, I can cast murderous command on one of the hobgoblins. While that's going on, we can rush in and hopefully get a surprise round attack in.

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[b]"Agreed, agreed, but I might be able to blow a few off the bridge if that would be of any help."[b] Karist noted while focusing on the enemies guarding the bridge.
*Wind Blast-grntd pwr - Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Shessik |

Shessik moves into position to draw the enemies toward him from the bridge so that the others can run past.
Move, ready action to lash out at the first enemy to get into melee range.
Readied falcata attack: 1d20 + 4 ⇒ (9) + 4 = 13 (probably miss)
Falcata damage: 1d8 + 3 ⇒ (5) + 3 = 8

Ko’Faahin Bhisi |

Before Shessik can move out of cover, Ko'Faahin places her paw on his arm to hold him back for a second. She stares hard at the wolf standing on the near side of the bridge and furrows her brow in concentration, injecting her mind upon the wolf with a sudden surge of bloodlust and hunger for hobgoblin.
DC 15 will save or attack the Hobgoblin!!
Once the spell goes off, she releases Shessik's arm with a smile and a nod before following, spear at the ready.