
GM Redelia |

It was supposed to be an easy job— escort a wagon full of grain to a remote outpost through a relatively barren marshland. But things have only gone from bad to worse as the journey has worn on. First, one of the guards vanished in the night. Then the creatures appeared—man-like things with the heads of nightmarish antelopes and a ferocious hatred of intruders. Days of ceaseless attacks have finally taken their toll on the caravan. The strange creatures have attacked the traders and their guards mercilessly, each attack taking a few of the guards with it. In this latest attack the creatures managed to cripple the convoys’ horses, leaving the cart a shattered wreck. The caravan master points to a path ahead and shouts, “The trail to Jace’s Stanchion lies that way! We’ll have to fight our way through!”

Neroli |

Neroli is as fascinated as she is dismayed. Who are these strange creatures? Why are they attacking this caravan so resolutely?
Press on they must, and vigilant they must remain, but she also continued to observe these creatures and try to understand how they fit into the universal pattern.
"Yes, we shall fight our way through," she says in a quiet voice. "But keep our eyes open for any signs that may tell us what these creatures are and why they are attacking us."

GM Redelia |

Around you, you see caravan guards preparing to fight the strange attackers. There are six attackers between you and the path the caravan master indicated. These enemies move up and attack the caravan master and two of the other guards. You also see a larger group of the monsters coming towards you. They will arrive in 2 rounds. They are not between you and the path. Do you try to fight, or do you try to get on the path and escape to town?

GM Redelia |

The attackers are what is shown on the cover of the adventure. http://paizo.com/products/btpy9b2yfor a picture of them. There is a text description in Sunday's post.
Either a knowledge(local) or knowledge(psionics) or perception roll can get you more info on them, if successful. Feel free to try more than one of them, if you want.

Arris via Scavion |

Perception: 1d20 + 4 ⇒ (4) + 4 = 8
"We must get that grain to safety or this whole damn trip will be for naught!"
Arris moves over to the Caravan Master and attempts to smash one of the antelope-men into the dirt with an overhead swing.
Finally! A chance to test my skills!
ARRIS SMASH!: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9
Oddly, Arris' statblock does not count for the Mindblade being a Masterwork weapon.
EDIT: Not that it ended up mattering >_>

Xerdilac by YD |

"Care, friends! We may not survive a direct encounter alone! Let us come together and protect each other through the joining!"
Xerdilac joins himself, Arris, Edrielle, and Neroli into a collective, where they may share hit points in the event that one is injured. A slight tingle runs down each of their spines as the feel innately joined with their companions.
"Hold the line!"

GM Redelia |

For simplicity, I'm assuming you all share what you know right away.
Neroli notices that the enemy are only attacking non-psionic characters. It's even more obvious when one turns away from Arris to attack a non-psionic guard. The glowing runes on the creatures' chests may have something to do with their ability to detect psionic creatures. They are not psionic themselves. It does not appear to be natural to the creatures.
Xerdillac knows that these creatures are called Hanoshafyr and were the original residents of the area before Jace's Stanchion was founded. They were originally peaceful and friendly.
They are attacking using clubs and by goring enemies.

GM Redelia |

As you go past, you notice that the strange creatures are continuing to kill the non-psionic members of the caravan. They are starting to do non-lethal damage to psionic members as you leave the clearing. Two of them swipe at you as you pass, but they are unable to do any damage. You find your way without further incident to the town of Jace's Stanchion.
The buildings of Jace’s Stanchion tend to be single story affairs. With a foundation of stone that must be drawn from the local quarry, the floors have puzzle-like tiles that have been placed together for added stability and do not seem to use mortar. The walls of many buildings are constructed of heavy, knotty logs, seemingly at odds with the ingenious stonework. The roofs are composed of thin, geometric stone shingles, interlocking almost like a turtle shell, supported by thick wooden columns. These shingles are expertly crafted phrenoric ore. All buildings look solidly made and in good condition, obvious pride has been taken in their appearance. Surrounding a central court built around a statue of an impressive-looking man are the tell-tale signs of a tavern, tailor, stonecutter, and general store.

Neroli |

Neroli sounds sad as she speaks to the others upon reachign Jace's Stanchion. "I hated to abandon the caravan like that; there's little hope anybody is alive. If only we could have spoken with those creatures! They seemed to respect the psionic. Doubtless there is a long and ugly history of conflict that we could not overcome. Still, I feel like we've abandoned those under our care."

Arris via Scavion |

Arris looks about for any signs of life and calls out.
"Anyone out here? We need help! The grain shipment is under attack!"
"It is disrespectful to those who stood their ground to count them off as dead whilst they may still draw breath." Arris says whilst turning slightly to Neroli.

Xerdilac by YD |

Xerdiliac smiles warmly, nodding at nearby villagers that pass, but having sense enough to not make eye contact or make any semblance of a threat. He studies the architecture of the town with interest, sticking close to Arris as he calls for aid.
"These people seem little concerned with the shipment, or the fate of the merchants. It is clear something is amiss, or perhaps, as you suggested-" he beckons to Neroli before continuing, "-there is more than we are aware."
He is not particularly concerned with the caravan either; his three comrades are his interest, their safety his duty to uphold.

GM Redelia |

The population of the town is 70. The only buildings in town, other than the villagers' homes, are the tavern, a small church, a tailor shop, some sort of mines, the general store, one larger house, and a dromite colony.
You may look up dromites in a psionics book or on the internet, if you would like.
An unmarked version of the town's map can be found here: http://www.tommisalama.com/portfolio-maps/jaces_stanchion/
You are now in the town square, where there is a market. Where would you like to go?

GM Redelia |

I'm going to assume the others agree to Arris's plan
You approach the largest house in town, Edrielle behind the others. As you come close to the door, two guards approach you. Edrielle sneezes, and the guards look right at her, so she joins the others. They explain that Odafin Duarran left town on business, and you will have to come back later.

GM Redelia |

The guard who is answering looks back at you, annoyed. "I already told you that Odafin is out of town. He took the guard captain with him as bodyguard. Now go away!"
OK, guys, if you don't mind, I need to give you a gentle shove back onto the rails. The adventure assumes that you go into some of the businesses and talk to the residents at this point. The events at this house don't make any sense until the end.

GM Redelia |

Xerdillac seems missing right now, so I'll just go with the rest of the group's consensus.
You walk into the tavern. There, you find 4 other guards from your caravan have survived. They were already friends on the journey here, and now they just don't want to talk to you. You notice they are psionically gifted. They are a pair of brothers, Morris and Simon, and a married couple, Syonne and Bertrand. Syonne has always been haughty in her dealings with you, and is the leader of their little clique. All four of them clearly have a very poor opinion of the town.
It's late evening, and the barkeep cannot offer you any assistance. He does, however, provide lodging for the night. "You will be more likely to find someone to help you tomorrow. It's even possible Odafin will return."

GM Redelia |

When you wake in the morning, the other guards are just leaving. They have very little to say to you, and it is clear that their disdain for the town is growing.
What do you want to do now? Easy options are:
1. Go back to the marketplace and ask the townsfolk questions
2. Visit the tailor shop
3. Visit the mason
4. Visit the general store
5. Visit the church
6. Visit the dromite colony