
Zavier Vitoly |

Not sure what happened with Zavier and the haflorc in the last turn. Zavier still has it grappled right? Will take my next turn now in case I can't post later
Not wanting to be in the burning house anymore Zavier maintains his iron grip on his enemy and drags it out of the house.
Maintain Grapple: 1d20 + 8 + 2 - 1 + 1 + 4 ⇒ (13) + 8 + 2 - 1 + 1 + 4 = 27
So moving 15 feet to get out of the house. Assuming of course that Racket doesn't kill it.

Katrezra |

Katrezra will stop long enough to offer yet another prayer to Iomedae, Please, help this one that helped me in my hour of need, heal her wounds enough that we may bring her to safety.
Cure Light Wounds: 1d8 + 2 ⇒ (7) + 2 = 9

Racket |

Sorry guys, crazy day yesterday. I'm here.
Racket will try to flank one of the half-orcs with Grok and stabby-stab him.
rapier: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
damage: 1d4 + 1 ⇒ (3) + 1 = 4 plus sneak: 1d6 ⇒ 2

DM Haldhin |

Zavier twists the orc's torso while keeping its legs rigid, causing a painful cracking sound from the creature's back. It continues to struggle, though it cannot escape.
Seeing the orc in front of him drop from Grok's swing, Racket pivots and plunges his rapier deep into the orc that Zavier holds. With a hoarse cry, the orc slowly goes limp, dying as Zavier drops him.
Katrezra's healing manages to bring some color back to Sara's face and stops the blood trickling from her mouth. She remains unconscious, but she appears to be out of danger.
Agrit looks relieved when the spell takes hold. You can all tell the dwarven woman is barely holding herself together.
You all recall that survivors are being rushed up toward the longhouse, and after only a few minutes, you have carried Sara to a group of guards who promise to make sure both she and Agrit make it there safely.
You can wander around the lower town looking for more invaders, or you can return to the gate to see if they have another situation that needs your special set of skills. Either way is fine with me, just let me know what you want to do.

DM Haldhin |

Your group makes your way back through the town. Many buildings are now on fire, lighting up the otherwise dark night sky. Boulders continue to fly over the wall, but they are now aimed higher up the hill, sailing over the lower quarter where you are currently located.
As you turn a corner, you see an orc about 50 feet ahead of you dump an armload of loot into a large wagon. Even from this distance, you can see the wagon is almost full. The orc turns and jogs back into a smoldering house, apparently oblivious to your presence.

Grok. |

"RACKET AND KATRESRA, GO HELP THEM AT THE FRONT. ZAVIER AND I HAVE SOME CLEANING TO DO FIRST."
Grok, sword in hand this entire time, then charges the looter.
attack: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
damage: 3d6 + 6 ⇒ (1, 2, 4) + 6 = 13
Once the looter dies, Grok will flip over the cart and/or break the wheels to prevent convenient future looting.

Katrezra |

Katrezra does not take the time to object to the harsh treatment of the looter, deciding it would be a discussion for a later time. He stops his hobbling long enough for the small creature to hop onto his back, then continues hobbling to the gate, no more slow than before he carried the extra weight.

DM Haldhin |

The orc is caught completely unaware as Grok and Zavier bear down on him. The dying monster tumbles to the ground with a broken neck and a deep wound across his back.
Katrezra and Racket begin moving back toward the front. As they proceed, they notice a stream of guards heading away from the main gate toward the inner city - a stream which increases with each passing moment. An older guard stumbles and falls, but another catches his arm and pulls him forward.
Seeing the orc fall, Grok reaches over and casually tips the cart onto its side. A quick slash of his sword sees the axle splintered.
The rapid staccato of a horn cuts through the air, and a human voice yells over the din of nearby fighting, "For Trunau, fall back to the Inner City! Fall back!"
Zavier turns to look inside the house where the orc was looting, and sees a young girl sitting on the floor with her back to the wall and her knees pulled up to her chin. Her eyes are wide with terror, and she is frozen in place.
Katrezra and Racket are 80 feet away from Grok and Zavier.
Anybody interacting with the girl needs to make a Diplomacy check. Feel free to post what you want to say, how you want to approach her, etc, but please make the check at the same time.

DM Haldhin |

She begins screaming and pointing, "Mommy! Daddy!"
The girl is clearly pointing at a house across the street. The building next to it is fully engulfed, but the house is just starting to catch fire.
The girl appears to be around 7-8 years old. Human, very dirty, with Orc hand prints all over her arms and waist. (Indicating he grabbed her and carried her)

Zavier Vitoly |

Gah. Take her to healer man! Then help Zavier! Zavier shouts and sprints towards the house.
Going as fast as possible to house and then trying to enter the house

Katrezra |

Katrezra will have limped back to Zavier and Grok by this point. Hearing Zavier's plan, he hesitates and says, Should I stay here with her if you need me? I have one spell left that can be of assistance if things are... dire. Whatever the answer is, he looks to the girl and attempts to calm the girl, These men are going to do all they can, and I will protect you while they're away.
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15

DM Haldhin |

Zavier forces the door open. He stares inside as Racket and Grok appear by his side. Five dead orcs lay strewn about the room. In the center of the orcs is a human male on his knees with his head hanging down. He is wearing chainmail and holding a greatsword, and though clearly alive, he appears to be on the verge of collapse.
A human woman's body can be seen lying on a bed on the far side of the room. She does not appear to be moving.
The man's head rises slowly to look at you, and the wild feral gleam in his eye is impossible to miss. He starts standing, and small flecks of spittle fly out as he screams, "You took my family, but you won't take me, you filthy orcs! Die!"
The man is obviously injured, and obviously mistaking the three of you for orcs. No need to roll initiative, just let me know what you want to do (actions, skill checks, etc)
-----
Hearing Katrezra's soothing voice is enough to quiet the girl. She hugs him tight around the neck and buries her face in his shoulder.
What do you want to do?

Racket |

"We're no orcs! Wake up man, we're here to help you! We already saved your daughter from the bastards!"
Diplom: 1d20 + 5 ⇒ (8) + 5 = 13

DM Haldhin |

He swings his sword in a wild arc, and you can tell he isn't really trying to hit anyone. He's struggling with what he's hearing, and some of the fire has left his eyes.
"It's a trick, nothing but a trick! Just... Just get out of here, why can't you just leave us alone?!"
You hear a massive explosion from the area of town near the gate, followed by what sounds like hundreds of orc voices shouting a battle cry!
Your Diplomacy checks had an effect, do you want to spend another round trying to talk him down? Sounds like the gate has collapsed, you only have a few seconds to get through to the Inner City district!

Racket |

"It is no trick, sir. We saved your daughter. I am sorry we could not save your wife. But we can still save you. Now COME WITH US!"
Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18

Zavier Vitoly |

Gah. Do we look like Orcs! Come outside and you will see your girl. She asks for you! We bring your wife to be put to rest and not burned in house!
Aid Diplomacy: 1d20 ⇒ 7

DM Haldhin |

The man glances at you warily as he contemplates what he's heard. As you watch, his eyes get glassy, then they roll up in his head and he falls to the ground.
So the man and the woman are still in this house with a number of dead orcs lying around.
-----
Grok and Katrezra see a steadily increasing number of orcs and dogs running toward the inner gate. If you do not get there soon, you will be stuck in the outer city!
As Grok looks around, he notices a dozen or more half-orcs, bare-chested with white swords painted on their bodies, working around some type of large wooden structure. It seems strange because whatever they're building is at the base of the inner wall - and it's certainly large enough to raise something (or someone) over into the inner city.
Grok also notices a pale green haze surrounding the half-orcs.
The half-orcs are 100 ft away, partially obscured behind a house on the far side of the street.

Racket |

"Gah! The moron could have helped us pull his wife's body out... now we have to pull HIM out!" Racket grabs an arm and tries to start pulling the man. Hopefully Zavier will help.
Strength: 1d20 + 1 ⇒ (11) + 1 = 12

Zavier Vitoly |

He is Champion. Killed 5 orcs to protect memory of family! Zavier says somberly before dragging both the the man and his wife out of the house.
I can drag much Big Racket! But where go now?

Katrezra |

Katrezra, seeing Zavier, Racket, and Grok exit the house, waves them all over, trying to simultaneously shout to be heard and whisper to stay hidden from the invaders, To the Inner City! We have to hurry, or we shall be locked in this side with the orcs!

DM Haldhin |

Your group turns toward the inner city, but it is too late. Choosing to save the girl and her family, while noble, has delayed you too long. A horde of orc savages races toward the inner city gate, and despite your prowess in battle, your small group is vastly outnumbered.
If you want to make it into the inner city, the only way may be to capture the wooden structure from the half-orcs, and try to figure out what they intended to do.
Sorry, rolls weren't in your favor to beat the orcs to the inner city gates, but all is not lost! You can still make it in, just have to get through the half-orcs and figure out what they're trying to accomplish. Your group is 100' feet away. Assuming you're going to attack - please go ahead and roll initiative, then attack/damage rolls. There are at least 12 of them, but you have surprise.

Zavier Vitoly |

Gently laying the two bodies on him down Zavier says Stay with parents little girl. We come back for you. Zavier promise this! and then follows Grok into the fray.
Gaining Dodge Feat for a minute for AC 17 using Martial Flexibility
Power Attack Charge: 1d20 + 6 + 2 - 1 ⇒ (19) + 6 + 2 - 1 = 261d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
AC 15 next round
Init: 1d20 + 4 ⇒ (11) + 4 = 15

DM Haldhin |

Grok and Zavier charge in, each of them dropping an orc.
Racket heals the man. He sits up and looks around suspicously - until he sees his daughter and wife. Looking back at Racket, he asks "Who are you?!"
The orcs were surprised at first, but seeing two of their number fall has enraged them beyond measure. They swarm around like gnats, clawing and biting:
Grok damage: 1d6 ⇒ 5
Zavier damage: 1d6 ⇒ 1
-----
You're up again!

Racket |

"Hush. We're here to help you. We'll do all we can."
Racket then stows the wand and moves toward the group of badguys. Move then move.

Zavier Vitoly |

GAH. FIGHT ONE ON ONE LIKE REAL CHAMPION Zavier shouts as he hits out at the mass
Flurry: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 4 ⇒ (5) + 4 = 9
Flurry: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 4 ⇒ (3) + 4 = 7

DM Haldhin |

Zavier takes down two orcs, while another dies beneath Grok's sword. Katrezra's flames drop several more orcs, but still they attack!
Zavier damage: 1d6 ⇒ 2
Grok damage: 1d6 ⇒ 3
Katrezra damage: 1d6 ⇒ 5
Racket remains just beyond the swirling mass of crazed half-orcs and his friends.
Behind him, the formerly wounded man staggers to his feet and readies his sword, "I'll not have others fight for my life and family while I still draw breath!"
-----
It looks like roughly half of your enemies have been killed - your turn!

Zavier Vitoly |

Talking while fighting is best Zavier suggests to the family man as the brawler continues wailing at the reduced mob.
Flurry: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 4 ⇒ (4) + 4 = 8
Flurry: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 4 ⇒ (3) + 4 = 7