
Aleksara |

"No. I think I can get them to open the door to ONE of us and just let us in. But it has to be a another deception! My idea: Let's say we 'fake' some alcohol, capture a local bandit, and use my dust of illusion to pretend to be him with the 'alcohol' for the fort. With the way the Stag is, if the disguise is even half-decent they will escort whoever they are inside post-haste. However, once that person is inside, they will have to be able to open the gate or throw a rope over unobtrusively to let us in. Even better would be to capture someone from inside the fort first. But I don't think they are coming out anytime soon."

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"Mmmhhmmm, I was thinkin' somethin' like that, Aleksara. Stag loves his booze, we can exploit that. What if we showed up with a gift for the Stag Lord, some barrels o' liquor 'n ale on the cart. 'Stead of booze in them barrels, we hide inside. Once the gate are open, we pop out 'n surprise 'em. Think that'd work?"
Wendell takes a piece of jerky from his pack while he talks, then rips off a chunk and chews.
"Or we go over the walls with Jerrik's hook 'n rope while they're distracted. Block that gate open."
He says the last bit while tucking under a blanket on his bedroll, well away from the fire. Not yet sleeping, but resting while they speak. "I'll take late watch."

GM Shai Hulud |

1. Never start a plan at step 1
2. Wendell, Arim, and the Mite on his Centipede hide near the castle.
3. Aleksara and Jerrik approach the castle in the wagon near sunset or in the dark, Al and the Kobold hiding underneath. Jerrik or I will take the form of the captured bandit.
4. Use password to get them to open the gate (booze!). While distracted, Wendell, Arim, and the Mite on his Centipede start climbing the wall.
5. Either the climbers take the guards and open the gate while distracted by us, or we meet them inside and take out the guards as fast as possible together!
6. We then push to take out the Stag fast.
Aibreann and Prunus nod in agreement to this plan. With it settled, the night and following day begin to pass as you prepare.
Roll me perceptions for any watches and Survival for any attempts to conceal your camp. I gathered you want to begin right after nightfall this next day? You have time to rest, preparing spells, and a days effort of crafting if you wish.

Aleksara |

I'll roll an 'aid' check with survival to help hide the camp, because I'm sure Wendell has it handled.
Aleksara will take the first watch if she needs to take one. That way she can get the sleep she needs to regain spells later.
Survival(Aid Another): 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Yeah...we'll need someone to concoct fake alcohol somehow? Maybe use some of those Acid Flasks that Al obtained for us? Water them down? They will at least LOOK like alcohol MAYBE...but they'll burn going down!

Alfentinius Lentinels Ferington |

Alfentinius takes an acid flask and casts prestedigitation on it to make it appear more like a bottle of alcohol.
The spell only lasts for an hour... so we'll have to cast the spell right before we go. It will even smell and taste like alcohol... but it's still acid.

GM Shai Hulud |

Wendell: 1d20 + 8 ⇒ (15) + 8 = 23
Chett: 1d20 + 2 ⇒ (5) + 2 = 7
Alfentinius: 1d20 + 0 ⇒ (3) + 0 = 3
Jerrik: 1d20 + 0 ⇒ (1) + 0 = 1
Arim: 1d20 + 4 ⇒ (14) + 4 = 18
William: 1d20 + 0 ⇒ (10) + 0 = 10

Aleksara |

Slapping her forehead at the sight of the dirty hunter, Aleksara sighs.
"Oh goddess preserve me! It's Lowell."
She flicks her hand in the man's general hiding spot.
"That man couldn't sneak up on a sleeping bear in the middle of winter."

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The hunter works to hide their camp should any bandits or strangers wander nearby. His mind is troubled by the coming raid, so the busywork helps keep him at ease. "Jerrik, we'll need to borrow your rope an' grappling hook, help us get over that wall. Mind?"
Survival: 1d20 + 10 ⇒ (17) + 10 = 27
His attention is broken when he sees movement from the corner of his eye. Wendell grimaces, thinking Lowell gives hunters a bad name. Then a wave of suspicion passes through him.
"Lowell? We see you... What in the f&+*'re you doin' here? There's a bandit camp not a mile from here, you know... Tryin'a get yerself captured?"
Despite his tone and barrage of questions, a smile spreads under his beard.

Aleksara |

OK...I've rejiggered my spells for a big combat. Let's hope I won't need any defensive spells! Aleksara will spend most of her day resting and studying her spellbook. She also tries to teach the female kobold some magic basics. As as Magus I can probably teach Magus and basic Wizard-like spell-casting. As a VMC sorcerer, I can also see if I can help her develop any natural magic she might have as a sorcerer or bard. I realize none of this means anything today, but after this combat, she might gain a level and return home triumphant and with MAGIC! We'll see I guess. =) Just before we leave to go to the castle, she'll rejigger her disguise too, again using her disguise kit! Going for a 'Generic Bandit' look.
Disguise + Kit Bonus(Taking 10): 10 + 5 + 2 = 17

GM Shai Hulud |

Lowell approaches you a bit defeated and hopeless looking. "I.. gods damn it.. Well I was tracking a hog but I must have gotten onto the wrong trail. This is far too south for that.." The man removes his hat and scratches his head a bit before stopping in front of you. It's quite obvious by his smell that he still maintains his habit of self medication with alcohol.
"What are ya'll doin?" He now notices the Mite and Kobold with you. "Huh, didn't think you'd garner more of a ragtag team than you already had, Redgrass. It's good to see these lands coming together a bit."

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Feeling that he can trust his old friend with the information, Wendell divulges. "We're gettin' ready for a big hunt ourselves. Found us a prized Stag just over yonder. Set to give 'em a notice to vacate, or a quiver full'a arrows... Say, if y' lost that hog trail you're welcome to hunt with us. We're outnumbered, could use ya' friend. Whaddaya say?"
Wendell pauses for a moment, feeling pity for the hunter. Never was the best hunter, but looks like he's in a hard spell, even for him..
Before Lowell can give an answer, the dwarf interjects. "You be f#$+in' careful huntin' hogs 'round here. I know I ain't got to tell you how to hunt, but they tore me up good a few weeks back. An' you ain't got sons-a-b&&~$es like these to save your ass when you're alone out there." He motions to his companions with thanks.
"You ever find that big stag you was huntin' last we met? Look hungry, I got some cheese 'n jerkey if you've got time to eat."

Aleksara |

Aleksara takes a whiff of Lowell and smiles broadly.
"Greetings again Lowell...do you have any spare alcohol on you? Strong stuff? I'd be willing to pay you for it. We need it for...medicinal purposes."
She looks at the others and shrugs.
"We might have to offer a sample, so it might as well be real: Just in case they want to taste it first."

GM Shai Hulud |

Aleksara Bluff: 1d20 + 1 ⇒ (11) + 1 = 12
Lowell Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6
"Heh, yeah that was a beaut.. naww. tracked it until I almost got my leg torn off in a damned trap. Bloody glade north of here is full of'em. Never saw the stag once I hit the Knarl."
Lowell sinks a little lower before looking to Wendell and drawing out a flask. He motions to your clothing before holding it out. "Well, I know that's dried blood but if you really are about to do something stupid.." He hands you a half filled flask of liquid. "I could eat, but I gotta stay outta whatever ya'll got brewing. If ya want I can hang around though, on the outskirts, send a message to Oleg maybe or something.. bout all I'm worth I think though.."
Aleksara, Aibreann soaks up your teachings greedily. Not only is she energized by a strong female teacher, the power arcane draws her in.
Feel free to propose whatever directions to Lowell you wish.
Hop skip and a jump later..
It is dusk and the campsite is packed away in the wagon. Aleksara and Jerrik sit atop the wagon as Alfentinius and Aibreann hide beneath a tarp. Driving the wagon down the path to the fort, you crest a hill and the Stag's residence comes into view.
Wendell, Arim, and Prunus flank through the brush, approaching the barren lands around the fort and stopping, hidden within the vegetation and darkness.
The Stag's fort sits atop a hill, there is a 300 foot barren apron around it that consists of dead looking soil save for scattered boulders that separates the fort from the surrounding wilderness. In the distance behind the fort is a darkness that you assume must be the lake you've heard of.
The fort itself has torches lit, but at the current distances it is not possible to make out any figures.

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Earlier
Wendell tosses Lowell a hunk of cheese from his trail ration. "Shit, you stumbled on the traps, too, huh? One bit Jerrik here down to the bone, and another busted up one'a our horse's leg. Thought we got 'em all." He motions over to the cart, which is heaped with bear traps.
Sensing his friend's hesitation, he nods. "I get it... You don't need to risk yer life just 'cause we got some bug up our ass to poke the wasp nest. In case we don't come back, you ought to get far away from these parts. Head North, or get off the trails. I'll see you again once this Stag Lord a&$## is dead."
He pats Lowell on the back and hopes this will not be the last time he sees his old friend.
Later
The hunter busies himself making last-minute preparations. He takes the beast whistle from around his neck and passes it to Alfentinius. "Take this. Once that gate's open, or if you're in trouble, blow it 'n Chett'll come runnin. I'll make him hang back - ain't easy to hide a tiger - heheh heh heheh." Next he takes the rope and grappling hook from Jerrik.
Then Wendell commands his friend to stay put at the edge of the foliage. "You stay put until I holler for ya or Alfentinius blows that whistle. Once you hear that, you come running like a bat outta hell and find yourself a bandit t' chew. Got it?"
Finally, once he has split off with Arim and Prunus, Wendell whispers his plan. "Stay quiet as a cotton-footed hare 'til we're up to that wall. Arim, you ought to get over first. I'll come over next, start puttin' feathers in bandits. Prunus, you follow us over, then go crazy. Alright?"

Aleksara |

Here goes nothing! Or is it everything? I always get that confused....
Aleksara will let Jerrik drive the cart and she will ride openly in the rear, acting as if she is trying to nap like any lazy bandit. Her precious sword, Mountain Cutter easily at hand, but hidden from direct view in piles on the wagon's bed.
Let me know if I need to bother with bluff checks at this point. Also: Unless they want to hide in the back somehow, I was suggesting Al and Aibreann strap themselves under the wagon itself, unless its just not safe of course. It's up to them in the end.

Arim Jubar |

Arim sits on the bush, playing with his hand in front of his face, enjoying the flickering shadows.
He spots the wagon rattling up to the gate and, quick as a shadow flickers over to the base of the wall...
Stealth: 1d20 + 2 ⇒ (14) + 2 = 16
And tosses up the hook, beginning to climb...
Climb: 1d20 + 8 ⇒ (12) + 8 = 20
His sword is sheathed at his hip but he carries a knife in his teeth.

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Wendell tries to convince his friends that they should wait patiently to move until he thinks the cart has been noticed and the gate is opened for them.
Before Wendell makes his move towards the wall, Wendell takes on the likeness of an owl, his beard like feathers dampening the sound around him.
He tries to haunch low and stay in the shadows,watching his step for twigs and traps. As they move, he puts some distance between himself and the others, trusting his own abilities more than his allies'.
Stealth: 1d20 + 8 + 4 - 3 ⇒ (14) + 8 + 4 - 3 = 23
Once he reaches the wall, his owl-likeness fades.
Fearing that his friends have made too much noise and will be caught, Wendell nears the wall away from the others and looks for a way to scale it without the grappling hook. I've climbed many a tree before, many a rock face. This ain't any different. He wraps his hands around a round palisade post and climbs.
Climb: 1d20 + 8 - 3 ⇒ (18) + 8 - 3 = 23
GM, if anything happens in our move between cover and the wall please let me know and I will retcon my post.

Jerrik Hagen |

Jerrik had been quiet for most of the night. Once the antics between the two new recruits had died down, his mood shifted. He knew and understood what was coming next, perhaps more so than the others. Then again, perhaps not. Most of them were not strangers to battle. They had already laid their lives on the line numerous times together, and dozens more before coming together.
When Wendell had approached him for the grapple and rope he had handed it over, but not without grasping the dwarf's shoulder and giving it a hard squeeze. "Be careful. Aim true" was all he said. It was all that had to be said. He didn't need to punctuate the moment with more words. That time would come later, or it wouldn't. Either way, he knew what would come next.
He sat in the wagon, reigns in hand as Jasper lead them up the open path towards the bandit encampment. His longsword still sheathed at his side gave him some comfort but knowing that blood was going to be spilled soon had him on edge. He silently prayed that none would notice.

GM Shai Hulud |

GRRuuahhhrRAGAhh: 1d20 + 0 ⇒ (18) + 0 = 18
1d4 ⇒ 4
1d20 + 2 ⇒ (16) + 2 = 18
Seeing the Wendell and Arim begin to race across the 300ft expanse towards the fort, Prunus sets out as well atop his centipede. He keeps up with Arim's swiftness but halfway on their approach to the fort, 4 creatures begin to disturb the soil and writhe from the cursed earth.
Wendell you're still a bird. Place yourself as you land, if you land. The DC 10 perception to know they are Zombies, except Wendell who knows without a check. They are currently considered prone as they are half buried and crawling out.
Meanwhile...
The wagon bounces and creaks up the packed dirt path curving slightly around the hill on its way to the fort. As the disguised group reaches the closed gates, three men stand atop the walls with bows drawn. One man speaks, "What the f~$# do you want, eh?" Aleksara can tell that none of these men are Falgrim.
Maps are up or all!

Aleksara |

Perception: 1d20 + 5 ⇒ (18) + 5 = 23
With a mild curse, Alekesara sits up and pulls out Lowell's flask and takes a quick but small swig, expecting the stuff to burn her throat...
Fort: 1d20 + 4 ⇒ (9) + 4 = 13...and manages only a small cough as the harsh liquor hits her tongue.
"Whoo...that's the good stuff!"
She then turns bleary-eyed towards the direction of the fort and slaps Jerrik on the shoulder roughly.
"I told you ninny to wake me before we approached! Gods, could you imagine what would'a happn'd if the Stag Lord saw me sleeping on the job...and drinking his booze!"
Again, with a mild bit of a stumble in the back of wagon, she stands.
"Let us in! Let us in by our shinni-shin-shins...WAIT...that's not the passphrase. Darn it! That's caravan guard musta' hit me harder on the head than I remember...OHYEAH!"
With puffed up bravado and a much deeper voice, Aleksara gives the passphrase they were given.
"By the bloody bones of St. Gilmorg, who wants to know?"
She then fakes a chuckle and slaps Jerrik again on the shoulder.
"I've been dying to say that! HA!"

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Just to clarify, Wendell is not actually a bird or flying (sorry, my fluff was misleading), he had just used animal focus: owl for a bonus to stealth).
When the zombies begin to emerge from the ground, Wendell waves his arms to get the attention of Prunus and Arim, making a soft morning dove coooo if they do not notice him quickly. If he gets their attention, he will motion for them to rush the wall and ignore the zombies, hoping that they will be fast enough to outrun the undead. If that fails, he will angrily whisper "Go, go, go..."
He thinks to himself (and mumbles under his breath) "If we fight here, we're dead meat. Only chance is to get over that wall."

Jerrik Hagen |

Perception: 1d20 ⇒ 12
Sense Motive (hunch): 1d20 + 6 ⇒ (5) + 6 = 11
Keeping his head down and focused on the road, Jerrik tried not to make eye contact with any of the men, or even look in their direction. He flinched when Aleksara struck him and tried to act the part, but his nerves had him on edge and he couldn't help but worry about his friends that he couldn't see. He could only hope they were okay. Riding up to the front gate of the people you were trying to arrest wasn't always the best strategy. Hopefully the gods would be with them this day. He squeezed the reigns a little tighter.

Alfentinius Lentinels Ferington |

Was thinking about it and I don't think Alfentinius would be comfortable being strapped to the bottom of the wagon. Seems a little to dare-devilish for him.... also for Wendell Alfentinius has his own silent whistle...
Alfentinius laid hidden beneath a tarp in the corner of the wagon with some firewood piled on top of him, Aibreen just inches away. In one hand he held onto his magic missile wand, knuckles turning white, the other hand checked to make sure that his whistle was easily accessible and ready to go. Out in the woods Chett and William would be waiting for his signal to come running. He reached out to the goat in the woods to get a feel of how he was feeling.

William the goat |

William looked up at the stars and took a deep smell of the nights air. He looked over at the tiger which seemed ready to pounce at any moment. The goat listened to the rumble of the wagon come to a stop. There was some indistinct yelling that the goat couldn't make out. William suddenly realized he was hungry. He looked around and saw some wild flowers a few feet away. He wandered over and started eating the clover waiting for his signal. Waiting was always the boring part.

GM Shai Hulud |

Without further ado...
Wagon
Between the passphrase, seeing the bandit garb, flask, and hearing the mention of booze the doors open without another inquiry.
"Bout f~*+ing time, make room Supper's in comin' boys!"
The gates swing open, giving Jerrik and Aleksara a view of the interior. The fortress is built atop some sort of ruins, makeshift wood construction strapped to old crumbling brick with thick ropes. Aside from the three men mounted at the gate, you see two more in individual lookout perches. Within the fort are two men laboring over some carpentry, it is obvious that they lack skill in the trade but whatever it is they're making resembles a rack or pillory.
"Pull round the right." The man commands you from the rampart as the wagon enters the fort's walls.
In the field
The night ambush continues to charge through the thread of undead. It takes the three of you another 12 seconds before you get to the wall, looking behind the zombies are closing in and likely to reach the wall as well in mere moments. Wendell transforms back into a dwarf and the three of you start to climb, making it 10 feet up and near the top of the wall. You can hear the wagon enter, but nothing else suspicious.

Aleksara |

Yowza! That's what I'm talking about! =)
Sitting again as the wagon passes under the gate, Aleksara will grab one of the en-spelled acid flasks from the wagon that Al enchanted a little while ago to look and smell alcoholic, as well as laying her main hand on the hilt of her precious sword. It's comforting grip...a welcome relief!
She then looks at Jerrik carefully and nods slowly, then glances at the wall hoping to see dancing shadows moving over the palisade.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

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Climb: 1d20 + 8 ⇒ (18) + 8 = 26
When Wendell hears the wagon enter, he easily scales the remaining wall and slings himself over the top.
With his feet on the battlements above the campground, he quickly scans for enemies while pulling the longbow off his shoulder. Weapon in hand, he begins to take on another bestial form, this time the fierce shape of a tiger.
Animal Focus: Tiger. +2 Dexterity.
Alone on the battlement, the hunter suddenly feels very vulnerable and wishes Chett was at his side. Gave away my damn whistle like a fool!
Use it now, Al... Do it!

Alfentinius Lentinels Ferington |

As the gates open Alfentinius grabs his whistle and puts it between his teeth. He holds his breath as the wagon begins to creep forward. When he feels like the wagon is in a spot where it would keep the doors of the fort from closin he gave the whistle a blow. Even though the whistle made no audible sound he knew that the animals out in the forest would hear it.

William the goat |

William could feel through his empathic bond with Alfentinius that the time had come. He grabbed one last bite of clover and lazily walked over to Chet giving the tiger a gentle butt to get him moving.
handle animal: 1d20 + 0 ⇒ (18) + 0 = 18
With that the goat started moving towards the fortress. As he emerged from the forest line he could barely make out the sound of the whistle. Silly two legs thinking you could hide a whistle under a sheet and still hear it from this far away. No worries though... William was on his way. Oh and Chett too.
. I am amused by the thought process of a guard seeing a goat off in the distance and thinking "oh good dinner" and then seeing the tiger chasing it.

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The tiger crouches impatiently in the bushes waiting for a signal, wondering all the while how goat flesh would taste and if anyone would hear (or care).
He is just about to act upon his impulse when the goat butts him in the ribs - then the high whistle calls.
Chett springs to his feet and sprints forward, at first looking like he is chasing the goat, then passing him and charging headlong for the gate.
The skin of his nose is wrinkled and taut, he can already taste the man-blood on his lips.

Arim Jubar |

I think the tiger being chased by the goat would be the highpoint for me
Arim flips onto the battlements and crouches low, taking the knife from between his teeth and scanning for detection.
Perception: 1d20 + 0 ⇒ (15) + 0 = 15
what are the zombies up to down bellow GM?

GM Shai Hulud |

Prunus climb: 1d20 + 10 ⇒ (2) + 10 = 12
Prunus stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Perceptions: 1d20 + 2 ⇒ (9) + 2 = 11
There are no ramparts on this side, the map is up showing the fort. You all would drop or climb down to the ground on the interior side, and are able to do so without inulcuring damage.
Stealth rolls by Arim and Wendell please.
Before rounding the wall Arim looks back and sees the zombies nearing, only 50ft out. All three of the tactical stealth team members expertly maneuver over the structure and crouch in the darkness on the other side, waiting for a sign of if they were detected.
Wagon
As Al blows the whistle the team of horses startle slightly.
Jerrik, Handle Animal check please.
300 feet to the woods, so with the darkness it'll be half a minute until guards could make them out. Torches are lit within the front.

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Stealth: 1d20 + 8 ⇒ (16) + 8 = 24

GM Shai Hulud |

Wagon
Jerrik is able to corral Jasper's surprise and the wagon stops within the gate of the fort. Alfentinius senses that William is near Chett, and that both are 15 seconds from flying through the front gate.
Sneak!
As Arim comes down from the wall he lands on an empty crate, drawing the attention of the closest guard. Though as the three lay low, they hear "What the,.. shit boys, HEY! More dead at the rear wall! Something's gotta be out there!"
Wagon
"You gotta be,.. Get moving, damn it! Did you see anything there? We just got some news of some news of an attack brewing from the North!" The man who let you in calls down to the wagon.

Aleksara |

Trying to play the part of a bandit blurred a bit by drink and sleep, Aleksara mutters aloud but to herself.
"S'wat? Attack? What attack? What could it be? Is it a troll? I HATE trolls..."
She then swings down from the wagon unsteadily after it comes to a halt, retaining the disguised vial of acid in one hand. She then reaches into the wagon, bringing forth her hidden sword (sheathed so it doesn't glint in light) while the other guards are distracted, and after she gets both feet settled on the ground. She then holds it in the shadow of the wagon, to keep it mostly out of sight.
Stealth Check?: 1d20 + 5 ⇒ (17) + 5 = 22
Slight of hand is a trained only skill and only works with items you can hide in your hand anyway...so I though Stealth was a better choice for now. Feel free GM Shai to tell me otherwise. I went ahead and moved the three climbers into the fort. Feel free to adjust whatever everybody!

Alfentinius Lentinels Ferington |

Alfentinius listened intently to the conversation between Aleksara and the bandits.
Seems like things haven't fallen apart yet. I hope the guys behind the fort and the four legged cavalry are all in position. Doesn't sound like the guards are too worried yet. Still too early to reveal myself.
The gnome pocketed Wendell's Whistle...
Then he heard something about the back wall.
. We can't let our friends get stuck between a bunch of undead and a well defended wall... I guess it's time... wonder what the guards will think if they hear me...
Alfentinius stayed hidden as he began the process of casting a spell.
Casting sleep... has a casting time of an entire round.

GM Shai Hulud |

Aleksara: 1d20 + 3 ⇒ (3) + 3 = 6
Wendell: 1d20 + 4 ⇒ (7) + 4 = 11
Chett: 1d20 + 3 ⇒ (8) + 3 = 11
Alfentinius: 1d20 + 2 ⇒ (12) + 2 = 14
Jerrik: 1d20 + 2 ⇒ (10) + 2 = 12
Arim: 1d20 + 2 ⇒ (9) + 2 = 11
William: 1d20 + 1 ⇒ (20) + 1 = 21
The Fort: 1d20 + 2 ⇒ (7) + 2 = 9
"There trolls out there?! GET THAT THING OUT OF THE DAMN WAY!"
"Settle down she was just makin a guess!"
"I think the dead have broke through a hole in the wall! Something's rustling in the back!"
"All bloody hands!"
"Hey some thing is coming at the front now! A,.. goat chasing a tiger?"
The bandits are raised into hysterics by a combination of their naive and boredom.
Three more bandits flood out and two move beneath the front tower to circle around back. Stealth check needed to remain unseen in the shadows back there.
Chett and William arrive.
Order:
William
Alfentinius
Jerrik
Wendell
Chett
Arim
Everyone you hate
Aleksara

GM Shai Hulud |

First next round! ;) They're not hostile on you all yet either, I just see that line beginning to blur soon. For the time being only those in the back stealthing and the animals are really in initiative.

William the goat |

William comes running in and makes a mighty leap to the back of the wagon and looks around ready to challenge any who come close to him.
Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19
BAAAA!!!!
I'm assuming that Alfentinius' last post was made at this time... meaning there is a gnome casting a spell in the back of the wagon... figured I would mention it cause there's a chance someone would hear it.

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Stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Wendell tries to hide in a shadow and begins to cast Gravity Bow on himself, but says the words louder than intended and the tip of his bow knocks the wall behind him.
He points at Arim and Prunus, then motions towards the stairs to his left. He whispers harshly to his squad. "F@#+ hiding, I need a vantage point. Who's comin' with me?"
As he speaks, Wendell's eyes grow wide and his mind becomes that of a tiger ready to stike. He thinks of Chett and wonders if his friend has made it inside yet. "Go wild, you crazy bastard."

Arim Jubar |

Keeping low Arim rushes up the stairs ahead of Wendell, his knife clatters to the ground as he draws his sword and has at the bandit waiting on the roof.
RAGE!: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11

GM Shai Hulud |

"Hey! Wha, is that you're goat? What's going on..?" The bandits start to lose cohesion as William and Chett arrive under apparent circumstances of collusion. Jerrik can hear the muffled sounds of Alfentinus behind him but can suspect that the bandits can't hear over the wagon noise and William's bleating.
From the rear of the fort a man's scream pierces the night, "IT'S AN ATTACK!" Arim's surprise slam took the bandit off guard, almost dropping him to his knees save for the railing that caught him.
Order:
William
Alfentinius
Jerrik
Wendell
Chett
Arim
Everyone you hate
Aleksara

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When Alfentinius blows the whistle, Chett comes tearing through the darkness and into the fort.
The tiger locks eyes with a bandit #9, snarls, and lunges to bite his neck.
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
As his teeth sink in, Chett gives a snarling hiss and thrashes his head back and forth.

Jerrik Hagen |

Jumping off of the wagon, Jerrik drew his sword as he land upon the ground. He looked around at the various bandits, growing madder with each face. "Lay down your arms and surrender. Be judged for your crimes. Resist at your own peril" he shouted.
He focused his attention inward. He felt the tension in his body building, felt his muscles yearning for release. He knew that once it started, his strength would be unleashed. God save those that resisted.
Move Action to hop off of the wagon. Move Action to use Martial Flexibility to acquire the Power Attack feat. I don't have access to the map at this time but should tonight. Jerrik will move closer to the nearest target to the wagon .

Aleksara |

Whoa! I was going to move Jerrik for him, but...Things got adjusted on the map. I thought we were already through the gate and turned to a stop? Did the wagon get bigger? - Just checking...not complaining.

GM Shai Hulud |

I adjusted it for the request to stop and block the gate.
Chett deftly leaps over the wagon and fangs a bandit, though the man is able to wrestle the beast to the side and not be completely overcome but the animal. Arrows fly in a confusing crossfire and swords are hastily drawn from their scabbards.
In moments the small fort becomes overwhelmingly wrought with the screams of battle!
1d3 + 1 ⇒ (2) + 1 = 3
Melee against Chett: 1d20 + 3 ⇒ (12) + 3 = 15
Melee against Chett: 1d20 + 3 ⇒ (16) + 3 = 19 Hit
Melee against Arim: 1d20 + 3 ⇒ (3) + 3 = 6
Arrow against Arim: 1d20 + 3 ⇒ (20) + 3 = 23 Hit
Charge against Aleksara: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Hit
Arrow against Aleksara: 1d20 + 3 ⇒ (18) + 3 = 21 Hit
Arrow against Jerrik: 1d20 + 3 ⇒ (18) + 3 = 21 Hit
Arrow against Jerrik: 1d20 + 3 ⇒ (11) + 3 = 14
Arrow against Prunus: 1d20 + 3 ⇒ (14) + 3 = 17
Arrow against Prunus: 1d20 + 3 ⇒ (2) + 3 = 5
Arrow against Arim confirm: 1d20 + 3 ⇒ (10) + 3 = 13
Chett: 1d6 + 1 ⇒ (6) + 1 = 7
Arim: 1d8 + 1 ⇒ (2) + 1 = 3
Aleksara: 1d6 + 1 ⇒ (2) + 1 = 3
Aleksara: 1d8 + 1 ⇒ (8) + 1 = 9
Jerrik: 1d8 + 1 ⇒ (4) + 1 = 5
Aleksara is able to minimize the most of the bandit's charge, but his comrade's arrow finds it's path far too true.
Chett is prarried by the wounded man, receiving a gouge on his flank.
Jerrik bravely heads into battle and is stabbed by a rapier as he enter's its range.
Arim easily tosses the gravely wounded man's attack to the side, but is met with surprise as another enemy rounds the corner of the watch platform and plants an arrow into his bicep.
Several other arrows fly towards Prunus, but the mite is slippery and dodges both, leaving Wendell with a choice of battlefront to join.
Order:
William
Alfentinius
Jerrik -5
Wendell
Chett -7
Arim -3
Everyone you hate (AC 17, touch 13, flat-footed 14 )
Aleksara -12