
GM Kim |

Yes, the south is the only option for escape at the present. The eastern and western sides of the village are both under siege. Not as bad as it is in the north, but still pretty bad.

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Many watch with bated breath to see what the Pathfinders will do in this crucial moment...
Bleed to death? *grin* Hold out a little longer, guys!
Constitution (Stabilize DC 10): 1d20 + 1 - 3 ⇒ (10) + 1 - 3 = 8

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Gorn pulls out his potion of Cure Moderate Wounds and drinks it as he takes a step closer to the combat, using the corner as cover from either of the other two sides.
cure moderate wounds: 2d8 + 3 ⇒ (7, 5) + 3 = 15
and now at 19/20 HP
Gorn will do what he can to help the others as soon as he gets back there.

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Chaul, what is your plan? I want to delay until I seewhat you do. Gorn, are you now moving back to the west again? I had been moving to the east to get to you, and if you go west there are ten bandits between us. I'll be butchered. I'm just a soft wizard who wishes he were in The Confirmation.

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While I'd love to help Dag and Elias, I don't see any way to do it. First level, in hand to hand with three bandits and on 2hp. The only action Chaul can take without dying is a withdrawl action - which probably just delays the enevitable by one round.
Chaul pulls back to the south east, wondering how this went so bad, so fast.
He calls out in Taldan as he does so, hoping there is someone who understands "If you keep the foreigners alive, there is a ransom for them!"

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I agree...even with Gorn in front of us, he's not going to hold out against the 10 bandits with high-crit weapons + beak attacks...sorry guys. :(

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Thael moves as quickly as he can toward the south of the town, yelling as he does for the villagers to escape if they can.
It's hard to tell where the best escape route is...hopefully I'm heading toward it.
Really sorry to leave some of you behind. If I thought I could do anything other than die a human pin-cushion in about a round, I would. In retrospect, I could have done better with spell selection, too. I tried to get some good battlefield control spells like color spray and grease, but they were very smart for bandits and never presented more than 1-2 as targets. I should have done all summoning spells to help even the odds. :(

GM Kim |

The dwarf chugs a potion down and throws it down in disgust, turning his icy glare at the bandits who have wrecked so much havoc in such a short time. As he does this, Chaul and Thael make for the south, trying to put as much distance between themselves and the tengu swarming through the barricades now unimpeded.
A couple of the tengu turn about at a quick command by the orating tengu, carefully eyeing the dwarf, and return to their mounts. One of them rides further north of the village. The majority of the tengu, however, continue to swarm into the village, pursuing the cleric and wizard as they head for the southern barricades.
One of the casters motions with his hand, squawking in a foreign tongue at Gorn as the other starts chanting, fingers moving rapidly.
Gorn's Will Save: 1d20 + 2 ⇒ (1) + 2 = 3
Gorn's feeling, a little sleepy... just a little, though. He stifles a yawn as he plans his next action.
Thanatos stabilize v DC 11: 1d20 + 2 ⇒ (13) + 2 = 15
And little Thannie stops bleeding all over!
Party's up! Critters will act again on Tuesday
Initiative
Group 1
Thael [Thanatos (-1/6 HP; prone; stabilized)]
Elian [-7/9 HP; prone; dropped xbow and spear]
Chaul [3/10 HP; fast healing 1 (8 rounds)]
Dagat [-4/12; prone; dropped bow and scimitar]
Gorn [19/20 HP; lullaby]
Bandit 6, 8-10, 12-15
Bandit 7 [4/10 HP]
Bandit 11 [8/14 HP; Inspiring Courage]
Group 2

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Chaul continues his withdrawl from the village, feeling depressed and overwhelmed by the ongoing flood of bandits.
climb: 1d20 + 2 ⇒ (9) + 2 = 11
He continues to call out "A ransom for letting them live!"
Withdrawl action, climb is due to the barricade in the middle of the move, I'm not sure if you will allow taking ten on that, if you will he'll do that, otherwise the roll stands.

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Gorn moves to the west attempting to get to a portion of the wall he can climb into the village with, reaching the corner nearest him with a double move.
I don't believe he will be able to climb the wall, no matter how I slice this. I can see the incoming sleep spell. Gorn's modifiers will be 1d20+4-2 :(

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is the southern barricade such that we need to climb it? Seems it wasn't sufficiently finished. Can I use shift to move through it?

GM Kim |

I can't allow taking 10 on a withdraw action, but the DC is only 5 on this side, so he makes it anyways. I moved you back a bit to compensate for the quarter movement speed considered during climbing.
And yes, you still need to climb the southern barricades. Normally you could use shift to move through obstacles such as them, but at 1-3 levels, you can only shift 5' at a time. So you can't shift through them until 4th level. You can, however, shift to the top of them as a move action if standing next to them in lieu of a climb check if you're not confident in the dice. Again, though, it's only a DC 5 on this side, and it might be a waste of a lot of movement (quarter speed to climb, so maybe not...). It's definitely more dramatic!

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Thael climbs up the barricade and down the other side as quickly as he can. To increase his speed further, he shifts a short distance at the end of his movement.
climb: 1d20 - 2 ⇒ (10) - 2 = 8
I am not sure how far I can move in total. I am hoping to climb the barricade and double move, plus shift 5' extra at the end. I tried moving quarter speed over the barricades for first move, then 30' + 5'. Readjust if that doesn't work.

GM Kim |

To be honest, I was hoping Gorn would go around the corner to break line of sight...
The tengu casting the spell finally completes his spell, and points a finger at the dwarf preparing to climb the wall.
Gorn's Will Save: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
The stubborn dwarf falls to the ground, finally finding the peace he has sought for so long.
Chaul and Thael both scale the southern barricades and flee the village across the river south of the village. A mortally wounded little girl sees them and points a weak finger as they do, weakly asking her mother where the village's heroes are going. Looking up, her mother just holds the small child closer, "Hush, they just run for help. It will all be over soon, my love." Tengu continue to follow and harass the pair as they flee into the woods to the south of the village, but eventually turn back to the slaughter at the village.
Chaul and Thael watch helplessly from the hills as the northern barricades continue to crumble and fall. The east and west are flanked by the bandits and the peasant villagers are murdered en masse. The bodies of the elders are burned in the center of the village. Of the defenders left in the village, only a small handful survive, but even these small few are quickly put to the death.
After raiding the remains of the harvest from the storehouses, the bandits eventually burn what remains of the village, leaving the ashes to tell the story of their passing. After a day of hiding in the hills, making sure the bandits have truly left, the two finally venture down into what remains of the village to gather what remains of their companions. Left to rot where they lie, the bodies of Gorn, Elian, and Dagat lie like dolls in the blood-soaked mud. Carefully, Thael picks Thanatos up, who lets out a small, pathetic *cheep*. The Braid of a Hundred Masters is nowhere to be found.
The journey back to Goka is uneventful. A pallid silence hangs in the air the entire trip back with the three blanket covered corpses. Amara Li takes the news of the loss of the Braid poorly, and the loss of the descendant of the last Master even less so, asking you to leave her office without her usual grace.