So I had my full party here for this one (and sounds like I'll be gaining another young one next week)
The Party
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Elven Druid (shapeshifter) -- My 7 year old daughter
Pixie Skald
Pixie Hexblade
Half-Orc Assassin
Human Wizard
Changeling Wizard
Dragonborn Paladin
Deva Pacifist Cleric
The VillageIn the town of Winter's Edge, the group is all chattering at once at Goody Winn, about everything. So between them and the townfolk, she finally silences the lot of them, and starts asking questions directly to people. They work with her to organize the people and prepare them to flee from the village. Meanwhile the child comes up to the young druid and gives her a doll for luck. She keeps it, and it isn't until they are sending the last of the villagers on their way that anyone else notices it. They are slightly worried after detecting magic, but not finding anything bad with the magic they let her keep it.
As the initial orcs break from the woods the group is ready for a fight, and take them out rather quickly within the 2 rounds. But they want to hold it longer and fight off the orcs, so they ready themselves for the rush. So third round I break out more orcs, only these I'm giving 40 hit points, and to do less tracking for me (and due to lack of figures) after each players turn I just have a couple orcs take actions. At the end of the 3rd round they have not taken any of them out, and I sprinkle a handful of d6s across the board to represent more orcs. After each players turn I have 2-3 orcs take actions. By the end of the 4th round it finally sinks in that they should flee, and most of the players come up with various actions to preform in order to make their escape. The hexblade uses a daily blast, which I allow to clear some area as well as trigger her pact teleport getting her a good distance away. The human wizard uses a spectral image to distract the orcs on him just long enough to slip away. The dragonborn had a theme power that allowed him to fly after his attack, etc.. etc.. I just didn't want to call the battle saying they were captured, since that would probably not be taken well. Basically I just had Rhupp calling them crazy for staying, and finally taking off himself (with the skald who was sticking with him).
The OrcsBeing finally captured by the orcs, led to a lot of hasty weapons stowing. With two pixies shrinking weapons for people to hide, and the assassin concealing one of his blades. They almost forgot to heal Rhupp, and it wasn't until just before I was ready to move to the next scene that they finally said "what about him". The negotiations went very well, with the "broken arrow" line being the only thing missed (they pretty much blew off what Rhupp had said earlier). As soon as the orcs mentioned a challenge, the assassin slipped his bonds and pulled his sword saying he was ready, just point the way. Due to my table size though I had them choose 2 champions to go into the pit (and face a pair of drakes), so the Dragonborn Paladin went in with him.
So they square up in the pit, the dragonborn ready to take the initial rush, and the assassin waiting behind him. The drakes rush up with only 1 hitting (though for great damage due to having an ally). Up on the edge the rest of the group is cheering them on. The changeling wizard tries talking with the shaman in order to distract him, while one of the pixies is attempting to imitate his whistles and clicks (made easier by pixies naturally being able to speak with animals). The skald is close enough to the edge that the people in the pit are close enough to be affected by his motivating cheers. And the cleric is able to also shout advise provided by one of her "forseeing" powers.
So the assassin goes, against the dazed drake with his whirling kama... Trips the drake, and then unloads:
1d10 (kama) + 1d10 (half-orc) + 1d10 (Assassin Strike) + 1d8 (Assassin) + 2d6 (Rogue Multi) + 2d10 (Skald triggers his song) + ~10 (Cleric Bonus & Normal)..
5d10 + 1d8 + 2d6 + 10 (+9 from the initial strike, due to cleric bonus)..
I then have the entire party roll intimidate checks, with only 2 of 8 people rolling below 15. The shaman calls the battle seeing no point in sacrificing another of his drakes when it is so obvious Gruumsh supports them. So they are treated and given a place to rest. When it comes time to flee the group splits into a couple groups to get out. The human wizard and pacifist cleric are all for the garbage chute and go without hesitation. Meanwhile the "champions" of the group decide, that they are just going to walk out. So escorted by the changeling (as an orc) they head to march right out of the keep. The pixies each hitch a ride with one of them, and the druid shifts into a mouse and goes scurrying before them. Rolling intimidate checks to the guards as they walk out, they are rewarded with salutes from the orcs and nobody wants to step up in front of them.
Overall session took 2 hours, I rushed through some of it, so I could avoid another 3 hour session and also to give the group a chance to just do some combat for a little while against the invading orcs.