
Dungeon Master S |

Whistle Pig leads the way. The run to the Commons Flame is a short one, even for the the halfling. It takes only a second, however, to realize that it's not going to be easy. A lynch mob has formed around Brinya Kelver, led by an Abadaran named Baseil Sabask. He is verbally lashing out at her, blaming her. His shouting is loud enough to be heard over the sounds of battle. It has attracted the attention of other residents. The situation is escalating, quickly. The situation is like an Alkenstar powderkeg at the moment. A mob is forming and Brinya, already devastated is near breaking down.
What now heroes?
You recognize the man from the Countinghouse. Despite his prejudice, he knows you, and any rolls you make her that are directed at him (social rolls that is) are a +1 insight bonus

Dungeon Master S |

His shouts are racist vitriol. "YOU PEOPLE DID THIS. YOU BROUGHT THIS. YOU CAN'T BE TRUSTED."
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Vael Oakfist |

Vael speaks up.
"Stand back, me friends! Now of all times be when we need ta be calm and collected, when we need ta be strong and supportive of our neighbors. I ken speak for Brinya, her character and her strength, and I tell ye: She's nae our enemy. She's as much a victim as we've been."
The dwarf works to push through the crowd and get to her side, putting himself in the way to be a shield as much as possible. He continues. "But Trunau be nae victim. We're too strong for that. We have an enemy, and they're beyond tha walls. It's time now ta show yer strength, yer discipline! Stand aside so that we might light tha beacon. If ye're able, arm yerselves. Help those who need it ta tha Longhouse ta take refuge."
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25

Ushyle |

Ushyle nods as Vael talks, moving to interpose himself between Brinya and Baseil.
As Vael concludes, the half-orc mutters, only loud enough that Beseil and Brinya can clearly hear, "You people" would include me, Beseil. Me, who has conveniently overlooked the times you've pinched coppers while redeeming your bank. Odd, that. Abadar would be interested to know that, I'm sure.
Intimidate: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

Doxon Greyforge |

Apologies for not posting this weekend. Busy with the kids. And snow.
During the day of rest, Doxon continued his standard routine of time spent at Sanctuary and then The Clamor. He does take some free time before the ceremony to pick up a Healer's kit and to replace his lost climber's kit.
He stays somewhat aloof during the ceremony itself, uncomfortable to be around so many people and unsure how to address or express his sympathies to the bereaved.
At the call to battle, Doxon follows in WP's wake, eager to help however he can.
Upon seeing the crowd being riled up into a mob, Doxon draws both his picks and moves to stand beside Ushyle, ready to back up his new friend and defend Brinya should violence erupt.

Raen Varkath |

Raen hangs back, waiting to see how the crowd -- and Baseil -- responds to the wit of words. If he does not back down, she readies a magical solution.

Dungeon Master S |

As Doxon and Raen move to protect Brinya (with a quiet "thank you" from her) Vael gives a powerful and common appeal to reason.
The crowd, who a moment before was about to murder one of their own, now stands in shock. They look to each other, and despite the battle raging through town, they stand still. Finally, still the de facto leader, Beseil speaks, "we're ruined! Trunau is done! Longhouse? What are you talking about?"
The crowd is in shock. It's going to take more to get them to move to safety. Essentially asking for a "favor", so I need a new Diplomacy check.

Hamilton Renaud |

Ruined? Never! Never while I draw breath!Ham (And Applejack The Warhorse) saunter over and offers over and offers Brinya an arm, aiming to hoist her on back of AJ behind him.
Milady?
Ham turns his horse in a circle, looking at everyone in the crowd.
We weren't ruined when Lastwall turned on us. We weren't ruined when the hordes attacked, thinking they'd find easy prey! We built walls and they held! We planted crops and we harvested them. Every time the Orcs try to take from us, we slap them down and we come out sharper and harder. We replant. We expand trade. We redeem our own. It's come again, and they think we've gone soft. But WE ARE TRUNAU! Light the beacons! If you can stand and fight, pick up a sharp stick. If you can't, get to the Longhouse and do what we've done time and time again--SURVIVE, even when the mucky muck pallies of lastwall turned and ran.
Quieter now...
Baseil... Help us. Lead some folk to the Longhouse.
Diplomacy is only +1. I'm not trained.
Diplomacy:1d20 + 1 ⇒ (9) + 1 = 10
How about an aid another? Who's our face?

Vael Oakfist |

Vael silently applauds Hamilton's words. To Baseil he says, "He's right, ye ken. I've only lived here a few years, but this be me home and I'll defend it ta me dyin' breath. But I be confident that day nae be today. Hamilton has been a lifelong and steadfast example of Trunau in me eyes. Just, kind, and ready for tha worse. Now be a time for action, for bravery. Git these people, and yerself, ta tha safety of tha Longhouse. Be a hero in turn for these people, and have our thanks."
Diplomacy w/+2 from Hamilton: 1d20 + 12 ⇒ (6) + 12 = 18
Hopefully the first roll shifted his attitude enough...

Dungeon Master S |

Vael, backed by Hamilton, gets through to the crowd. First in a trickle, then a drove they make haste to the Longhouse. Along the way, some men and women find heart and grab weapons.
More than a few hopeknives are placed back into their sheathes after the speech.
For not only calming down the lynch mob, but talking sense into them, each character receives 200 XP.
Brinya, behind Hamilton now hops off. She takes the ranger by the wrist. "You have done much for me. You have done even more for my love. I beg of you. Take this." She hands you the hopeknife you recovered. It's now blackened blade carries a weight you never noticed. When the hilt touches your hand, Hamilton, you feel a tingle of magic... "Please, use it."
She then looks at each of you before running off to help the effort.

Hamilton Renaud |

Ham flips the dagger in his fingers a few times and tucks it into his belt.
LIGHT THE BEACON AND LET'S RIDE! THE INNER GATES!

Dungeon Master S |

It takes but a moment to strike the oil soaked wood aflame.
It's a blessing and a curse. The light gives advantage to defenders. All about you militia fights. Their bravery highlighted in ever flicker of flame. It also shows you the size of the enemy. By the gods they are legion!
With the people safe, and the flames lit, you dash towards the inner gates. The inner gates beacon is a relatively easy objective to reach, and the guards at the gate raise the portcullis as you approach, "HUZZAH! THOSE ORCS ARE SCREWED NOW!" The portcullis slams shut behind you. Conditions on the other side of the gate contrast starkly with those in upper Trunau. In the short time between the start of the raid and your arrival here, the orcs have already wrecked much of the inner quarter, utterly destroying the wood pile readied for the beacon, setting fire to multiple buildings, toppling fortifications, and slaying as many townsfolk as possible...
The shout from the guards brings forth a small retinue of hardened men, Kurst Grath and a few members of the guard. Kurst looks at the ruined fire, and shouts over the sounds of boulders striking the wall, "Secure the inner quarter! Fight your way to the final beacon!"
Another boulder strikes nearby, killing a militiawoman. After a string of foul language, Kurst adds, "I'll lead a sortie from the town to drive “that thing” that’s throwing boulders at the town closer to the walls so Trunauan archers can hit it! May the gods be with you!"
Once home (1600 EST) I'll put up a new map. This area is quickly falling. Every thing you do can help. I'll try to blow the map up, but this is a big section of the city, and the squares are 10'.

Dungeon Master S |

The closest area to you immediately grabs your attention. A makeshift barricade has been hastily constructed before the inner quarter’s southern gate. The barricade is already covered in the spilled blood of raiders and innocents alike, and several victims of the bloody fight are strewn about the ground north of the barricade.
It seems that acolytes from Sanctuary and the Trunau Countinghouse have set up a small medical station behind the barricade here. The clerics are busily tending to injured militia members and townsfolk, a grim covered human shouts to you, "Get'em! If you they find any injured townsfolk in the inner quarter, bring'em here!"

Hamilton Renaud |

Ham surveys the nearby scene and looks for anything standing out. For example:
-People in trouble
-Groups of baddies I can run down.

Vael Oakfist |

"What do ye see, Tulia?" Vael asks, hoping to get a sense of the colours and standards out there.
Knowledge (Nobility): 1d20 ⇒ 10

Doxon Greyforge |

Seeing Kurst run off to face what must be a giant, Doxon has half a mind to run off after him to face such a foe. But the greater battle around him reminds him of his duty.
Doxon starts off towards the final beacon. As he goes, he'll keep an eye out for any injured townfolk/militia and will look to provide them aid as quickly as possible.

Hamilton Renaud |

Seeing Kurst run off to face what must be a giant, Doxon has half a mind to run off after him to face such a foe. But the greater battle around him reminds him of his duty.
Doxon starts off towards the final beacon. As he goes, he'll keep an eye out for any injured townfolk/militia and will look to provide them aid as quickly as possible.
Yup Yup.
If Ham can identify the standard with Favored Enemy...
1d20 + 3 ⇒ (1) + 3 = 4
HAHAHAHA... NOPE!

Dungeon Master S |

Theater of the mind post, coming up!
Beyond the barricade, the neighborhood is a true war zone. Fire, screams, and the zip of arrows overload your senses. Looking about, you see a trio of immediate options before you.
Straight aheadtThe stench of death hangs over this small square in Trunau’s inner quarter. Bodies of all kinds—orcs and humans, men and women, children and the elderly—lie scattered across the cobblestones where they fell. Veins of watery blood crawl from the base of the well in the center of the square, spreading from the limp body of a slain Trunauan guard draped over the side of the well. A rare moment of silence on the battlefield accentuates the sounds of crackling flames in the distance and the steady, hollow drip of blood into the well.
Ahead to the right is the home of Agrit and Sara Morninghawk. Long flames lick the walls of this sizeable house, and burning beams crumble to the ground beneath the weight of the sagging roof. Though the front entrance remains accessible for now, the conflagration rages beyond control, threatening the lives of any residents that might be trapped inside.
Ahead to the left is the Killing Ground. The flames there are well contained, but it's dangerously close to Vael's house. Furthermore the unmistakable sound of orcish laughter can be heard, even from here.
If you visit the well, turn to page 23. If you investigate Sara and Agrit's turn to page 87. If you decide to go to look into the orcish laughter, continue reading.

Doxon Greyforge |

I'm inclined to head into the Morninghawk residence. Aside from being a friend, if people are inside, they're in the most immediate need of help.

Vael Oakfist |

Vael will urge the group to help Sarah and Agrit. His friend needs his help.

Doxon Greyforge |

Hearing Agrit's cry, Doxon doesn't need any further prompting. He rushes into the house.

Hamilton Renaud |

Ham nods and acquiesces. Ride for The Morninghawk Home!
(I'm not going to be bored of that anytime soon)
Ham slides down off of Applejack and positions himself by the door, ready to help his friends or cover them from attacking orcs.

Dungeon Master S |

The home of Councilors Agrit Staginsdar and Sara Morninghawk is a lost cause as you approach. It's clearly going to burn to the ground. The scream brings hope of a rescue though...
In addition, the house is filled with smoke, It provides concealment to all creatures inside. Given a full round action that makes sense, however, you can stave off the fire for a round.
You enter to find Agrit desperately trying to free Sara, who is trapped beneath a fallen beam. Sara is unconscious and doesn't look good. Agrit is screaming as she tries in vain to free her wife. The beam is smoldering hot and is starting to sear Sarah's flesh. You think you could at least prevent the burning a bit, but it'll take 2 of you to get her out from under the beam, alive or dead.
The smoke is a nasty hazard. When you take your turn, include a FORT save.
To make matters worse, a trio of blood thirsty orcs gives a laugh and shout as they see you enter. Thinking it'll be easy to pin you inside and watch you burn, then follow, looking for some sport.
Orcs: 1d20 + 0 ⇒ (19) + 0 = 19
Raen: 1d20 + 3 ⇒ (16) + 3 = 19
Ushyle: 1d20 + 1 ⇒ (5) + 1 = 6
Vael: 1d20 + 4 ⇒ (3) + 4 = 7
Whistle Pig: 1d20 + 5 ⇒ (12) + 5 = 17
Doxon: 1d20 + 1 ⇒ (3) + 1 = 4
Hamilton: 1d20 + 1 ⇒ (4) + 1 = 5
Rounds to free Sarah: 3
Rounds until house burns: 8
Sarah: -4 (Dying)
Black:
Red:
Green:

Dungeon Master S |

Round 1:
Raen: Go
Orcs: TBD
Whistle Pig: TBD
Vael: TBD
Ushyle: TBD
Hamilton: TBD
Doxon: TBD
Rounds to free Sarah: 3
Rounds until house burns: 8
Sarah: -4 (Dying)
Black:
Red:
Green:

Raen Varkath |

Sara! The sight sends ice-shivers through Raen's heart. The Councillor is too important to lose. Her mind races, analyzing the collapse of the building.
Knowledge (Engineering): 1d20 + 9 ⇒ (8) + 9 = 17
"Break that support! It's not load-bearing and will take the weight off the beam on Sara! Quickly! Heal her before she passes!" She turns to face the leering orcs. "Save the Councillor. I'll handle these fools..."
A swarm of many-hued snakes erupts from her open mouth, coiling and roiling every which way. The writhing ephemeral mass explodes towards the door, where the serpents, fangs outstretched, aim for the eyes.
Color spray, DC 16 Will save.

Dungeon Master S |

Red: 1d20 - 1 ⇒ (8) - 1 = 7 Green : 1d20 - 1 ⇒ (5) - 1 = 4 Black: 1d20 - 1 ⇒ (4) - 1 = 3
.... but this hinges on Raen passing a FORT Save.
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Raen Varkath |

My bad, forgot about that part.
Raen tries her best not to inhale when she opens said mouth...Fort: 1d20 + 2 ⇒ (13) + 2 = 15

Dungeon Master S |

The trio of orcs walk right into the riotous colors, knocking them out! All three hit the floor with a thud. Before the illusionist can celebrate her work, however, Sarah lets out a cry of anguish.
Round 1:
Raen: Color Spray
Orcs: KOed
Whistle Pig: Go
Vael: Go
Ushyle: Go
Hamilton: Go
Doxon: Go
Rounds to free Sarah: 3
Rounds until house burns: 8
Sarah: -4 (Dying)
Black: KOed
Red: KOed
Green: KOed

Ushyle |

DC 15 Fort save: 1d20 + 7 ⇒ (10) + 7 = 17
Ushyle ignores the smoke and rushes to the fallen beam, trying to move it off the fallen Sara.
STR check: 1d20 + 3 ⇒ (11) + 3 = 14
Guessing Ushyle needs help...

Doxon Greyforge |

Fort: 1d20 + 6 ⇒ (15) + 6 = 21
Doxon rushes over to help Sara. Seeing his friend in pain, Doxon kneels beside her to alleviate her immediate distress, then will see to helping Ushyle with the beam.
Doxon draws on the power Torag has granted him to infuse Sara with healing.
Fervor: 1d6 ⇒ 5

Dungeon Master S |

Doxon can see that the last scream from the half-orc was a death knell. Through his quick thinking he heals her back to consciousness. Agrit and Ushyle hold back the choking smoke and lift, but Sara is not out yet!
Round 1:
Raen: Color Spray
Orcs: KOed
Whistle Pig: Go
Vael: Go
Ushyle: LIFT!
Hamilton: Go
Doxon: Heal
Rounds to free Sarah: 2
Rounds until house burns: 8
Sarah: 1
Black: KOed
Red: KOed
Green: KOed

Vael Oakfist |

Fort save: 1d20 + 2 ⇒ (10) + 2 = 12
Vael moves to help Ushyle get Sara out, if he can.
Strength check: 1d20 ⇒ 13

Dungeon Master S |

Despite his size, Whistle Pig goes over and deadlifts the beam! Sara is almost out! Vael tries to help but takes in a big lungful of smoke and starts to choke.
Round 1:
Raen: Color Spray
Orcs: KOed
Whistle Pig: Lift with the legs Rogar!
Vael: Hack
Ushyle: LIFT!
Hamilton: Go
Doxon: Heal
Rounds to free Sarah: 1
Rounds until house burns: 8
Sarah: 1
Black: KOed
Red: KOed
Green: KOed

Hamilton Renaud |

Fort Save:1d20 + 6 ⇒ (14) + 6 = 20
Ham grits his teeth and stifles the rage. He's hated and hunted orcs his whole life, and he was ready to fight, but this is not the time!
He sheathes his sword, and runs for Sara Morninghawk, grabbing her under her arms and lifting her up.
We got ya, Sara, hold on a little longer...
He groans and strains and goes to bring her out of the burning house.
I have 15' of movement left, but I'm unclear on the legality of moving, then picking her up, then moving again. It's not an attack, but it is an action.
EDIT:Actually, never mind. I'm encumbered when I pick her up so am out of movement.

Dungeon Master S |

It matters not, there's nothing now stopping Hamilton and the gang from getting them out. You just needed to make your save to be able to help.
Hamilton adds one final shove and grabs Sara. The party, with Agrit and Sara in tow make it out of the house. Before they can catch their breath, the building collapses, killing the orcs inside.
"Agrit my love!" a horrendously wounded Sara says before turning to you. "We cannot thank you enough. Please. Please save our town. Take this!"
She hands Raen a gold necklace set with beautiful white agates and
moonstones. "It has power to it, but it's not something I understand. Please. Go!"
Sara is in rough shape, and so is Agrit. The medic area is close by. There is still the Killing Grounds close by, and plenty more in the distance. What do you do?
For slaying your first orcs (even if indirectly) and rescuing BOTH Agrit and Sara, each member of the party receives 201 XP.

Ushyle |

Ushyle points to the medic area. We need to take her there, he says, and then it's off to the Killing Grounds. Time to take it to those that would destroy our home!

Dungeon Master S |

When the party arrives with the women, the medics look at each of you, the flaming wreck of the house, and back at you. Their response is only, "TRUNAU!"
They quickly get to work as the party heads to the Killing Grounds.
The door is nowhere to be found and inside the laughter is not orc alone. A half-orc a and two human thugs are here, drunk. They seem to be skipping the attack and are helping themselves to all of the wares.
Hiding behind the bar is Rabus the barkeep. "GET ME OUTA HERE AND I'LL GIVE YOU FREE DRINKS FOR LIFE!"
The three drunks stop laughing and turn to see the party, "It'sh a shert life fer ye. Come gives us a bit o'sport!"

Dungeon Master S |

The half-orc hefts his great axe. Clearly he knows his way around it. The potions at his belt also give indication that he's been in fights before. The other two men hold shortspears. Currently they're held as walking sticks, but now they point their sharpened points at you.
Drunks: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Raen: 1d20 + 3 ⇒ (7) + 3 = 10
Ushyle: 1d20 + 1 ⇒ (10) + 1 = 11
Vael: 1d20 + 4 ⇒ (10) + 4 = 14
Whistle Pig: 1d20 + 5 ⇒ (10) + 5 = 15
Doxon: 1d20 + 1 ⇒ (12) + 1 = 13
Hamilton: 1d20 + 1 ⇒ (17) + 1 = 18

Dungeon Master S |

Oh man, this one could be as lopsided as the last!
Round 1:
Hamilton: Go
Whistle Pig: Go
Vael: Go
Doxon: Go
Ushyle: Go
Raen: Go
Baddies: TBD

Ushyle |

Careful to leave a lane open for Hamilton, Ushyle moves forward up to Red, drawing his own greataxe along the way. Sport? Indeed. Try this bit of game on for size. And I see your schwartz is as big as mine!
attack: 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 1d12 + 4 ⇒ (11) + 4 = 15

Dungeon Master S |

Ushyle drops his axe into the man's chest. Viscera splashes onto the ground and the man is dead before the body falls. The other two look shocked, but no less determined. "You'll die for that!"
Round 1:
Hamilton: Go
Whistle Pig: Go
Vael: Go
Doxon: Go
Ushyle: Kill
Raen: Go
Baddies: TBD

Doxon Greyforge |

Doxon wastes no time charging the last human thug.
Charge!: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Hamilton Renaud |

Not sure you'll get the chance, Dox.
Hamilton closes distance and aims to finish the fight before it really starts.
Longsword:1d20 + 5 ⇒ (15) + 5 = 20
Damage on Hit:1d8 + 2 ⇒ (2) + 2 = 4

Dungeon Master S |

Doxon's pick drives home into the man's belly. He groans and turns green, but he doesn't fall. He simply stands there, staggered. When Hamilton gets to his side, he cuts down hard on the man's neck. He's as dead as his friend.
Whistle Pig sends a rock over Doxon's head and cracks the drunken half-orc in the jaw.
Round 1:
Hamilton: Kill
Whistle Pig: Hit
Vael: Go
Doxon: Hit
Ushyle: Kill
Raen: Go
Baddies: TBD
Half-orc 5