| Somer Hiondu |
Derrik:
"Well it is not a far stretch to think they were involved in the attempt to tunnel into town. That along with the disguise kit, perhaps it was used by the murderer. Still we are clearly missing something. Maybe the graffiti means more then we think."
Kurst:
"We will join you in sorrow and celebration of life."
| GM Fuzzfoot |
You gather at the Flame of the Fallen (area I) for Rodrik’s funeral just before sunset. In addition to Kurst and his father Jagrin, Brinya and Omast are present, as well as Katrezra. High Priestess Tyari Varvatos officiates the ceremony. After consecrating the Flame of the Fallen with sacred herbs, Tyari performs a traditional requenching of the deceased’s hopeknife. Heating the hopeknife in the alchemically infused flames causes the blade to turn pure black, and after the ritual is over, Tyari hands the dagger to Rodrik’s grieving fiancee, Brinya.
As the sun sinks below the horizon, the peaceful evening is shattered by the brazen calls of signal horns. Shouts and screams from the town’s lower quarter join the clamor, followed by a crash as an airborne boulder smashes into one of the guard towers. Trunau is under attack!
I will assume there was enough time between your return and now to have rested and re-prepared spells, etc. Anything that is limited to a number of times per day, however, are still not available.
When the raid begins, the solemn atmosphere at the Flame of the Fallen transforms into a chaotic race to prepare Trunau for attack and protect its citizens. Patrol Captain Jagrin Grath and Omast Frum immediately rally the nearby guards and take command of the town militia to repel the invaders. Those residents capable of fighting stop what they are doing and head to the walls, while the town leaders hurry noncombatant townsfolk into the Longhouse for safety.
Kurst Grath runs up to you. "Friends, I need your help. With orcs attacking in the dark, we are a serious disadvantage. I need a team to light all of the beacons, but as you are already gathered and armed, perhaps you can do it faster."
Assuming you agree, Kurst’s instructions are simple. First, you must light the beacons at three key locations around town: the Commons beacon (area J), the inner gates beacon (area K), and the Hopespring beacon (area M). The Flame of the Fallen (area I) is already lit from Rodrik’s funeral, but if the Trunauans are to have a chance in this fight in the dark, the other beacons must be lit as well. A secondary objective is to secure as many areas as possible as you make their way to the beacons. While slaying orcs is helpful, it’s even more important for you to rescue townsfolk from danger. For now, Kurst tells you to direct anyone they find in Trunau’s upper quarter to head to the Longhouse (area C) to take refuge or rally with the other defenders.
| Somer Hiondu |
Oh cr@p!
"Well blast it all too... I guess this is what we were missing. I agree we should get the beacons lit as quickly as we can. [u] The Commons [/u] is closest, almost due north!"
Somer draws his longsword and prepares to move off when the others are ready.
Order to minimize travel would appear to be Commons -> Inner Gate -> Hopespring
| Derrik Nular |
Derrik will adjust his pack and his gear. "Well I guess we won't really be needing camping supplies." Derrik will hand his camping supplies off to a guard going to the Longhouse.
"Lets just hope that I can stay up long enough to be a help in this battle." Derrik will follow who ever wants to lead.
| Balmir |
Balmir jumps up as the horns blare and the boulder smashes into the building. He listens intently to Kurst then nods at Somer. "I agree with your plan. Let's get going." Balmir adjusts his gear and looks to the others. He sees Derrik moving a little slowly. "Come on, my friend. We can do this."
| Somer Hiondu |
"I wonder if the lighting of this fire was a signal for an attack. They may have known some of the towns key defenders would bar from from the main gate."
Mouser Lowhill
|
Mouser's rapier is already in his hand as Somer quickly comes up with a plan.
With no time to spare, he nods and starts to run.
"Say...have you been working out?" he asks the elf as they make their way toward the commons in haste. "You look...different."
| GM Fuzzfoot |
Balmir, have you leveled up yet?
When you arrive at the Commons beacon, you find a scene unfolding before you can light the fire. A lynch mob led by some cleric seems to have surrounded Brinya. She looks terrified.
| GM Fuzzfoot |
"Oh, um... ok? But wait, her kind is what's wrong with this town, and now we're gettin' attacked!" the healer says. A few of the towns people murmer agreement, but others appear to be waiting and watching before committing to action.
Mechanically, good job Raltus! You have moved his attitude from unfriendly to indifferent. Another DC 18 diplomacy should improve his attitude to friendly and put a stop to this.
Mouser Lowhill
|
"We don't have time for this...and she's under our protection!" Mouser says. Help us instead of causing problems!"
diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15
| Somer Hiondu |
As they travel he Somer responds to Mouser "Saying my prayers and eating my vitamins."
WHen they confront the mob:
"Brinya is a neighbor, you all know her. She is no more at fault here then I am with my pointy ears. Will you turn on me next because I am not like you?
This town is in enough trouble do not create more. If you wish to fight go to the front. If you wish to be safe, the longhouse."
Diplomacy: 1d20 ⇒ 12 Aid mouser
| Derrik Nular |
"I am a stranger to this town as well, I am from Last Wall and I would place her under my protection. There is no need for violence here, can you not see it has already come and she remains here not with those attacking?" Derrik moves his hand towards the destruction currently taking place.
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19
| GM Fuzzfoot |
"Ok, ok, I suppose she isn't responsible. Let's get to the Longhouse before it's too late."
With that issue resolved, you are able to light the beacon. As you are doing so, Brinya thanks you for coming to her aid. "First, you discovered the truth about my poor Rodrik, and now you save me from an angry mob. Here... I want you to have this."
She reaches into her sachel, and pulls out Rodrik's hopeknife, which has undergone a transformation during the ceremony.
“When the time is right, Rodrik’s spirit will help protect those who laid his soul to rest.”
The fire-blackened blade of this hopeknife bears the inscription “my love” in stark silver and glows with light equivalent to a light spell when drawn. Brinya’s Love is a +1 dagger infused with the soul of the fallen hero Rodrik Grath and the tears of his fiancee Brinya Kelver. Once per day on command, the wielder can grant the weapon the ghost touch weapon special ability for 1 minute. During this time, Brinya’s Love sheds light equivalent to a daylight spell and the wielder gains a +3 sacred bonus to his CMD against disarm and sunder attempts directed at the hopeknife.
| Balmir |
Balmir relaxes when the town's folk move off. "The last thing we need is to be fighting ourselves, ourselves." He assists in lighting the beacon then asks, "Where to next?"
Yes, I leveled up. Just didn't update my profile yet. I'll try to soon.
| Somer Hiondu |
"It is good we got here when we did. Brinya, that is an item of both emotional and martial power. If you wish it to be used I am sure one of us would be honored. As important though is that you get to the safety of the longhouse, they way should be clear as we have just passed that way."
"It is a fine blade, would that the handle was smaller it would suit Mouser well. Balmir it might be best if you carry it in Rodriks name. It is said the blade can harm the supernatural which Derrik and I can already do though magic."
Looking around.
"We must move."
| GM Fuzzfoot |
The inner gates beacon is a relatively easy objective to reach, and the guards at the gate raise the portcullis to allow you to enter the inner quarter, shutting it after 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, 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.
As you get your bearings, Kurst Grath appears, leading a squad of stalwart Trunauan militia members. Kurst shouts, "Secure the inner quarter! Work your way to the final unlit beacon near the Hopespring (area M). While you do that," Kurst says, "we’ll lead a sortie from the town to drive 'that thing' that’s throwing boulders at the town closer to the walls so our archers can hit it."
| GM Fuzzfoot |
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.
The barricade is approximately 3 feet high and 5 feet wide. It has an AC of 5, hardness 5, hp 20 per 5-foot square, and a break DC of 20. It costs 2 squares of movement to cross a barricade. A barricade provides cover, but only to creatures within 30 feet of it. An attacker can ignore the cover if he’s closer to the obstacle than his target.
Some additional notes:
L1 Acolytes from the 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.
L2a-g and L7 are towers, 2 stories high. L13 was another, but it has been destroyed.
L3 is the home of Councilors Agrit Staginsdar and Sara Morninghawk, and is on fire.
L4 is a well. From here, you see a guard draped over the side, likely dead.
L5 is a bar called "The Killin' Ground"
L6 are additional homes.
L8 is three trees which are now ablaze.
L9 is more houses with narrow alleys inbetween.
L10 was a large residence
L11 is normally open space. You can get a description of what is currently going on when you get there.
L12 is more homes.
Your goal (the Hopespring Beacon) is through the gate at L2e-f.
| Somer Hiondu |
Pointing north (to L3) "I belive that is Sara Morninghawk's house. Should we make they are empty as we move?"
Mouser Lowhill
|
Mouser nods and moves toward the barricade. He looks through it to see if he can see any enemies, but also tries to remain unseen.
stealth: 1d20 + 9 ⇒ (3) + 9 = 12
| GM Fuzzfoot |
There are no immediate threats outside of the barricade.
| Derrik Nular |
"I agree about Sara, we need to make sure all innocents are on their way to protection."
Derrik will keep an eye out for trouble.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
| GM Fuzzfoot |
Heading for the house...
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.
What you are walking into: The house is filled with smoke, which provides concealment to all creatures inside. It also will require Fort saves to avoid smoke inhalation damage. Being on fire, you have limited time (rounds) before you risk becoming trapped. Trying to put out the fire is not likely to succeed, but could buy you more rounds.
Also, you are not aware, but these part of the module I am tracking "resolve" points, which will have some effect later in the game. So heroic actions now will pay off later. Assuming you don't die.
Balmir: 1d20 + 3 ⇒ (1) + 3 = 4
Derrik: 1d20 + 4 ⇒ (6) + 4 = 10
Mouser: 1d20 + 4 ⇒ (10) + 4 = 14
Somer: 1d20 + 6 ⇒ (18) + 6 = 24
Tamxander: 1d20 + 1 ⇒ (7) + 1 = 8
Round 1: (Bold may act)
Somer, Mouser, Derrik, Tamxander, Balmir
| Somer Hiondu |
Somer double moves over the barricade, long-sword in hand, and heads towards Sara's burning home (L3).
| Balmir |
At the sight of the fighting Balmir grows silent, a red rage rising on his face. "I will not have my town destroyed like this," he says with barely contained anger. He proceeds across the barricade towards Sara's house.
He draws his waraxe then starts to enter the house.
Fort: 1d20 + 6 ⇒ (20) + 6 = 26
| GM Fuzzfoot |
Let's just assume you all moved up to the front of the house before the rounds start counting.
Balmir enters in, holding his breath and sees Agrit in the back room, yelling "Help me!" Sara is stuck under a burning timber. Unfortunately, he also sees three orcs searching another room for treasures.
Round 1: (Bold may act)
Somer, Mouser, Derrik, Tamxander, Balmir
| Somer Hiondu |
Somer pulls his shirt up over his mouth to detract from the smoke. Longsword in hand and goes after the closest orc.
"Why do this to innocent people?"
Longsword: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
25ft of movement and attack.
I will try and move into the room further next turn to make room for more to attack. Might be good if one person checks on Sara.
| Somer Hiondu |
Woops missed the fort save part of the directions.
Fortitude: 1d20 + 4 ⇒ (3) + 4 = 7 s*%$
| GM Fuzzfoot |
Not much, especially given the walls and normal line of sight. Also, the smoke gives everyone concealment.
Somer charges in to attack an orc, but the smoke gets the better of him and he spends the rest of the round coughing and trying to breathe. Derrik does the same.
Mouser and Tamxander are up.
Mouser Lowhill
|
Not seeing an immediate opportunity for a strike, Mouser slips in quietly behind his companions, as quietly as a hunting cat.
stealth: 1d20 + 12 ⇒ (12) + 12 = 24
| GM Fuzzfoot |
Please see discussion, and update on the map to where you are.
Somer cuts deep into one of the orcs, but it remains standing (albeit staggered) and continues to fight. Orcish ferocity
Blue Attack vs Somer: 1d20 + 5 ⇒ (7) + 5 = 12
Red Attack vs Balmir: 1d20 + 5 ⇒ (7) + 5 = 12
Both attacks miss.
Round 2: (Bold may act)
Somer, Mouser, Derrik, Tamxander, Balmir
Blue (8 dmg, staggered), Red, Yellow
| Somer Hiondu |
Somer Round 2
Still holding his breath against the smoke Somer realizes he will be without magic for this fight and grips his long-sword with both hands for extra damage and spends an arcane point to enchant his blade.
2H Longsword: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 Bet that is not enough
Damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Swift action arcane point usage and two hand attack at Blue
| Derrik Nular |
Derrik will cover his face, taking a deep breath and double moving towards Sara. Once he gets there he will see how he can help out.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
| GM Fuzzfoot |
Sara is unconscious and dying, trapped under a burning beam that Agrit is trying to lift without success.
She needs to be stabilized. At least one of you must help Agrit hold the beam off Sara as a full round action to prevent her from taking 1 point of fire damage each round (in addition to the 1 point of damage she takes from dying, if she hasn’t yet been stabilized). Completely freeing Sara requires the combined strength of at least two of you and Agrit together. Each participating character must take two consecutive full-round actions to effect the rescue—the trapped smith is freed on the third round. Yeah, it doesn't look good.
Somer, though, manages to slice the blue orc again, this time killing him outright.
| Balmir |
Since Balmir passed his fort save the first time I won't bother to retcon holding his breath. But he'll start now. If that isn't allowed then I'll assume that he started holding his breath before entering.
The smoke stings his eyes but Balmir sees the hulking forms of two orcs. He takes a deep breath and holds it, ignoring the burning sensation. He steps forward to where he can be adjacent to both of them. Then with a powerful stroke he swings at the first one then follows through to the next one.
@red,waraxe,power attack, cleave: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
damage,power attack: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
@yellow,waraxe,power attack, cleave: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
damage,power attack: 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11
So close to my 3x crit...
| GM Fuzzfoot |
Derrik stabilizes Sara as Balmir de-stabilizes two orcs with a viscous pair of hits. Both are now stagggered, and will likely die of those wounds. Somehow, thought, they keep to their feet.
Round 2: (Bold may act)
Somer, Mouser, Derrik, Tamxander, Balmir
Red (14 dmg, staggered), Yellow (11 dmg, staggered)
| Somer Hiondu |
Somer Round 3
Somer steps up, still holding his breath, and takes a might swing at the stomach of the {yellow} orc, smiling at the effectiveness of he and Balmir.
2H Longsword: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 Oh yeah, your insides are now outside
5ft step and 2Hand attack.
9/11 Breath
Mouser Lowhill
|
Mouser, seeing that someone needs to help hold the beam off Sara, rushes to aid in lifting the beam.
Though he's not the strongest, he can get some good leverage from under the beam.
Looks like I need to move to Sara, then I'll spend half of the full-round action this round to hold the beam.
| GM Fuzzfoot |
You can't move Sara until you are able to get the beam off of her - or maybe I misunderstood what you are saying?
Mouser Lowhill
|
At least one of you must help Agrit hold the beam off Sara as a full round action
I'm trying to do this.