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Belir's eyes go wide. You brought me to an inn that has a reputation with people getting killed in it? He says as small bits of spittle fly from his mouth.
If Dolgrym can use the wand go ahead and roll the cures. Also I believe we are now level 2 correct?

Dolgrym Giantfoe |

Dolgrym walks over to Belir and uses the wand on him. "I wouldn't say a reputation but the murder we are investigating did happen here."
Whoever needs the cures just make the rolls. I'll take of the charges.

Glorik Grimriver |

Okay great. One is enough to get Glorik back on his feet, and he can sleep away the rest later.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Oh nice! Almost back to full HP!
After being cured, Glorik feels considerably better. He looks pleased to be alive, but angry at the orcs who did this to him. He stalks around the room, angrily pacing as the rest of the team is healed up.
"We need to take the fight to those cursed orcs! They have to have a secret way in, or else someone let them in. That's unacceptable! We put a stop to it as soon as you lads are fit for fighting."

Tamxander Glenfarrow |

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
With the wand's additional healing, Tam is in a much better state.
"Well..." he says, "...I think it's pretty clear we're looking for an orc and an alchemist. The alchemist likely being the one who makes the paint used for the markings as well as those alchemical swords that the orcs were using."

Crom Iron Cudgel |

CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Crom stands up wearily, "Bloody straight we're going to kill these orcs. If its an alchemist we're looking for then we should check the apothecary - if this town has one. But first things first, let's notify the city guard to be on the lookout - there may be more orcs here than just the three that got away."

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Let's get some rest first. They won't be back tonight. Orcs be foolish but they are not dumb. Belir goes back to his corner and begins to nuzzle back in to a restful sleep.

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Belir tosses his armor on and spends the next several minutes setting each strap as he shovels food into his mouth, well more crumbs end up in his beard than food in his mouth but overall he seems content.
Shall we go to a funeral then. I have a bad feeling bout this. Why would assassin's be after us? Was we getting close to something?

Glorik Grimriver |

"Indeed. Care is required, lest we make matters worse. I have a feeling Belir could be correct though. There is something happening here someone doesn't want us to find out. Probably involving orcs..."

GM Tribute |

When you proceed to the Flame of the Fallen, almost the entire town has come to the Funeral. The high priestess of Iomedae says a blessing and an inspiring speech. "Like the Flame that burns on this hill, the spirit of those that fight for evil will never burn out as long as we care for it. The crusade against evil has just began."
A ceremonial hopeknife is quenched in the flame, and once again this one is burning with a bright magic flame as it is handed to Brinya. At this moment, the crowd mostly jeers Brinya, calling her many names. Still, the priestess hands her the hopeknife, and when she does, you can almost be sure you see Rodrik's spirit looking over the proceeedings.
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!
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. The Battle of Bloodmarch Hill has begun!
Kurst Grath immediately approaches you and speaks with passion: "Your success in investigating Rodrik’s death has made you de facto members of our militia, and we need your help in defending the town. Can you light the beacons kept in readiness in various locations
around town???—I’ll need to assemble other militia
members to thwart the attack, and you are already an
organized group, so you can move more quickly."
He emphasizes his instructions with a finger, then three as he pleads:
"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 the funeral, but if
we are to have a chance in this fight in the
dark, the other beacons must be lit as well!!"
He holds up a second finger and continues: "Your secondary objective is to secure as many areas as possible as they make their way to the beacons. While slaying attackers is helpful, it’s even more important
for you to rescue townsfolk from danger. For now,
direct anyone you find in the upper quarter to head to the Longhouse (area C) to take refuge or rally with the other defenders!!!!"

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BY THE GODS! What in the hell's did I walk in on. I was jest lookin' fer a place to sleep, You folks come in scar'in me half to death and now Orcs!
Listening to Kurst, Belir sighs heavily. Will do what I can... He grabs his axe and begins to head towards the Common Area.

Glorik Grimriver |

"Let's head to the Commons; there is likely to be a lot of people gathering there! We can give them instruction, and start getting this defense organized."
He readies his maces, and follows Belir into battle.

GM Tribute |

Because it is visible from nearly all sides, the Commons
beacon is the most important beacon in upper Trunau
(apart from the Flame of the Fallen). It is also the closest
beacon to the Flame of the Fallen, and when you arrive at the Commons
beacon, a lynch mob has formed around Brinya Kelver, led
by a man in cleric robes decorated in the silver keys of Abadar.
He is just finishing an inciteful speech: "This harlot
has softened the best warrior among us, taken his attention
and now his valuable life from us. She must be silenced!!"
You immediately sense a riot is forming. Many hopeknifes have already
been drawn, and Brinya tries to withdraw, but the mob is encircling her.
Tensions are high, and the townspeople are ready to do something......
The ringleader seems to be an older clerical scholar with great authority and conviction, and has whipped the crowd into a frenzy. You consider appealing to him, the crowd itself, or using raw intimidation before violence ensues. On the other hand, Brinya is a half orc.
The half orc recognizes you, and looks at you with pleading eyes as the crowd seems poised, waiting for final instructions from the cleric.

Dolgrym Giantfoe |

Dolgrym shouts at the crowd, "This isn't the time or place for this! Brinya was the love of Rodrik's life! She had nothing to do with his death! It was these orcs that are attacking us that murdered him! We proved that! Now leave her alone and get to defending the town or the longhouse!"

Glorik Grimriver |

"We can prove it to you later, if you want to see the evidence, but for now Trunau is under attack! Do you really think this will help defend your city? It won't! Taking up arms and going to the walls will! Leave her alone, and do your duty. You shame yourselves with anything less!"

Tamxander Glenfarrow |

Tam squints at the cleric of Abadar, suspicious. Normally clerics of Abadar are lawful and orderly, not the kind to incite vigilante justice. Could he be a plant?
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
"The real threat is about to come through the walls! Your neighbors and townsfolk are being attacked right now at the beacons and throughout the town! If you want to put those knives to good use, find a place to sink them into a real enemy -- the creatures invading your home, not the neighbors you've known and done business with for years!"
Diplomacy: 1d20 + 1 ⇒ (5) + 1 = 6
Well, s%+~. Sometimes the dice hate you. Also we are really stinking up the social side of this adventure!

Crom Iron Cudgel |

Crom scans the crows looking for any hidden danger. He then moves to Brinya with his axe drawn. While doing so, he barks at the crowd, "Disperse! She is not your enemy."
Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Intimidate: 1d20 + 1 ⇒ (20) + 1 = 21

GM Tribute |

Things begin to get ugly. As the gnome speaks, the priest adds: "The half blood is here to weaken us as our enemies beat on our walls."
Then Crom speaks, and the crowd indeed disperses. The priest stars daggers at Crom: "You dare question the results of my inquisition. You will find the door to clerical services closed quickly in this town."
He storms off in a huff. Brinya thanks you, and hands you Rodrik's hope knife. It gleams and is suffused in a glow of magical light.
"I have no need for this. But you may."

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Belir stands slack jawed at the spectacle. Damned orcs be attacking and they worried bout the dead? He slaps an open palm to his helm.
What is going on wit tis world.
Belir walks up to Brinya. I don't know you or this Rodrik, but it don't seem safe right now. Ye should hide somewhere safe.
Turning to his companions. Lets get to the commons quick. Lead the way.

Crom Iron Cudgel |

Crom accepts the hope knife with a nod, "I will use this to avenge his death. Like Belir says, you best get to safety, Brinya. It appears that Rodrik stumbled on a larger threat to Trunau and paid for that knowledge with his life. Now we must all fight for our lives if Trunau is to see another sunrise."
Crom follows Belir to the commons.

GM Tribute |

After quelling the riot and sending the townsfolks to the longhouse, the only ill effect is ire of the Abadar priest.
The Common's Beacon is lit, and the dwarves move to the next beacon inside the inner gates.
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.
Members of the temple of Iomedae and the Countinghouse of Abadar are treating townspeople for wounds in open triage. Two acolytes look at you, and seem to move on to more wounded townsfolk.
On the town map -- you stopped the lynching at J -- and moved through the two southern towers to the beacon at K and move to L now on the Trunau map.
Moving past the first aid station you arrive at a well in the middle of the square.
The 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.
Looking north to a large burning building.......
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.

GM Tribute |

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.
Moving inside the flames, you see a half-orc, the proprietor of the weaponshop that makes hopeknives pinned under a burning beam and a female dwarf in wizard's robes trying desperately to free her.
As you determine what to do, four orc raiders appear to admire their destruction.
You have just passed the well, and decide what to do. Sara is bleeding out. It will take two or three people, including the motivated wizard to lift off the beam. The building is full of smoke, and will require a strong constitution to resist.
Place tokens near well on combat map and we roll initiative. Sorry for delay.

Crom Iron Cudgel |

Init: 1d20 + 1 ⇒ (7) + 1 = 8
Crom scowls at the orc raiders, "Tam, can you use your sorcery to deal with those orcs? I need at least one other to go in the fire with me."
Fort: 1d20 + 6 ⇒ (20) + 6 = 26

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Belir lets out one final roar of defiance as he holds his breath and charges into the burning building to hold off the orcs.
Double move; Holding breath