
MisterLurch |

The door does not give way, but you can hear the shattering sounds of a window breaking open, followed by the faint sounds of a window at the back of the building breaking open.
Now that there is no danger of those inside dying of smoke inhalation...
Eventually the doors are broken open, and the proprietor, a female dwarf named Kining Blondbeard (though she does not actually have a beard) and several other unconscious refugees can be carried out into the fresher air outside.
Organizing a few of the refugees, the following supplies are quickly gathered behind the trading company:
Since I know Eric will leave no stones un-turned, no tires un-kicked, and no curtains un-shaken...Elaheil and Khurdan spend some time searching the trading company for anything else of value. After a few minutes they find a loose section of floorboard behind the shop counter. Opening it, they find a +1 buckler
decorated with a symbol painted upon it.
DC 18 Knowledge(religion) if you wish to identify the symbol.
Kining grumbles about the group "...looting as bad as the hobs..." but makes no strong protest or attempt to prevent them from taking the supplies. However, once she understands the intention to escape the town and destroy the bridge, she nods decisively, "A good plan. You will want to get my keys from inside the smithy. There is a scroll in my shed by the bridge that might be useful, though it will not do the job on its own, and the keys will also release the lock on my crane. There are also my notes on the bridge repair, which might help."
The following people join your group of refugees: Kining, 3 lvl 1 warriors, 1 lvl 1 expert, and 2 lvl 1 commoners.
You are able to salvage 15 provision points in addition to the equipment list above.
Provisions total: 38.
Your entourage consists of:
Aubrin
Kining - 2nd level Expert
Jet - 2nd level Aristocrat
1st level Warrior (4)
1st level Aristocrat (3)
1st level Expert (1)
1st level Commoner (4)
K 1d20 ⇒ 20

Thynevenom Daemonium |

Thy looks at Elaheil, and Vindu. "As I stated before, I am going to scout the bridge. This party is too large to be stealthy so we may as well try and clear our path ahead. Am I being accompanied or will I be alone?" Thy looks at Elaheil, and then Vindu hoping if either of them come with him it's Vindu that accompanies him and not the elf.

Vindu the Chainbreaker |

Vindu frowns and looks towards the newcomers and the entourage of survivors the party has acquired so far. He's right, our group is far too large to continue to sneak, but perhaps the goblins are too busy or too focused to notice?
Vindu then looks towards Aubrin and Elaheil, his face visibly sinks.
Turning towards Thy, Vindu rubs his forehead in thought.
"While I agree that this group is too large to sneak, I cannot in good conscience leave them to scout with you. A third or less of them are combat ready and Elaheil is severely injured from the last skirmish and is in no condition to continue fighting without assistance. Aubrin, I hate to ask this of you, but do you have any divine aid available?"

MisterLurch |

Aubrin comes forward leaning heavily on a strong-looking young man, "Of course. I may not be of much use, injured as I am, but this can still do. Come here, all of you, gather around those who are injured."
Aubrin pours some mead into an old tankard, "Cayden, to your strength, delivered through me to those here," and drinks some after pouring a bit on the ground.
Channel Positive Energy: 2d6 ⇒ (4, 3) = 7.
Channel Positive Energy: 2d6 ⇒ (4, 4) = 8.
Everyone who is injured can heal 15 damage.
Is anyone going to retrieve the keys and notes from in the smithy?

Elaheil Ambara |

Elaheil regards Kining with respect yet at the same time an air of curiosity.
I have only read of these people. I cannot believe that they live most of their lives underground. I must speak with her more later.
"Thank you, you say that we will need something more but this is more than we had before. I will go retrieve them, stay here and prepare to depart.
Returning just in time for Aubrin to heal those assembled "The power of Cayden is strong with you. Thank you." Eying the buckler, he presents it to Aubrin, "Do you know this symbol?"
To Thy he says "My friend, it is clear from that last encounter that we, even as a pair, are hard pressed to defeat these foes, stay as a group. If you were spotted you even with an ally, then it is likely that you would not fare well. We almost have what we need to destroy the bridge, let us check the last place that Aubrin recommended and hope that we find the last of what we need."

Vindu the Chainbreaker |

Vindu nods in appreciation.
"Thank you, we'll need a strong front line to push forward."
Vindu turns to address the rest of the group.
"Everyone has heard the plan, so our next destination is the Shrine. Everyone gather everything and we'll be off."
After everyone begins moving he will pull Thy aside.
"Now, I can't force you to stay, but i agree with Elaheil. It would be foolish to run off on your own to the bridge and I know for certain we could still use your help. I would ask that you would stay with the group at least until we leave this forsaken town."
I didn't know she was a cleric of Cayden. I like this character even more now.

MisterLurch |

Getting the stuff from the smithy is not as simple as "I go get it and come back." This is why I did not include it in the summary of looting the trading post. I am trying to not waste time on simple stuff like that. So, with a little retcon...
After receiving Aubrin's healing, Elaheil heads back around the front to get the keys and notes saying, "I will go retrieve them, stay here and prepare to depart."
Ignoring the injunction to wait, Khurdan follows Eleheil around to the front, "We should not go off alone just now."
The centuries-old forge has ample space for working iron and steel as well as limited farrier services. The hobgoblin raiders have already targeted the smithy, snatching up any weapons or armor in their greedy paws. A single hobgoblin still lies in the middle of the floor, the side of his chest caved in by some heavy blunt object, though no blunt object that could have inflicted this wound can be seen. A torch braced on the far wall provides some illumination inside.
Suddenly on the alert and moving cautiously, Elaheil and Khurdan step just inside the smithy and pause to take stock of the room.
At first, nothing seems out of place. Then a section of the ancient stone wall shared between the smithy and the trading post seems to disgorge a chunk of stone that flows down to the floor. It sits still for just a moment before unfolding into a small humanoid shape of stone with glowing blue eyes. It makes some sounds from what must be its mouthparts (if it has mouthparts) though the sounds remind you of boulders and gravel and such rolling around. It takes an aggressive stance but does not immediately charge to the attack; definitely hostile, but its behavior is curious.
You can attempt to defuse the situation with diplomacy or intimidate, or you can engage combat. If you speak terran, you gain a +5 to either check. No surprise round. Or you can withdraw in the hopes that it will not pursue.
Also, there are two other places where Aubrin suggested that you visit before leaving town. You do not have to go to either, but she would encourage you to do so, arguing that the risk is worth the potential to save villagers or gain resources.

Thynevenom Daemonium |

Thy nods to Vindu- "I will stay with you, not for your sake but the mission." Thy slips back to the end of the group to ensure nothing surprises them from the back.

Elaheil Ambara |

Diplomacy 1d20 + 5 ⇒ (15) + 5 = 20
Elaheil puts his hands up in a non-threatening manner. "I think that this creature may be a guardian of the forge. I do not speak his tongue but I will try to reassure him none the less that we mean no harm."
Thinking for a moment, Elaheil considers that the smithy outside must know this creature and adds one final attempt to convey his intentions, making hand motions to convey friendship, he says "Kining...Elaheil...friends"
For the torch, does detect magic show anything?
Perception 1d20 + 8 ⇒ (11) + 8 = 19

MisterLurch |

The stone creature comes half out of its fighting crouch when Elaheil begins talking, its head almost comically cocked to one side. When Elaheil speaks directly to it, it cocks its head to the other side, for all the world like a dog trying to figure out what its human is saying. As he speaks and makes non-threatening gestures, the living stone straightens further and seems less to embody imminent violence. After a moment more it takes a few small steps back and slowly disappears back into the wall.
Elaheil focuses his magically sensitive vision on the torch and the flame at the end begins to glow softly red.
Just as he is noticing that, Elaheil hears a soft female voice calling to him in elven, originating from the rafters in the back of the smithy.
Has it truly gone?"
Elaheil turns to see two elves dropping to the ground in the shadows at the end of the smithy.

Elaheil Ambara |

A bit surprised and the people descending from the ceiling and then shocked that they are both elves. Composing himself...

Vindu the Chainbreaker |

Knowing there is still many enemies about and simply standing behind the building won't keep his people hidden for Long, He uses his natural climbing ability to crawl back on the roof and go prone, keeping watch for any patrols that might head this way.
I'd like to position sort of behind the Crest of the roof so that i can see over but still remain mostly hidden if possible. I can't actually move on the roof on roll20. For climbing the roof, I have a natural climb speed so I can take 10, which puts me at a check of 26.
Stealth to remain hidden on roof:1d20 + 10 ⇒ (15) + 10 = 25

Thynevenom Daemonium |

Thy moves towards where most of the civilians are gathered and looks at them, speaks slowly, and looks over the crowd- "Friends, my name is Thynevenom- or as I may be known to some of you 'The Black Hand'. I am a member of the party who is in charge of this quest to exit the village unharmed. All I ask of you is that you do what you are told, are as quiet as possible, and do not run off on your own." Thy then turns around and flicks his tail upwards towards the large crossbow across his back as he begins to walk away.

MisterLurch |

A bit surprised and the people descending from the ceiling and then shocked that they are both elves. Composing himself...
** spoiler omitted **
The female laughs softly, with genuine enjoyment in her voice, "Flee the town? Nay, we will not. Now that the creature of earth is no longer barring the door, we will take the fight to these creatures. My brother and I will slay many hobgoblins!"

MisterLurch |

I forgot the perception check to watch for enemies, unless you just want to use passive perception. If not, here's the check.
Perception:1d20+10
From your vantage point, you catch a glimpse of a lone hobgoblin seemingly patrolling the perimeter of the town. It has not yet spotted your clump of townsfolk, but if it continues on its path, it certainly will.

MisterLurch |

Thy moves towards where most of the civilians are gathered and looks at them, speaks slowly, and looks over the crowd- "Friends, my name is Thynevenom- or as I may be known to some of you 'The Black Hand'. I am a member of the party who is in charge of this quest to exit the village unharmed. All I ask of you is that you do what you are told, are as quiet as possible, and do not run off on your own." Thy then turns around and flicks his tail upwards towards the large crossbow across his back as he begins to walk away.
The quiet murmuring of the townsfolk comes to a stop as Thynevenom speaks, and several of them seem somewhat cowed by his words. Otherwise there is little response from them.

Vindu the Chainbreaker |

Vindu's brow furrows as he notices the hobgoblin.
Hmm, that could be an issue. Maybe I could take him out before he alerts anyone. Or perhaps they are almost finished and we could leave before he knows?
Vindu will climb across the roof until he is above the door to the smithy and lowers his head down below the roof line.
"Elaheil, a hobgoblin sentry is approaching. Just one from the looks of things, i'm going to try to kill him quickly before he alerts anyone. Unless you are almost finished, that is."
Is the building we are near close to the treeline so that I could use it for cover approaching the hobgoblin? If not, would Vindu know if hobgoblins are proud enough to accept a challenge to single combat?

Elaheil Ambara |

Vindu the Chainbreaker wrote:From your vantage point, you catch a glimpse of a lone hobgoblin seemingly patrolling the perimeter of the town. It has not yet spotted your clump of townsfolk, but if it continues on its path, it certainly will.I forgot the perception check to watch for enemies, unless you just want to use passive perception. If not, here's the check.
Perception:1d20+10
Elaheil smiles slightly. " It pleases me to hear you say that. We aim to take the fight to these Hobgoblins today, tomorrow and for many days to come until we have restored this town to its citizens. In our current condition, we cannot defeat all of them today so we will make our way to a few more areas in town, killing any hobgoblins we come across. Once we are clear of the town we will organize and begin killing them until they are all gone. Why kill a few today and die when you can live and kill many MANY more?"
Elaheil thinks for a moment and adds in a much more serious demeanor "Besides, if you stay then I an honor bound to follow you to fight...and die at your side. Would you condemn all three of us to death where there is such a superior alternative?"
Diplomacy 1d20 + 5 ⇒ (16) + 5 = 21

MisterLurch |

There is a moment when the two elves look at each other and seem to be communicating without speaking, Then they return their attention to Elaheil and the male speaks, "Well met, Bladesinger. I am Taidel and this is my sister, Lirosa. We will join you, at least for the time being; it sounds like your man could use some help with a patrol."
They both ready their bows and fit an arrow to their strings while Elaheil gathers the notes and the keys. The three elves travel back around the building to the waiting villagers.
Nice diplomacy rolls, Eric!
The patrolling hobgoblin is walking at a slow-ish pace, obviously keeping his senses alert for anything of note. The group has thus far gone unnoticed.

Elaheil Ambara |

Nice diplomacy rolls, Eric!
** spoiler omitted **
The patrolling hobgoblin is walking at a slow-ish pace, obviously keeping his senses alert for anything of note. The group has thus far gone unnoticed.
Squirl's gotta get a nut eventually

Elaheil Ambara |

Elaheil finishes grabbing the items and pauses at the torch, testing it carefully for heat. Provided he finds none he grabs the torch and places it in his pack. Retrieving his bow from his back, he follows the others out quietly and prepares to kill the patrol as quickly as he can from a distance.
Once he meets back up with Thy and Vindu he whispers, "lets kill this interloper with haste and be off to our next point."

Vindu the Chainbreaker |

Vindu glances at the two newcomers, briefly nodding in their direction before turning towards the hobgoblin. He snarls as he crouches into a combat stance and his claws sprout.
"Quickly it is, then."
He charges off towards the goblin, now using both his hind legs and his arms to run, much like a wild gorilla.

Thynevenom Daemonium |

"That's one fast monkey" Thy says to the elves before taking off after Vindu. Thy's eyes narrow as he runs; he and Vindu closing down on the hogoblin. For my Father, Death to Hobgoblins. he thinks as he draws his cross bow, as excited as ever to kill one of the foul creatures.

Vindu the Chainbreaker |

Initiative:1d20 + 4 ⇒ (10) + 4 = 14
My turn, depending on distance and order is going to be attack twice or move and attack once so here's two attack rolls.
Claws:1d20 + 5 ⇒ (14) + 5 = 19
Claws:1d20 + 5 ⇒ (5) + 5 = 10
Damage1:1d4 + 4 ⇒ (1) + 4 = 5
Damage1:1d4 + 4 ⇒ (3) + 4 = 7

MisterLurch |

Somehow, the hobgoblin scout is looking in the exact wrong direction and does not notice the charging Vindu and Thy with the two new elves until Vindu comes within 60 feet of the hobgoblin.
Round 1: Start
As soon as the hobgoblin scout notices Vindu, two arrows streak past the Vanara. One bounces off the hobgoblin's leather armor, and the other cuts a gash across the hobgoblin's thigh.
(Hobgoblin Scout: 4 damage.)
Thynevenom, Elaheil, and Vindu, you are up.
Initiative:
Lirosa: 27
Taidel: 26
Thynevenom: 21
Elaheil: 21
Vindu: 9+
Hobgoblin Scout: 9-
T 1d20 + 5 ⇒ (16) + 5 = 21
V 1d20 + 4 ⇒ (5) + 4 = 9
E 1d20 + 5 ⇒ (16) + 5 = 21
Tai 1d20 + 7 ⇒ (19) + 7 = 26
Lir 1d20 + 7 ⇒ (20) + 7 = 27
H 1d20 + 3 ⇒ (6) + 3 = 9
Tai 1d20 + 4 ⇒ (16) + 4 = 20
Lir 1d20 + 4 ⇒ (6) + 4 = 10
1d8 ⇒ 4

Elaheil Ambara |

Looking to ensure that the hobgoblin does not have a chance to raise an alarm, Elaheil follows suit with his elven kin. Moving forward (30') to minimize the chance to miss, leveling his bow and aiming carefully, he releases his arrow.
1d20 + 5 ⇒ (11) + 5 = 16
1d8 ⇒ 8

Vindu the Chainbreaker |

Witnessing both his new and old elven companions get hits in and not wanting to be left out, Vindu continues his charge towards his hobgoblin foe, letting out an gleeful snarl and thanking the Faith that there appears to be no fires endangering innocent civilians this time.
Charge:1d20 + 7 ⇒ (18) + 7 = 25
Claw:1d4 + 4 ⇒ (3) + 4 = 7

MisterLurch |

Round 1 - Final:
Thynevenom comes to a stop, raises his heavy crossbow, and sends the finger-thick bolt plunging into the hobgoblin's thigh.
(Hobgoblin Scout: 10 damage.)
Elaheil moves a bit closer before loosing a shaft from his bow. This missile also find's its mark, driving deep into the scout's left shoulder even as the hobgoblin reaches for a curved horn on its hip.
(Hobgoblin Scout: 8 damage.)
Vindu, with a little extra effort, charges the wounded hobgoblin, raking his claws across the scout's throat. A wash of blood rushes down over the hobgoblin's chest as it crumples slowly to the ground, one hand grasping its throat.
(Hobgoblin Scout: 7 damage.)
Combat is over!
Alchemist’s fire (2)
Padded armor
Composite longbow (+2 Str)
20 arrows
Handaxe
Mwk battleaxe
Backpack
Bedroll
Blanket
Mess kit
Small tent
Provision Points (3)
3 gp

Elaheil Ambara |

Elaheil quickly rifles through the dead Hobgoblin's belongings. Examining the bow and testing its pull Elaheil is only able to draw it back part ways. "Anyone trained in the use of a bow and like to lift heavy objects?"
Without waiting for an answer he hands one potion to Vindu "Since you clearly are on the front line more than others I think you should take this"
Turning to Thy "You may need this too in case you are rushed again"
With that he directs their companions to please make haste and divide the remaining items between then to be able to carry them out of town. There is little doubt that someone in their group will need them. Once that is completed he turns again to Vindu "Lead on, with this size of a group I think we are not going to be able to sneak but perhaps if we stay away from the main areas they will have more important things to deal with than catching us."

Vindu the Chainbreaker |

Vindu nods in agreement.
"Indeed, this aide may save my hide. Come, I believe the the Shrine is the next closest location."
He crouches down briefly, looking around and sniffing the air before heading off towards the next location, motioning the others with a wave.
Perception to notice any other nearby enemies:1d20 + 10 ⇒ (20) + 10 = 30

Thynevenom Daemonium |

Thy takes the potion with a nod.
"Let's hope it doesn't come to that."
He makes sure to take the arrows. "A bow isn't worth much without it's ammunition." He follows Vindu in the direction of the Shrine.

MisterLurch |

Thy, even you will suffer a -2 penalty to using the bow, as its strength rating is higher than your own.
Thy takes up the heavier bow, and though he can draw the bow, he finds it to be difficult even for him to use effectively.
The area is clear of other enemies, and you swiftly gather the rest of your villagers and head off toward the Riverwood Shrine.
Skirting the western perimeter of the village and using the vegetation and buildings as cover, the group is able to avoid being noticed with all the chaos still engulfing the town.
As you approach the shrine, you are coming in from the side and slightly behind the shrine. A wooden deck surrounds the front of an octagonal structure with broad archways leading into a place of worship. To its left stands a moss-encrusted stone monument. Carved birds, branches, and fruits decorate the wooden supports of the temple’s entryway. A dead villager is sprawled on the wooden deck before the temple.
V 1d20 + 10 ⇒ (8) + 10 = 18
T 1d20 + 8 ⇒ (4) + 8 = 12

Thynevenom Daemonium |

Thy signals to the rest of the group to halt. He leans over to Vindu and whispers "You see the corpse my furry friend. Perhaps the hobgoblins have beaten us here, I believe we should send scouts before moving the entire group."
Thy thinks to himself Let us hope this death and destruction doesn't draw more than a hoard of hobgoblins...
If I need to roll stealth to whisper quietly here it is
1d20 + 5 ⇒ (4) + 5 = 9

Elaheil Ambara |

Elaheil quickly joins those at the front of the group. Very quietly he says "I saw that body jerk slightly, almost like I would expect it to do if something were feeding on it. perhaps the two of you should flank around the other side to see what is there, I will watch the group."
Elaheil keeps an arrow knocked and ready in case anything comes around the corner.

Vindu the Chainbreaker |

Vindu looks back at Thy and Elaheil before nodding and crouching down once more. He moves forward towards the opposite side of the corpse, keeping careful watch for any hobgoblins or other undesirables. He motions Thy forward with a wave as he moves around the side of the entryway. A quick prayer to the Green Faith escapes his lips as he does so.
Stealth:1d20 + 10 ⇒ (7) + 10 = 17
Perception:1d20 + 10 ⇒ (6) + 10 = 16 (add 2 if this counts as a "natural setting")
If perhaps i need to climb something, i have a passive 26 climb check.

Thynevenom Daemonium |

Thy crouches, slowly moving forward and cocks back a bolt in his crossbow prepared for the worst. "May the Patient Lady grace my bolts and aim. If Her grace is with me..." his tail flicks as his eyes seem to glow "...then let them come, for their fate awaits." He raises his bow as he approaches the edge of cover.
Stealth:
1d20 + 9 ⇒ (18) + 9 = 27
Perception :
1d20 + 8 ⇒ (5) + 8 = 13

Vindu the Chainbreaker |

Vindu nods in agreement.
"I think you could be right, i'll go first, ready your weapon."
Vindu slowly starts moving towards the caretakers hut, as quietly as he can.
Stealth:1d20 + 10 ⇒ (17) + 10 = 27
Perception to search for enemies:1d20 + 10 ⇒ (7) + 10 = 17 if this counts as a "natural setting", add 2.

MisterLurch |

Summary Time:
Your entourage consists of:
Aubrin
Taidel - 1st level Ranger
Lirosa - 1st level Ranger
Kining - 2nd level Expert
Jet - 2nd level Aristocrat
Rhyna - 2nd level Adept
1st level Warrior (5)
1st level Aristocrat (3)
1st level Expert (2)
1st level Commoner (8)

MisterLurch |

After traveling for a couple of hours into the forest, many of the villagers reached the limits of their endurance and a small, dark camp was established.
The night has passed with no further problems, and those that have escaped Phaendar are all rested, but despondent as all of the ramifications of the night's events sink in. The mood of the waking camp is subdued as small discussions of what to do next are had. Generally, most of the survivors are waiting to see what kind of plan Vindu, Elaheil, and Aubrin come up with.
Refugees: 24
Your party consists of:
Aubrin
Taidel - 1st level Ranger
Lirosa - 1st level Ranger
Kining - 2nd level Expert
Jet - 2nd level Aristocrat
Rhyna - 2nd level Adept
1st level Warrior (5)
1st level Aristocrat (3)
1st level Expert (2)
1st level Commoner (8)
Medium-sized creature. These shelters are simple and cold, but enough to prevent a character from being fatigued from lack of shelter.
cheese or butter), or can be butchered to immediately provide 2 Provision Points.
Shelter:
light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn’t immediately available, a character can construct a temporary shelter sufficient for one Medium-sized creature with a successful DC 15 Survival check and 1 hour’s work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature.

MisterLurch |

NPC Skills
Assume a check of +5 to any listed skill unless indicated otherwise.
Taidel - 1st level Ranger
Climb +6
Craft(Bows) +5
Knowledge (local) +5
Knowledge (nature) +5
Perception +9
Stealth +7
Survival +5
Lirosa - 1st level Ranger
Climb +5
Craft(Leather) +5
Knowledge (local) +5
Knowledge (nature) +5
Perception +11
Stealth +7
Survival +6
Craft(weapons)
Handle Animal
Perception
Ride
Arca (f)
Climb
Handle Animal
Perception
Profession(soldier)
Aridan (m)
Handle Animal
Intimidate
Perception
Swim
Bernus (m)
Climb
Craft(Leather)
Handle Animal
Perception
Melina (f)
Climb
Intimidate
Perception
Swim
Bluff
Knowledge(history)
Linguistics
Perception
Ride
Sense Motive
Ghashad (m)
Appraise
Diplomacy
Knowledge(local)
Ride
Sense Motive
Survival
Jayran (m)
Diplomacy
Knowledge(history)
Knowledge(nobility)
Linguistics
Ride
Sense Motive
Appraise
Bluff
Craft(Armor)
Craft(Bows)
Craft(Weapons)
Knowledge(Arcana)
Knowledge(Engineering)
Profession(Merchant)
Sense Motive
Survival
Rogenus (m)
Climb
Craft(cloth)
Craft(leather)
Craft(traps)
Handle Animal
Heal
Knowledge(Nature)
Perception
Survival
Stealth
Swim
Craft(baskets)
Perception
Profession(herbalist)
Survival
Quarterstaff
Cinnus (m)
Perception
Profession(baker)
Profession(cook)
Survival
Dagger
Burria (f)
Handle Animal
Perception
Profession(Shepherd)
Survival
Sling
Yenet (f)
Handle Animal
Perception
Profession(Farmer)
Survival
Spear
Asra (m)
Handle Animal
Perception
Profession(Gardener)
Survival
Sickle
Roskva (f)
Handle Animal
Perception
Profession(shepherd)
Survival
Spear
Aakriti (f)
Perception
Profession(trapper)
Survival
Handle Animal
Boar Spear
Miruna (f)
Craft(cloth)
Handle Animal
Perception
Survival
Club

MisterLurch |

Notable NPCs
Climb +4
Craft(alchemy) +5
Craft(bows) +5
Diplomacy +10
Handle Animal +7
Heal +8
Intimidate +6
Knowledge(local) +5
Knowledge(nature) +8
Knowledge(religion) +4
Stealth +6
Survival +7
Diplomacy +10
Knowledge (local) +5
Knowledge (religion) +5
Perform (sing, string instruments) +8
Profession(innkeeper) +6
Ride +7
Sense Motive +6
Sleight of Hand +6
Climb +7
Craft (Armor) +6
Craft (Weapons) +6
Knowledge (religion) +6
Perception +6
Profession (merchant) +6
Sense Motive +6
Sleight of Hand +7
Survival +6
Heal +7
Knowledge (religion) +5
Spellcraft +5