
GM Dicka |

As the sun rises, the temperature does not. The proprietor takes a spot behind the bar and surveys the room. He begins to jostle mugs, casks and bottles. Several hot brews are also steeping at his station. Various teas in jars behind the bar are also available.
The common room is bright and cheerful. It contains many rough hewn tables and chairs, boards and benches. Natural tree trunk pillars support the ceiling overhead, all dark with smoke and age. The pot boys seem to be going table to table, asking for volunteers for the recovery of the elves. You notice that there are no elves present and the general attitude seems to be indifference to their plight. It's not uncommon for folk in these parts to snub the aloof fey creatures.

GM Dicka |

A table near the center of the room holds a group of people who don't seem to be talking very much to each other. They are dressed in "day clothes" as if perhaps they are residing in the inn. A large man with a blatantly displayed dagger sits here. A thin and wiry man, with a short sword sits next to him. The horned tiefling sits opposite them. At the other end of the table sit’s a kilted pair of Shieldlanders talking. All but the first man, with a dagger, agree to look for dead elves. Evidently a nights lodging is the payment.

Timur Son of Bleda |

Timur laconically accepts the offer of the morning meal. He'll try to sit next to Nomin, who is the only person he knows in this room (or even the town).
Looking up from his meal through tangles hair in his face, he surveys the room, sizing everyone up and keeping a close eye on the devilspawn.
If a Perception check is required he get a: rolled a 15+ 5 Perception =20

GM Dicka |

I know you have said that the tiefling is rare, but I would have you determine my reaction to him randomly. I do not trust myself to not meta game in this instance and request your intercedance.
If you have doubts, lets go with majority rule. Most NPCs would shun him to some degree. Tieflings have a demeanor that many find disturbing. There is no dice roll for it. They all exude a feeling of unease, that people can not really understand. You would also feel this. Statistically, which means Nomin would have heard more often than not, most of them answer the "call" of evil and revert to their fiendish heritage. You don't have to hate or kill him on sight, but unless you have a morbid streak or a devil may care (literally) attitude, you'd probably be wary of him. Once again, you don't have to be, but if you are not sure, the odds are that you might be.
Aside from a demeanor that many find disturbing, many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
In most human societies, tieflings maintain a low profile, operating
as thieves, assassins, or spies. Occasionally one rises to a position
of power, but when its nature is revealed it quickly becomes an outcast."

GM Dicka |

The innkeeper looks up as the two church agents enter the bar. He sends the pot boys over and they are directed to the center table. They introduce themselves to each other and the assembly. The paladin is called Solara, the elven cleric nods and pronounces her name slowly and carefully. She wrinkles her nose a little in distaste but asks that you refer to her as Vanya. Her accent as always is as thick as her common speech is broken. The young acolyte tells you his name is Sigeweard. He wears the white vestments studded with the ruby cross of Cuthbert as well as the crumpled hat. Over his robes he wears earthen toned traveling clothes. The two Shieldlanders stand and give a salute, the standard fist pump from the chest of their homeland. Both wear kilts. One has lengthy hair and a long yet scruffy beard. He introduces himself as Amin, a swordsman. He speaks for the other, who is bald and has a slightly darker complexion. He calls him Islief, an aesthetic pugilist. The other two men stand and bow. The human is named Furnok of Furd, a place that doesn't seem to ring a bell. He says he's a bit of a scout but he's used to larger towns and cities.
it's common to hire a guide when you go to a new or large city, he seems like a fish out of water here in the burbs)
The tiefling tries to be charming and eloquent, but doesn't quite pull it off. His name is Spugnoire and he claims to be a spell caster.
Solara, the paladin knots furrows her eyebrows as he stands. "You best stay clear of me today, Spugnoire. I won't hesitate to run you through if you interfere. " She seems to be scanning the space around him, with her eyes as if she can sense something or expects to. He seems offended but recovers gracefully. He doesn't seem surprised by her attitude or in the least bit interested in trying to sway her opinion.
Vanya also eyes him warily.

GM Dicka |

Solara and Sigeweard look to Nomin. "You two, Barthep and Timur, you need to keep her safe." The young acolyte of Cuthbert states with authority. "You brought her home once, you must do it again. The work is going to be very hard and morbid. If we are attacked during the recovery, you have to defend her. She is going to perform some elvish last right rituals. She has to remain uninterrupted and safe."
He has a serious and somber expression, yet he seems earnest. "We can handle the bodies and a search for effects. If hostiles show up, we can handle it. "
He removes a paper mache scroll case from someplace on his person. It strikes you as a kind of cool trick for a cleric to know sleight of hand. He hands the scroll to Nomin.
"I figure you might be able to activate this. If not, give it to her", he gestures to Vanya. "She can use it use if you need to speak. She really struggles with common. "

Solara |

Solara surveys the assembly. She raises a single brow and turns on her heels. The paladin checks over her scabbard and buckles, assuring they are secure. You catch a glimpse of the skin on her forearm as she refastens the guard on her left hand. Seven fresh scars all in a row are visible. It's as if someone meticulously sliced or carved a neat orderly pattern into her arm. She walks outside and waits for the stable hands to bring her mount.

Spugnoir |

Spugnoir just sits at the table, watching everyone else. He seems quite confident. After the paladin leaves and Furnok goes upstairs he begins to casually stand up. He runs his hands through is hair, attempting to finger comb it. His fingertips stop short and meticulously separate any stray hairs from his horns.

Dick G |

Sigeweard sits at the table with Spugnoir. He removes a small leather pouch and puts it on the table in front of him. Spugnoire doesn't look at it. The tiefling instead also puts a small pouch on the table. He then gets up and walks to the bar, sliding his pouch closer to the cleric. Sigeweard casually reaches over to the tiefling's pouch Sigeweard 's sleight of hand: 1d20 ⇒ 3 and inconspicuously pockets it. Spugnoire returns from the bar with a small tankard of some warm morning brew. He nods at the cleric, who returns the nod and takes his leave. Nobody seems to notice or care. The cleric turns and speaks to the Innkeeper, who is still tending the bar, "We will make to the site as as soon as the rest assemble outside."

GM Dicka |

Sigeweard sits at the table with Spugnoir. He removes a small leather pouch and puts it on the table in front of him. Spugnoire doesn't look at it. The tiefling instead also puts a small pouch on the table. He then gets up and walks to the bar, sliding his pouch closer to the cleric. Sigeweard casually reaches over to the tiefling's pouch Sigeweard 's sleight of hand: 1d20 ⇒ 19 and pockets it. Spugnoire returns from the bar with a small tankard of some warm morning brew. He nods at the cleric, who returns the nod and takes his leave. The ostler looks at the table and then to the priest and cambion. He looks at the pouches and watches the exchange quietly.
The cleric turns and speaks to the Innkeeper, who is still tending the bar, "We will make to the site as as soon as the rest assemble outside." He doesn't seem to realize, that the bartender noticed the pouches.
Spugnoire sits at the table and casually reaches over to the pouch, the cleric left behind. Spugnoire 's sleight of hand: 1d20 ⇒ 6
The innkeeper continues tending his establishment.

GM Dicka |

I'm assuming Castaphan will join the party. The group assembles in the yard outside the Inn.
Solara assigns a marching order. She takes the front, she asks Timur and Nomin to follow her. She has a horse, but is walking. It's not uncommon to see a paladin walking alongside his/her mount. Many of the horses are for combat and not for tasks or burden. Vanya and Sigeweard are next. The Sieldlanders take up the next rank, ready to rush forward if needed. Spunoir and Furnok take up the rear.
The group slowly proceeds out of the Inn's yards and to the road leading out of Hommlet.

GM Dicka |

The group heads out along the south western road. The fog begins to thin after an hour. The combination of damp humidity and autumn chill leaves a cold sheen of sweat on everybody. The morning sun is still barely penetrating the canopy of higher trees and much of the ground cover. Small shafts of lite spot the landscape and allow for clear, yet dim sight.
The thick smell of tree sap and the moldy scent of decaying leaves fills the air.

GM Dicka |

Timur raises an an arm and a single finger, pointing straight ahead. "There!, just on the other side of that tree. The one with the twisted broken branch halfway up."
It takes a second or two, but the group looks to the spot he has flagged. The tree does not stand out at first, then that single broken, curved branch seems to solidify out of the early morning mist.
As if on cue, movement can be seen at it's base. Ravens. Huge black birds, the size of small dogs are pecking at each other and squabbling over something on the side of the road, near the tree.

GM Dicka |

The clerics and paladin signal the group to advance slowly. As the party nears the tree, the black birds scatter and return in small groups. Still pecking at whatever it is that has their interest, they are wary of the approaching people. As the band gets closer, several large grayish dog like beasts can be seen further up the road. All local folk can see, that these are wolves. Both Nomin and Timur recognize the site now. It's as if the wolves dragged a few bodies away from the original area and the birds dragged a larger piece of something yet further away from the wolves. Timur notes, the wolves wouldn't have moved food unless there was danger....

GM Dicka |

NPC perception: 1d20 - 1 ⇒ (14) - 1 = 13
Solara perception: 1d20 + 1 ⇒ (17) + 1 = 18
Sigeweard perception: 1d20 + 3 ⇒ (7) + 3 = 10
Vanya perception: 1d20 + 3 ⇒ (5) + 3 = 8
Amin perception: 1d20 ⇒ 1
Islief perception: 1d20 + 1 ⇒ (6) + 1 = 7
Spugnoir perception: 1d20 + 1 ⇒ (20) + 1 = 21
Furnok perception: 1d20 ⇒ 4
Nomin perception: 1d20 + 4 ⇒ (5) + 4 = 9
Timur perception: 1d20 + 5 ⇒ (17) + 5 = 22
Castaphan perception: 1d20 ⇒ 15 Castaphan has -1 for WIS and Perception is also a class skill, so I gave him a 0 instead of a penalty.

GM Dicka |

If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.

GM Dicka |

NPC 1 Inits: 1d20 + 6 ⇒ (8) + 6 = 14
NPC 2 Inits: 1d20 + 6 ⇒ (13) + 6 = 19
NPC 3 Inits: 1d20 + 6 ⇒ (8) + 6 = 14
NPC 4 Inits: 1d20 + 6 ⇒ (19) + 6 = 25
Solara Inits: 1d20 ⇒ 11
Sigeweard Inits: 1d20 ⇒ 19
Vanya Inits: 1d20 ⇒ 17
Amin Inits: 1d20 + 2 ⇒ (2) + 2 = 4
Islief Inits: 1d20 + 2 ⇒ (5) + 2 = 7
Spugnoir Inits: 1d20 + 2 ⇒ (11) + 2 = 13
Furnok Inits: 1d20 + 4 ⇒ (13) + 4 = 17
Nomin Inits: 1d20 + 4 ⇒ (7) + 4 = 11
Timur Inits: 1d20 + 7 ⇒ (8) + 7 = 15
Castaphan Inits: 1d20 + 2 ⇒ (1) + 2 = 3

GM Dicka |

You see the site of the attack ahead. It seems strangely serene in the dim light. Unlike the dark shadows and pale moonlight of the night before. The coppery smell of rent flesh is wafting on the misty humid air. It's almost nauseating. You see four goblins picking through the corpses. They are scavenging, looting and even cutting swathes of meat off the corpses.
Some of the party doesn't seem to notice them at first. The site of the wolves and ravens picking at bodies is quite distracting. It's apparent the goblins scared the wolves off as the wolves scared the ravens.
The goblins see you approaching from a distance and all of them let out a shrill cry. "Ree ree ree ree ree!"
They all have small bows, which they unsling and begin to knock with arrows.

Sigeweard |

Sigeweard slams his staff into the ground as he bellows out a prayer. "Cuthbert is with us!" He pounds a fist against his chest after he does this. An odd echo can be heard. It's like his fist is moving the air, sounding like a muffled trumpet. For a brief second the light around him distorts. He becomes blurry, then solidifies.

Spugnoir |

Spugnoir grasps a medallion and chants a long monosyllabic sound. Small yet bright flames erupt from his hands. The halos of fire race along his arms, then across his torso. They remain about the size of bracelets, but rapidly spin across his whole body. They return to his wrist area and snuff out. As they extinguish, a fiery glow flashes about him then stops.