
Qu'en |

Qu'en looks around and then says "Looks like we have cleared out this area, saved the boy, and learned more about what is going on a little bit more in the town, we should bring this information back to _____ (I don't remember anyone's name)"
Tike can you give is a quick reminder in Discussion or on the Campaign tab of key players and what exactly we are doing here again, I am a little fuzzy

DM Fflash |

Ze Story so far ...
Following the hopeknife ceremony for Ruby, daughter of the Chief Defender of Trunau, Helga, the party interacted with Rodrik and Kurst Grath.
The next morning, Rodrik was found dead of an apparent suicide (cutting his own wrists with his hopeknife) at the Ramblehouse Inn, the same place you were staying. Kurst asked you to investigate, because he didn't believe it was possible for Rodrik to have committed suicide.
Investigating the death, you discovered several things that led you to where you are:
1) Cham Larringhas, the inn keeper, kept an unnamed human man's name out of the register. He checked out the same morning
2) In Rodrik's room, you find a receipt (In Roll20 Journal) for a replacement hopeknife. It appears Rodrik lost his original one given to him by Brinya Kelver, and had requested another one be made by Urnsul. The smith, Urnsul was recently hired by Sara Morninghawk and had just stopped coming to work. The work in progress had gone missing and Sara confirmed the one you had that was found with Rodrik's body was it
3) Brinya, Rodrik's fiance, told you about a journal Rodrik kept and you discovered he had a muse, a half-orc oracle, named Katreza who let you know that Rodrik had uncovered something suspicious going on at the Plague House (the old burned Iomedaen Temple) when he spied a flood troll there. You decided to go there.
Additionally you were attacked by drugged wolves, placed in the middle of the city on a wagon.
One night, some assassins from Freedom Town attacked you in your rooms. They were hired by a half-orc with facial tatoos and dreadlocks.
You also found a note in the room the human was in addressed to Melira [ooc](In your roll 20 journal)
You discovered Sergeant Omast Frum, back in the bottle, and attempting to clean the white sword grafitti around the town.
You went to the Plague House, found Rodrik's hopeknife, encountered a half-orc traitor from the town, who had been corresponding as a go between messenger between the flood trolls of some tribe of orcs. You also found a teenager he had captured and returned him to his family.
This traitor, Daktani knew that a group of half-orcs has infiltrated Trunau, and that an orc raid on the town is planned for the near future. He didn't know the details, or when the attack is supposed to take place—only that the halforcs are looking for something in town first. Skreed Gorewillow was the name of his contact, a facial tatooed halforc who referred to his other partners as “the tribe.”
You then killed Daktani, and scoured the rest of the grounds. You were going to report back to Kurst.

Roondar Turen* |

I don't. But from reading the post above, I think we need to make sure the city knows about this planned attack. And I agree with Clint, we need to find that orc and find out about this Tribe.

Jugger Grimbeard |

I used some alternate dwarf traits from the race guide, mainly exiled dwarf (relentless/stubborn instead of stability/hardy, and giant hunter instead of hatred).
Jugger Grimbeard
Male exiled dwarf barbarian (armored hulk) 2 (Pathfinder RPG Ultimate Combat 28)
N Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
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Defense
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 29 (2d12+8)
Fort +7, Ref +0 (+1 bonus vs. trample attacks), Will +1 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school, +2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school)
Defensive Abilities defensive training; Resist stubborn[APG]
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Offense
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Speed 20 ft.
Melee dwarven longhammer +4 (2d6+3/×3) or
. . handaxe +4 (1d6+2/×3) or
. . heavy pick +4 (1d6+2/×4)
Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longhammer)
Special Attacks rage (12 rounds/day), rage power (overbearing advance[APG]), relentless[APG]
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Statistics
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Str 15, Dex 10, Con 18, Int 8, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 14 (15 vs. overrun)
Feats Power Attack
Traits orphaned by giants, veteran of battle
Skills Acrobatics -4 (-8 to jump), Appraise -1 (+1 to assess nonmagical metals or gemstones), Climb -2, Perception +1 (+3 to notice unusual stonework), Survival +6 (+8 to track vs. humanoids of the Giant subtype, +8 to avoid becoming lost); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ giant hunter[ARG], indomitable stance
Combat Gear alchemist's fire (3); Other Gear splint mail, heavy steel shield, dwarven longhammer[ARG], handaxe, heavy pick, bedroll, belt pouch, compass[APG], flint and steel, grappling hook, hammer, hemp rope (50 ft.), holy symbol, cold iron, iron spike[APG] (5), masterwork backpack[APG], signal whistle, trail rations (5), waterskin, whetstone, winter blanket, 41 gp, 3 sp, 3 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Indomitable Stance (Ex) +1 to Reflex vs. trample & to hit, dam, and AC vs. charging foe.
Overbearing Advance +2 (Ex) Overrun maneuvers also deal STR bonus in damage
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
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Jugger and his clan lived in a small, remote dwarven stronghold called Grimstone, deep in the Mindspin Mountains east of Janderhoff. Grimstone was linked to the greater Janderhoff community, but distant enough to enjoy independance from the citadel. Grimstone came to a sudden four years ago when it was suddenly attacked and razed by a band of giants and orcs. Most of its people were killed outright, with a small number taken as slaves. During the short, ferocious battle, Jugger was maimed and left for dead in the collapsed ruins of his family's home. He awoke and crawled free hours later, only to find the raiders long gone. He and a handful of survivors collected and burned their dead. The refugees departed for Janderhoff, but Jugger did not follow. Instead, he set out alone, on a path of vengeance or his inevitable death. In the many months since, he has wandered the frontier of Varisia, Belkzen and Lastwall, attacking and slaying any orc or giantkin he finds. He recites the names of his murdered family -- his mother and father, his brother and four sisters, his nephew and many cousins -- like a litany as he charges into battle. Against all odds, he has managed to survive thus far...
Jugger keeps his black hair chopped short, but roughly so. His beard is long and unkempt. He takes better care of his heavy armor and weapons, but only just.

DM Fflash |

VIDEO GAME WARNING!
This is a unique adventure and with the raid kicking off, there will not be an opportunity to rest until the end of this chapter (we are about half way through). I tell you this for consideration of resources.
Additionally to aid with this, Roondar has a tattoo that lets him apply a full night's rest to you (healing, resources, new spells) when he casts a healing spell or uses a potion on you if you have enough XP to level up. Use it wisely.

DM Fflash |

Everyone gained 1,970xp from the last fight. Loot list on Discord. Probably should move it here eventually.
I believe that's enough for level up for all to level 3 - so post all that here. Don't forget favored class bonuses. HP rolling rules are on the Campaign tab. Please read them first
With one cure light or other heal (like a channel -- could ask the priest for his last one), you gain a full night's rest and regain all abilities, spells etc with Roondar's tatoo

Roondar Turen* |

Roondars new HPs:
HP: 1d5 + 3 ⇒ (4) + 3 = 7 For a new totlal of 26 (+1 for favored class bonus)
Working on level up info. I'm thinking of a feat to take. I'm concidering taking Scribe spell to add some more heals. However, I'm thinking we aren't going to get the time to scribe anything. Do you guys have thoughts?

Roondar Turen* |

Also, 1st level spell would be 2 hours and cost 125gp, not sure if I have enough gp for more than one. not sure how much gold we've got. I haven't been keeping very good lootz counts