
GM Kurst Grath |

"If you're planning on helping out, I need you to light the beacons around town while I assemble other militia members to thwart the attack, and you are already an organized group, so you can move more quickly. If you find anyone around town that needs help, help them, but tell them to head to the longhouse for orders or for their safety" He shouts at the party to be heard over the yelling and horns.
Kurst’s instructions are simple. First, the PCs 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.
The PCs’ secondary objective is to secure as many areas as possible as they make their way to the beacons. While slaying orcs is helpful, it’s even more important for the PCs to rescue townsfolk from danger. For now, Kurst tells the PCs 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.