
Chloe "Clover" Verjust |

Silent for most of the way back, Chloe feels numb from the loss of Tynan. They certainly succeeded in rescuing the child, but she wonders how Edgrin will take the loss of their comrade. But then, when they reach the bottom of the shaft they used to descend from the lair of the demon, she grows more worried.
"We need to be careful..." she warns, "Can someone climb up and make sure the coast is clear before we start trying to slip past that demon of smoke and fire again?"

The Chronicler |

Bowen hears nothing above indicative of life. A quick scout above confirms the room is currently empty.
As the last member of the party scales up and into the room, there is the faint sound of clinking chains in the distance. It serves as enough of a goad to get everyone moving quickly.
Bowen's axe leading the way, the party heads quickly back south, to the stairs. They remain unmolested.

The Chronicler |

The group atop is soon rejoined. The children are overjoyed to see their playmate is still alive as they had feared the worse. The halfling bard however is indeed quite saddeneed by the loss of his companion to the knife of the kobold wizard.
The party can, if they press hard, head straight south and try to reach the road or they can follow the route that brought them here and head north and east around the woods. The southern route is probably faster.

Bowen Quaid |

I'm all for speed at this point. If needed I'll give a few scouting rolls to try and keep us from any more harm.
Survival 1
1d20 + 9 ⇒ (18) + 9 = 27
Survival 2
1d20 + 9 ⇒ (15) + 9 = 24
Survival 3
1d20 + 9 ⇒ (8) + 9 = 17
Any of those rolls could be used to get food for everyone if needed.

Chloe "Clover" Verjust |

Chloe does what she can to console Edgrin...and seek consolation from him, as well. Finally, she agrees with Bowen that they should make for Falcon's Hollow as soon as possible. Along with Arla, she continues playing 'mother hen' to ensure they all get back home as safely as possible.

Rall Kirnast |

"Yes, because we've had such good experience with those merry men of the woods so far this week. Yes, it seems swinging an axe all day has a calming effect on the soul. Truly, these lumberjacks are warm and fuzzy sorts. We should probably just stay out here where only the wolves will threaten us."
Rall thinks back to the little girl who turned out to be a big, bad wolf.
"Unless, of course, you meet some lumberjacks who seem particularly trustworthy."

Rall Kirnast |

Bowen manages to find a camp without too much difficulty. The men there are suspicious at first, but the presence of the children quickly negates any overt hostility and a place is made for them.
Any actions before getting rest?
Yes:
"Don't steal my boots," Rall politely requests.
Rall commences passing out.

The Chronicler |

Nobody bothers the group during the night. In fact, it seems there is a policy of no liquor allowed in the camp (something to do with drunk lumberjacks and axes) so all the lumberjacks are sober and not quite as obnoxious as they can be in town.
In the morning, the kids are all awake and looking slightly better.
Some of the poison has worn out of Ralls system and he feels modicumly stronger.
"I sent word back to the town of your rescue of the kids," says the foreman when he sees everyone awake, "They should be waiting for you."

Chloe "Clover" Verjust |

"Thank you for your kindness," Chloe offers, "We've been through a lot, I'm afraid. The children even moreso..."
Assuming everyone's hale and hearty enough to continue, Chloe starts making preparations for another hike through the woods and back to Falcon's Hollow. She does what she can to strike up conversations with the children, trying to keep their spirits up. She takes confidence that they'll likely prove more resilient than any of them.

Bowen Quaid |

Going to again try and keep us safe and scout around.
Survival 1
1d20 + 9 ⇒ (15) + 9 = 24
Survival 2
1d20 + 9 ⇒ (3) + 9 = 12
Survival 3
1d20 + 9 ⇒ (8) + 9 = 17
Bowen gets up earlier and straps his gear on ready for the trip. Once everyone is ready Rall again moves ahead and around scouting for dangers and trying to stear them all clear while still trying to make it to town as fast as they can.

Chloe "Clover" Verjust |

"Frankly, knowing that the townspeople are waiting for us makes me feel uneasy. It isn't exactly the nicest of towns," says Rall.
"That might be true," Chloe comments, having traveled widely as a priestess of Desna, "But I suspect they'll be more than glad to see these children back unharmed. That's what matters most."
At that she pauses and regards Rall, Bowen, and Arla again.
"By the way," she adds, "I don't think I ever properly thanked all of you. It wasn't just these children you saved. If you hadn't come, Edgrin and I would likely have met the same fate as Tynan back there. So, thank you. Very much. You're all heroes in my eyes. And I mean that."
She brushes away the tears starting to form in her eyes and blinks until she can draw a deep breath and smile again.

Chloe "Clover" Verjust |

Oh, pish-posh. Is he still injured? Chloe can't do anything for his Con loss. But, if he still needs some old-fashioned hit point restoration...
Channel positive energy #1... 1d6 ⇒ 6
Channel positive energy #2, if necessary... 1d6 ⇒ 4
Apply that to everyone by huddling around. Kids included.

Rall Kirnast |

"That might be true," Chloe comments, having traveled widely as a priestess of Desna, "But I suspect they'll be more than glad to see these children back unharmed. That's what matters most."
"Frankly, knowing that the townspeople are waiting for us makes me feel uneasy. It isn't exactly the nicest of towns," says Rall.
"By the way," she adds, "I don't think I ever properly thanked all of you. It wasn't just these children you saved. If you hadn't come, Edgrin and I would likely have met the same fate as Tynan back there. So, thank you. Very much. You're all heroes in my eyes. And I mean that."
She brushes away the tears starting to form in her eyes and blinks until she can draw a deep breath and smile again.
"Let's just go," says Rall unsentimentally.

The Chronicler |

Experience, book-keeping, related thoughts:
In hindsight, I think starting the adventure at 1st level was a mistake, as the intro module, coupled with the Crown of the Kobold King does not allow sufficient time to level within the adventure. The PCs should have been 3rd level before going into the second level of the dungeon but storywise thats hard to reconcile with the events and set-up.
The trip back to town passes quickly, and true to the lumberjacks' word, there is a reception waiting for them. But it is a rather celebratory reception. Parents recieve their children back, overjoyed that they are still alive. Everyone else sees this as a good excuse to drink and by joyful. There are calls for drinks all around and it is clear that not one of the returning 'heroes' will have to pay for their meals for a week.
Colbrin the butcher hugs his son Mikra heartily and then proceeds to do the same for each rescuer.
Kimi introduces her mother Kitani to each of the party. The raven haired woman is very appreciative, though Chloe and Arla cannot help but notice she seems more grateful to the men in the group.
Savran's father Shamaros, the village gravedigger, is the most reserved of all the parents in his praise, but he does seem happy his boy is back with him.
Hollin's sister Ralla is glad her sister is back home. She thanks the members of the rescue group, planting a kiss on each man's cheek and giving both women a warm, affectionate hug.
Gavel Thuldrin is the nicest anyone has ever seen him. He assures the rescuers that they will be "well rewarded, Well rewarded indeed." And he seems sincere as he shakes their hands.
The sheriff seems quite surprised to see Rall back, but he is not displeased. "This will do wonders for morale," he says to Rall, "Good job. Though I notice you did not return with all whom you left with.

Bowen Quaid |

Yes, this crawl is very unforgiving and REALLY not level-up friendly. Almost as if it was written for a video game where you just level up automatically - that would have been nice with the automatic full hitpoints - while you go through it.
Bowen feels very uneasy being hugged by the parents and even more so by the attention he and the others are getting.
Do we want to go back for the fallen?

Rall Kirnast |

The sheriff seems quite surprised to see Rall back, but he is not displeased. "This will do wonders for morale," he says to Rall, "Good job. Though I notice you did not return with all whom you left with.
"Sheriff," says Rall quietly, "we need to talk. My name is Daern, Daern Coshan ..."

The Chronicler |

"Sheriff," says Rall quietly, "we need to talk. My name is Daern, Daern Coshan ..."
"Is it now?" says the sheriff with mock concern, "Son, Any man daft enough to volunteer as a deputy in this community is bound to have some reason or other. What you are doing now is more important than anything you have done. That was good work getting those kids home."

Chloe "Clover" Verjust |

After the initial happiness of seeing the children reunited with their families...and feeling glad for having had a part in it...Chloe withdraws and finds a quiet place to sit alone. She ponders over the loss of Tynan and how she and Edgrin might get on with their lives now without him. A part of her feels happy for Rall, Bowen, and Arla. They clearly have more in common with the people of Falcon's Hollow. But the wanderlust of Desna's faithful already has her considering where her travels might take her next.

Rall Kirnast |

Rall Kirnast wrote:"Sheriff," says Rall quietly, "we need to talk. My name is Daern, Daern Coshan ...""Is it now?" says the sheriff with mock concern, "Son, Any man daft enough to volunteer as a deputy in this community is bound to have some reason or other. What you are doing now is more important than anything you have done. That was good work getting those kids home."
"Okay, but if anyone from Oppara comes poking about ...," Rall smiles, quite relieved and leaves the sentence unfinished. "I'll be going to rest now."
I'll level Rall up soon. With the conversion to the official rules from the beta, he loses the weapon training (longsword) as a human racial feat. I'll have to spend a feat to explain his longsword or make some other adjustments.

The Chronicler |

Time passes, for heroes and citizens alike.
For a few weeks, the good cheer engendered by the rescue of the children raises everyone's spirit but then life returns to normal. The Gavel continues to abuse his workers. The people continue to struggle to make ends meet and life drags on.
Kimi and her mother leave town for word has reached them from Kimi's father and they are eager to be rejoined to him.
Rall and Bowen find that the butcher, Colbrin, no longer allows them to pay for their meat, so happy is he for the return of his son. Word starts to get around that the boy however has been hearing strange things and seems to be exhibiting some signs of emerging magical abilities.
Rall finds that Gavel Kreeds' son, Jurin, once Kimi has gone, takes up hanging around him. Jurin seems to find his father's ways distasteful and seems genuinely interested in trying to live better than his parent. This has the affect of making Rall not too popular with the town boss. Rall can choose whether he wants to encourage Jurin or try to chase him away.

The Chronicler |

We pick up again in the Sitting Duck.
For the past few days, an illness has begun to sweep the town. Two have already died and there are signs it is spreading.
The mood in the Sitting Duck is somber. The crowd is small.
Two lumberjacks nurse beers in one corner of the tavern. Young Savram Vade, the gravedigger's son sits morosely in the other corner. He is alone.
Two other tables are occupied by small groups silently eating.

Rall Kirnast |

We pick up again in the Sitting Duck.
For the past few days, an illness has begun to sweep the town. Two have already died and there are signs it is spreading.
The mood in the Sitting Duck is somber. The crowd is small.
Two lumberjacks nurse beers in one corner of the tavern. Young Savram Vade, the gravedigger's son sits morosely in the other corner. He is alone.
Two other tables are occupied by small groups silently eating.
Rall sits alone, pretends to stare out the window (if there is one) and tries to listen in on the conversations.
Bluff to pretend not to care: 1d20 + 11 ⇒ (9) + 11 = 20; Perception to listen in: 1d20 + 7 ⇒ (3) + 7 = 10

Ildri Safara |

The Chronicler |

Ildri, tired from walking the long road, seeks shelter and food at the first inn she finds. Strolling into the Sitting Duck she scans the room quickly for signs of trouble and then approaches the barkeep. "Kind sir, I could use a hot plate, a cup of meade, and a room for the night."
Ildri percieves that the whole room seems filled with mostly harmless people.
"This ain't an Inn ma'am, our else it woulda be the sleeping duck or some-such." says the barkeeper, "You want Jak's place. But he ain't serving food."
"You new in town, huh? Care to try the house special?"
There are two serving girls in the place but they don't seem to be doing much more than wiping down the tables.
Without waiting to see whether Ildri wants the house special or not, the barkeeper yells at one of the girls, "Lyssia! Come take this order! I'm going to draw her a special."

Iann Malaque |

An imposing man steps into the inn, clad head to toe in armor, as if ready to go to battle at any time. His steely gaze sweeps across the occupants of the inn with a raised eyebrow.
General perception: 1d20 + 5 ⇒ (7) + 5 = 12
He strides across the length of the room, his armor noisily clanking and ringing with each step, and lays the same steely gaze over the barkeep. He smiles faintly. "Some water would be nice." His voice is hoarse and dry, his throat scratchy and parched. "Something to eat as well."

The Chronicler |

Bowen enters the duck and takes his usual spot waiting for his ale to be brought over.
Except for the poor guy that got eaten by the pot, Bowen manages to find the bodies he is looking for.
"Jaks Place, thanks....oh, um, a glass of mead will do just fine."
The barkeeper looks dissapointed in this answer but he pours her some mead anyway.
Lyssia soon brings out a plate of food from the kitchen and sits it down: its dark meat of some sort and stewed roots in a brown sauce.
"Some water would be nice." His voice is hoarse and dry, his throat scratchy and parched. "Something to eat as well."
The call for water gets Iann a strange look and the barkeeper mutters something under his breath. Iann catches "why not milk,..mumble,mumble". But he hollers at the kid Iann sees sitting in the corner and tells him to take a pitcher out to the town well. Iann has seldom seen a boy so pale as this dark haired young man - he has un unwell palor. Nevertheless the boy takes the pitcher and mopes out the door after the water.
Before the water comes, one of the serving girls brings him a plate of food.