
Beryl Ironjoy |

"By Moradin's hairy backside! Do what you can Terg, I'll try to see if I can help the victims!" the warrior grimaces at his own blasphemy, but briefly puts his hand on the rogue's shoulder before running toward the next victim.

DoubleGold |

Although, he can't grab the item, he can pick up pieces, it is not glass, it is a Dragon's Tooth and is only in four pieces.
The heroes figure out that it will shock anyone with wood, and the way to stop it is to be the next target of the lightning, the closest person to it, but to be covered with with magical flowers, a certain kind that is found just outside this bar and into the grass.
Beryl does realize the victims are alive and will remain alive, but will be unconscious four several hours.

Beryl Ironjoy |

"Got it!" Beryl runs out the door looking around frantically for the little flowers, and grabbing a handful and shoving it in a pouch, then runs back into the Kettle, looking around for the current victim!

DoubleGold |

The lightning is about to leave the current victim and with the crowd panicking trying to get the door, others stare in panic and tables knocked over it will transfer. Beryl give me a perception to notice who is carrying a wooden object and is closest to the target, this includes on their back. Then decide how you are going to be the next victim: whether you tell that person to drop their wood, shove that person out of the way so you are the closest, tell that person to move, tell that person to give you his/her wooden object, snatch if from him/her, etc. It will take much more than simply jumping in front of the person.

DoubleGold |

Beryl spots the guy easily and he grabs the torch on the guys back. He what was that for Then as lightning was just about to strike him, it strikes Beryl and then disintegrates into nothingness. The tooth is eventually repaired via mending arcanists fixing it and will no longer emit lightning upon breaking or dropping it, it is still, however, magical. The tooth is returned to the Emerald Enclave for inspection.
End of part 4, part 5 coming up

DoubleGold |

You were told that Madame Freona’s Tea Kettle was the place
where adventurers could find work and avoid the hassle
associated with other places in Phlan. So far, that has been
true. Madame Freona, a stout and officious halfling who runs
the establishment with her five daughters, has proven an
excellent hostess.
As the sun finally sets in the west, you settle down for one
last beverage. Whittlee, one of Freona’s daughters, sees to the
late-night crowd. Her startlingly white hair is pulled back in a
tight braid. She expertly juggles pots of tea, tankards of ale,
flagons of wine, and other assorted mugs and cups.
The door to the Tea Kettle opens, revealing a worried-looking
gnome. He wears patchwork clothes and wrings a floppy hat
nervously in his calloused hands.
He peers around the room pensively, until his eyes focus on
your group. He quickly walks toward you, ignoring the stares
and whispered jibes from some of the other patrons. “Are you
adventurers? My little girl is in terrible trouble. Will you hear
my story? I can pay!”

DoubleGold |

She is imprisoned. and the gnome goes on to explain.
The gnome is a tinkerer called Rillo Leadstopper.
His daughter is called Villonah. After Villonah’s
mother died, the girl became wild and inconsolable.
She has been in trouble with the law ever since.
Most of the crimes were minor offenses that earned
her small fines or a few days in the jail. However,
her previous acts made her a “usual suspect” for the
Black Fist guards.
Last night, while Villonah was visiting her father’s
home, the guards arrested her. They gave no
indication of the charges.
In the past she was held in Castle Valjevo, and the
next day Rillo goes and pays for her release. This
time when he went to Stojanow Gate to inquire
about her, he was told she was not in the castle jail.
Rillo tried to find her whereabouts by bribing
guards and calling in favors, but no one knows her
whereabouts.
In a panic, he asked about her in the seedier parts
of town. He found a cutpurse who spoke of a secret
prison that a small group of Black Fist guards
covertly use to torture and murder prisoners
without their leadership finding out. He heard a
rumor she was taken there because Villonah stole
something valuable from one of those guards.
It is unlikely that the leadership of the Black Fist
knows that this secret prison exists and that the
guards who use it do so in a personal capacity.
The prison, he heard, is located beneath the ruins of
the Lyceum of the Black Lord. Although the burntout
Lyceum has been converted into a make-shift
shelter for the displaced and injured, the guards
have found and taken up secret residence in some
chambers beneath it. There is a secret entrance to
the place from caves on the shore of the River
Stojanow.
If the characters go there and learn how to release
her, he offers 50 gp for the information. If the party
is able to release her, he's willing to throw in a fine
magnifying glass as well.

DoubleGold |

The heroes go into the prison. The room has eight cells and the prisoners are telling you all to get them out of here. Free us, Free us the prisoner cries.
Heroes, you will have to do something to quiet down the heroes before the guards know you walked in. These prisoners are innocent, and this is an evil prison, thus the guards are the bad guys. You do not yet see a key or a switch to get them out of here.

Beryl Ironjoy |

Beryl indicates to Tergin and Aleksys to quiet the prisoners and looks around the room.
What does the room look like? Since there are no guards here, what exits are there? Beryl would be looking to figure out where guards may be coming from if the prisoners are too loud.
If it is not obvious, Singling out a prisoner, Beryl asks, "Which way to the guards?"
Charisma: 1d20 + 1 ⇒ (12) + 1 = 13

Tergin Rell |

Tergin raises his hands and, speaking only as loudly as he must for fear of alarming the guards, he attempts to calm the prisoners down.
Quiet everyone, quiet! We will get you all out of here, but first we must find the guards! Quiet, or you will give us away!

Beryl Ironjoy |

Is there any way to bar the door and trap them in there?
Beryl looks to Tergin and Aleksys, signals to be quiet and then looks around for something to help trap the guards in the room. If there is nothing, he leans up against the side of the door while his companions release the prisoners. Beryl has seen them do thiefly things before and assumes that maybe they can do something with the locks, though I am sure that either of them will respond when he asked them if they could get them out.

Beryl Ironjoy |

Pressing his finger to his lips, as Tergin releases the prisoners, Beryl ushers them out the door and through the tunnel. If there are any that cannot move on their own, then we will leave them for when we are ready to leave and bring them with us.
"Let us get these guys free, and then deal with these corrupt guards."