
Lucrezia Villanova |


Duncan Redhammer |


baldwin the merciful |

Fiosa picks up a few small bags to buy making it look realistic.

baldwin the merciful |

There are concerned residents nervously shuffling back inside their homes.

baldwin the merciful |


Andrea1 |

** spoiler omitted **

Lucrezia Villanova |

Lucrezia shrugs at Andrea's question. "Does it matter? Just make sure to keep any of your symbols well hidden. We don't want to worry about you getting picked up too."
Maybe later Lucrezia can find a proper deity to worship.

Duncan Redhammer |


baldwin the merciful |

"I'm Ailyn Ghontasavos friend of Areals."
Tracy has a confused look on her face but Fiosa nods when Areal's name is spoken.

.Sunny. |

"Here? Lets take th' weight off our feet?" Sunny indicates a small, nearby eatery (Or some where handy to get out of the the sun etc) (^_^)

baldwin the merciful |

His eyes meet Orsin's, "Your voice was outstanding at GRUUM's shop a few weeks ago."
He looks over his shoulders, "House Mezinas docked a ship yesterday, unexpectedly, reinforced their grounds."
Remember that House Mezinas is who the Missepe's are beholden too. They are suppose to be loyal to the Mezinas only. The Mezina's stand to potentially lose out if one of their subordinate families realigns themselves with the Grulios family. Chaos will follow. This is all material outside of the AP but I envision it like the mafia or godfather setting with the nobles all vying for power.

baldwin the merciful |

Remember that House Mezinas is who the Missepe's are beholden too. They are suppose to be loyal to the Mezinas only. The Mezina's stand to potentially lose out if one of their subordinate families realigns themselves with the Grulios family. Chaos will follow. This is all material outside of the AP but I envision it like the mafia or godfather setting with the nobles all vying for power.

baldwin the merciful |


.Sunny. |

"How do ye know thing like this? Who be you t'give credence t'ye words?" She asks the woman for verification or identification. She catches Fiosa's eye
"How soon d'we have t'get this knowing t' Andrea? Should we await the telling of this tale till after the days events?" Sunny asks the Halfling as to whether they should seek out Andrea immediately, or if they can wait till after the planned counter ambush goes through?

baldwin the merciful |

Fiosa responds,"Thank you." Careful not to say anything else.

.Sunny. |

"The speakin' of our mutual friend ," She indicates Fiosa, "Be enough fer me."{/b] She does wink flirtatiously at the woman,
[b]"Though I were hoppin' ye'd be offerin' t'make yerself known better." She sighs, "Not like we's got time right now though." she blinks and grins. "Maybe later? When ye've more time t'ye self, like?" And she winks. Turing to Fiosa,
"So, should we toddle off and tell Andrea whut we've found? Or does what be happenin' come first? Should we jus' try and find Andrea any who?" She asks. Then offering a reassuring nod to Tracy.
"Of course, we'll keep shoppin' while we go do our lookin'." (^_~)

Andrea1 |

Andrea will let John take the lead in the conversation at his mentor's house.

Duncan Redhammer |


Duncan Redhammer |

Duncan finishes his chat and heads to meet up with the others.
Perception 1d20 + 8 ⇒ (15) + 8 = 23

Faelyn Sindrel |

Faelyn waits for John to talk to his contact and stays near a window looking for the gentlemen who trailed them or for anything out of the ordinary.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24

baldwin the merciful |

@Faelyn- The house is not really set up to watch outside form a window, very secluded and there is walled front.

.Sunny. |

Sunny nods and explains that their shopping trip has kind of come to an end for now to Tracy. Happy to send the lass off with the majority of what ever it is they've purchased.
"Okeys then. Time t'find our friends." Sunny declares happily to Fiosa. (^_^)

baldwin the merciful |

perception: 1d20 + 5 ⇒ (7) + 5 = 12
Duncan you see a hoodlum keeping watch he is 10 feet from you, then there are a ogre standing 15 feet from you. The merchant crumbled nearby and another hoodlum kicking the merchant.
Duncan and Orsin get the jump.
Perception Orsin: 1d20 + 5 ⇒ (13) + 5 = 18

Andrea1 |

Just helping things on a bit by adding onto anything John might say.
think there might be trouble.

Duncan Redhammer |

Oi! LEAVE THAT MAN BE OR YE CAN TALK TO THE DOTTARI
He then closes with the Lookout ready to fight, drawing his Bastard Sword as part of the move.

Orsino 'Orsin' Bessatte |

Orsin follows up behind Duncan, drawing his longsword as he does. His gaze narrows at the thugs and he can feel his pulse quicken as his bloodlust intensifies.

baldwin the merciful |

Ermolos is startled and does not react immediately. The thugs draw weapons, the look out has duel daggers with sawed teeth; the second thug has short sword, and the ogre has a greatclub.
"Git scum!"
lookout: 1d20 + 3 ⇒ (9) + 3 = 12
thug: 1d20 + 3 ⇒ (14) + 3 = 17
ogre: 1d20 + 3 ⇒ (5) + 3 = 8
Orsin: 1d20 + 0 ⇒ (20) + 0 = 20
Ermolos: 1d20 + 1 ⇒ (9) + 1 = 10
Duncan: 1d20 + 5 ⇒ (14) + 5 = 19
Orsin
Duncan
Thug
Lookout
Ermolos
Ogre
Orsin
Duncan
Thug
Lookout
Ermolos
Ogre
Let's continue the fight under spoilers to avoid confusion.

Duncan Redhammer |

Yay! Fight!
Duncan sees his racial enemy brandish the club and racial hated kicks in.
He CHARGES the ogre, roaring all the way.(A.C. vs giant is 24-2 for charge.)
Two handed power attack, divine favor, judge ment, racial,charge,buckler1d20 + 7 - 1 + 2 + 2 + 1 + 2 - 1 ⇒ (12) + 7 - 1 + 2 + 2 + 1 + 2 - 1 = 24
2 hand PA damage1d10 + 1 + 4 + 3 + 2 + 2 ⇒ (4) + 1 + 4 + 3 + 2 + 2 = 16

Orsino 'Orsin' Bessatte |

Orsin casts blistering invective.
Description: You unleash an insulting tirade so vicious and spiteful that enemies who hear it are physically scorched by your fury. When you cast this spell, make an Intimidate check to demoralize each enemy within 30 feet of you. Enemies that are demoralized this way take 1d10 points of fire damage and must succeed at a Reflex save or catch fire. Spell Resistance can negate the fire damage caused by this spell, but does not protect the creature from the demoralizing effect.
Intimidate to demoralize: 1d20 + 15 ⇒ (12) + 15 = 27
Fire damage: 1d10 ⇒ 9
Reflex save DC 15.

baldwin the merciful |

"I've followed some of your deeds." In a nonjudgmental tone. "I've heard they're cracking down on some illegal religions this has the Rack up in arms. Course Aritil Sevarn is corrupt and vying for power so he uses his position as arms-maralictor (Armory Commander) in the hellknight to extort. This move has occurred after Paralictor Gonville Chard went traveled back to the Rivad (The RACK Castle outside the city. This is where the Rack was leading Areal when you rescued him.
He smiles at Lucrezia, his attention drawn to her, then he continues [b]"I have not heard anything regarding the dottari."

Orsino 'Orsin' Bessatte |

Also, if I understand the rules correctly, successfully demoralized opponents become shaken for at least one round (see below), which means that they take the -2 penalty to their saves to avoid catching fire.
Intimidate Success: If you are successful in demoralizing your opponent, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Andrea1 |

** spoiler omitted **

John Deos |
