
Maestro Gelikugel Aberwhinge |

Gelik's little legs churn comically as he tries to keep up with Torch. Ishirou is a Chelaxian? You humans all look the same to me, but that doesn't sound right somehow...puff...puff...and he never told me he was coming here to enslave all the Zenj people...puff...puff that doesn't really sound like him...puff...puffI think these kidnappers might be misinformed. puff By the way, what's a whaling company?

Black Tom |

The whaling company is large complex of whitewashed stone and brick, easily located by the pungent stench surrounding it. It is surrounded by walls, and by the time you and the crowd get there, the man who calls himself Umagro is standing on the roof, some 30 feet above you, holding Ishirou at knife-point and shouting out his demands of the abolition of slavery in Sargava.

Maestro Gelikugel Aberwhinge |

Gelik looks around in the street.
How many other people are in the street, and do any of them seem to be officers of the law? I'm just going to go ahead and assume that there is no-one handy that has both the power and desire to abolish slavery in the entire country. Also, how high are the walls that surround the complex?

Kamal of Zenj |

Well I don't know much about the citys, but that can't be good. The Mwagani man mutters pointing towards Umagro holding Ishirou at knife point. But I do know predators, and I know when I am looking at one. A whaling company is a complex were animals from the sea harvested. They are common along the coasts and the Bonuwat that live along the coast tend to supplement their substance by whaling.

Maestro Gelikugel Aberwhinge |

Talk to him, you say? Enter, the maestro!
Actually, I was planning to try to fascinate the kidnapper with a clever monologue. Anyone object?
Gelik responds to Kamal. By harvest, do you mean hacking up? Gross. These people with their slavery and their whaling. Awful. Just awful people. Let's rescue Ishiro and pick up out lightly scorched gear and get the flock out of here.

Kamal of Zenj |

Yes, that’s right. They murder the great beasts of the sea and bring their corpses back to the cities to be made into oil. It is a great travesty how they take more than the sea can give. Spitting onto the street the slight Mwagani guide shrugs. I agree it is not wise to stay and that we need to rescue your friend, but I guide caravans not assault warehouses. I don't have the slightest what we should do.

Aerys D Mavato |

Aerys looks for some access to the roof, she whispers to Torch, "Only one way to deal with kidnappers like that, knock them down and let the law deal with them. Let's find access to the roof." She searches the area for a way to gain access to the whaling compound and the roof.

Black Tom |

Sorry about the delays. My internet is still not working properly.
The compound is surrounded by 20 feet high brick walls (Climb DC 25), and there is a sturdy gate if you'd like to break in. The complex goes down to the water, so you might be able to sneak around the back.
Umagro is standing on the roof of the flensing house, a large building in the back of the complex.
I'd post a map, but I'll have to defer that for now.
Do you have a plan?

Maestro Gelikugel Aberwhinge |

If Gelik has a chance before Torch runs off, he'll cast Vanish on him.
You've got 30 seconds! Gelik hisses the words to Torch in a loud whisper. He then turns to face the kidnapper, craning his neck to look up at the situation on the roof. Hey you, up there on the roof! That man you have up there, he's an aquaintance of ours, and we're fond of him! We've been through a lot together, and I'd like to call him a friend. Fact is, he's a bit too introspective to really be friendly. Stoic actually. Point is, he should't be killed on a roof for your political cause! You're making an example of the wrong man!
Using Perform (oratory) to fascinate the kidnapper, as soon as he is able.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Fascinated
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.

Aerys D Mavato |

Aerys follows Torch's path to the water front calling to the others, "Leave Gelik to do his stuff, follow Torch, we'll try and get round by the water.", she says hopefully, even if its just by swimming round into the complex. "How's your swimming Torch, if its not too good, I can probably swim round and pull you around by a rope, do you think we should do that?"

Ralf Pennywhistle |

So the guy is about 30' up and 30'+ over, correct? So he should be within range of a Medium range spell (100'+), I think.
Ralf stands by Gelik and adds (in Common and Polyglot): "You better listen to whatever this little fella is saying. He knows what he's talking about!"
Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

Kamal of Zenj |

Quietly following behind the others, Kamal slips along the wall falling somewhere in the middle of the group. As he had previously stated, jungles were where he felt most comfortable. To be out in the city, surrounded by the smells of sewages and offal. Well, it was the natural order of things. His nose rankling at the foul sent of whale blubber being processed the guard shook his head in disgust. I think the rope is a very wise idea Aerys. Kamal stated while keeping his back to the wall. Hopefully no one will spot us sneaking in the rear.

Black Tom |

Gelik's tirade gives Umagro pause, as he tries to answer the motormouthed gnome. He is effectively fascinated, buying you some time.
At the back of the compound, Torch notes that there is a large ramp leading into the water. A huge whale carcass rests on the opposite side of it. He'll just need to wade for a short bit, so there is no problem getting into the compound from the waterfront. There is a lone guard keeping watch here, but as Torch is invisible, he is unaware of your approach.
Torch can make a surprise attack on him if you should like to, then maybe you should roll for initiative.
Trying to piece my life back together slowly. Will try to get a map up eventually.

Maestro Gelikugel Aberwhinge |

If I've got him on the hook, I'm keeping him there. He'll be fascinated for 5 total rounds, as long as I continue to flap my gums. Which I intend to do.
And another thing! Gelik continues, taking on a lecturing tone. Have you considered the possibility that you have a narcissistic personality? Why else would you stand up on a roof and make demands that you know won't be met? You just want to hear yourself talk, get all worked up, and maybe kill some random guy whose only crime is unfortunate facial hair! Get over yourself!

Sam "Torch" McQuarry |

With Ishirou's life on the line, Torch has little time for or interest in mercy. The invisible half-elf steps up to the guard and attempts to bury his scimitar in the man's throat before he has a chance to call out.
Sneak attack with the scimitar, two-handing it for extra damage and including the bonus for being invisible. 1d20 + 9 ⇒ (2) + 9 = 11, damage 1d6 + 5 ⇒ (1) + 5 = 6 plus 1d6 ⇒ 5 sneak attack.
Ouch. Here's hoping he's unarmored and flat-footed.
Initiative 1d20 + 6 ⇒ (4) + 6 = 10.

Aerys D Mavato |

Aerys follows Torch and thrusts her longsword into the man's guts.
Initiative 1d20 + 2 ⇒ (2) + 2 = 4
Longsword power attack 1d20 + 7 - 2 + 2 ⇒ (2) + 7 - 2 + 2 = 9 + flanking
Longsword power damage 1d8 + 3 + 4 ⇒ (1) + 3 + 4 = 8
And it all goes pear shaped....

Black Tom |

Torch misjudges his strike and the blow bounces off the guard's armor. I guess you'd better beat his initiative, which is 14.
I'm taking it that Aerys and Kamal are right behind Torch, ready to enter the compound from the water, while Gelik and Ralf keep watch on Umagro.
Roll for initiative, all of you.

Kamal of Zenj |

Sliping out from the water behind Torch and Aerys, Kamal raises his hand. As he does so it becomes ingulfed in a ball of flame that the throws towards the lookout.
Initative 1d20 + 2 ⇒ (3) + 2 = 5
Ranged Touch w/Fire Bolt 1d20 + 4 ⇒ (17) + 4 = 21
Damage 1d6 + 1 ⇒ (4) + 1 = 5
Fire Bolt (1d6+1) (7/day) (5 remaining) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage

Black Tom |

Sorry but life is still a mess, so I think I'll have to run this battle in a narrative fashion, without a map. I hope it will work.
The startled man gives out a cry, alerting Umagro, who breaks off his discussion with Gelik. He takes a clumsy swing at Torch. Another guard in the hopper and grinder opposite takes a shot at Aerys with his bow for 6 points of damage.
Gelik and Torch are up, then Umagro and then the rest of you.
The man in the hopper is only a single move away, but he has cover behind the window. Gelik and Ralf are still outside the complex, while Torch, Aerys and Kamal are inside. The flensing house is to your right, and the entrance door is also within a single move for you. I will try to explain as we go, and possibly even get a map up, but right now I got to run.

Aerys D Mavato |

Aerys looks for a way to get to the man that just shot her from the hopper, noting his position. She will deal with him later, now she attempts to strike down the guard in front of her.
Perception to see a way into the hopper 1d20 - 1 ⇒ (3) - 1 = 2
Longsword power attack 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6 please add +2 to hit if she can flank with Torch.
Longsword power damage 1d8 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Loving the dice roller ... not

Sam "Torch" McQuarry |

Yeah, the dice are definitely not playing nice so far.
Aware that Ishirou's life is at stake, Torch does not stop to deal with the guard, instead dashing past him to open the door to the main building.
Move action, taking an AoO as I go I suppose, to get to the door of the main building, and a second move action to open it. If the door doesn't take a move action to get open, he'll head inside and start looking for a way up.

Maestro Gelikugel Aberwhinge |

I got nothin' to stop this guy. (He's out of range of Color Spray.) Gelik will ready an action to cast Spontaneous Immolation at Umagro if he doesn't flee, and makes any move to attack Ishirou.
You point your finger at a creature, causing it to spontaneously burst into flame. The target takes 3d6 points of fire damage and catches on fire. A successful Fortitude save reduces this damage by half and prevents the target from catching on fire. Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC equal to the DC of the spell); otherwise it takes another 1d6 fire damage.

Black Tom |

Torch ignores the man and makes for the door, tearing it open. The bottom of the house is one large chamber. There is a ladder to the right leading up to the upper floors.
Gelik waits anxiously and as Gelik makes a move to slit Ishirous throat he tries to make him burst into flames. Umagro resists the magic, but takes 6 points of damage. Then he slits Ishirou's throat, rendering him unconscious and rolling down the roof. After that he disappears down into the building.
Aerys engages the man outside.
Kamal and Ralf still to go (as Ralf's action is rendered moot), then the men.

Black Tom |

Ishirou wakes up just in time to grab the edge of the roof and avoid plunging to his probable death.
Below, two insurgents emerge from the shadows to engage Torch, and he's hit by an arrow for 1 point of damage. Aerys parries the guard's blow and another arrow whizzes by Kamal.
You can all act, Umagro delaying until the rest of the men act.

Sam "Torch" McQuarry |

Torch rushes at the figure who hit him with the arrow, hoping to end the fight quickly so he can move on. I am assuming that the newcomers fired the arrows and not the guy I already passed by. Charge attack, two-handed: 1d20 + 9 ⇒ (6) + 9 = 15, damage 1d6 + 5 ⇒ (5) + 5 = 10.

Kamal of Zenj |

Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Rushing past the man in the hopper, Kamal follows behind Torch unwilling to leave him alone as he rushes to confront Umagro
>MA: Fire Bolt vs Man in the hopper (touch attack) 1d20 + 4 ⇒ (10) + 4 = 14
>> Damage 1d6 + 1 ⇒ (1) + 1 = 2
Fire Bolt (1d6+1) (7/day) (4 remaining) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage

Maestro Gelikugel Aberwhinge |

Each round on your turn, a burning target can attempt a new save to extinguish the flames (DC 15); otherwise it takes another 1d6 fire damage. 1d6 ⇒ 4
Feeling useless where he is, Gelik casts Mage Armor on himself and begins running along the base of the wall, following the path of Torch et al. C'mon old man, let's go kill some misguided oppressed natives!"

Black Tom |

Sorry all. Life's a mess. Will try to get this battle sorted. Feel free to add some cinematic descriptions. For simplicity's sake this is the situation: Umagro and two of his goons are fighting Torch in the main building. Another one is in the hopper across the yard. Gelik and Ralf will spend this round running down to the water and getting into the complex. Aerys and Kamal are in the yard.
Aerys cuts down the guard and Ralf and Gelik start running towards the waterfront. Another arrow whizzes by Kamal, whose firebolt misses. The men upstairs continue to fire at Torch while leaving room for Umagro to close, which he does, wielding a pair of wicked-looking kukris. He slashes Torch for 9 points of damage.
And you are up.

Aerys D Mavato |

Aerys runs after Torch, quickening up as she hears him groan in pain. Her longsword ready for close combat.
Aerys will make for Torch, however many turns it takes and attack (with flanking if possible) whoever attacks Torch.

Maestro Gelikugel Aberwhinge |

Gelik prances along the wall until he gets to the waterline. He seems concerned about the water for but a moment, then makes his best effort to splash around the wall and into the complex.
He takes a look around, assessing the situation and looking for a way to pitch in. He thinks he'll probably be setting someone else on fire soon.

Sam "Torch" McQuarry |

I know this is confusing, but out of curiosity, did I actually charge at anyone? If the guys who are shooting are on a different level, I'd have either chosen a different charge target or gone in using full defense...
Torch squares off against the rebel leader, starting to circle in hopes of setting him up for Aerys when she reaches them. 5 foot step, if possible, so Aerys has a flanking spot that won't require provoking an AoO. His scimitar and cestus both slash toward Umagro, and all his focus narrows down to his foe.
Ranger's focus on Umagro, then full attack with scimitar and cestus.
Scimitar attack: 1d20 + 7 ⇒ (3) + 7 = 10, damage 1d6 + 6 ⇒ (3) + 6 = 9.
Cestus attack: 1d20 + 7 ⇒ (2) + 7 = 9, damage 1d4 + 3 ⇒ (3) + 3 = 6.

Kamal of Zenj |

Oh darn it! This campaign diden't update for me. Sorry for holding up the action. Black Tom, what is Umagro standing on? A dirt floor? Mud? Wood?

Black Tom |

Sorry all. Been down with the flu. Will try to post more this week.
Umagro slashes viciously at Torch with his twin kukris for 16 points of damage, while his goons fire at Aerys for 6 points.
You are up. Gelik and Ralf arrive at the scene and hopefully can turn the tide of the battle with your magic.

Kamal of Zenj |

Round 2
Concentrating on his mantras, Kamal reaches out into the wild nature of the place. Finding one of the lesser stone kin, Kamal calls for the creature.
FRA: Cast Summon Monster II and replace produce flame via spontaneous casting.
Round 3
As a small stone figure bursts out of the ground, Kamal points to Umagro directing the stone and mud creature to attack. Then whirling around as Gelik and Ralf arrive, Kamal summons forth the primal power of nature once again, blocking the entrance to the building with lashing vines hoping that it will prevent any of Umagro's followers from assisting their leader.
Earth Elemetal Attack w/PA vs Umagro 1d20 + 8 - 1 + 2 + 1 ⇒ (16) + 8 - 1 + 2 + 1 = 26
Earth Elemental Damage 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Kamal cast Entangle to Block Enterance
Small Earth Elemental AC 17, HP 17, Fort +4, Ref -1, Will +3
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
Defense
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
Statistics
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7