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You try the west door.
D10. Barracks
Several cots are arranged in this room, along with a small card table and chairs .
This area seems to serve as a temporary rest area. It is empty.
To the south there is a strong door.
D9. Observation Room
This is the bottom of a trap. Seems that if you enter via the main door of Robella's store you could have been dumped here via a trap on the floor above.
A sliding panel, operable only from the other side, is built in the door at eye level.
It is empty.
You then move to the east door...
D12. Entrance Hall
Stuffed training dummies line the south wall, crude faces drawn on their heads. Along the east wall are pegs mounted at eye level, some of which have a change of clothing hung on them and nicknames scrawled on the wall above. Three doors lead east, west, and north. A rope ladder hangs from the ceiling by the west door and goes up through a five-foot-wide shaft to the floor above.
You recognize the names as workers of Borvious Moncello.
nothing can be heard on the North and east doors.
Combat Map

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D13. Guild Meeting Hall
A long wooden table sits in the center of the room, surrounded by chairs. Covering the surface are several maps and diagrams. A hand-drawn, poster-sized map of llsurian is nailed to the north wall, with many of the prominent homes and business marked (including Arhaneem Braeton, Alexite, Elric and Aliana's houses). The diagrams on the table paint a grimmer portrait of the guild's activities: an estimate of the value of the items to be stolen from the Locked Box, sketches of Archivin Walder's path home from the circus, notes on who should work the pickpocketing distraction at the carnival, and ideas on where to string up the body of Filton Legg. Lastly, there is a list of all of you, described in brief statements based on your appearance.
The name of Alexite Ilsurian is circled prominently.
Combat Map

Aliana Merali |

Aliana blanches at the grim sight, growing pale. She is silent, but moves toward the door Elric indicated.

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D17. Corridor
A wooden ladder is bolted to the wall in this corridor, leading to a trap door up. A few crates of smuggled goods are stacked to the south.
You all move into this common area. At the east you find some cells.
D15. Detention Cells
Three cells line the wall to the east, each containing a straw pallet and three buckets.
To of the cells are occupied by dwarfs, which scramble to their feet as soon as they see Aliana. One of them whispers loudly that if they rescue them, he'll give you a valuable magical creation and tell them how to open its secret compartment. The other one then adds in a hushed tone, "'Ware! They have a freak down here that blends right into the wall! It could be in this very room and you'd never know it!"
The north and center cells are, respectively, occupied by two dwarven brothers, Barengar and Pietros Gearwright (NG dwarf experts 3). The Gearwrights were passengers on a ship returning from Magnimar to Janderhoff when their vessel was attacked lake pirates. The Gearwright family specializes in clockwork engineering, a notoriously rare skill set and a fact the brothers used to make a case for being taken for ransom. The Gilded Hands are only housing them for a prenegotiated fee from the lake pirates. Once the Hands receive their portion of the ransom, they render prisoners unconscious and release them in close proximity to some other town. The brothers are thin and unkempt, but otherwise in good condition.
Combat Map

Orlin "Stormborn" Sawyer |

Orlin stands in the hallway Watching the path behind them for any signs or sounds of movement coming up behind them.
I don't expect to see/hear anything, but taking 20 for a 21 until something happens in front of us, or behind us. Standing in the cross of D17 and D15

Aliana Merali |

If we can't find any keys, I can take a crack at it, sure thing. Aliana digs her set of tools from her pocket and starts to look over the lock while Pavo searches for the keys.

Aliana Merali |

Aliana looks up from the lock and begins to speak apparently to no one.
If you're who I think you are, we've spoken with your tribe. Offered them a bargain - pardon, and aid in recovering from Shiver addiction, in exchange for aiding us in overtaking the Moncellos. We'll make the same offer to you.
It's a better offer than you'd ever get from them; surely you realize that. And their power won't last much longer, with or without your help - Borvious is already in our law's custody. What'll it be?
Yes, I'm ok with looking like a crazy person talking into thin air. :P

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The dwarfs nod. One of them says:
"Of course..."
The other one continues.
"Not that we ever done it before."
DC 25 Disable Device check to pick the lock, or making a DC 28 Strength check to bend the bars.
---
Elric enters the room in front of him.
D14. Interrogation Chamber
A heavy metal chair with straps mounted on high, flat armrests sits against the center of the north wall. To one side is an unlit brazier, and to the other is a small table covered with metal instruments.
Two more comfortable-looking chairs sit directly across from it.
A heavy air of malice floats in the air of this room.
Combat Map

Aliana Merali |

Hearing no answer, Aliana turns back to the lock and begins to fiddle with the mechanism. Don't worry, friends. I'll get you out.
Taking 20 to open the lock if I have time.

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D16. Guildmasters Office
A desk sits to the south, covered in an alchemical equipment and supplies. A cot with an extra padded mattress rests against the far wall, a small chest at its foot.
Robella and Borvius use this room as an office and private rest area. A logbook sits on the table among the pieces of laboratory equipment. The contents list the members of the guild through the use of nicknames, detailing criminal specialties and assignments . It is unhelpful for disclosing the true names of the guild members, but does indicate how organized they were.
In a moment Elric feels like an air current moving next to him on the room, but he is unable to see anything.
The small chest is locked, requiring a successful DC 15 Disable Device check to unlock or a DC 18 Strength check to break. It has hardness 5 and 10 hit points.
Combat Map

Constable Huntington |

A breeze. Huh. I wonder if there's something else here.
perc: 1d20 + 2 ⇒ (12) + 2 = 14
Im guessing he doesn't find anything.
Hey guys, this room feels like there is a small breeze. But I can't find anything. Anyone want to assist?
Meanwhile, Elric will cast Detect Magic in the room.

Aliana Merali |

Little busy! Now, if I try taking this this way...no, but that's going to leave that out of place...

Orlin "Stormborn" Sawyer |

I think he meant that he was hoping that the breeze was because of a secret door, instead of a skulk looking to sneak attack him. Also, I suggest we wait until we're all together before we continue on, we're kind of spread out atm.
Orne continues to watch from his vantage at the cross passage. Previously stated taking 20, total of 21, should be way too low to see a skulk that didn't roll abysmally
"I don't see anything from here."

Aliana Merali |
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Time passes...
Wait...guys, I think I may have it... Aliana makes one final movement with her tools and looks at the cell door expectantly.

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Elric enter the next room.
D18. Onamaes Quarters
A padded cot sits to the south, with a platter of chicken bones picked clean sitting on the floor next to it. To the north is a large, empty crate. The stale scent of body odor permeates the air.
There are some keys in the floor, in the middle on the room.
Elric takes a step in, and the door behind him closes with a slam!
Attack (vs Flat Footed): 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 ⇒ 4
Lucky you!
Elric feels the point of a sword hitting his back, but his constable uniform manages to prevent it from cutting his flesh!
You are surrounded by two Skulks!
The one that attacked you has a short sword, the other one is about to draw a similar weapon.
They smile evilly.
The door is locked!
Hardness 5, 10 hp, Str 15 Check to bash it down.

Constable Huntington |

Pavo! Get in here! I've got two of them! Elric yells as he ducks back into the wall.
Move action using acrobatics to back into the southern wall, two squares away.
acrobatics: 1d20 + 1 ⇒ (1) + 1 = 2
Unfortunately, Elric gets tripped up as he moves, provoking AoO from the skulks.
Once at the wall (assuming he's still conscious), he turns back and casts Color Spray, hitting both of them. Will save DC is 14.
Edit: Looking at the map, I think I can only hit one of them from the southern wall. Shame.

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Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 ⇒ 5
Damn he is lucky!
No, I think you can get both of them...
Elric uniform saves him again, and after reaching the wall he tries to incapacitate the skulks.
Will Save: 1d20 + 3 ⇒ (18) + 3 = 21
Will Save: 1d20 + 3 ⇒ (4) + 3 = 7
The armed skulk gets blinded and stunned for 1d4 ⇒ 2 rounds, and then stunned for another round.

Orlin "Stormborn" Sawyer |

Init: 1d20 ⇒ 2
Orlin moves south 15', and shoves gently on the door with his staff, and then pivots on his good leg, flexing his work honed muscles, and knowledge of wood, to slam the end of his staff into the weakest point of the now closed and locked door, making a fair amount of noise.
Break the Door!: 1d20 + 1 ⇒ (14) + 1 = 15
Upon seeing the skulks now visible on the other side of the door.
"Surrender in the name of the Law, this is your only chance!"

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Right...
Orne sees Orlin show a lot of skill for dealing with wood, prying the door open skillfully.
Inside there are 2 skulks with Elric.
Only Pavo's action is missing, unless Aliana abandons the Lockpick effort.

Aliana Merali |

I'm sticking with it until it's open - gives a chance of bringing in two more weapons to help.

Aliana Merali |

Got it. Aliana continues to work on the cell door lock, focusing intently on the tools in her hands.