
![]() |

Seeing that the "humans" have them outnumbered the unaffected skunk grabs his companion and drags him to the next room, closing the door after them.
You get a glimpse of the next room, a small storage with a big door at the end.
Combat Map

Orlin "Stormborn" Sawyer |

Orlin nods in thanks to Orne as he batters the next door nearly off it's hinges, and speaks quietly to Elric and Orne.
"I suggest we wait until we're all ready and together to proceed, lest we walk into another ambush. We might not be so lucky a 2nd time."

![]() |

Aliana opens the cell doors. The dwarfs kiss her hands and promise her their eternal gratitude.
Orne pries open the door to the D19 room and sees the skulks running into the next room. It seems bigger than this one.
D19. Smuggled Goods
This room is bare except for several tall stacks of crates and boxes. Many of them are labeled to addresses and ports of call other than llsurian.
This is a storage area for much of the stolen property and smuggled goods the guild receives. Specifically, this is material Borvius couldn't explain away, or the guild wouldn't want the sheriff to find during a random inspection of the warehouse.
There is also a locked box full of tithe money stolen from the temple of Erastil. The god's holy symbol appears clearly on the box.
Another box, ready of stolen items from the Locked Box, is addressed to Gaedren Lamm. he seems to be their contact in Korvosa. More so, there is a letter with information about the status of Ilsurian, obviously intelligence gathering to be sold to Korvisa's rulers.
From inside the room where the Skulks hide no more sounds come.

Aliana Merali |

Aliana joins the others as well, just ahead of Pavo, and listens as Elric explains the situation. So, expecting a brawl, then. I'll cover you guys from behind. She grabs a stone statuette from one of the crates, a depiction of two nude women in a compromising position, and tests its weight with a short toss into the air.

Aliana Merali |

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Aliana reaches past Pavo's arm and pushes the door open, just a crack at first, then slowly widening the opening as Pavo points his trident toward the darkness.

![]() |

D20. Guild Vault
This is where the guild keeps most of its ill-gotten gains.
The door is steel and designed to keep the guild honest with itself, but now it opens easily. Inside, there is a small chest, open, where you can see a backpack, a key, many many coins, a pouch opened revealing gems in the interior, and a silver chalice with the holy symbol of Erastil.
The glow of the treasure reflects on your eyes.
I forgot, also roll perception, with a -2 penalty for the loot.

![]() |

Damn it!
The door opens, the skulks nowhere to be seen...
"Over there!"
Orne points to a place next to the door, where the others see nothing.
Surprise round!
The Skulk has Total Concealment, 50% miss chance, it you try to attack the place Orne mentions. Roll 1d100, 51 or more hits.

Aliana Merali |

Aliana hefts the statuette in her hand toward the corner Orne pointed at, hoping to make contact with one of the skulks, then reaches into her pocket for a stone, lifting it in preparation to throw again.
Standard action to make thrown attack, move action to draw another.
Thrown attack, miss chance, damage: 1d20 + 3 ⇒ (19) + 3 = 221d100 ⇒ 601d4 + 2 ⇒ (1) + 2 = 3
Go minimum damage squad! :D

Orlin "Stormborn" Sawyer |

Orlin speaks from the back row.
"If you want us to be more careful, you should surrender. Now."
diplo: 1d20 + 8 ⇒ (18) + 8 = 26
Free action, waiting on an update on initiative. Diplo roll, in case it's useful

![]() |

Orlin's voice sounds wise and reassuring.
"Ok, we got it! We know when we lost."
Both of the Skunks appear before your eyes, drops their short swords, and raise their hands.
"We surrender!"

Constable Huntington |

As they answer Pavo, Elric pulls out two sets of manacles to lock them up. I know you tried to harm me when you thought you had the better hand, but I'm going to show ou what true honor is. Since you've surrendered, I'm going to escort you to the guards for them to take you to the jail. If you answer all our questions, you'll get the same treatment as everyone else in this case: a chance to come clean off the drugs /!; once you're free then a chance to integrate into the community. Do both these things, and most likely your sentence for your crimes will be reduced.
Elric looks at them hard, Now, where is Robella?

![]() |

Weirdly enough, this two are not shiver addicts.
"She is at the warehouse, she prepared an ambush for you, either if you go up the stairs, or in the main door."

Aliana Merali |

Is there any way in she wouldn't expect? Aliana asks, glaring at the manacled skulks.

![]() |

One of the skulks smiles.
"7 other humans, besides her. If you let us go, and we promise never to return, I can give you a key to a door that isn't guarded."

Aliana Merali |

Aliana taps Elric on the shoulder, then leans close and whispers in his ear, hiding her mouth with her hand. Do you think we can trust them? They could be giving us a dummy key that doesn't work, or leading us straight into Robella's trap. Neither of them seems to be having Shiver issues like the others - we don't even have addiction treatment to keep them honest. They went traitor once...

![]() |

Orne expertly analyses the skulks.
They know Robella is done for, and are only thinking in escaping here, and not doing time in prison. They don't have a tribe anymore, don't need to be cured, don't owe Robella anything. They only have one ace left, and want to exchange it for a chance to escape.
They are telling the truth. They will leave and never return near Ilsurian.

Constable Huntington |

Ok, Orne. I will. . Elric accepts their offer.
Come on, we'll escort you outside. Elric says to the skulks, leaving their manacles on. As they walk, Eric says, Here's how this will go down. I'm escorting you to two of my guards. When I come back, if I've found that you were telling the truth, then I'll take those manacles off and you'll be free to go. If not, then you'll be doing time.
Elric also makes a mental note, Remember to give the local skulk tribe an easier time once all this is over, as well.

![]() |

"No deal, we don't trust you. Take your chance against Robella, and we try our luck escaping later."

Constable Huntington |

Um.. Ok. Fine. You're already in manacles. You're not really in a position to argue. You don't want to cooperate, that's up to you. Eric then takes all of their equipment except their clothes, and lays it all out for everyone to see. If they have the key on them, we'll just take it. Otherwise, we go on our own.
To the guards, Please watch these two very carefully, and have them escorted under heavy guard to the jail. These two are traitors to their tribe and helped the Moncello's murder our townsfolk by their own admission. They are also very good at sneaking off, so have them kept under very diligent watch. Also, tell the Sheriff. They may good bargaining chips to help secure a better relationship with the local skulk tribe.
Later, to the group, Elric says, The traitors gave us one very important piece of information - the one safe door is locked. So we can expect an ambush at any unlocked door, as well as the main door and the stairs. These are the positions they are expecting us to enter. Any one have any suggestions for alternate entry routes? Get on the roof and use a rope to crash through the windows? No. You're right. Too much Captain Andoran in that.

Orne |

Orne apologizes to the Skulks.
He is in charge and chooses a predictable path. I thank you for the offer of assistance.
When I return, your wounds will be tended to. I promise in Desna's name. If you choose to escape, please do not kill anyone.