
Akiki |

Akiki glances around at the others to make sure that they're going to be quiet - and then produces from inside her cloak somewhere some little tools for just such a purpose. Hers are worn and old, no longer shiny or pretty to look at, but still quiet functional.
Disable the door!: 1d20 + 6 ⇒ (2) + 6 = 8
She makes a little 'tsk' at the door, or maybe the tools, or maybe her fingers, and shakes her head, making another gesture towards the path around to the back.
Back doors are the best. All rogues know this!

The Harrow GM |

Yes, you can try again XD You can try as many times as you want, actually, although if you were planning on doing that, something like taking 10 or 20 might be more effective. The longer you try, however, the more likely it is someone will notice the scratching and clicking at their door.

The Harrow GM |

Ah, gotcha. Maybe I oughta read the CRB a few more times XD
The lock on the backdoor clicks open, but the door remains closed. Akiki notes an extremely strong fishy smell, as well as a bevy of other smells.
Akiki looks back expectantly at Fredo, and further back at the other three men she's waiting for.

Akiki |

Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Akiki skitters backwards from the door, tucking her tools away again. She shakes her head at the others congregated there. She holds up her hands, points at the door, and shakes her head fervently. She mimes sleeping, then counts on her fingers - 1...2...3...4....? And she shrugs. Its clear that she's trying to convey something to people, and she's skilled enough at this kind of thing, though the rest of them may have a hard time figuring her out.
Up to the GM if that needs a DC to understand her. XD

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After seeing Akiki step back from the lock, Nostrum starts sneaking foward. sneak: 1d20 + 1 ⇒ (12) + 1 = 13 Unfortunately, his heavy frame makes him much less stealth than his companions and a few wooden planks underfoot groan underfoot.
Noticing her erratic gestures, Nostrum tries to get a grip on what Akiki is signalling. perception: 1d20 + 5 ⇒ (7) + 5 = 12 Raising her clasped hands to her face, Nostrum is sure she is requesting prayer. Always willing to help, he sends a silent petition to his God.

The Harrow GM |

After seeing Akiki step back from the lock, Nostrum starts sneaking foward. [dice=sneak]1d20+1 Unfortunately, his heavy frame makes him much less stealth than his companions and a few wooden planks underfoot groan underfoot.
Noticing her erratic gestures, Nostrum tries to get a grip on what Akiki is signalling. [dice=perception]1d20+5 Raising her clasped hands to her face, Nostrum is sure she is requesting prayer. Always willing to help, he sends a silent petition to his God.
** spoiler omitted **
That style of post 'tis basically acceptable. As long as it's understood what the result of your roll is, feel free to cook up whatever sort of flavorful result happens. Otherwise, leave the outcome of your checks for my next post.

Raijinn |

Oh g$!++&n I am so behind. NO LONGER.
Back during introductions, when Nostrum introduced himself to Rajinn
Raijinn nods to Nostrum, thinking that perhaps we all aren't so different after all. He reflexively tries to adjust his wings, but they barely twitch as he nods and replies, "No one else need suffer what we have"
Annnnd during the walk
Perpcetions: 1d20 + 4 ⇒ (6) + 4 = 10
Stealths: 1d20 + 4 ⇒ (17) + 4 = 21
And getting some perceptions through the now-unlocked door
Stealth: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 4 ⇒ (18) + 4 = 22: Like Akiki, Raijinn's finely tuned senses pick up the smell of people on the other side of the door. He tenses up as Nostrum's weight causes the boards to creak. Raijinn quickly puts a hand on Nostrum's shoulder to keep him from moving forward any further, and holds a finger up to his lips.
Raijinn quietly unshealths his sword in preparation.

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intelligence test: 1d20 + 2 ⇒ (20) + 2 = 22
Feeling Raijinn's hand on his shoulder, Nostrum quickly stops. He sees his new found friend drawing his weapon and realization dawns on him. He feels an idiot that he didn't understand Akiki's message earlier.
He silently unlatches his greataxe, but doesn't move forwards just yet lest a particularly loud board awakens the sleepers.

The Harrow GM |

Perception DC 13: 1d20 - 11 ⇒ (1) - 11 = -10
Perception DC 13: 1d20 + 4 ⇒ (20) + 4 = 24
Wow. Dem rolls. Oh, and Raijinn, I'll do my best not to let everyone get past a point of no return.
Creeping along the deck towards his compatriots, Nostrum slows creaks his way across the deck, when he steps on a particularly loud board. For a very long moment, the quintet look at one another in quiet anticipation. Then, angry barking issues from inside the house, muffled somewhat by the walls, and after a moment, scratching on the screen door. It appears their approach won't be so secret at all.
In case you're a bit confused, there were actually three visible doors into the place. One, an entrance on the far back left wall, is the one you're attempting to use. The "service entrance" that Fredo mentioned. Two is a double screen door on the deck, about 1/4 the way up the left wall. Three was the front door. The deck is, in total, about 55 feet long, with only Nostrum still on the prior half, and Akiki all the way at the end.

Akiki |

Akiki facepalms. Yes, she facepalms, and scoots around to maneuver herself to follow Jack. She makes as much of an effort to be stealthy as she can while moving - (Surprisingly, this works pretty well.) Akiki has a class feature for stealthing while moving.
Stealth again!: 1d20 + 6 ⇒ (11) + 6 = 17
She's hoping to use the darkness and confusion of Jack's sudden entrance to slip in, slide along a wall, and find a dark corner to spring out at someone and get sneak attack damage - either from surprise or from flanking someone.

Goffred Giulianoff |

Shame on me for sleeping. I should have known better.
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
"That many people on the other side, sleeping in hammocks?" says Fredo, unslinging his crossbow and fitting a bolt in the slot. "Sounds like the Lambs to me. C'mon, let's get between them and that dog."
He follows Jack and Akiki inside, fumbling with the weapon a bit. It's the first time he's ever used it off the range.

Raijinn |

Raijinn mutters a curse in Infernal and, clenching his jaw, he moves quickly and quietly after the others, sword raised, wings flailing in the wind.
Stealth: 1d20 + 4 ⇒ (14) + 4 = 18 - whatever penalty for trying to move quickly while doing it.
He notices Goffred fumbling and worry sweeps through his mind. 'No time for that now,' he insists.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
If there are any lights where we are, I'd sure like to disable them. Is there light coming from inside? Cover of darkness would be much better for this. If there are lights, I would like to gesture to Goffred to take them out.

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Nostrom surges forward to follow Thaven into the building, certain that the raucous barking of the dog(s) - and the sound of a door being kicked in - will masking any other floorboards.
"Be watchful for the day a son of Rovagug arrives" he mutters under his breath, finding a sense of irony that it should apply as equally to animals as to himself.

The Harrow GM |

The room inside at the end of the deck is about 45 feet deep and 35 feet wide. and several feet below the door at which you enter. A staircase descends to the farthest northeast corner of the house, which is piled high with refuse. Adjacent to the highest point of the stairs is a 10-by-10, foully smelling vat of water, chum, and acid. Tubing leads from just above this vat into the ceiling, and apparently the floor above. The floor here is slick with seawater, bits of seaweed, and fish blood—the air is thick with the accompanying scent. There is an open bay in the center of the room that hangs directly over the muddy water. Catwalks on the south end of the room offer a vantage point from which to oversee the room, as well as entrance into the rest of the fishery. A staircase on the eastern face of the room leads up to the catwalks. Nearly two dozen hammocks are strung about this room, each accompanied by a matching set of ragged blanket, pillow, and child. These, apparently, are Gaedren's "Lamms". They are clearly terrified of the loud, large, mangy mastiff that quickly crosses the room towards the staircase, barking loudly.
ROLL FOR INITIATIVE.
Thuggery Initiative1d20 + 2 ⇒ (14) + 2 = 16
Little Lamms Initiative1d20 + 2 ⇒ (15) + 2 = 17
Remember, just post your actions, and when everyone is posted (save Goffred, but just today) I'll compile everything that's happened

The Harrow GM |

Raijinn mutters a curse in Infernal and, clenching his jaw, he moves quickly and quietly after the others, sword raised, wings flailing in the wind.
[dice=Stealth]1d20 + 4 - whatever penalty for trying to move quickly while doing it.
He notices Goffred fumbling and worry sweeps through his mind. 'No time for that now,' he insists.
[dice=Perception]1d20 + 4
If there are any lights where we are, I'd sure like to disable them. Is there light coming from inside? Cover of darkness would be much better for this. If there are lights, I would like to gesture to Goffred to take them out.
Oh, and it's nighttime and everyone's gone to bed. That means no light currently, except for that coming in the windows from the streetlights and moonlight. Dim light conditions apply, except to those with low-light vision.

Akiki |

Akiki is startled and horrified by the number of children in here, and resists the urge to yell out for Semelle somewhere among them. Instead she draws her bow.
Akiki Init: 1d20 + 4 ⇒ (10) + 4 = 14
Round 1
Akiki fires an arrow at the dog, more to shut it up than to hurt it.
Shootin': 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Crit: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 ⇒ 2 X3 if that crit! :) But I doubt it.

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Init: 1d20 + 2 ⇒ (3) + 2 = 5
Furthest away from the building, Nostrum ducks to get through the doorway. He takes in the scene before him and prepares to defend his new friends and the children they've come to save.
Action: Given that I was furthest away before, Nostrum moves the full 30' to bridge the distance and get into the room, and prepare an attack only if anything obviously hostile comes into reach

Goffred Giulianoff |

Addendum to my previous GMPC'd action:
"Please stay calm," says Fredo, his eyes darting between his target and the children he's addressing. Unsurprisingly, his glob of acid lands far off the mark. Still, the situation's salvageable. "My name is Goffred. My friends and I will make sure the dog can't hurt you. And we'll rid you of Lamm by morning."

Raijinn |

I should know better than to go to bed.
Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Perception: 1d20 + 4 ⇒ (12) + 4 = 16: Raijinn sees the children but knows better than to try to interact with them. There's nothing that he can say that will comfort them, and his mere presence is sure to agitate them. He tries not to think about it, and moves to slash at the dog with his sword, silencing it once and for all.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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To Nostrum, time seems to be hanging still. Adrenaline coursing through his veins for the first time in years, the whole world drenches his sense with increased clarity. It's as if there is a perfect moment just waiting to unfold, whether for better or worse.
Bump

The Harrow GM |

ROUND ONE
Initiative:
Thaven-24
Lamms-17
Raijinn-16
Thugs-16
Akiki-14
Goffred-5
Nostrum-5
Crashing through the door and crowding onto the narrow staircase, the party quickly surveys the large smelly room. Amazed and horrified by what they find, they are only snapped out of their momentary trance by a loud dog's bark. Quick to react, Thaven pulls the drawstring on his bow and lets loose an arrow, striking the dog strongly in the shoulder. The Lamms tense, the last few reclining ones groggily rubbing their eyes, while a few of the older kids wide-eyed and watching the drama unfold. They are clearly too terrified of the dog to move, however. Raijinn dashes onto the wet floor of the room and delivers a quick slice to the dog's head, vertically along its forehead with his obsidian blade, felling the foul-tempered huge dog. An arrow from the twitchy Akiki, lands in the wood where the dog's torso was a moment later. Nostrum and Goffred duck into the room inquisitively, looking around for what their companions jumped so much at.
Lol crushing first rounds of combat. I was worried for a sec there, but then I realized that the dog'd be dead before it got a chance to attack.
As one, the mass of raggedy children look to the party (although a few cast slantways glances at Raijinn-clearly unnerved) and burst into a hushed cheer.
Thugs Perception: 1d20 - 5 ⇒ (18) - 5 = 13
Bloo's attack roll: 1d20 + 3 ⇒ (18) + 3 = 21
Bloo's damage: 1d6 + 3 ⇒ (4) + 3 = 7
Bloo's trip: 1d20 + 3 ⇒ (13) + 3 = 16

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Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
The sight of the cowering children pulls at Nostrom's heart strings. He walks over to the nearest group of them, and in a soothing whisper tries to comfort them.
"It's ok little ones. We're here to rescue from this hell hole. My friends got rid of the bad dog, and we will protect you from anything else that is bad. Is the man who took you here?"
Whilst soothing the Lamms Nostrum strains his ears for the dog's owner, certain they're not alone.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Raijinn |

Raijinn does his best to continue staying away from the children, but not before tossing them a quick - and he hopes not terrifying - grin in response to their cheers. He moves up the stairs to the catwalks slowly, keeping his ears open to see if anyone might have heard the dog's barking and be on the way.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Goffred Giulianoff |

Cat gives Fredo a long-suffering look as one of the children scoops her up off the floor. "Careful," he chides, smiling indulgently. "You can hold her, but make sure you support her whole body. She doesn't like being stretched out." He stays calm, projecting those feelings through his link to Cat so she doesn't lash out, bite, or scratch. The kids don't need any more of that in their lives.

The Harrow GM |

Hahaha, part of me wants to see one of the kids get scratched and the rest of the campaign being spent with Gaedren suing us and Goffred having to defend us in court.
Laughed out loud at that one XD fortunately for you, Gaedren is not their legal ward, so he'd have no grounds in a court.

The Harrow GM |

Nostrum and Goffred mingle with the kids, surrounded by a very small crowd. Their soothing words seem to assuage the fears of the children, although nervous eyes flit towards the doors, as if waiting for something.
A boy, emboldened by the new presences, gets up from his cot before yelling and running across the room to deliver a strong kick to the downed dog. "Let's see who eats who NOW, Bloo!"
Raijinn slowly pads up the staircase, watchful for danger, but for the moment at least, you are alone with the children. Your sword very slowly drips blood on the damp wood underfoot, leaving a scant trail behind you as you walk.
One boy, one of the oldest in the group, stands up from his hammock and moves forward to timidly stand before the group.
He says "Er. Um. Hi. My name's Kester. How're you gonn' get us outta here without Hookshanks finding out and coming to kill you? He's here all right, and he isn't gonn' be happy to find you in here."
Akiki, you find no physical trace of your sister in this room, but one girl, Alanna, swears she knew a pointy-eared little girl bunked near her for a little while.

Goffred Giulianoff |

Fredo's mouth hardens at the question. He knows an answer, but Kester had asked it so blithely, so disturbingly comfortable with the prospect of imminent death, that he feels uncomfortable giving it. "He may try getting in our way, Kester," he says slowly. "He will not succeed.
"But my friend raises a good point," says Fredo, gesturing at Jack. "We can keep you safer if we know where to find Lamm, and goons like Hookshanks, before they find us."
Do any of the kids look like the one that came to my office? Perception if you need it: 1d20 + 3 ⇒ (13) + 3 = 16

The Harrow GM |

The girl addressing Akiki continues at this, saying, "Oh, I knows where she got took to, and I knows where he is. He's below. You gotta go around, 'cuz there's no door that gets there, but whenever a kid gets too rowdy, Giggles comes down here and drops 'em in the hole there onto a boat. None of 'em ever come back, neither."
Fredo, no, none of the kids here look like someone you'd recognize (except perhaps from a chance encounter on the street-you may have seen the faces before-but you don't know the kids). You do, however, notice that the number of kids and hammocks aren't equal.

Goffred Giulianoff |

I really have to stop letting myself get ninja'd.
"Go around," says Fredo, looking down at the girl Akiki had found. "You mean that walkway that wraps around the building, don't you?" As he thinks, he spots Akiki trying to leave, and grabs her by the wrist.
"We've got to think of them too," he says insistently, almost spitting the words. His eyes flick at Kester, and at the girl, then focus back on Akiki. "First we clear this floor of Hookshanks, Giggles, and any other goons. Make sure no one will hurt any more kids. Then we go after Lamm. After that..." Fredo looks around the room, trying to make eye contact with as many people as possible. "After that we try and give the kids a decent life." Fredo's plans are far from definite on that front, but it's early yet, and there are more pressing concerns.
"Come on," he says, hefting his weapon, still clumsy but much more confident. "Let's try one of these doors."