
DM Bloodgargler |

Furiel - ...
The worn bolt locking the rusted gate pops loose.
Round 1
Furiel/Rocky/Puff
Norton
Ta'de-win
Green
Enemies
enemy init: 1d20 + 2 ⇒ (2) + 2 = 4
>Map< Google drive
>Same map< Photobucket
(please let me know if you have a preference between the two image servers.)

Norton Ambrosi |

Since the earth elemental has opened the gate Norton will chase the woman trying to cut her way of retreat.
I don't want Norton to strike her in the back, I think he can get to T13 avoiding AoOs
Move action to T13 and drawing his sword.
"You got quite an attitude milady, we won't tolerate it, stand down, release the hostages or face our wrath."
Standard action: Inspire courage +1 BAB, +1 Dmg, +1 vs Charme
I prefer Google UI but sometimes it doesn't load the image

DM Bloodgargler |

The woman seems caught off-guard by the quick entry, as well as the fog between her and the villa. "And you have considerable nerve yourself. With the reports I've read it has been difficult to pin the lot of you down. Spoiled and naive lapdogs of the Lord Mayor, or ... something else... Your abilities to turn your enemies to your side has not gone unnoticed. Your methods of subversion are unknown, but I suspect Errol will talk in time."
"The reason I know our goals are irreconcilably opposed, is because I know Sellemius... the Lord Mayor would not have selected potential leaders who could be brought within the Dark Lady's fold.
His dream of reclaiming these lands will die when the armies first clash, and the dead quit the field... gathering in the cold dark walls of unfathomable evil. The vision has not changed... not one drop of blood less has been spilled since your shallow victory."
"Regardless, if you've not the sense to back down against a superior foe, your role will continue to have no impact in what is to come."

Ta'de-win of the Gale |

Ta'de-win holds off for the moment, waiting to see if the woman retreats from their assault, unwilling to risk the hostages just yet less she can fly without their notice.
Delay
As far as the map situation, I have a slight preference for Google, but only slight. It doesn't load the best at work, but is better at home.

Bregor Rowain |

The Green Man growls deeply, relishing the chance to release some of all that pent up aggression in a way that cannot be misunderstood.
"You talk and talk and talk! You say NOTHING! The only one you are fooling is yourself!"
Exploding into action, The Green Man charges through the gate, letting his primal self rush to the fore with a vengeance.
As he moves, the earth breaking hammer comes loose across his shoulder and descends towards the woman’s head in one swift motion.
Rage, inspired, charging, flanking.
Attack: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15

DM Bloodgargler |

There is a brief flash of fear on her face as Green's hammer swings inches from slamming into it.
She begins to weave a spell while waving and twirling her blade defensively. She then moves impossibly fast - leaving a tracer trail of images behind her. Somehow in the flash of movement, her blade has become coated in red with Norton's blood.
13 damage to Norton
cast defensively: 1d20 + 13 ⇒ (17) + 13 = 30
melee attack vs Norton: 1d20 + 11 ⇒ (19) + 11 = 30
confirm crit: 1d20 + 11 ⇒ (20) + 11 = 31
damage: 2d8 + 4 ⇒ (4, 5) + 4 = 13

Norton Ambrosi |

I didn't understand what she casted, but don't we get AoO for her getting away?
Bewildered by the speed of the foe Norton decides to whistle for Murak, before pursuing the lady
Free action: Handle Animal Companion DC10: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Full round action: Move to 11Q and Attack
Attack: 1d20 + 5 + 1 + 1 + 2 ⇒ (2) + 5 + 1 + 1 + 2 = 11
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Free action: bardic pervormance 2/9: "You are not getting away"
It seems we lost Furiel somewhere, if he and his elementals are going to sit there for the whole combat we might be in big trouble
I realize now I never rolled for the fourth level HP
HP: 1d5 ⇒ 1
Great! The DM gets 17, 19 and 20 in a row, i get 16 with four dice : )

DM Bloodgargler |

Ta'de-win of the Gale |

Round 1
HP 32/32
AC 21 T12 FF19 CMD17
F/R/W 5/3/8
Storm Burst 7/7
Staff of Journeys 10/10
Pearl of Power I 1/1
Wild Shape 1/1
Eagle Cape 0/1
Verdant Vine Bracelet 1/1
Spells
0th - Create Water, Light, Purify Food and Drink, Mending
1st - Burning Disarm [ ], Frostbite [ ], Cure Light Wounds [ ] [ ], Obscuring Mist
2nd - Bull's Strength [ ], Flaming Sphere [ ], Fog Cloud [ ], Lesser Restoration [ ]
Effects
Beast Shape 1 (Eagle Cape)
Unwilling to wait much longer, Ta'de-win uses the cape to transform herself into an eagle, quickly flying towards the house, praying the others can hold the woman off long enough for her to rescue the hostages.
Spellcraft: 1d20 + 4 ⇒ (11) + 4 = 15

Furiel |

Round1
I thought I had summoned the air elemental
Furiel sends his earth elemental and air elemental after the nasty caster. The air elemental creates a whirlwind (Save DC 14) and moves to engulf and hurt her.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
hit earth/damage: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 111d6 + 8 + 1 ⇒ (4) + 8 + 1 = 13
hit air/damage: 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 221d4 + 8 + 1 ⇒ (4) + 8 + 1 = 13
His next air elemental he commands to follow and protect the druidess.
Furiel calmly summons another elemental to chase the Magpie queen.
Full round cast, Monster summoning 2
Earth elemental 2 rounds remaining, Air elemental 3 rounds remaining, Another air elemental on the way.
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 17 (2d10+6)
Fort +4, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+3)
Special Attacks whirlwind (DC 12, 10-20 ft.)
STATISTICS
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 17
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
ECOLOGY
Environment Plane of Air
Organization solitary, pair, or gang (3–8)
Treasure none
Air elementals are fast, flying creatures made of living air. Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.
Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.
An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no ranks in Swim and loses much of its speed and mobility when underwater.
A small air elemental is 4 feet long and weighs 1 pound.

Bregor Rowain |

"Come! Taste the kiss of my hammer!"
The Green Man charges in full rage at the woman who is (perhaps unfairly) on the recieving end of a lot of pent-up frustrations.
Charge to R11: 1d2 + 10 ⇒ (2) + 10 = 12
Damage: 2d6 + 7 ⇒ (1, 4) + 7 = 12
Rage, inspired, charging.

DM Bloodgargler |

After avoiding a slash from Norton, the swordwielding woman glances back to the top of the villa, and repeats... "Chur! Chur! Now!"
Furiel's elementals advance and attack, the air elemental's whirlwind engulfs her. She stands irritated, but unaffected by the debris...
She does not seem to notice Ta'de-win's transformation or her taking flight, but she sees Green charge at her again.. once again a ferocious swing and miss.
Ref save vs Whirlwind: 1d20 + 5 ⇒ (17) + 5 = 22
There are two open windows on the second floor. The window on the has two magpies perched on the sill. In the left window you see a dark-haired woman watching the conflict below. You should be able to pass through either.

Ta'de-win of the Gale |


Ta'de-win of the Gale |


Bregor Rowain |

You're not the only one who missed that mate.
I don't really deserve to take a new one, but I this lady has really pissed me of so I guess I'll do it anyway.
Attack: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18

DM Bloodgargler |

1d20 + 6 ⇒ (3) + 6 = 9
The sword-wielding woman is caught under the chin by Green's upswing. "Tera!... Suuin!"
She sighs then makes a quick gesture... sparks of energy flow from her finger nails of her offhand to the blade of her weapon. It shimmers with a nimbus of crackling light.
"If I am to face you alone, it is time to reduce your number..."
She swings at Green - wounding and scorching his flesh with burning electricity, then backs away closer to the villa.
(11 damage to Green)
sparky sword: 1d20 + 12 ⇒ (16) + 12 = 28
slashing damage + shock: 1d8 + 1d6 + 2 ⇒ (6) + (3) + 2 = 11
Round 3
Furiel/3 elementals
Norton
Ta'de-win
Green
Enemies
>map<
(Furiel - I didn't move your first air ele on the map, but you can assume it moved to follow Ta'de-win and will attack any aggressors on your turn.)

Ta'de-win of the Gale |

Round 3
HP 32/32
AC 21 T12 FF19 CMD17
F/R/W 5/3/8
Storm Burst 7/7
Staff of Journeys 10/10
Pearl of Power I 1/1
Wild Shape 1/1
Eagle Cape 0/1
Verdant Vine Bracelet 0/1
Spells
0th - Create Water, Light, Purify Food and Drink, Mending
1st - Burning Disarm [ ], Frostbite [ ], Cure Light Wounds [ ] [ ], Obscuring Mist
2nd - Bull's Strength [ ], Flaming Sphere [ ], Fog Cloud [ ], Lesser Restoration [ ]
Effects
Beast Shape 1 (Eagle Cape)
Ta'de-win lands, changing back into human form. As she does, she plucks a berry off the bracelet, throwing it towards the corner, watching as it erupts into vines, hopefully entangling the other three in the room. "A good thing this was passed to me, it seems."
Dismiss Eagle Form, step to H10, Verdant Vine to intersection of I-J, 13-14. This should get all of them, but not me or either hostage. It will provoke so if that person there can make an AoO, they can.
Verdant Vine: 1d20 + 5 ⇒ (15) + 5 = 20

Bregor Rowain |

The Green Man, roaring in anger but seemingly not noticing any pain in his state of rage follows after the woman, swinging the earth breaker (which I now remember is magical) for another massive strike, following up with the trick that normally catches foes of guard.
5' step to Q9
Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 2d6 + 8 ⇒ (1, 5) + 8 = 14
Confirm: 1d20 + 9 ⇒ (18) + 9 = 27
Crit damage: 4d6 + 16 ⇒ (4, 4, 3, 4) + 16 = 31
Bite: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Rage, inspired.

DM Bloodgargler |

The woman brings up her sword to deflect the force of Green's hammer aside, but is unable to affect the momentum of his swing in the slightest. The imbued sword flies from her grip as her wrist is instantly shattered, and you hear the crack of several ribs as the hammer strikes her torso with the power of a titan's punch.
She spits out a mouthful of blood, and drops to her knees. She looks to the window of the second floor, and struggles to speak... "cowardly betrayal... may my death be a curse upon your heads..." She then falls.
*** *** ***
Inside the second floor room, the tossed berry explodes into tangling vines which envelope all three of the unbound magpies visible to Ta'de-win. Though the two in the adjacent room appear likely to break free - and reach for their swords, the woman by the window is hopelessly entangled.
The entangled woman speaks to the two others... seemingly in response to their hands going for their weapons. "No. Miro is dead. It is over. We should listen to these people. I sense no artifice."
In response, one snorts... the other "You are not in command here!"
A swirling mass of air appears at the window... Furiel's conjured elemental hangs waiting to charge toward any aggressor to its selected ward.

Furiel |

Round 3 Furiel
AWESOME Green! Time to take advantage of that shock and awe.
Furiel runs forward in a full run (80') and shouts to the heavens as he advances toward the house.
"I command the winds and the earth. Surrender and be spared my wrath!!!!"
Although small, the gnome is definitely upset.
The two elementals of air rush after the druidess, flying through the window to her aid.
The creature of earth dramatically displaces earth as he advances to pound the front door of the house.
Earth elemental does a Bugs Bunny tunneling straight toward the house. Air Elementals 2x move for 200' through the window.

Ta'de-win of the Gale |

Round 4
HP 32/32
AC 21 T12 FF19 CMD17
F/R/W 5/3/8
Storm Burst 7/7
Staff of Journeys 10/10
Pearl of Power I 1/1
Wild Shape 1/1
Eagle Cape 0/1
Verdant Vine Bracelet 0/1
Spells
0th - Create Water, Light, Purify Food and Drink, Mending
1st - Burning Disarm [ ], Frostbite [ ], Cure Light Wounds [ ] [ ], Obscuring Mist
2nd - Bull's Strength [ ], Flaming Sphere [ ], Fog Cloud [ ], Lesser Restoration [ ]
Effects
These people have bared their fangs and trapped her companion. But despite having the right to battle, she attempts to follow a more peaceful path. "This does not have to end in violence, we've merely come for our friends. This can be settled with words." Nevertheless, she stands ready to defend herself and the others if needed.
5' step left 1 square, standard to ready an action to cast obscuring mist if they should draw weapons.

Furiel |

One creature of air moves to the forward window and smashes it (K12).
The newest creation will rush forward through the window and just engulf the most threatening one in a whirlwind (DC14 Reflex) but not slam her. See Whirlwind spoiler with last post--new one has just a round 1 duration one, but impressing now is what is important.
Furiel Bluff: 1d20 + 14 ⇒ (5) + 14 = 19
The first one was much more impressive!

Bregor Rowain |

"NO MERCY FOR THE TAKER OF HOSTAGES! SURRENDER NOW; THIS IS YOUR ONE AND ONLY CHANCE!"
The Green Man gives voice to a primal, animalistic roar of rage and victory as he then directs his glance towards the door and begins to approach it like an unstoppable avalanche, promising death to all that are foolish enough to stand in his way.
"THIS BATTLEFIELD IS MINE, THOSE WHO OPOSE ME WILL FALL!"

DM Bloodgargler |

The magpie nearest Errol yells out "Unchain the hatch! Vit chur chur!" while drawing her sword.
The other magpie in the room also draws hers as Ta'de-win begins to fill the room with mist.
She seemed to be yelling a command to the east... an area you cannot see.
The window shatters as Furiel's airy minion twirls and slaps the tangle of vines filling the sill against the glass.
The second elemental of air follows into the room. It reaches its target just before the mist thickens around it.
1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 3 ⇒ (18) + 3 = 21
Those outside hear the ruckus and the command given upstairs, but there is no immediate response to it or Green's bellowing at the door.
The double doors are nailed shut with boards on the outside.

DM Bloodgargler |

Round 4
Furiel - double-move/ air elementals move and attack
Ta'de-win - readied action
Norton - moved to door
Green - moved to door
Enemies - those visible drew weapons
Ta'de-win - took readied action
Round 5
Furiel/air elementals (out of view one has a magpie "held", one is adjacent to the other magpie)
Norton
Green
Ta'de-win/Enemies

Bregor Rowain |

Seeing the door in front of him and having neither the patience or the clear head needed to come up with a more sensible plan, the Green Man Tries to get a handhold on the wall and climb up to the right side window.
Climbing: 1d20 + 9 ⇒ (13) + 9 = 22

Furiel |

Furiel begins to create a third elemental of air. The creature of earth charges straight towards the door to break it.
str check: 1d20 + 5 ⇒ (19) + 5 = 24
The air elementals flank one of the magpies.
air1/damage/air2/damage: 1d20 + 8 ⇒ (17) + 8 = 251d4 + 3 ⇒ (1) + 3 = 41d20 + 8 ⇒ (16) + 8 = 241d4 + 3 ⇒ (2) + 3 = 5

Ta'de-win of the Gale |

Round 5
HP 32/32
AC 21 T12 FF19 CMD17
F/R/W 5/3/8
Storm Burst 7/7
Staff of Journeys 8/10
Pearl of Power I 1/1
Wild Shape 1/1
Eagle Cape 0/1
Verdant Vine Bracelet 0/1
Spells
0th - Create Water, Light, Purify Food and Drink, Mending
1st - Burning Disarm [ ], Frostbite [ ], Cure Light Wounds [ ] [ ], Obscuring Mist
2nd - Bull's Strength [ ], Flaming Sphere [ ], Fog Cloud [ ], Lesser Restoration [ ]
Effects
Ta'de-win slips around to Errol to undo his bonds.
I can't find anything on what kind of action is required to untie someone. Since I'm looking for moving quickly here, the two options I see. If I can untie or cut the bonds as a standard, I'll do that. If not, I'll draw the Staff of Journey's as I move and use Freedom of Movement on Errorl.
Fast Stealth: 1d20 + 3 - 5 ⇒ (4) + 3 - 5 = 2

DM Bloodgargler |

The boards creak under Green's weight as he scrambles up to the second floor. The earth elemental bashes the doors inward enough to pop a good majority of the nails securing it free.
Upstairs, Ta'de-win makes her way to where she saw Errol bound. When she reaches him, he stands and turns his bonds toward her, and simply says... "You are incredible." (make CMB roll please DC 10 to aid his escape artist for a one round freeing)
Norton is first through the door... the first floor is a mess. The walls have been demolished apart from a few (hopefully) weight-bearing sections. The entire first floor - as a result, iss mostly visible. Near the far wall is the hanging remains of stairs to the second floor... dangling six feet above the ground floor. Below that, is a hatch-like door going down. The hatch is shut, and a chain leads from it leading upstairs. There is no one immediately visible.
(percep check for any going in front door)
Green starts to heave himself up the sill, just in time to see a couple of similarly dressed figures climb up a "pull-down" sliding attic ladder. There is no one else immediately visible to him... just sleeping palettes and stacks of folded clothing next to each.

Ta'de-win of the Gale |

Ta smiles at him through the smoke, staying intent on the bonds, hoping the ploy buys enough time.
CMB Aid: 1d20 + 5 ⇒ (20) + 5 = 25

DM Bloodgargler |

Errol slips free "Ser Ambrosi and the General seem to have split their numbers... the locals were already ripe for mutiny. I will introduce you to Rojeune once you can see each other... Come..."
He feels his way along the wall. With the other hand, he leads the bound woman free of the fog as the grunts and growls of battle within the fog continue.
Rojeune warns in a whisper, "There are two more who'd rather die than go against the Lilies.. one is with the children... "
Errol clarifies "Building on the west side. The other could be anywhere. May have fled."
1d8 + 1 ⇒ (5) + 1 = 6
1d100 ⇒ 68
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 4 ⇒ (15) + 4 = 19
The moment you notice, a voice comes from the dome of magical darkness.
"Ser Ambrosi... I had expected to cross swords again one day with Ser Valertis. I had been looking forward to seeing the frustrated face of failing to land a single blow upon me again. You may be too level-headed to be any fun. Pity..."
I will try to post a map update tonight.

DM Bloodgargler |

Green reaches the ladder and grabs hold of the last of those fleeing. She stumbles the moment his meaty paw wraps around her ankle, and slides face to face. On her face he sees the look of pure horror... a young girl - barely a teenager... He sees the instant melting away of the invulnerable stoicism of naive youth into trembling tears.
Downstairs... the voice in the darkness continues. "Miro's death puts me in charge here. I myself am a little more willing to hear you out M'Lord. Your charm equals Sal'dor's... but do you have the power behind you? An alliance with me must be won. I will not accept a truce. A truce brings us nothing. If the Magpies go against the wishes of our patrons, we will have the remaining Festering Lillies to tend with... If you accept our services, I would expect assistance in that regard. In return, we can offer you knowledge about the doings of those forces which surround your fledging nation."

Bregor Rowain |

The Green Man leans in so the girl can get a good look at every feature of his face, to really appreciate the mask of rage covering it, his red eyes boring into hers.
Then he slowly and deliberately speaks, his voice like that of a heavy coffin lid snapping shut.
"Stay.Here.Or.Else..."
Satisfied that he has made his point he then rushes up the ladder in hot pursuit.

Norton Ambrosi |

Norton finds himself not sure of the allegiance he is been proposed, but it has a sound that evokes some curiosity.
"I'm glad to hear we can at least try to settle this down."
He sheathes his blade as sign of good faith. "Can I at least see who am I speaking to?"

DM Bloodgargler |

The darkness dissipates, and a similarly dressed woman stands by the chain of the hatch. She wears a dark cowl in addition to the feathered cape and light leather armor. She sheathes a dueling sword.
You hear the floorboards creak between the woman and yourselves.
"My name is Mince. I was in Restov when you began your journey. You have done quite a bit in a short time. The Festering Lilies see your fledgling nation as future force for the dead army they see in their visions. They are slaves to their visions... or rather their interpretations of them. Though I don't know with whom they commune, they follow their shared patron. They are certain this mysterious entity will save these lands, and assumedly bring them great power. For lack of a better option I have accepted what little I have been told. Are your ambitions a better option? And can you protect the ruins under this estate from the dead army?"
*** *** *** *** ***
Ta'de-win reaches the broken stairs down with Errol and Rojeune, leaving the two magpies beaten unconscious in the previous room. The woman who was by the window still is. She bows her head submissively as you leave her. "I will follow whatever Mince decides."
*** *** *** *** ***
Green reaches the top of the attic stair, and faces another young girl... late teens and stern faced. "Now!"
Green is walloped from behind by stiff bedding. Two pairs of slim booted feet of those trying to bull rush him can be seen pushing against his unmoving bulk. On either side two more girls step forward with daggers.
Stern Face is 10 feet straight ahead. Dagger Girls are 10 feet away on either side. Bullrush girls are both adjacent.
1d20 + 5 + 2 - 4 ⇒ (14) + 5 + 2 - 4 = 17

Ta'de-win of the Gale |

"As long as you do not raise a weapon against us, you will survive this." Ta'de-win follows Errorl and Rojeune down the stairs. [smaller]"It may be difficult to rescue the children alone. You said there were two? Who is the other?"

Norton Ambrosi |

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Norton hears the creaks as well as he listens to the words of the lady. He speaks, but still ready to act if something makes its way through the wood.
"An allegiance can be settled, and is indeed more desirable than a truce. What do you know about Sal'dor and the Festering Lillies?"

Bregor Rowain |

The Green Man, even in his state of rage is capable of certain analytical thinking.
It is just focused almost entirely on combat at this point.
Three things stand out here; the first is that the girls do not look like too much of a threat.
The second is that when someone takes the role of leader in a precarious situation, they can often cause morale to plummet if they fall.
The third is, slaughtering them all would be too easy.
Unlike Rogar, The Green Man has no problems with fighting women, but children who do not seem up to the task are a little different.
The Green Man attempts to tumble forward, driving the haft of the earthbreaker into the leaders sternum, and then whip it up to hit her chin, possibly knocking her out in one go.
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Attack to subdue: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18

Norton Ambrosi |

Green, I don't know if you can while raging, but you might want to take a -4 and deal non-lethal damage. Or you risk to break those girls' necks by sneezing too hard.