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Nope, while there are a few people out and about no one is paying attention to you.

Leila Tanriel |

"Can do."
Moving up towards the door, Leila chants and makes a few quick hand gestures. Small orbs of light burst up inside the livery.
Move to J5 and cast Dancing Lights on L11&12 and K11&12
Level 1 Bless, Burning Hands, Charm Person* (spontaneous from Animal Spirit)

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While you aren't able to see much more than Jeeves could, something has seen your light. You hear a pair of low growls come from the darkness.
Roll intiative.

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Fair Fortune Livery, Round One
Dyst
Huck
?
?
Lily
Declan
Rathgur
Leila
Jeeves
Dyst, you're up first.

Zidane Dyst |

Dyst rushes forward to the door and draws a small dagger as he peeks around the door.
Perception into the lit room: 1d20 + 6 ⇒ (14) + 6 = 20

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With the dancing lights, You can see pretty much what Jeeves and Leila saw. You can definitely hear something moving in the shadows though.

Huck Le Berry |

"I swear, if we are getting all worked up over a bunch of rats..."
Moving to brace agianst the door, pistol drawn and ready to fire at the first thing he sees.
Moved myself to K6, Bessy was already drawn prior to Initiative.
Shooting at the first creature that is not a member of our group
Ranged Attack vs Touch: 1d20 + 4 ⇒ (18) + 4 = 22
Damage (B/P: 1d8 ⇒ 6

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Fair Fortune Livery, Round One
Dyst
Huck
Dog[blue]
?
Lily
Declan
Rathgur
Leila
Jeeves
Rushing out the shadows is a blur of gray and white fur—a mastiff, starving by the looks of it.
Huck's shot rings out across the streets, striking the dog. It slows, then continues its rush toward you, launching itself in a bite at Dyst
Dyst, you will have cover for this attack.
Attack Roll: 1d20 + 5 ⇒ (11) + 5 = 16
damage roll: 1d6 + 3 ⇒ (5) + 3 = 8
free trip attempt if there's a succesful hit: 1d20 + 5 ⇒ (4) + 5 = 9

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[b]Fair Fortune Livery, Round One[b]
Dyst
Huck
Dog[blue]
Dog[black]
Lily
Declan
Rathgur
Leila
Jeeves
Another dog rushes from the shadows.
Lily, you are up.

Lily Rivers |

Really, stupid dogs
Lily 5ft steps to J3, then Casts Barbed Chain at Blue
Barbed Chain: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 ⇒ 1
If a hit the its a Will Save DC 15 for shaken
1st Level Spells - 1/4

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It took a moment for it to register what was going on. He saw teeth gnashing at his companions. With a few arcane syllables and gestures he conjured a ball of swirling acid, stepped up, took aim as best he could, and lobbed it over Dyst's shoulder.
Declan moves 5' forward to M3, casts acid orb at blue dog.
ranged touch (accounting for cover and lack of precise shot): 1d20 - 6 ⇒ (1) - 6 = -5
acid damage: 1d3 ⇒ 1

Jeeves Tanessen |

Jeeves walks to L7 (pushing the door open) and slams blue dog
attack: 1d20 + 5 ⇒ (17) + 5 = 22
slam damage: 1d8 + 3 ⇒ (1) + 3 = 4

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Really, stupid dogs
Lily 5ft steps to J3, then Casts Barbed Chain at Blue
[dice=Barbed Chain]1d20+5
[dice=Damage]1d6
If a hit the its a Will Save DC 15 for shaken1st Level Spells - 1/4
Miss.

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It took a moment for it to register what was going on. He saw teeth gnashing at his companions. With a few arcane syllables and gestures he conjured a ball of swirling acid, stepped up, took aim as best he could, and lobbed it over Dyst's shoulder.
Declan moves 5' forward to M3, casts acid orb at blue dog.
[dice=ranged touch (accounting for cover and lack of precise shot)]1d20-6
[dice=acid damage]1d3
Ooh, that's a bad miss.

Rathgur Hansul |

Seeing his new friends in danger Rathgur feels the familiar tingling of the rage within. Keeping it on a tight rein for the time being, he unslings his axe as he charges ahead. putting his shoulder to the partly open door, he pushes
Strength: 1d20 + 5 ⇒ (5) + 5 = 10

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Seeing his new friends in danger Rathgur feels the familiar tingling of the rage within. Keeping it on a tight rein for the time being, he unslings his axe as he charges ahead. putting his shoulder to the partly open door, he pushes
[dice= Strength]1d20+5
I'm giving you a circumstance bonus for using the door as leverage
With a yelp, the dog flies back as door springs free of the muck and grime of years that had jammed it closed.
The doors can be safely ignored for the remainder of the combat.

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Lashing out as you shove the door, the other dog attempts to bite you.
attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Trip: 1d20 + 3 ⇒ (10) + 3 = 13
Looks like thats a miss. Jeeves, did you want to change your action?

Leila Tanriel |

Seeing the angry dogs charge and her allies spring into action, Leila, flies through the door and scans the rest of the dilapidated building
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Poor doggos, probably just hungry, but today isn’t a good day for little strays
Move action fly up 5ft to L6 (right over Dyst)
Move action continue flying into the room to L9 ascending another 5ft (10ft off the ground when I end my movement). This may provoke AoOs.

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Seeing the angry dogs charge and her allies spring into action, Leila, flies through the door and scans the rest of the dilapidated building
[dice=Perception]1d20+8
Poor doggos, probably just hungry, but today isn’t a good day for little strays
Move action fly up 5ft to L6 (right over Dyst)
Move action continue flying into the room to L9 ascending another 5ft (10ft off the ground when I end my movement). This may provoke AoOs.
You are good, no attacks of opportunity coming.

Jeeves Tanessen |

"Yes, yes, no need to shout," Jeeves said aloud in response to his masters panicked instructions. He made his way through the door swinging on its hinges after the savage one came barrelling through, and seized the opportunity to slip behind the dog snarling at the others. "No! Bad dog!" he said forcefully as he smacked the dog's rear end, "Bad!"
Jeeves walks to K8 for flanking now that blue has taken his AoO and slams blue dog.
attack with flanking bonus: 1d20 + 7 ⇒ (20) + 7 = 27
crit confirm: 1d20 + 7 ⇒ (14) + 7 = 21
slam crit: 2d8 + 6 ⇒ (2, 3) + 6 = 11

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"Yes, yes, no need to shout," Jeeves said aloud in response to his masters panicked instructions. He made his way through the door swinging on its hinges after the savage one came barrelling through, and seized the opportunity to slip behind the dog snarling at the others. "No! Bad dog!" he said forcefully as he smacked the dog's rear end, "Bad!"
Jeeves walks to K8 for flanking now that blue has taken his AoO and slams blue dog.
[dice=attack with flanking bonus]1d20+7
[dice=crit confirm]1d20+7
[dice=slam crit]2d8+6
With a yelp and a splatter of blood, the dog drops.

Huck Le Berry |

Filthy varmit, best to be put out of yer misery.
Poping 1 Grit point to Activate Focus Aim: +Cha Mod to Dmg till end of turn
Taking my move action to reload Bessy (Rapid Reload), and firing at the last standing Dog (Black)
Range Attack vs Touch: 1d20 + 4 ⇒ (20) + 4 = 24
Damage (B/P): 1d8 + 5 ⇒ (7) + 5 = 12

Huck Le Berry |

Crit Confirm vs Touch: 1d20 + 4 ⇒ (8) + 4 = 12
Crit Damage: 1d8 + 5 ⇒ (4) + 5 = 9
If crit confirmed or if I dropped pup below 0HP, I regain my Grit point

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[dice=Crit Confirm vs Touch]1d20 +4
[dice=Crit Damage]1d8 + 5If crit confirmed or if I dropped pup below 0HP, I regain my Grit point
Crit confirmed, and with pistols being a x4 weapon it is very, very dead.
Silence drops over the Fair Fortune Livery.

Zidane Dyst |

Dyst attempts to Stealth as well, keeping some distance away from Lily and Huck in case he needs to help provide some flanking.
Stealth: 1d20 + 12 ⇒ (6) + 12 = 18

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With the exception of a pair of rooms in the northeast corner, nothing much looks different from your earlier description of the room nw that you have the benefit of light. An iron gate blocks access to a hallway to the south. It appears to be locked.

Huck Le Berry |

That's my girl! Praising Bessy while reloading her.
"Well, that was fun. If this here rat hole is supposed to be some secret whatever, we should probably give it a good look over."
Keeping Bessy drawn and ready, slowly moving towards the rooms in the NE corner.
Perception roll while moving through the room Perception: 1d20 ⇒ 2

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The rooms appear much the same, and each contains a desk,chairs, and some battered and water damaged cupboards.

Zidane Dyst |

Dyst moves up to the locked iron gate and examines the lock.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
He glances back at the party and softly says, "Anyone see any keys that'd fit this?" as he pulls out his thieves' tools, pausing before attempting to unlock it.

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Fron your vantage, you see a hallway. A sluice runs most of the length of the room, ending in a drain clotted and caked in mud.
On the east wall of the hall you see what was likely a secret door once, designed to blend in to the wooden wall. It hangs on its hinges, partially open.

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Declan decides that Jeeves is perhaps not the most useful companion for the moment, You are relieved for now.
He snaps his fingers and Jeeves vanishes into a puff of smoke, leaving behind only the faint odor of brimstone. He then follows behind his companions, careful to keep to a safe distance, while peering into the darkness.
I think that leaving myself open to summon eagles is the best plan here. I can summon them directly into flank and clear up charge lanes for our other melee combatants. Moved my pawn, and set Jeeves' pawn off the map.
perception (60ft DV): 1d20 + 1 ⇒ (19) + 1 = 20

Zidane Dyst |

"Maybe there's a key or something in this room?" as he points to wards H30 to the east. "Perhaps I should wait to pop this lock until we check that room out" he thinks to himself

Lily Rivers |

Let me check around over here for some keys
Lily move to O25 to take a look in the door and around the room
Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Hey someone checkout this other room over here

Zidane Dyst |

"This door isn't going anywhere." He moves over to the east door and peers inside, daggers still at the ready.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

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[b]"Of course, my dear," Declan replied to Lily, careful to sound brave, as he timidly moves to peek in the room to the Northeast.
moved to M27
perception (60ft DV): 1d20 + 1 ⇒ (13) + 1 = 14
stealth: 1d20 + 2 ⇒ (1) + 2 = 3

Leila Tanriel |

Landing, a bit unsteadily, Leila starts looking about the place, moving the Dancing Lights further into the room as she goes.
”So, Rexus said this is some sort of secret base or whatever? Honestly, looks a bit shabby. And no ghost lovers popped out, only puppers. But hey, maybe we can tell people it’s massively haunted and they’ll be too scared to come here. Ya know?”
Perception to search the room: 1d20 + 8 ⇒ (16) + 8 = 24
Moving to to L18 and landing
Free action to move Dancing Lights to 24/25 block

Huck Le Berry |

"Right, you all check the doors and see what you can find, I'll just sit here and wait for the next varmit surprise."
Taking a swig from his flask while moving into a position that can easily support both doorways out of this room.

Zidane Dyst |

Dyst replaces one of his daggers with the mirror in his bandolier. Using the light from the dancing lights, he reflects a bit of the light into the room to the east of him and scans inside it.

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"Didn't Lord Victocora," he paused for emphasis, " or rather his mother's letter, mention that the hideout was located under this building? We should be looking for stairs, and behind that door that was, at least at one time, hidden, seems the most logical place to start."