
Sefanit Batinayad |

Sefanit jogs up behind Emilia and watches the two men, readying herself to hex the first of them that dares to approach.
Misfortune Hex (DC 16) held until a sentry approaches to within 30' of Sefanit.

Emilia von Happledonk |

Emilia grimaced at that, grinding her teeth as they talked. She slipped out from behind the wall and looked at them as Sefanit jogged up behind her. "Ya know, I was thinkin about givin you two a chance to get out of here. But since you're such lovely mates, I think I'm gonna enjoy this." With that, she makes a move to draw her short sword with a cruel grin. Aren't I just lucky...
So... time for combat, here we come!

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
----------------------------------------------
With no intentions on the part of the adventurers to simply walking away, a fight breaks out…
Sefanit's Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Herdouck's Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Hasina's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Thugs’ Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Sefanit reacts swiftly, and the witch readies a hex on any guardsman that comes close even as the guards fire their crossbows at Hasina who is struck by both (Damage = 22) before she can react to the threat even as another thug that had been concealed between two kilns several yards away from the other two fires on Francis, though the cleric’s armor protects him from harm. Dropping the small weapons, they close in swiftly, and Sefanit casts her hex, trying to befuddle the mind of the nearest.
Hand Crossbow Attack: 1d20 + 5 ⇒ (19) + 5 = 24 vs Hasina’s FF AC = Hit!
Hand Crossbow Damage: 1d4 + 2d6 ⇒ (4) + (6, 3) = 13
Hand Crossbow Attack: 1d20 + 5 ⇒ (11) + 5 = 16 vs Hasina’s FF AC = Hit!
Hand Crossbow Damage: 1d4 + 2d6 ⇒ (2) + (1, 6) = 9
Hand Crossbow Attack: 1d20 + 5 ⇒ (5) + 5 = 10 vs Francis’ FF AC = Miss!
Blue Thug’s Will Save: 1d20 + 2 ⇒ (4) + 2 = 6 vs DC 16 = Failure!
Player Map - Slide #1
I’ll just pause the action here and give everyone a chance to post their combat actions. Francis, you will take an AoO if you use that wand in your current square, so feel free to move and/or take another action if you’d like. Everyone can post their actions for Round 1 (though Sefanit’s next action is top of Round 2

Emilia von Happledonk |

Emilia whips her head around as she watches the bolts fly past, gritting her teeth as she sees them find their home in the gaps of Hasina's armor. She stands her ground and goes for a thrust, throwing a taunt out at the thugs with a cheeky grin. "Come on, pick on someone your own size!"
Shortsword Thrust: 1d20 + 8 ⇒ (16) + 8 = 241d4 + 4 ⇒ (3) + 4 = 7

Sefanit Batinayad |

Sefanit steps back a pace and lets forth with the same unnerving titter that had kept the undead judge so unfortunate earlier in the evening. She catches the eye of the next guard down the line of them and calls out that fortune has abandoned him.
5' step backward, move action to cackle extending misfortune hex on blue, standard to place misfortune hex on red.

Francis Thrannel |

Surprised ? I guess the dice still hate me Francis draws his dagger and slashes at the thug that rushed up to him.
Attack if I can. Green?: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d4 + 2 ⇒ (1) + 2 = 3
To confirm the crit?: 1d20 + 6 ⇒ (11) + 6 = 17
crit damage: 1d4 + 2 ⇒ (2) + 2 = 4

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move 2 to the right/3 down (using angles = 20 ft movement, should put me based with blue/red, in betwixt our friends. attack red.
Dwarven Double Waraxe (M) \ +7 melee attack \ 1d10 +3 damage \ [x3] critical \ slashing damage
attack: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d10 + 3 ⇒ (1) + 3 = 4

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
----------------------------------------------
Hasina moves forward and swings at one of the thugs that so foolishly closed on the group, striking him solidly across the chest (Damage vs Red = 13). Herdouck frowns as Hasina moves into the spot he’d been moving toward and reverses direction, slipping around the other side of the kiln and striking at the one attacking Francis, connecting with his axe (Damage vs Green = 4) and wounding the street tough. Emilia and Francis both also strike true against their respective foes (Damage vs Blue = 7; Damage vs Green = 7). Hasina cackles wildly, trying to bring misfortune on another of the thugs.
Flail Attack: 1d20 + 8 ⇒ (18) + 8 = 26 vs Red Thug = Hit!
Flail Damage: 1d10 + 6 ⇒ (7) + 6 = 13
Red Thug’s Will Save: 1d20 + 2 ⇒ (3) + 2 = 5 vs DC 16 =Failure!
The thugs strike back at the adventurers, one of them sidling slowly around Emilia as though to get into position to flank. And though Emilia and Hasina avoid their blows, Francis is struck a glancing blow by one of their punching daggers (Damage vs Francis = 4).
Blue Thug’s Punching Dagger Attack: 1d20 + 5 ⇒ (6) + 5 = 11 vs Emilia’s AC = Miss!!
Blue Thug’s Punching Dagger Attack (Misfortune): 1d20 + 5 ⇒ (1) + 5 = 6 vs Emilia’s AC =Miss!
Red Thug’s Punching Dagger Attack: 1d20 + 5 ⇒ (3) + 5 = 8 vs Hasina’s AC =Miss!
Red Thug’s Punching Dagger Attack (Misfortune): 1d20 + 5 ⇒ (15) + 5 = 20 vs Hasina’s AC =Hit Negated!
Green Thug’s Punching Dagger Attack: 1d20 + 5 ⇒ (19) + 5 = 24 vs Francis’ AC =Hit! Possible Crit!
Green Thug’s Punching Dagger Attack: 1d20 + 5 ⇒ (10) + 5 = 15 vs Francis’ AC =No Crit!
Punching Dagger Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Player Map - Slide #1
Party is up!

Emilia von Happledonk |

Emilia growls and slides backwards to place herself between Sefanit and the thug trying to get around her. She tsks with her tongue and waggles a finger at him. "Nice try, but you gotta keep your eye on the purty girl." She stabs out at the thug, aiming a bit lower than normal.
Shortsword Thrust: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 4 ⇒ (3) + 4 = 7
Five foot stepping backwards diagonally to keep from getting flanked AND support the caster!

Hasina Haqikah |

Hasina continues the attack. Using her Cleave, cleaving finish and furious focus she attacks the red in front of her then moving onto the green next to him if her attack is a success.
Flail Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Flail Attack: 1d10 + 5 ⇒ (9) + 5 = 14
Extra Damage: 1d6 ⇒ 6
if the red dies....
Flail attack: 1d20 + 6 ⇒ (3) + 6 = 9
Flail Attack: 1d10 + 5 ⇒ (7) + 5 = 12
Extra Damage: 1d6 ⇒ 3

Francis Thrannel |

I love that Misfortune hex!
Francis continues slashing at the enemy as long as there are any within reach.
Dagger attack, Green?: 1d20 + 6 ⇒ (10) + 6 = 16
damage if I hit: 1d4 + 2 ⇒ (2) + 2 = 4

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
----------------------------------------------
Unfortunately for Hasina, the rogues are a bit too nimble for her to strike with the heavy flail she wields. Herdouck moves to flank one of the thugs, swinging his waraxe in a wide arc, but he misses by several inches as his foe easily avoids the heavy blow. Emilia gets in a solid thrust with her blade (Damage vs Blue = 7) and even Francis is able connect with his dagger (Damage vs Green = 4) Hasina completes the trifecta and continues to cackle, now bringing misfortune to all three of their foes.
Herdouck’s Attack: 1d20 + 7 ⇒ (1) + 7 = 8 vs Red Thug = Miss!
Green Thug’s Will Save: 1d20 + 2 ⇒ (11) + 2 = 13 vs DC 16 =Failure!
Perhaps realizing that Sefanit is to blame for their newfound ineptness, one of them darts past Emilia and stabs at the witch, while the others shift as well, one striking at Emilia and the other at Hasina – but still they have no luck despite their tactics!
Blue Thug’s Punching Dagger Attack: 1d20 + 5 ⇒ (1) + 5 = 6 vs Sefanit’s AC = Miss!!
Blue Thug’s Punching Dagger Attack (Misfortune): 1d20 + 5 ⇒ (10) + 5 = 15 vs Sefanit’s AC = Hit Negated!
Red Thug’s Punching Dagger Attack: 1d20 + 5 ⇒ (1) + 5 = 6 vs Emilia’s AC =Miss!
Red Thug’s Punching Dagger Attack (Misfortune): 1d20 + 5 ⇒ (10) + 5 = 15 vs Emilia’s AC =Miss!
Green Thug’s Punching Dagger Attack: 1d20 + 5 ⇒ (17) + 5 = 22 vs Hasina’s AC = Hit Negated!
Red Thug’s Punching Dagger Attack (Misfortune): 1d20 + 5 ⇒ (3) + 5 = 8 vs Emilia’s AC =Miss!
Player Map - Slide #1
Party is up! And man, I really HATE that misfortune hex! It’s no fair to my bad guys! Gonna have to create a few NPC witches for you all to run across…

Emilia von Happledonk |

Emilia growled, thoroughly annoyed at the fact these thugs were't complete morons. Keeping her buckler pointed towards the thug who had attacked her, she struck out at the one who had gone after Sefanit, shouting. "I suggest getting back love, I can't really protect you if you're in stabbing range!"
Thrust: 1d20 + 8 ⇒ (13) + 8 = 211d4 + 4 ⇒ (2) + 4 = 6

Sefanit Batinayad |

Sefanit steps back away from the man who attacked her and giggles again. "Rude!" she exclaims at the man as she pulls out the wand of Magic Missile Francis had given her.
5' Step, Move Action to Cackle, Standard Action to draw wand.

Francis Thrannel |

Francis steps forward, slashing again at the rogue.
Slash with dagger: 1d20 + 6 ⇒ (6) + 6 = 12
damage if I hit: 1d4 + 2 ⇒ (3) + 2 = 5

Hasina Haqikah |

Hasina is going to attack again
attack: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d10 + 6 ⇒ (10) + 6 = 16
Hasina has cleave and cleaving finish and power attack and furious focus. If she hits and kills the first one, then her second attack is
attack: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d10 + 6 ⇒ (9) + 6 = 15

Hasina Haqikah |

OOC Thanks Lemming

AGM Lemming |

The first attack should be at +9 to hit, BAB+4, STR+3, Weapon Focus+1, MW Weapon+1. The second attack would be at +8 to hit. Furious Focus only applies to the power attack negative of the first attack. Sorry I missed this yesterday. Note: Since your BAB has reached +4 you could make the attack -2 and the damage +6 with the first attack at no minus.
The damage should be 1d10 +7, Regular STR+3, Two handed +1, Power Attack two handed +3.
The scary negative is that your AC will be 14 for the round. No shield and Cleave. But if any of your targets drop you get an additional attack at full BAB for Cleaving Finish. And that second attack was a crit. Roll to confirm?

Hasina Haqikah |

crit confirmation: 1d20 + 8 ⇒ (9) + 8 = 17

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
----------------------------------------------
With a single swing of the heavy flail, Hasina takes down BOTH of the thugs in front of her! As Emelia continues to taunt her foe, scoring another minor wound as Herdouck and the others close in on the lone man he cries out and drops his dagger and raises both hands. “Enough! I surrender! Spare my life, please! I’ll tell you anything you want to know!”
Player Map - Slide #1
Let me know if you finish him or accept his surrender. Feel free to ask questions as well. No Intimidate rolls needed (he is plenty intimidated already), but you can roll Sense Motive if you’d like to determine whether he is telling the truth.

Francis Thrannel |

Francis moves over by Hasina and takes out his curing wand. He signals Sefanit to continue cackling if she can. Her hex had really turned the tide of the battle, and the cackling was rather unnerving..... Seeing how badly Hasina was hurt by the cowards' initial attack he uses several charges from the wand.
CLW from wand: 1d8 + 1 ⇒ (8) + 1 = 91d8 + 1 ⇒ (7) + 1 = 81d8 + 1 ⇒ (3) + 1 = 4 Wow! I guessed 3 charges and it looks like I got lucky!
"If you give us useful information we may just let you run away as fast as you can run. If not, well, we may take you to the temple to face charges for kidnapping and possibly killing a Priest of Pharasma. What can you tell us of the facility here, traps and such? And what do you know of a Pharasmin priest named Ptemenib?"

Emilia von Happledonk |

Emilia breathed deeply through her nose, trying to regain some of her composure as the fighting stops. Keeping her blade in hand and throwing a glare out at the last thug, she goes over to look at Hasina with a wince. "You alright? Those bolts definitely found their mark."

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
----------------------------------------------
After healing Hasina with his wand, Francis questions the prisoner as Herdouck and the others relieve him and the dead of their weapons and other gear, finding a good number of interesting items.
The thug seems defeated and lowers his head under the stern gaze of the Pharasmite. "I should have left with the others. Damn Ekram and his followers anyway, he has led the Chains of Silver to their ruin. And now the dead wander the streets of Wati." The smuggler confirms some of what Sefanit told of the group, that they deal in finding and selling artifacts and other valuables found in long-forgotten tombs and until recently have been very successful in their venture. But several weeks ago their previous leader was forced out through threats and blackmail (or so the rumors say) by a man named Ekram Iffek and a group of devout followers that seemed intent on taking control of the Chains of Silver. In fact, it appears that many members of the original gang are not loyal to the new leadership, and more than a few left this very night as reports of the undead loose in Wati have reached their ears. News that Ekram and his followers seemed to find most welcome.
The man wraps up by confirming that he saw Ptemenib, describing the priest accurately. "He was brought through a few hours back, but I don't know why Ekrim wanted him. Kidnapping the clergy of Pharasma isn't what I signed up for. You run across any others of the original gang, you tell 'em that Djat headed out, and let 'em know you're here to take care of Ekram. Can't promise that they'll let you pass, but it's likely they won't put up much of a fight if you let 'em clear off. And if you swear to your goddess to let me go, I'll tell you of the only trap I know about."
Player Map - Slide #1
Let me know if you’re letting Djat free and I’ll figure you’re heading in. I’ve got a list of the treasure you’ve found noted below.
Treasure Found:
3 Silver Chain Bracelets (50gp value each)
3 Potions of Cure Light Wounds
3 Alchemist’s Fire
3 Flasks of Holy Water
3 Magical Leather Armor +1
3 Hand Crossbows w/ 24 bolts
3 Punching Daggers
3 Saps
3 Backpacks that each hold:
Antitoxin
Climber’s Kit
Crowbar
Masterwork Thieves’ Tools
2 Sunrods
5gp

Emilia von Happledonk |

Trying to appear as casual as possible, Emilia slipped her shortsword into its sheath. Bending to grab one of the hand crossbows, she picked it up and loaded a bolt into it, inspecting it slightly before nodding to herself. She held it loosely as she watched Francis, waiting for his answer.

Hasina Haqikah |

"Thank you Emilia, I am fine thanks to Francis and the wands. It's not the first time I have been injured..Thanks Francis."
Hasina will be on the side of letting him go after we get all of the information. She cleans her flail and sips some water and gets ready to continue onward.
"Oh, and we haven't had a chance to meet yet. I am Hasina and I love to fight. It was a good day indeed when our groups met."

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Herdouck is fine with letting the lad go, and reminds him to stay on the correct path in the future.
He listens to the trap info, just to be able to give oversight if needed.
he checks over the loot but nothing grabs his immediate attention, perhaps when they have more time to think about such things
he ponders the information they have gathered and why they would want the priest as prisoner.
he is ready to go

Sefanit Batinayad |

Sefanit discreetly avoids extending the hex on the captured man. It seems harsh to her to do so. She pretends to have not noticed Francis's request.
While the captured man is questioned Sefanit finds a place to sit so Kushi can come out and rest on her knee. As she waits for business to wrap up, she thinks about what a crazy night it's been so far.

Francis Thrannel |

Francis glances around at the group, but with the general feeling being to accept the man at his word he swears to release him with the supplied information about the trap.
Don't want to delay things (take him to the guard or temple) and certainly don't want to haul him along!

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
----------------------------------------------
The thug nods and speaks on, describing the general layout of the place as well as the trap. "Bottom of the steps, there’s a pit trap. Only opens up when there’s enough weight on the lid to trigger the counterweight." He glances nervously at Emelia, who has been eyeing him most unnervingly. ”Doubt she weighs much more than a wet blanket, so it probably wouldn’t trigger for her. The rest of you though, put all of your weight on the lid…” He makes a gesture with his hands and shrills a brief whistle. ”Thirty foot drop. Probably enough to break your necks. There’s a safety catch though, at the bottom of the steps you just have to find a little wood panel built into the last one, right up against the wall. Slide the panel out and just inside you'll find a little lever with a handle. Twist it clockwise til you hear a soft clunk from under the stairs. That’s the counterweight being released. You reset it on the far side by pressing in a brick that’s a bit different color from the others.”
He also gives the heroes a decent idea of the layout, then asks again in a wheedling voice if you’re keeping your word and letting him go. Whatever the fate of the man, the adventurers eventually make their way through the door and down the rickety stairs that lie beyond. The stink of mildew and stale incense fills the air in the long chamber at the bottom of the steps. Sputtering lanterns provide just enough light to reveal peeling paint on the walls and a floor covered in sand. The thug’s warning proves true, as brushing the sand aside reveals the lid of a trap door that Emelia spots easily. The trigger is also found and after the thunk is heard, a quick and cautious check proves that the pit is disabled – at least for the moment.
Doors in the east wall you know lead to the dormitory, sump wells and Ekram’s private quarters. The western doors supposedly lead to a vast storage area that house most of the stolen grave goods recovered (though the really valuable stuff is apparently kept in Ekram’s room) as well as a boarded up laboratory of some kind (the old leader of the Silver Chain dabbled in alchemy, but Ekram didn’t like the fact that one of his men died snooping around in there and running afoul of dangerous chemicals or something) and a loading dock that sits along an underground canal that supposedly runs for about a mile or so before emptying into the River Sphinx near Bargetown.
Player Map - Slide #1
Check out Campaign Info tab to see the loot I figured you'd take with you to sell or use. If you want to dump any of it, let me know. Herdouck can carry about 60 lbs without imposing any penalties on himself, and others can probably carry a few pounds worth as well, so I'm not too concerned about doing the math at this point.
Feel free to interact further with the thug if you’d like, and ask questions about these areas, though he really doesn’t know much more than what he’s said. There are supposedly more guards at the loading docks with a trained jackal, though they aren’t particularly loyal to Ekram. The new leader of the Silver Chain always has three loyal men with him at all times. There are likely five or six men in the dormitory, either sleeping or playing cards. Unlike the guards pulling the shift at the docks, the thug isn’t particularly sure of their loyalty – he figures at least a few of them are Ekram’s men, maybe even most of them after the exodus that took place earlier this evening.

Hasina Haqikah |

"It seems to me that we need to go to Ekram's rooms. That would be the most likely place for the priest to have been taken. Either that or take out the extra men in the warehouse which may set off an alarm. What do you think?"
Hasina will probably take an Alchemist’s Fire. You never know what will be needed. Her weapons are at the ready for whichever direction we end up going.

Emilia von Happledonk |

"Emilia, I like adventure and I hate slavers and people who call me 'purty girl'." Grumbling, she just points the handcrossbow after the retreating man and fires it, not even really aiming just letting her displeasure be known. Tossing it in with the rest of the loot, she follows along and gets the trap disabled without complaint.
Standing up right with her hands on her hips and a grin on her face, she glances around the area. "Nothing says we have to fight the men in the warehouse, only keep them from causing trouble. Our best bet would be to barricade the door to that area."

Francis Thrannel |

Francis sheaths his dagger and puts the curing wand away switching to a wand of Bless and a wand of Fear. He moves up by Hasina and joins the discussion. "We cut off the head of the snake, then the followers can be allowed to run away. The Silver Chains will reform but that is an issue for a later day. Let's go find, and finish Ekram, and rescue Ptemenib."
Let the thug (Djat?) leave. He may remember us in the future....
The CLW potions should go to those that don't have any healing ability of their own. I'll take the antitoxins unless anyone else have healing skill?

Sefanit Batinayad |

"Agreed, we should go straight to Ekram and only worry about the others if they get in the way."
Sefanit tells the thug to go, but gives him a warning. "Don't do anything foolish like trying to warn your fellows about us. I have eyes everywhere", she gestures to Kushi sitting on her shoulder. "Don't think we won't know, or be able to find you if we wish."
Intimidate: 1d20 + 5 ⇒ (10) + 5 = 15
Sefanit is getting low on spells, but she does have her hexes to use so she can keep going a bit longer.
The only gear that seems not worth taking are maybe the hand crossbows? Everything else is worth carrying to sell at least. We should keep all he consumables. They're very handy to have but expensive to buy for what you get per use. Right now Sefanit is carrying at least one of each kind we found, but she can carry more of them if need be.

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
----------------------------------------------
The party moves through the eastern doors, finding that they open into a short hallway with what appears to be an open area about thirty feet ahead, and a single door about halfway along the passage on the left.
Moving along the passage, Hasina and Herdouck in front can see what appear to be wells in the room to the south, and a water-filled basin in the chamber to the north. Soft voices can be heard to the north as well, from the sounds of it their owners are involved in a game of dragon poker.
The rooms are lit by lanterns here and there, though there are plenty of dimly lit areas as well, for the light sources are spaced fairly far apart.
Player Map - Slide #1
OK folks, I'm ready to start posting again, though RL is still a bit rocky for me. This might cause me to post more frequently than usual, or maybe less so. We'll see in the next couple months. For now, let's restart this adventure with the new year. Hope everyone had a very happy and safe holidays!
Based on the above posts, I figure you moved through the east doors and I've noted items claimed as detailed below, with the rest (except hand crossbows) currently carried by Herdouck either to use at need or eventually sell for coin. At the moment, nobody is carrying a light source, though there is enough light from the lanterns set into the walls to see by, though there are areas of dim light (20% concealment rules in effect) and bright light as indicated on the map. Currently, your party is in dim light.
-------------------------------------------
Treasure List
Claimed items not on character sheets
Alchemist’s Fire - Hasina
3 Antitoxins - Francis
Potion of Cure Light Wounds - Sefanit
Alchemist’s Fire - Sefanit
Flask of Holy Water - Sefanit
Sunrod - Sefanit
Unclaimed items to be sold, gems and coins (carried by Herdouck)
3 Silver Chain Bracelets (50gp value each)
2 Potions of Cure Light Wounds
Alchemist’s Fire
2 Flasks of Holy Water
3 Magical Leather Armor +1
3 Masterwork Thieves’ Tools
5 Sunrods
5gp

Hasina Haqikah |

Hasina listens, is it only a pair of voices that we hear or are there more, and do we hear anything else from the rest of the area. Hasina will pause here and let the stealthy ones decide which way we want to go now.

Francis Thrannel |

Francis pauses for a moment at hearing the voices, then motions for Herdouck to cover the door. He moves up by Hasina and casts a light spell on his shield, nods for Hasina to move with him and steps toward the open room.
I don't think we are quiet enough with the various armored ones among us for any real stealth, but I think we should check the open room before opening the door.

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i will carry a sunrod, a flask of holy water, an alchemists fire and a CLW if no one else is taking them, ie we should carry them all. i am not a ranged guy much, but i can pour water or drop a fire flask, and i have healing already but i will point out where it is if someone else needs it as well.
move to cover the door, if it sounds like someone is coming, rush in a surprise them.

Sefanit Batinayad |

Sefanit stays toward the back of the group, but not last, as they go through the doors and down the hall. She tries to be as quiet as she can, and uses hand motions to indicate she thinks they should avoid the voices and go straight for Ekram. She carries the wand of Magic Missile in her left hand just in case they find themselves suddenly jumped by someone or something.
1d20 + 3 ⇒ (10) + 3 = 13
Sorry for such a delayed post. I'm still catching up on things post-holidays. Sefanit will take the balance of the consumables on DM West's "to sell" list. They can still be handy for us to have in a pinch, but at the same time they're expensive to buy for what you're getting. I think it's better to keep them now and reconsider selling any that remain in a couple more levels, when they will be less useful to us. I've added them to Sefanit's gear list so just ask if you want something and she can hand them out."

Emilia von Happledonk |

Emilia moves forward to stand next to Francis, motioning for him to wait with a hand. Sliding her backpack off as quietly as she could, she dug through it for a moment before pulling out small bag and three pitons. Making the motion of opening a door, she made a motion of putting the piton down on the floor and nudging it into place, then pantomimed trying to open a stuck door. She quirked an eyebrow at Francis, tilting her head as she waited for a response.
Sorry for taking so long to post, holidays are a hectic time for me. I'm glad to be back though! If you're having trouble figuring out what Emilia is doing, she's trying to suggest jamming doors to keep people from getting out.

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
----------------------------------------------
Francis decides that stealth is likely out of the question and casts a Light spell on his shield, motioning for Hasina to step boldly forth even as Emilia jams a piton into the door next to Herdouck to perhaps keep anyone from jumping them from behind.
Hasina moves ahead of Francis, confronting those in the room beyond even as Sefanit cautions for stealth, but too late! Three swarthy men are sitting at a table on the far side of the room, apparently playing cards in the shadowy corner. It seems odd for a moment that they are sitting in semi-darkness, until the fighter and the cleric note that part of a bed can be seen near the table, so apparently that end of the room serves as a barracks. Closer at hand, light leaks out of a corridor that probably leads to a room lying just beyond the door that Emilia just tried to jam shut.
The card players glance up curiously as the party makes themselves known, but then they shout in alarm as they perhaps realize that you aren’t the guards stationed outside returning from your posts. The trio draw their weapons as their cries seem to rouse others that might have been sleeping around the corner, though it’s difficult to know exact numbers.
Sefanit's Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Emilia's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Herdouck's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Hasina's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Francis' Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Thug’s Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Player Map - Slide #1
Tried to accommodate everyone’s post, but it didn’t sound like anyone was biting on Sefanit’s suggestion to sneak past. I figured that Emilia would try to jam that door with the piton though, when she realized the others were moving into the room to confront the owners of the voices that everyone heard. Let the battle begin! Though the thugs won initiative, you all have a single standard or move action you can take in the ‘surprise round’ I’m giving you before they fully react to your presence. They are currently considered flat-footed. Remember this isn’t a full round, so you only get a standard OR a move action.
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Treasure List
Claimed items not on character sheets
Alchemist’s Fire - Hasina
3 Antitoxins – Francis
Potion of Cure Light Wounds – Herdouck
Alchemist’s Fire – Herdouck
Sunrod – Herdouck
Flask of Holy Water – Herdouck
2 Potions of Cure Light Wounds - Sefanit
Alchemist’s Fire - Sefanit
Flasks of Holy Water - Sefanit
5 Sunrods - Sefanit
Unclaimed items to be sold, gems and coins (carried by Herdouck)
3 Silver Chain Bracelets (50gp value each)
3 Magical Leather Armor +1
3 Masterwork Thieves’ Tools
5gp

Emilia von Happledonk |

Emilia grinned slightly as Hasina stepped forward, following quickly after as she spotted the thugs. Setting the bag of caltrops down, she drew her short sword. Giving her the thugs a wink, she waved her buckler in a 'come get me' motion. "Come on boys, I'm waitin for ya~"
Just gonna move up and throw out a free action 'taunt'.

Francis Thrannel |

Had to scroll back to Dec 4 to see what I have in hand.... Wands of Bless and Fear!
Seeing the enemy immediately respond by drawing weapons Francis doesn't even try to talk with them. He activates his wand to Bless the party and calls to the dwarf, "Herdouck. There's a couple rogues here that could use your gentle touch. Come and join Hasina please!"
Bless on the party. Duration 1 minute.

Hasina Haqikah |

Hasina readies herself to attack. Smiling as they move towards the group.
"Yes, come on boys. Wanna play?"

GM West |

Toilday, the 27th day of Gozran, 4714 AR
Weather is clear and very warm, with light winds coming from the north.
Fourth Hour after Sunset
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Francis blesses the party as the others make ready to attack with weapon or wand as the thugs move to attack the invaders with short swords in hand. But none of the attackers are able to strike past the defenses of the party. The door next to Herdouck opens suddenly, and the dwarven paladin sees another foe standing there, slightly startled to find one of the invaders so close, for perhaps he had been hoping to take the party by surprise from the rear.
Red Thug’s Attack: 1d20 + 5 ⇒ (3) + 5 = 8 vs Francis’ AC = Miss!
Green Thug’s Attack: 1d20 + 5 ⇒ (9) + 5 = 14 vs Hasina’s AC = Miss!
Red Thug’s Attack: 1d20 + 5 ⇒ (12) + 5 = 17 vs Emilia’s AC = Miss!
Player Map - Slide #1
Party is up! Worked out that the player behind Herdouck didn’t post his action, as he stayed put and kept one of the bad guys from coming at you from behind. :)

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Attack the purple one near me, try to look past into the room, see if there are more, and then let the party know that we have more company, and they should all surrender before we hurt them.
Dwarven Double Waraxe (M) \ +7 melee attack \ 1d10 +3 damage \ [x3] critical \ slashing damage
attack: 1d20 + 7 ⇒ (7) + 7 = 141d10 + 3 ⇒ (7) + 3 = 10

Francis Thrannel |

With the bless on the party Francis drops the wand and grabs his dagger to slash at an enemy. With multiple to choose from he slashes at the one in from of Hasina, knowing that she warrior might be able to drop both at the same time, especially if one is weakened....
Free action: Drop wand. Move action: draw weapon. Standard action: Attack Green
Dagger attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6