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Tereze moves within range of the shop and a inconspicuously as she can she will point at the door the guards are heading too.
Then she quickly says something in Varisian.
Obey Me! Go! Noise of approaching people.Let companions inside hear.
Casts Ghost sound, sound of approaching boots marching on door (DC 14 to realize this is an illusion). goal is to give them a warning someone is coming but cut off the sound before the guards draw near enough to recognize where it is coming from.

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Will: 1d20 + 2 ⇒ (17) + 2 = 19
Locke turns head quickly.
Something's up. I'd reckon this a trick, but it's better to stay safe.
"Bringing him to the family seems a fine idea. And the one we might have time for. Footsteps outside. Gwen, can you knock his lights out."
Locke walks up to the (previously mentioned) second exit
Pick lock if needed: 1d20 + 13 ⇒ (20) + 13 = 33
The front door will be re-locked.
Disable device: 1d20 + 13 ⇒ (19) + 13 = 32
To the former prisoners.
"Get out of here, hurry."

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Having ended up near Tereze after their info gathering...
"Your language is erotic." He said quietly, sliding to Terese's side.
He didn't understand what she said.

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Still inside, Fiona nods in agreement. "Seems like justice, Pildapush is an abominable man but he hasn't harmed us personally. Let those he has harmed determine his fate instead."

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Tereze smiles and quietly says back:
You only think that because it makes you thing of Gwen in a moment of passion...

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Ery offers a shrug. "If you don't want to take a compliment, that's fine. But I know the three of you apart."

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Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Nonlethal Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Knockout Rounds: 1d6 ⇒ 4
Gwen grins at her companions' suggestion and suddenly lashes out with a vicious right hook into Pildapush's temple!
Using Gwen's Knockout ability. He must make a Fort save DC 16 or immediately fall unconscious for 4 rounds as rolled above. He will get a new save each round with the same DC to wake up. I suggest that if he fails the initial roll, one of you tie him up immediately while someone else gags him. Then Gwen will carry him out!

StephNyan |

Fort: 1d20 + 1 ⇒ (6) + 1 = 7
Gwendallyn knocks Pildapush's lights out, then ties him up and gags him while Locke unlocks the back door and locks the front door.
As Gwendallyn and company slip into the small alley behind Pildapush Chattel, they're faced with a problem: there's no way off Misery Row without passing the guards on one of the many stairs. The two freed slaves stand near you, also painfully aware of this truth.

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Urbar nods to Gwen.
"Let's do that."
He begins to pull off the clothing from mr fancypants and holds out the clothing to the slave.
"Put this on, quick. And limp or something, like he hurt you."
He cringes at his last words but it might be best if it looks like they had a fight.

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I should hope so. Gwen might be a little put off if you call out Fiona’s name in ze middle of your private worship sessions.. Tereze teases Ery.
Then she looks directly in Ery’s eyes and with a smirk says:
Then as the guard approaches the door she drops the teasing and says.
I hope zey got ze message....
As she says that she watches for the rest of the group or any sign that things are going badly inside.

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Spoiler Varisian
Our Lord of Tea doesn't understand exotic Varisian speech. ^^
Locke takes a quick look out of the other exit, to see anything valuable enough to cause a distraction if damaged.
Take 10 for 18 on that.

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Ery places a hand to his chin in pondering.
"Despite the months we've been traveling together...I don't think I've actively flirted with Fiona." The realization caused him a great deal of epiphany.
"Huh." He said a loud as Tereze spoke her native tongue catching his attention once more though it was short lived. Refocusing he smirks.
"Bad-guys are dumb."

StephNyan |

As you start swapping the clothes, you hear three loud knocks on the front door. There's a silence afterward, but by the time you finish swapping the clothes you hear three more loud knocks and "Sir?"
Locke looks for valuables and doesn't find any out on Misery Row. He does, however, conclude there are a lot of guards. It seems unlikely you'll be able to distract all of them, unless you think of something truly brilliant.

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Fiona's missing on the banter that's going on elsewhere...
Fiona remains silent, signaling to the others to do the same. "If they try to enter, we can distract them with Pildapush at the center of the room or someone with his clothes there, then ambush the guards when they enter to prevent them from raising an alarm.". She then quietly moves to the wall next to the door, preparing to surprise the guards if they end up entering the room.

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"I reckon we'd all prefer to avoid fighting the city guard, lest we get incarcerated."
If a roof in sight seems particularly flammable...... or multiple adjacent roofs that could be set ablaze...
Locke attaches an alchemist fire onto an arrow, and fires it at a flammable roof. After, of course, the coast is clear.
Fire in the hole!, dmg, fire dmg: 1d8 + 1d6 + 5 ⇒ (5) + (2) + 5 = 12

StephNyan |

Fort: 1d20 + 1 ⇒ (4) + 1 = 5
Fort: 1d20 + 1 ⇒ (5) + 1 = 6
Fort: 1d20 + 1 ⇒ (18) + 1 = 19
Before any plan that involves engaging the city guards can come into fruition, Locke shoots an arrow that sets a nearby roof ablaze. Commotion ensues and you quickly move into the panicked crowd, heading for the nearest set of stairs. As you approach the stairs, Pildapush regains consciousness and starts thrashing about. One of the slaves you freed sees a burlap sack lying about and tosses it over Pildapush's face.
"He became unwell!" the slave declares to the guards as you push past them, pointing at the thrashing man whose clothes are those of a slave and whose face can't be seen. The flustered guards turn to look at you, but are soon re-focusing their attention on controlling the crowd that hasn't yet pushed past them.
You quickly get away from Misery Row, before you can draw any more attention. Once you're a couple of blocks away from Pildapush Chattel, you hide inside an alley to catch your breath.

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The first thing Urbar does when in the alley is kicking Pildapush in the stomach.
"Do that again and you will go about your life without one of your hands."
He looks to the group.
"Now what do we do?"

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Joining the others with an obnoxious slurp from a readied cup, Ery meanders in, a hand in pocket. A raised brow arches over the group as he smirks, rolling his eye.
"So...That could have been bad."

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Gwen agrees. "Yes, you likely saved our skins with that, Locke. Let us be done with this and move on to retrieve our quarry."

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"And so we move on!" Ery smirks, raising his cup before turning on heel, making his way to the port he got directions to earlier.

StephNyan |

You say goodbye to the freed slaves, who go their own ways. After, deliver Pildapush to the Lady's home, where everything proceeds a bit different than you may have expected.
Initially, Grand Ambassador Dremdhet Salhar is glad to hear his wife's kidnapper is dead and the slaver who sold her captured. However, when you tell him his wife's probably on a slaver's ship in the docks, he starts yelling at you: "What the heck are you doing here for then?! Get the flip out there, before the flipping ship sails off! I may never see her again if that happens!"
You're ushered out of the mansion and quickly head toward the docks.
Please roll Perception checks!

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Ery's eyes of Tea!: 1d20 + 3 ⇒ (1) + 3 = 4
As expected, Ery only see's the cup before him

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Perception: 1d20 ⇒ 5
Tereze is still pondering over the rush of events to notice much right now.

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Urbar glances around, not seeing much of interest.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13

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Perception: 1d20 + 10 ⇒ (6) + 10 = 16
As they continued towards the docks, Gwen spent much time thinking about the awful conditions of the slave pits and was quite distracted with her thoughts...

StephNyan |

Short Bow: 1d20 + 6 ⇒ (3) + 6 = 9
Short Bow: 1d20 + 6 ⇒ (7) + 6 = 13
As you walks the docks, heading to the No Return, all of you fail to spot the two halflings sitting atop the roof of one of the inns. They shoots arrows from their short bows, which were most likely aimed at you: one lands in front of Urbar's feet, and the other ends up stuck in the barrel next to Gwendallyn.
The sailors and merchants on the docks scream, run in circles, and otherwise act panicky, causing the area to become difficult terrain. In the midst of the chaos four more halflings approach from both directions, short swords at the ready in their hands. The crew on the No Return starts cheering the halflings on: "Aim a bit higher, come on! Bwahaha!"
Eryzule: 1d20 + 3 ⇒ (13) + 3 = 16
Fiona: 1d20 + 1 ⇒ (2) + 1 = 3
Gwendallyn: 1d20 + 2 ⇒ (10) + 2 = 12
Locke: 1d20 + 3 ⇒ (19) + 3 = 22
Tereze: 1d20 + 1 ⇒ (11) + 1 = 12
Urbar: 1d20 + 2 ⇒ (3) + 2 = 5
Blue Halfling: 1d20 + 1 ⇒ (10) + 1 = 11
Green Halfling: 1d20 + 1 ⇒ (4) + 1 = 5
Orange Halfling: 1d20 + 1 ⇒ (6) + 1 = 7
Purple Halfling: 1d20 + 1 ⇒ (4) + 1 = 5
Red Halfling: 1d20 + 1 ⇒ (18) + 1 = 19
Yellow Halfling: 1d20 + 1 ⇒ (2) + 1 = 3
Tie breaker:
Fiona: 1d20 + 1 ⇒ (19) + 1 = 20
Yellow Halfling: 1d20 + 1 ⇒ (17) + 1 = 18
Round 1:
Locke
Red Halfling
Eryzule
Gwendallyn
Tereze
Blue Halfling
Orange Halfling
Urbar
Green Halfling
Purple Halfling
Fiona
Yellow Halfling
There's a new map! :)

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"Up on the roof eh? I've got something against that too."
"Even though it's a bit unsettling."
Locke steps 5ft south, and quickly mixes a grey liquid, before gulping it down.
Pulling the small part of the mask near the chin up, Locke starts coughing, and vomits a large blanket of spiders.
Wiping spit from mouth, Locke points a finger at the halflings up on the roof, and draws the morningstar.
"Kill."
The newly born spider army climbs up the house, and onto the halflings.
Swarming: 1d6 ⇒ 1
Fort DC 11 vs distraction.
Fort DC 11 vs poison. Frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save.
Boo on swarm dmg. :P

StephNyan |

There's difficult terrain due to a fleeing crowd of bystanders. You can't 5-foot step, so i moved you back.
"The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares."
I'll assume you'll want to change the shape to that of the roof, to avoid hurting said bystanders.
Fort, Blue: 1d20 + 2 ⇒ (16) + 2 = 18
Fort, Blue: 1d20 + 2 ⇒ (18) + 2 = 20
Fort, Red: 1d20 + 2 ⇒ (3) + 2 = 5
Fort, Red: 1d20 + 2 ⇒ (17) + 2 = 19
Locke downs a gray liquid that causes a spider swarm to escape his mouth. The swarm crawls its way up to the inn and covers the entire roof. One of the halflings isn't really bothered by the spiders, but the other one suddenly looks pale and also opens his mouth to let something out. Except it's puke this time.
Too busy puking, the halfling doesn't do anything else.
Round 1:
Locke
Red Halfling -1HP (Nauseated)
Eryzule
Gwendallyn
Tereze
Blue Halfling -1HP
Orange Halfling
Urbar
Green Halfling
Purple Halfling
Fiona
Yellow Halfling

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Seriously they just attack us randomly out of the blue? There's no way they could have known we were even interested given the fact that the only two people who know we asked, one is dead and the other is trapped...
Tereze looks around and when arrows start flying offers a quick prayer of strength.
Lady of Light, who's goodness burns like ze dawn,
Bless all zose who are attacked for no reason.
Give us ze strength of arms and mind zat we shall smite zose Evil doers who attack random strangers.
Cast's Bless on everyone (Duration 5 Min) +1 to Attack and save vs fear
Then she draws her morningstar and turns to face the halflings that appeared behind her.

StephNyan |

It's ooc info, but I'll explain what happened in the background of this scenario:
The halflings were tracking the dead guy you were after, learned you took him with you after a visit to the inn he was at, got info on your looks from the same people at the inn, and tracked you down. They were already under orders from Pildapush to kill anyone who might know about his involvement in the sale of the noblewoman, no matter what.

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"Huh. A welcoming party...and they brought gifts. Ones that kill..."
Ery castes magic missile at the Halfling.
Magic Missile: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14

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Gwen glances up sharply as an arrow suddenly sprouts from the nearby barrel. She spots the ambush quickly and grins. "Little ones, run along and play with your toys. There are adults working here and I wouldn't want to hurt you." She shifts into her defensive fighting stance and takes a few steps forward through the crowd. "Actually, I lied. I really want to hurt you."
Actions: Swift - Activate Snapping Turtle Style and Clutch. Move - Move 3 squares towards Purple. Standard - Total Defense +4 Dodge bonus to AC. Effective AC of 24. Also, Gwen gets an Immediate Action grapple maneuver attempt against any missed attacks from enemies.

StephNyan |

Tereze uses her divine powers to bless everyone in the party. Eryzule lets loose three magic missiles that slam into the nearest halfling. Gwendallyn shifts into a defensive fighting stance, moves toward one of the approaching halflings, and goes total defense.
Climb: 1d20 + 6 ⇒ (1) + 6 = 7
NL Damage: 1d6 ⇒ 6
One of the halflings on top of the inn wants to climb down to escape the spider swarm, but trips and fall off the roof. He hits the scaffolding face-first, and gets back up with a lot of cussing. Another halfling carefully crosses most of the distance separating him from Urbar.
Round 1:
Locke
Red Halfling -1HP (Nauseated)
Eryzule
Gwendallyn
Tereze
Blue Halfling -1HP 6NL
Orange Halfling
Urbar
Green Halfling
Purple Halfling
Fiona
Yellow Halfling -14HP
The terrain's still difficult to traverse. Screaming, panicky people, etc.

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Urbar moves forward, drawing both his swords, and lashes out at the halfling with the orange cap. He nearly cuts a bystander in half who happens to run in between him and the halfling.
Atk: 1d20 + 10 ⇒ (1) + 10 = 11
Dmg: 1d8 + 5 ⇒ (3) + 5 = 8

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Steph, thank you for pointing that rule out to me as I was never aware of that... I'll definitely keep that in mind from now on.

StephNyan |

You're welcome, Gwen! ;)
Urbar nearly has a massive oopsy, but the dimwitted bystander that got in between him and the halfling gets away unscathed.
Short Sword, Purple: 1d20 + 6 ⇒ (5) + 6 = 11
The halflings with the green and purple caps move up to Gwendallyn. The one with the purple cap attacks Gwendallyn, but she deftly dodges his sword.
Round 1:
Locke
Red Halfling -1HP (Nauseated)
Eryzule
Gwendallyn
Tereze
Blue Halfling -1HP 6NL
Orange Halfling
Urbar
Green Halfling
Purple Halfling
Fiona
Yellow Halfling -14HP
The terrain's still difficult to traverse. Screaming, panicky people, etc.

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It takes a bit longer for Fiona to react to the sudden fight, but she eventually gathers herself, points at one of the halflings and gestures towards him while quietly muttering a few words.
Slumber hex on Red Halfling, DC 17 vs. will.

StephNyan |

Will, Red: 1d20 + 0 ⇒ (9) + 0 = 9
The halfling atop the inn falls asleep amid the crawling spiders.
Short Sword, Yellow: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d4 - 1 ⇒ (3) - 1 = 2
One more halfling moves up to Urbar, attacks, and actually manages to hurt Urbar a tiny bit.
Round 2:
Locke
Red Halfling -1HP (Asleep)
Eryzule
Gwendallyn
Tereze
Blue Halfling -1HP 6NL
Orange Halfling
Urbar 42/44HP
Green Halfling
Purple Halfling
Fiona
Yellow Halfling -14HP
EDIT: The terrain's still difficult to traverse. Screaming, panicky people, etc.

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With the halfling falling asleep, Locke mentally focuses on the swarm.
Come down...attack these two., focusing gaze upon the orange and yellow halflings.
The blanket of spiders climbs down, entering the space of the two halflings.
Swarming: 1d6 ⇒ 5
More fort rolls for the enemy. :)
Locke then steps 5ft SE.

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Wish i could say screw the people....bombs are out of the equation then too for now.
Then i guess the swarm just keeps munching the halfling up there.
Locke moves to near yellow, trying to soften them up for either Urbar or the wolf to take them down.
Morningstar: 1d20 + 3 ⇒ (16) + 3 = 19 1d8 ⇒ 6