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With the evil gone, you continue your search. Opening rooms C, D, and F reveals the three dwarves, all chained to the wall and wearing only undergarments. The last room is empty. The secret chamber stinks a lot, but is otherwise barren.
Using that last key, you free the three dwarves. They thank you and introduce themselves, and you can tell they are in poor condition, likely starves and dehydrated, as well as some minor beating. "Thank the heavens. I am Rakuska. Rakuska Ingardam, and my colleagues and advisors, Pechas Domri and Holfist Sendstrom. We bypassed Xer only to be waylaid by a faith barge. The zealots, of course extorted funds, and we put up a fierce fight, but where overcome. They brought us here in hoods. We where interrogated by a woman, a human woman they called “Holy Ahendile,” a merciless priestess who is convinced the dwarves are in the country for some subversive, nefarious purpose.
We only survived this long due to Rosh. The boy brought us scraps of food on occasion, and didn't seem to be as cruel as the "laughing sisters. Pleas, tell me you have an escape plan."
Free to explore the rest. . .
F2:This unremarkable room is bare and featureless, save for a few faint bloodstains on the floor. The northwestern and eastern doors are unlocked.
F4:A number of wooden chairs and other furniture are stacked in this large room, as well as a few casks. A door lies to the west, while a corridor heads southward. The casks contain mead and ale, and the chairs as well as a few side tables are stored here for future use in the inn. At the other end of the area, Merisiel finds and disarms a trap, and also locates a second entranceway up, probably to the stables.
You also spot a small hidden alcove, sort of a drawer built into the stone wall that contains a few strands of hair, which seems to be from the dwarves, as well as 3 small vials of blood.
If you right click on the map, and hover over ORDER, then select SEND TO BACK, it will show the original map. Just do the same thing to switch between them as needed.

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"Well met, good emissaries. I believe it was our original intention to discern your whereabouts," and Merisiel sketches a theatric bow, "And escort you onward to complete your negotiations. In order to do that, we need to make our way back to the boat. Are you amenable to some subterfuge in leaving this place?"
Can we nick some of those wagons quietly, and smuggle our new companions out in the wee hours of the night?

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"Probably the ones running the Inn. I would guess laughing is sinister. Laughing at the misfortune of others! We should put them down for the glory of Gorum!" Raul says enthusiastically.
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"or... we could depart quickly and as quietly as possible. We'll get the emisaries onward to their destination. It's a job, not a religious war." The edge is taken off Merisiel's sharper words by the amused and indulgent expression as she views Raul's unbridled, violent enthusiasm.
"Rolf is a mensch. and the stableboy. and the guard who spends more time here than the others. We should be able to get some transport from the stables without having to fight through Rolf - which will be quicker and quieter."

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This is the End of the Road!
Making your way back to the stables, you find that for some reason the trapdoor simply fails to open, as if there is an enormous weight atop it. Getting a bit worried, you head back to the way you came down, only to hear. . . "In the name of the most holy living god, drop your weapons! I am Holy Ahendile, ordained priest of Razmir and arbiter of your fates. Submit to my authority, and you may well earn more merciful treatment." At the end of the hallway just across from you stands a tall woman in black robes from head to toe, and wearing a solid white mask. She is escorted with a small group of soldier priests, warriors of the faith of Razmiran.
The dwarves you have just rescued all slink behind you, avoiding her cruel glare from beneath the featureless mask. From behind you, you can hear one of them loose their bladder, overcome with fear from their many torments at her hands.
Daveak: 1d20 + 4 ⇒ (18) + 4 = 22
Grundle: 1d20 + 3 ⇒ (14) + 3 = 17
Jacen: 1d20 + 1 ⇒ (17) + 1 = 18
Merisiel: 1d20 + 6 ⇒ (13) + 6 = 19
Raul: 1d20 + 2 ⇒ (16) + 2 = 18
Holy A: 1d20 + 2 ⇒ (4) + 2 = 6
Thugs: 1d20 + 5 ⇒ (19) + 5 = 24

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"I am the voice of the living god. Drop your weapons, and surrender, and we shall offer you his everlasting light and wisdom."

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"Everlasting light? I would never get any sleep!" Raul roars as he leaps into battle.
I'm assuming those were init rolls above, so I'll wait my turn before roaring into battle.
Also, formal apologies to anyone who wanted to try diplomacy.
Say, did we forget to heal Grundle?

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INIT
Surprize Round
Raul
Round 1
Group 1
after first round only Holy Ahendile
Thugs (1-4)
Group 2
Daveak
Merisiel
Raul
Jacen
Grundle
Group 3
Holy Ahendile
After round one, or rather after Group 2, to simplify things a bit, I'm going to have Holy Ahendile fall into Group 1 so it will be Group 1 = Bad guys, Group 2 = Party, but she will still be at the end of the Init Order, if that makes sense.
Raul is up, ready to do some asskickin'.
Also, map is updated.

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Also, you had a bit of time earlier if someone wants to do a little healing.

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Raul draws his greatsword trait for that and casts Shield of Faith, becoming surrounded by divine obstruction.
Not very "leap into battle", but surprise rounds are so limiting.

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You may do a partial Charge in the surprise round. Basically you only Single Move and Attack. You can also draw weapon as part of the move for BaB of 1. Its up to you.
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Retconned potion CLW(thanks DMB!): 1d8 + 1 ⇒ (6) + 1 = 7
Previously on Glass River Rescue... Grundle digs in his backpack, muttering and cursing to himself. He curses in delight as he finds a vial. He pops the cork raises it slightly to noone in particular, and drinks it. He smacks his lips and burps.
Present time...
"You...get me thinkin'. Damnable 'holy' slaver...submit to yeh eh? I ain't submittin' ever again...I AIN'T LETTIN' YEH GET YER FILTHY CLAWS ON ANYONE!!!" Grundle's escalating shouts build with his each beat of his pounding heart.
"SHE WAS INNOCENT!!! WHAT GIVES ANYONE THE RIGHT!!!???! GRAHGGHGH!!!"
He grips his flails as tight as he can, muscles bunching and cording along his body. His spiked chain digs into various parts of him as he trembles in rage.

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Seeing a weapon drawn, and another biting at the chomp, the cloaked and masked female says "How dare you invoke you false god here on the living god's home soil! Blasphemy! Throw down your weapon, and fall to your knees, and I will grant you the mercy of the only true god". As she speaks her reproach, the four priests with her level their crossbows in your direction, but do not yet fire.
Party is up with Round 1

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"Let me introduce you to Gorum and his sword!" Raul yells as he rushes towards the guards.
Charge, Big Hit: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18, Damage: 2d6 + 4 + 3 + 1 + 1 ⇒ (5, 6) + 4 + 3 + 1 + 1 = 20
Party = Started

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They have readied actions, so lets see what Daveak and Merisiel do. That will definitely drop one of them, though.

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Drawing a flask from her pack, Merisiel says, "OK. Dropping. Here. Watch. Catch!" and she throws the flask of alchemists fire into the midst of the group (see target on map).
Round 1
move: access flask
standard: Splash Weapon throw(ranged touch): 1d20 + 4 - 8 ⇒ (16) + 4 - 8 = 12, fire damage: 1d6 ⇒ 4
(range: 45 ft.; range increment, 10 ft., 4 increments)
(if misses, direction: 1d8 ⇒ 7, distance = 4 squares, though I think it goes into the wall first)

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If i am correct you can take a single 5 foot diagnle step a part of a charge so that is what i will do...if not then double move and draw weapons
Charge: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
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As Daveak begins to charge, the four priests release their bolts.
Damage: 1d8 ⇒ 2
# Attack vs Raul: 1d20 + 4 ⇒ (18) + 4 = 22 <HIT>
Damage: 1d8 ⇒ 1
# Attack vs Grundle: 1d20 + 4 ⇒ (7) + 4 = 11 <miss>
Damage: 1d8 ⇒ 8
# Attack vs Merisiel: 1d20 + 4 ⇒ (19) + 4 = 23 <HIT/Crit threat>
Damage: 1d8 ⇒ 6
# Attack vs Merisiel: 1d20 + 4 ⇒ (2) + 4 = 6 <miss/ NO CRIT>
Damage: 1d8 ⇒ 2
Two of the bolts find warm homes, as Daveak charges forward, dropping the a priest first to his knees, and finally the man falls forward, landing face first in a small pile of blood. Merisiel lobs a bottle of goo at another, slamming into the another priest's face ad exploding in a mini fireball. Raul likewise charges, outright murdering another priest, while Jacen steps up, uttering spidery words of magic calls on an orb of acid to try to finish Merisiel's job. Sadly, the priest, nearly burned to death twice, manages to continue on. Grundle, overcome by his emotions, his rage, seeths in hatred, readying his will to deliver vengeance.

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Holy A crasps her holy symbol and chants, calling on a divine bolt of necromantic energy and aims it at Daveak.
DM Bluff roll: 1d20 + 9 ⇒ (9) + 9 = 18
Touch Attack: 1d20 - 1 ⇒ (11) - 1 = 10
STRENGTH DAMAGE: 1d6 + 3 ⇒ (1) + 3 = 4 <miss>
Party is up again.

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Refl: 1d20 + 1 ⇒ (7) + 1 = 8
Refl: 1d20 + 1 ⇒ (2) + 1 = 3

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Grundle screams and charges forward, spittle trailing behind him and flail whistling through the air.
Rage, Charge, Attack: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15
Damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
As the flail hits the ground, Grundle breathes hard.
At the end of the round I am out of rage and automatically fatigued for 2 rounds

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I'm not sure the state of the guards at present, though I think only one is left standing and he is currently on fire from alchemist's fire. Not sure which one though, so my movement my provoke. But at 20 AC... meh.
Raul calls upon divine insight before moving into melee range with the leader of the fallen thugs.
True Strike

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Merisiel draws her rapier, and moves to engage the foe.
'Straight up attack? These people must be a bad influence...'
Round 2
note from previous round - everyone adjacent to the original target should've also taken 1 point of splash...
Holdover: burning damage: 1d6 ⇒ 4
Move: draw rapier
Move: advance
Knew I shoulda taken that 5' step last round...

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Daveak will 5ft and attack twice
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
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I forgot to remove the one Raul hit last round. Daveak will drop another if he moves.
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A small retcon, as I left a few of the priests on the map after they where dead.. Since Raul killed priest 3 outright, if Daveak 5ft steps into his spot, he can attack and drop both Priest 1 and Priest 4. That would also mean that Grundle could charge Holy A and Raul could attack her directly, leaving her on the brink of death. That leave Jacen to act in Round 2.

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Thats fine. It was mostly Daveak and Grundle.
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I'm going to have Jacen hold, and move along. He can jump in when he wants.
Holy A, seeing things not going so well falls back, (drawing 2 AoOs which might actually change her actions) and begins to cast once she is safe.
"Come any closer and I will singe you with the living god's holy fire."

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This may be 1) premature (will occur after AoOs and HolyA action), and 2) unecessarily piling on... (if HolyA bites it..)
As HolyA steps back to clear some space for casting, Merisiel draws a dagger and throws.
Round 3
Move: draw dagger
standard: dagger throw: 1d20 + 4 ⇒ (14) + 4 = 18, damage: 1d6 + 2 ⇒ (2) + 2 = 4

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I believe one of those AoO's is from me...
Grundle whips a flail in a backhand motion at the "holy" person.
AoO: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
Damage: 1d8 + 3 - 1 ⇒ (1) + 3 - 1 = 3
"Singe away yer Holiness. I've lived through worse."

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Worse for wear, Holy Ahendile drops her weapon and wand, and begins to wabble on her feet. She holds up a hand, and mutters "I yield. These dwarves where legitimate prisoners, legally obtained, and interrogated. We could have killed them, like barbarians, but we are a faith and nation of order and holiness. I submit, and ask that you show me the same decency, and let me live."
The female dwarf hiding behind you shouts out, "Kill the wretch. And kill the sisters. Kill them all!"
But the other two calm her, and suggest "Let her live so that we can take her back and let true justice be done." while the other agrees, "Aye, the Diamond Sage taught us to be patient and trust the goodness will protect and validate it's own."

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Dont think i i had aao nut i will give you one
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
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