
Nyxalia Blackstone |

Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Hearing the Thunderstone go off and not knowing what Owen may or may not have done, Nyxalia follows Savendir's lead and descends the rope to see what is going on. She's in a hurry and almost slips, but catches herself and gets to the ground without falling.
Climb Check: 1d20 + 1 ⇒ (6) + 1 = 7

Zarine Panchal |

Zarine dashes across the alley entrance and conceals herself behind the wall, drawing her blowgun.
Move to Q27 and hide, drawing blowgun.
Stealth: 1d20 + 11 ⇒ (7) + 11 = 18

Owen the Younger |

Owen swears again, and reaches into his belt pouch with his free hand, palming a small paper bag. He moves quickly, as if to run across the alleyway, and is suddenly behind the lookout, the bag clenched in one outstretched fist.

GM Tordek |

Initiative
Zarine (move to Q27, blow gun ready)
Owen (shifts to T18)
Nyxalia (Gets to bottom of the rope in a double move)
Lookout
Ilias (gets stuck on the rope, you will need another climb check next round.)
Savendir (go ahead and roll your initiative and state your action and I'll insert you in the list)
End Round 1
Owen blinks out of sight and appears suddenly behind the lookout. Zarine moves into position ready to attack. Nyxalia makes her way down to the street, but Ilias gets stuck on the rope. The lookout takes a step back and casts a spell.
Initiative
Zarine
Owen
Nyxalia
Lookout
Ilias
Savendir (pending roll)
End Round 2
edited: corrected initiative order

Zarine Panchal |

I think Zarine goes before Owen?
Zarine will lick a dart and emerge from hiding, moving to R24 before firing the dart at the lookout.
Dart attack: 1d20 + 6 ⇒ (2) + 6 = 8
Dart damage: 1d4 + 2 ⇒ (1) + 2 = 3
Sneak if applicable: 2d6 ⇒ (6, 1) = 7
If hits, lookout requires DC15 Fort save or be poisoned by vishkanya toxin: Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier + +2 from poison tattoo; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
See why I don't like 20's on init? o_O

Owen the Younger |

Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18
Owen steps forward (5-foot step to S19), ducking to the side as he pierces the bag in his hand and releases its contents, a handful's worth of coarse sand, into the man's face.
That's some sort of close-range splash effect, I think. What sort of roll would you be looking for?

GM Tordek |

[dice="Spellcraft]1d20 + 10
Owen steps forward (5-foot step to S19), ducking to the side as he pierces the bag in his hand and releases its contents, a handful's worth of coarse sand, into the man's face.
That's some sort of close-range splash effect, I think. What sort of roll would you be looking for?
Make a ranged touch attack for this action.

Owen the Younger |

The coarse sand from Owen's bag strikes the lookout directly in the face.
What intended effect did you want the sand to have?
I was trying to blind and/or distract him for a round or two. My hope is to take him out of commission long enough for Owen or Zarine to put him down for the count as quickly and efficiently as possible, creating as little a commotion as possible.
My original plan (which I kind of massively botched) was to a)create a disturbance on the street side of the alley while everyone sneaked around the back of the building, as well as b) deafen the guy so that it would be easier for Owen to whack him over the head. This is the hastily-made plan B.

GM Tordek |

Nice Plan Owen. I thought that was what you were trying to do, but wanted to be sure. I can roll with this.
The sand from Owen's bag temporarily blinds the lookout who instinctively tries to rub the sand out of his eyes.
Revised Initiative
Savendir
Lookout (blinded for 1 round)
Ilias
End Round 2
Zarine
Owen
Nyxalia

GM Tordek |

Zarine Panchal |

The mist didn't show up on your map, TR.
Zarine slips around the corner of the alley and moves toward where she last saw Owen and the lookout, trailing the fingers of her left hand on the wall beside her for guidance until she emerges from the mist. She takes the opportunity to punch the poor man with her spiked gauntlet.
I believe she can get to R21 and emerge from the mists with a single move action. If so, she'll take an attack on the blinded guy. She for sure cannot get to a flanking position with Owen, but she should get sneak because he's lost Dex as a result of the blinding.
Spiky Punch: 1d20 + 5 ⇒ (18) + 5 = 23
Spiky punch damage: 1d4 + 2 ⇒ (3) + 2 = 5
Spiky punch sneak damage: 2d6 ⇒ (6, 5) = 11
If connects, spiky punch does 2 bleed damage every round after this.

GM Tordek |

Perhaps the mist was too light of gray. I darkened it more. It should show up better now.
Zarine's punch lands squarely on the stricken man. He cries out in pain as the spikes dig into his flesh. Blood begins to trickle from his wounds.
Initiative
Owen
Nyxalia
Savendir
Lookout (taking bleed damage)
Ilias
End Round 3
Zarine

GM Tordek |

Nyxalia Blackstone |

Nyxalia carefully makes her way through the fog, only to come out the other side to Zarine and Owen standing over a body on the ground. She slows her rush but still continues on past to the corner of the building to check along the street.
Double Moves to U18 and peers down the street to see if anyone saw what happened.
Perception Check: 1d20 + 10 ⇒ (11) + 10 = 21

Owen the Younger |

Savendir rushes over and, at Zarine's request, tries to stabilize the lookout. [dice=Heal]1d20+12
"We should move quickly," he says in a rushed whisper. "No doubt others will be coming."
Owen glances back at the dying man.
"Not our problem. Let's move."

GM Tordek |

Savendir is able to stabilize the lookout's wounds. Nyxalia peers around the corner and does not see anything unusual. No one appears to have witnessed the attack on the lookout.
Out of rounds for now. What are you going to do next? Ilias, you can go ahead and join the others. Just let me know where you want to stand.

GM Tordek |

Owen the Younger |

GM Tordek |

My bad. Misunderstood.
Owen wanders down the alley between Carthon's and the warehouse across the alley. Reaching the end of the building, he sees that it abuts the warehouse directly behind it. There are no other entrances other than a pair of double doors at east side of the warehouse facing the alley and a another pair of double doors along with an office door on the south side of the warehouse.

Zarine Panchal |

"Let's go," murmurs Zarine as she settles the lookout in a more comfortable position further back in the shadows of the alley, frisking him as she does to see if he has anything of interest.
To the investigation.
Perception: Gettin' frisky: 1d20 + 9 ⇒ (9) + 9 = 18

GM Tordek |

Zarine searches the unfortunate lookout. She finds that he has a masterwork short sword, a sap, a light cross bow and 20 bolts. She finds a coin pouch with 13 gold pieces and 5 silver pieces. Finally, she peaks beneath his cloak and finds he is wearing leather armor and has two holy symbols, one wood and one silver. They are the same symbols that Ilias had described earlier. She also finds a backpack containing a set of thieves tools.

Zarine Panchal |

"He's one of 'em," she says to the group, holding up the two holy symbols, "Does it help to look at these any closer up? I can't use 'em, but I sure can the sap and crossbow. He's got a nice short sword and some gold, along with some tools. I can carry the stuff if you want, unless somebody wants to use it."
[ooc]She'll stash the tools and cash in her pack for later loot division, but tuck the sap into her belt and hang onto the crossbow and ammunition.
"Looks like we've taken out their watchmen. Maybe we'll have clear sailing. Let's go." Her manner has turned grimly businesslike.

Zarine Panchal |

"Roll him into the corner; people will think he's drunk." Zarine quickly scoots across the street to the office door and, once any passers-by are out of sight, searches it for traps and locks. If it's locked, she pulls out her own thieves' tools and tries to jimmy the lock.
Perception/traps: 1d20 + 11 ⇒ (19) + 11 = 30
Disable/traps: 1d20 + 11 ⇒ (9) + 11 = 20
If there are no traps, the above roll -2 can be used for picking locks. If there are traps, here is another roll for unlocking the door - discard if unnecessary:
Disable/unlock: 1d20 + 9 ⇒ (12) + 9 = 21