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As they lead Artemis away, Toren leans and looks inside the door to see what is inside.
Perception 1d20 + 1 ⇒ (12) + 1 = 13
Toren moves to G5 after hearing the warning from the Grunt. He accidentally brushes him with his shield as he tries to squeeze past, "Sorry." he says simply.

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Chanix is hesitant but sheaths his rapier and flips his dagger around to conceal it up under his forearm without letting go. He then slips inside J4 and begins to scan what he can of the warehouse.
Perception 1d20 + 7 ⇒ (8) + 7 = 15

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Wishing she had thought the situation through, and not thinking she will make a convincing guard, Priscilla improvises...
She pretends to arrive along the pier, acting as the lookout, she mentions to the guard "Don't worry the coast is clear, no one appears to have followed us here."

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Tal leads Artemis directly inside (to H3). Things are getting crowded near the entryway, so Tal releases Artemis' arm and hops back to F3, hoping to have the guard focus his attention on him rather than on what his companions are doing.
So...including this one how many does that make?
Tal scans as much of the warehouse interior as he can.
Perception 1d20 + 11 ⇒ (18) + 11 = 29

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Generated and uploaded Three more photos
The guard seems a little bit more relaxed when Artemis quietens down and Priscilla verifies they haven't been followed.
"There are other gangs here around. We don't want to draw too much attention."
I placed you all inside. I need some daylight for better quality photos but didn't think you would want to wait :)
Chanix notices that there seems a passage behind the crates. It seems some walking space has been left free to allow movement throughout the warehouse. But the crates are stacked high - climbing over would take a moment - and Chanix already hears movement of some booted footsteps coming closer and due to arrive in one or two rounds.

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Tal leads Artemis directly inside (to H3). Things are getting crowded near the entryway, so Tal releases Artemis' arm and hops back to F3, hoping to have the guard focus his attention on him rather than on what his companions are doing.
So...including this one how many does that make?
Tal scans as much of the warehouse interior as he can.
Perception 1d20+11
Feel free to rearrange positions from the photo. I only placed them where I thought it might make sense and should have known I get ninjaed.
Might do next postings tomorrow in case you don't see answers quickly.

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Chanix turns and signals to Tal that there at least two others approaching. He then rests his free hand on his rapier hilt.

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Chanix sees the battle unfold in his mind and with a swiftness launches forward into a somersault. Acrobatics 1d20 + 8 ⇒ (9) + 8 = 17
No sooner has the guard closed the door than Chanix appears before him H3 rapier in one hand, dagger in the other.
With an unerring calm he jabs the rapier straight up towards the guard's throat.
Single weapon, flanking, sneak attack 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 171d6 + 1 + 1d6 ⇒ (5) + 1 + (4) = 10
"I'm sorry, were you about to say something?"

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Toren, seeing the brutal efficiency of Chanix, turns towards the double doors and sets his tower shield in place with thump in between the various "walls" of crates and barrels.
standard action to provide total cover along the northern edge of G5.

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Priscilla is taken aback, and surprised by the sudden turn to violence. She draws her star-knife. She will attack only if threatened or cast Stabilize on any person dropped friend or foe.

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The rapier from Chanix sinks deeply into the grunt. Be barely manages to stay upright.
He is staggered and on 0 HP]
"Don't kill me, don't kill me - I surrender."
The second guard gets hit by a dagger from Markus. He looks badly wounded.
"Twilla - help us - we got ambushed."
I have Tal and Artemis still to act in the Suprise round.
Enemies: One in the corner of the building, one surrounded - willing to surrender. A third one somewhere in the warehouse.
An idea for less violent encounters - the sap is cheap and useful. Also manacles can be handy.

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At the plea to surrender Chanix becomes the one surprised. He's still unsure of what lies ahead but it is obvious he has much to learn.
Sense Motive on the guard G3 1d20 + 5 ⇒ (7) + 5 = 12

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Tal removes Artemis' blindfold and bindings and draws his shortswords. He moves closer to the guard at F9. Probably best if you lay down your weapon as well friend. Why don't you come over and join us for a little chat?
Perception...looking to see if Twilla is coming or where she might be coming from. 1d20 + 11 ⇒ (5) + 11 = 16

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The grunt in the corner seems unsure if waiting for help from his comrade or if he should better surrender. Twilla can't be seen as she must be further down in the warehouse.
I have Tal and Chanix to act before the grunts. It is quite crowded - sorry - didn't yet update photos.
Some more 'convincing' might work on the grunt. He seems undecided.

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on my turn to act
"drop your weapon! How many of you?"
if he drops then punch to the nuts 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14 non lethal damage 1d2 ⇒ 2, if he does not drop then stab 1d20 + 2 + 4 ⇒ (8) + 2 + 4 = 14 damage 1d3 ⇒ 2

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Diplomacy 1d20 + 5 ⇒ (10) + 5 = 15
Look...I'm a nice guy. I'm trying to cut you a break here. But you see my friend over there with your comrade's blood all over his blade? He's not so nice. Sure he might cut you a break...or he might cut off your head. I just met him so I don't know for sure...but if I were you I'd rather deal with me.

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How stable and high are the warehouse goods that are stacked up?
Chanix weaves his way through the party stopping just short of the injured guard.
Move to E8
Chanix whips his rapier towards the injured guard spattering him with the blood of his comrade.
He whispers to the guard,"You and I have very easy choices to make. Mine ends in your death."
Intimidate
1d20 + 1 ⇒ (18) + 1 = 19

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Toren looks back at the "convincing" going on behind him. "Let's get this along, I'll stand here as long as need be, but I'd like to get these kidnappers and robbers to justice."
Perception to see if he can hear anyone else coming 1d20 + 1 ⇒ (9) + 1 = 10
"Better tie them up or hurry it up, I hear somethin' else a-comin'
Toren braces against his set tower shield, wondering why he chose this polearm to bring.

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The boxes and crates are stacked 6-8 foot high. It is not a difficult climb - but you would have to go slowly (full round to get up) to get across.
Meanwhile:
Grunt 1 - at the door - drops his weapon and surrenders
Grunt 2 - in the corner - is a little bit more hesitant but 'seems convinced'
You suddenly see some smoke billow across the crates. For a moment you fear someone set fire - but you then realize that the one (?) remaining grunt threw a smokesick into the next corridor to give her better concealment.
"What is happening - how many are there"
A third voice - female - seems to be Twilla

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Artemis draws his longsword and shield AC 19 and puts his back to the nearest wall/corner.
"Now, now Twilla, we just want to talk. Don't make this any harder than it has to be. Your two allies are currently unarmed and there is no point in fighting further. Please just come out and let us discuss this like civilized people."
Diplomacy 1d20 + 8 ⇒ (16) + 8 = 24

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"Far as I'm concerned you can go about yer merry way, although we should drag ya to a justice. I ain't seen anything PERSONALLY that ya done wrong. I'm no judge either."

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When the order comes back around to me....
A kidnapper who fears being enslaved? I've heard it all now.
Chanix moves down the makeshift wall of crates to see if he can figure out where the smoke begins and ends. Move from E9 to G5. I'll risk provoking.
Perception of the smoke obscured area 1d20 + 7 ⇒ (18) + 7 = 25

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Chanix climbs up the crates.
You reckon the voice comes from 10 feet ahead. The smoke conceiling the person but also giving you cover.
I'm taking the initiative 'loosely' right now. Diplomacy never works well round based. But I'm not yet calling it off - Twilla still waits for one reassurances.

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Chanix climbs up the crates.Chanix: hide
You reckon the voice comes from 10 feet ahead. The smoke conceiling the person but also giving you cover.
Although I had intended to eventually climb, I haven't actually rolled a climb check. I was just walking along next to the wall in hopes of seeing the smoke area over or through the stuff. Didn't want you to think I just assumed myself on top.
Climb check for my second round action 1d20 + 1 ⇒ (19) + 1 = 20
Stealth check to remain hidden, +smoke 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Perception check to pinpoint Twilla from atop the crates, -smoke 1d20 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Can you give me a coordinate for my location?

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Twilla...we are not tasked to end your life. We're investigating the disappearance of certain scholars. I would prefer to do so without bloodshed...but if it comes to that so be it. I doubt the authorities in Riddleport would pay much attention to the death of three hired kidnappers.
Help us to our job and you all get to live. If we wanted you dead there would already be two dead bodies at our feet.

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Markus slowly advances into the smoke - appearing below Chanix.
Suddenly Twilla steps forward. Her hands empty. Talking to Markus - oblivious of Chanix above her:
"You know I could just have cut you down - so I hope you stay to your word."
And with a raised voice
"We are no kidnappers. We just got hired to take care of this warehouse - well - and maybe the scholar they delivered last night. You find him in the Northeast corner.
No worries - he is still breathing and do lasting damage was done."
I probably could work out co-ordinates but hope it's okay to skip as it makes my posting quicker without need to go back to the map.
I will post the whole warehouse when it is fully build up - still working on some pieces.

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Sense Motive on Twilla
1d20 + 8 ⇒ (15) + 8 = 23
Chanix takes stock in Twilla's words and decides the prisoner's health will determine her fate.
-3rd round action if we're still in initiative by then-
Acrobatics to drop from the top of the wall without damage
1d20 + 8 ⇒ (12) + 8 = 20
Stealth for doing it quietly? 1d20 + 8 ⇒ (15) + 8 = 23
He slips down off the wall and heads for the Northeast corner to check on the scholar.
Perception for the prisoner and traps
1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

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Markus ignores the woman's threats and searches her, roughly.
"Stay quiet and you'll walk away from this... intact", he growls.
Afterwards the scarred Varisian makes his way to the injured guard and retrieves his thrown dagger.

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Twilla seems reluctant but gives in to her fate knowing a lost cause. And Markus next to her with both her comrades out of action seem such a lost cause. She rather prefers to gang up instead of being ganged up upon.
"We are no Kidnappers. The lady who also was captain just paid us to keep watch here - and wasn't enough to die for I can tell you. She said it would be easy earned money."
She spits out
"I should have trusted my senses - she was like a viper. Left again with some ship. If you ask me - most of the stuff here is rubbish - but feel free to take what finds your fancy."
Priscilla - some pieces of rops lie discarded on the floor. It seems they have been used to secure some cargo and just been cut. The rope looks pretty useless for normal use - but the pieces are still long enough to tie someones wrists.