Helvetica Boots
|
"We didn't even have a 'who's the clone' showdown, so I'm going to be really peeved if the owner of such a remarkable backside is responsible for having me stripped of my rank and tossed in the brig," Helvetica grumbles, staring daggers at the formerly-handsome man.
"Also, like I said, if I was going to kidnap kids, I'd have gagged them first. That's like Kidnapping 101! What a rookie mo- BUTWHATIMEANTOSAYTOTHEREALSHERIFF is that it wasn't me, officer! Honest!"
Aurora Arulius
|
"Formerly-handsome here mentioned 'leaving witnesses alive' as he was trying to escape, Sheriff. He meant the kids. I think he and his men have probably killed their parents. We didn't get time to look around in there, too busy fighting for our lives."
"And it's clear that he knew that we were your deputies. He'd taken Helvetica's face before we got inside the building. No doubt he was looking to frame us for whatever crimes he's committed there."
"Mind if I check something, Sheriff? Just a quick prayer to sniff out magic."
Aurora casts Detect Magic on Formerly-handsome.
| GM Blake |
| 1 person marked this as a favorite. |
Lingering: 1d6 ⇒ 1
I'll tell you that Borvius had Favored Enemy (human). Ha ha!
There are two faint auras of conjuration (Spellcraft DC 16) in Borvius' pouch. There is also a faint aura of conjuration (Spellcraft DC 16) in the sheriff's belt pouch.
"That makes some grim sense if leaving no explanation for why Borvius chose to attack the Braeton family," the sheriff says, rubbing her forehead.
Aurora Arulius
|
Aurora concentrates, half her attention on the Sheriff and half on Borvius.
spellcraft, Borvius: 1d20 + 5 ⇒ (7) + 5 = 12
spellcraft, Sheriff: 1d20 + 5 ⇒ (15) + 5 = 20
"Monchello runs a 'storage and hauling' operation? Braeton owns ships. A business dispute then. Except most business owners probably don't resort to kidnapping and murder of their rivals. Unless they're used to operating outside the law - like thieves."
Calamitous Zu
|
Zu considers this new information for a moment.
"Hey...maybe all of this is a means to get rid of business rivals and the circus makes a convenient scapegoat. The first victim owned his own shop and the second worked for Braeton - maybe he knew or learned something he shouldn't have," the leshy suggests. "We aren't tied to the circus, but, um, we stand out enough that I think a lot of the folks around here view us as basically the same. So framing us has about the same end result...and puts a stop to us nosing around."
"Sheriff...I think we need to finish looking around the house. I figure you'll probably wanna keep an eye on us while we do it and I can't say I'd blame you...but we need to keep on with the investigation."
| GM Blake |
"I was about to go in there and look for the Braetons. That story makes as much sense as anything," Feldane says. "Given what you did to Borvius' face, I'm going to assume you've got a strong enough stomach. Come on."
The sheriff heads back into the manor and heads for the stairs. She makes for the master bedroom. Opening the doors, she reveals a macabre display. A woman in kneels on the floor with her head and one arm draped over the bed. Her other arm drops downward where a rapier in her hand rests upon the ground. Dozens of stab wounds stain her pale dress.
A man reclines in an upholstered chair, eyes closed as if resting. The dozens of stab wounds in his shirt and the copious blood staining the chair reveal the truth of his condition. He, too, holds a rapier in his limp grasp.
Back splatter and puddles of blood stain the walls and floor.
"Well, horse shit," Feldane curses. "I'm going to need to find fosters for those poor children."
Calamitous Zu
|
"Poor sprouts..." Zu sighs as the worst is confirmed.
He cautiously looks around the room but doesn't step foot inside just yet, in case there are any other nasty surprises lying in wait.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
"Huh...it looks like they tried to defend themselves. Did the Braetons fence?"
Aurora Arulius
|
Aurora pockets the two magical items that Borvius held. "Evidence" she says, if challenged.
In the house her suspicions are confirmed. "None of Borvius' crew looked injured when they jumped us - but then they did open up with flash-bangs and they might have used healing potions or something.
It all adds up. Maybe the victims were honest rivals, maybe they're all part of the thieves' guild. I think we should search this house. We might find something incriminating."
Helvetica Boots
|
"Huh," Helvetica comments as she looks at the room's late occupants. Not sure what everyone else is waiting to do, she starts poking around the room for anything of interest. Despite their lifelessness, she excuses herself when she needs to move them, then thanks them after repositioning them to their original positions.
"Don't want to ruin evidence or something," she says by way of explanation.
________
Perception: 1d20 + 1 ⇒ (4) + 1 = 5
| GM Blake |
Aurora retrieves two curative potions from Braeton's pouch.
Helvetica is convinced that the woman and man killed each other, the man ultimately succumbing to his wounds after finally dealing a lethal blow to the woman.
However, Sheriff Feldane's answer to Zu's questions suggests that the scene is staged. "I honestly don't know if Arhaneem kept up with any kind of formal practice like those Swordlords you hear about in stories," she says. "However, I can assure you that the women in Canalee's circle would be aghast if she ever touched a sword."
To save you guys some time:
The search of the rest of the house reveals a ransacked office. There are papers scattered across the floor. There is a metal scroll case with a scrimshaw cap depicting a turtleback ferryboat. When the sheriff opens and examines the contents, she declares it Braeton's will.
Most of the other rooms are untouched except for the servants' quarters where an elderly man lies atop an elderly woman, slain in act of trying to protect her.
"I can't imagine much point in kidnapping the children," Feldane says. "Framing you and ruining the investigation into the murders seems like a decent theory. You had best check out Borvius' warehouse."
She looks you over and says, "Looks like you got almost as much as you gave. Here, take this."
She hands you a bone wand with silver runes inlaid along the length [ooc](the wand of cure light wounds with 10 charges that Aurora identified earlier).
"If this really is a thieves' guild in the making, and the wand isn't enough, you might want to rest up tonight and head for the warehouse in the morning. I can keep this all quiet that long," she suggests.
Calamitous Zu
|
"Much obliged, Sheriff," Zu drawls without really meaning to. He looks to his companions. "What'd you guys think? Strike while the iron's hot or rest up and go first thing in the morning?"
The leshy considers everything for a moment and absently rubs at his viney elbows. "Gotta be honest, while I'm still mostly full of juice I'm still feeling kinda stiff from the other day. A good sleep might help work a few more of the kinks out."
______________
Zu is basically still good on his (limited) resources except for his Plant Focus but he's still packing some Dex damage from earlier. So he can go either way on resting or not.
Aurora Arulius
|
"Thank you for the wand Sheriff. We'll put it to good use. I think we should visit Borvius' friends in the morning, I'm tired."
Also I am nearly out of channels, down one spell and won't have legs!
Helvetica Boots
|
"Same, I could use at least a dozen beers and a good rest. Shall we?" Helvetica says, offering Zu her arm.
"Aurora, how about we see how many people we can fit on your horse?!"
| GM Blake |
After a night of rest and possibly revelry, you gather at breakfast to plan your infiltration of Ilsurian Storage & Hauling and the presumed thieves guild within or, at least, nearby.
The warehouse has a front/office entrance and a side entrance, excluding the enormous barn doors for wagons to come and go that will be closed when you arrive.
Status
Zu
Fuzzy (5/13 hp)
Damiel (10/10 hp)
Aurora (9/10 hp)
Helvetica (8/10 hp)
Calamitous Zu
|
"Woo...sure do feel better after a good night's sleep," Zu remarks cheerily when he and Fuzzy meet with the others at breakfast the next morning. "Today's gonna be a good day! We'll put an end to all this mess and clear the good names of all the circus folk!"
Taking the wand that the Sheriff helpfully gave them yesterday, Zu sets about mending the rest of Fuzzy's wounds.
CLW Wand (Fuzzy): 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand (Fuzzy): 1d8 + 1 ⇒ (4) + 1 = 5
"Here ya go," he passes the wand over to Helvetica when he's done. "Now...how do we wanna do this? Just walking in the front door prolly won't be a good idea. Try the side entrance, mebbe?"
Helvetica Boots
|
Helvetica slowly chugs down a pitcher of water. "That was one hell of a night, uuuuuuhhhhh," she mumbles out. She fumbles with the wand until someone activates in her hand. Thanks Zu :) Only down 1, so min roll covers it.
"Agreed, unless someones hiding a wagon in their skirt, the side entrance is going to be our best bet, I think."
Aurora Arulius
|
Aurora also drains a charge from the Sheriff's wand in the morning. 6 charges remaining - suggest maybe Zu keeps hold of it? Aurora's happy to if you prefer but she does have her own wand too.
"Need to be in fighting shape! Now, what's the plan? 'Surprise inspection'?" Aurora asks Helvetica, Hel being the chief storyteller amongst the group. "Or bomb first, ask questions later?" she suggests to Damiel.
"Oh and before I forget, I swiped these from Formerly-Handsome-Man. I think they're healing potions but honestly that's a guess."
Aurora shows the two potions she took from Borvius.
| GM Blake |
You have plenty of time to discuss your plans as you make your way toward the warehouse near the docks. Approaching from the back street, you turn into the alley where the side entrance is located. There you find a predictably locked door.
Helvetica Boots
|
"So do you think he actually knows what he's doing, or is he just, like wiggling those sticks around until it works?" Helvetica whispers to Aurora and Zu.
| GM Blake |
Damiel apparently knows what he is doing as, after a few moments, the lock clicks, and he quietly opens the door. A cot and footlocker rest against the south wall by the eastern corner. In the opposite corner is a chair with a tray of food.
There is a door in the west wall.
Aurora Arulius
|
"Take it as it comes then, right?"
Aurora puts her legs on again, stretches the unfamiliar limbs, and loads her crossbow before entering the room.
Calamitous Zu
|
"Time to be on high alert," Zu whispers as he uses a bit of his leshy magic to grant himself heightened awareness of his surrounds. "Come on Fuzzy, let's go!"
Then, drawing his longspear, Zu follows Aurora into the small chamber with Fuzzy scuttling close behind. Deciding to leave the bulk of the door-inspection goodies to Damiel the leshy turns his attention to the interior of the room itself and gives it a good look.
Perception (Heightened Awareness): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
| Bot-O-Matic |
While Zu looks around, Damiel tip-toes over to the western door and gives it a look and a listen...
Perception (Door): 1d20 + 6 ⇒ (8) + 6 = 14
...and provided he doesn't hear anything on the other side or detect any traps, he proceeds to try unlocking the door if it's locked.
Disable Device (Door): 1d20 + 7 ⇒ (19) + 7 = 26
He's careful to not open the door just yet, though.
| GM Blake |
Secret: 1d20 ⇒ 13
Damiel finds the door to the west unlocked and no trap mechanisms that he can discern.
Zu finds nothing of immediate use, value, or danger.
Helvetica Boots
|
| 1 person marked this as a favorite. |
Helvetica clumsily somersaults through the threshold of the door, wand drawn. On one knee, she points it at the far corners of the room before announcing "Clear!"
After Damiel is certain there are no traps, she puts her back to the wall and makes a series of complex handsigns before motioning at the door, ready to enter. It is going to be SO COOL when Zu tumbles through Aurora's legs and Damiel tosses him towards the ceiling while I lay down some suppressing fire!
| GM Blake |
To avoid trap paralysis:
Once you are satisfied the door is unlocked and not trapped, you slowly open it. Damiel peers through the opening.
The interior of this large building appears unfinished, with a wooden frame that could have housed two separate floors but is instead open to the roof like a barn. Sliding bay doors stand to the south, where a serviceable wagon is parked. Across the center of the warehouse, a catwalk hangs fifteen feet off the ground. Heavy items can be pulled up to the catwalk with ropes and a block and tackle. In the northeast and southwest corners, rooms have been framed in and walls erected. Shelving lines most of the walls, and crates and boxes are stacked in many places on the main floor.
You can't actually see the catwalk from your current peaking position, but you'll see it as soon as you enter the warehouse.
You can hear the sound of shuffling and grunting like someone performing manual labor coming from above your line of sight.
Calamitous Zu
|
When Damiel gives the nod that the western door is secure Zu motions for him to step to one side and carefully open it, while the leshy moves up and readies his longspear...
Aurora Arulius
|
"Why is everyone making funny signs? Did I miss a path-venture-finder meeting?"
A puzzled Aurora scratches her head and follows Zu and Fuzzy.
Helvetica Boots
|
I think we need to enter the room, so...
Helvetica throws her wand on the floor with a big *HUMPH!*. Picking it back up, she storms into the room, pulling Zu along. "I'll throw you myself if I have to!" she warns, giving Damiel a severe look. "I've never been so disappointed!"
________
If we aren't in combat/Helvetica doesn't get murdered, she'll eventually wander over to the SW door!
| GM Blake |
Thanks. I needed to know if you guys were sneaking in or not. You don't get murdered, but an encounter begins as soon as you shout back at Damiel.
"Eh, hello? Someone down there need help?" a masculine voice calls from above.
Looking skyward, you see two humanoids standing on the catwalk holding a crate between them. One of them, leaning slightly over toward you is clearly human. He gives Helvetica a smile and removes a hand to wave and swiftly puts it back as the other man yells at him.
"Don't let go! Dumbass," barks the other person.
Calamitous Zu
|
| 1 person marked this as a favorite. |
Lost or new workers, lost or new workers, which makes more sense? Which one is Helvetica gonna go with?
"Uh...yeah, actually, we do," Zu calls back, trying to sound nonchalant and like he and his friends absolutely belong inside the warehouse. "Heard you folks needed a little extra help around here so we signed on but, uh, didn't get much direction beyond that. Do you fellas need a hand with that crate?"
Bluff Aid Another (Zu is a Lying Liar that Lies): 1d20 ⇒ 7 Nooooo ;_;
Helvetica Boots
|
"We're new workers and we're lost!" Helvetica explains. Porque no los dos, Zu?! ;)
"Maybe we could start with, like, a walk-through? Something so this lack of basic understanding doesn't happen again? It's a little embarrassing for us, if we're being honest," she continues, curiously speaking for the emotions of the group. Who doesn't remember the Pathfinder Handsignal for the airborne-buddy-breach maneuver?! USELESS! That was the ONE advanced PFS course I took, what the hell did everyone else take instead?
"Oh! Maybe a map is posted somewhere? I like pictures, they're better than words." Hehe, pictures don't lie! Wait, unless they're wrong. But if you THINK the picture is right when you show it, is it still a lie? Can a drawing lie? HAVE SHAPES LIED TO ME BEFORE?! Shit, not now, focus, Helvetica, focus!
________
Bluff: 1d20 + 8 ⇒ (13) + 8 = 21
And now I'm thinking of how hilarious it would be to be an OSHA inspector type of character, going through all the buildings of a scenario XD
Aurora Arulius
|
"Uh, yeah, actually we were supposed to report to the supervisor when we got here. Have you got a map to the supe's office? Or is one of you the boss?"
Who wants to deal with the flunkies, huh? We need to find the big bad.
Bluff, aid another: 1d20 + 4 ⇒ (8) + 4 = 12
| GM Blake |
Worker: 1d20 + 3 ⇒ (1) + 3 = 4
Aurora: 1d20 + 3 ⇒ (19) + 3 = 22
Damiel: 1d20 + 5 ⇒ (11) + 5 = 16
Helvetica: 1d20 + 1 ⇒ (4) + 1 = 5
Zu: 1d20 + 2 ⇒ (1) + 2 = 3
Aurora: 1d20 + 1 ⇒ (7) + 1 = 8
Damiel: 1d20 + 3 ⇒ (4) + 3 = 7
Helvetica: 1d20 + 4 ⇒ (2) + 4 = 6
Zu: 1d20 + 3 ⇒ (17) + 3 = 20
Ooze Swarm: 1d20 - 5 ⇒ (2) - 5 = -3
Red: 1d20 + 2 ⇒ (9) + 2 = 11
Blue: 1d20 + 2 ⇒ (16) + 2 = 18
Yellow: 1d20 + 2 ⇒ (20) + 2 = 22
Target (alphabetical): 1d4 ⇒ 3
Yellow Bow: 1d20 + 2 ⇒ (15) + 2 = 17
P: 1d6 ⇒ 5
"Oh. Sure. The boss is right across the way," says a third man who you can now see as you move out to converse with the workers. He stands on the main platform on the east side of the warehouse. "Cross under the catwalk and take a right. The door'll be obvious."
While Zu is about to follow their directions, it is clear to everyone else that the preposterousness of your claims have failed to fool the workers, and they are in fact waiting for you to walk under the catwalk.
"Bah! They're on to us!" shouts the man on the other side of the crate.
"Screw it! Heave!" the other man holding the crate shouts.
The end result of the uncoordinated throwing or dropping of the crate towards Helvetica is the wooden box tumbling through the air to smash open about two inches away from the side of the catwalk. One might wonder whether a coordinated effort would have had any better result. More important to the moment, however, is that along with the destruction of the crate comes the sound of shattering clay pots.
Hundreds of palm-sized globs of rainbow colored ooze spill out and begin to move around, merging, splitting, and merging back together in a technicolor display. They spread across the floor and begin to climb on nearby crates.
"What in the hells!?" shouts one of the men, equally surprised as you might be.
"Nobody said nothing about that!" shouts another.
The man on the platform steps to the edge and picks up a bow. "Get your heads hammered on straight and kill them!" he shouts as he fires an arrow through the force field around Helvetica and deep into her thigh.
Combat! Round 1. Bold may act.
Ladder is indicated on the map (DC 0 to climb). Catwalk is 15 ft above the floor. The ropes at the middle of the catwalk can be climbed (DC 15).
Yellow
Zu
Fuzzy
Blue
Red
Aurora
Helvetica (5/10 hp)
Damiel
Ooze Swarm (Knowledge (dungeoneering) DC 11)
Calamitous Zu
|
Kn. Dungeoneering (DC 11): 1d20 + 4 ⇒ (3) + 4 = 7
"Whoa, cool!" Zu gawps at the rainbow oozy thing for a moment before coming to his senses. "Fuzzy, get it!"
Handle Plant (DC 10): 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15
While Fuzzy goes to 'get it', Zu uses a bit of his plant magic to conjure a burst of light in Yellow's face and then makes a break for the nearby ladder.
______________
Zu handles Fuzzy, casts Flare at Yellow (DC 12 Fort) and then moves to his current map position~
Fuzzmodeus aka 'Fuzzy'
|
Having heard the magic words Fuzzy leaps into action, scuttling around Helvetica and flinging themselves at the weird ball of slime(s).
Slam vs. Ooze Swarm: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
| GM Blake |
Yellow Fort: 1d20 ⇒ 17
Blue Target Alpha: 1d5 ⇒ 3
Blue: 1d20 + 2 ⇒ (12) + 2 = 14
P: 1d6 ⇒ 4
Red Target Alpha: 1d5 ⇒ 4
Red: 1d20 + 2 ⇒ (7) + 2 = 9
P: 1d6 ⇒ 2
The other two men bend down and pick up their bows from the catwalk. Everyone ignores the momentary flash of light.
"And what is that thing!?" shouts one who then fires an arrow into the carnivorous puffball struggling to do any harm to the tiny oozes skittering across the floor.
The third fires an arrow into the middle of your group. Clearly distracted by the psychedelic array unfolding below him, it is impossible to tell who he was aiming for.
Combat! Round 1. Bold may act.
Ladder is indicated on the map (DC 0 to climb). Catwalk is 15 ft above the floor. The ropes at the middle of the catwalk can be climbed (DC 15).
Yellow
Zu
Fuzzy (9/13 hp)
Blue
Red
Aurora
Helvetica (5/10 hp)
Damiel
Ooze Swarm (Knowledge (dungeoneering) DC 11)
| superbot |
"Lemme see what I can do about that big blob of... whatever it is" says Damielbot, as he manoeuvres for a clear shot and then lobs an alchemical bomb at the ooze.
bomb vs ooze touch, pbs, into melee: 1d20 + 4 + 1 - 4 ⇒ (13) + 4 + 1 - 4 = 14damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 x1.5
miss, direction: 1d8 ⇒ 3 Hopefully 14 hits it? If not, Damiel aimed at the bottom right square of the ooze. Ooze gets a DC14 Reflex save to take half of 5 damage (x1.5).
Helvetica Boots
|
Helvetica gestures at the arrow in her thigh and screams.
"Pew, pew, B~$~@!" she bellows, firing a blast of magic at the man who shot her. Clearly, she's found a much better target for all the emotions she wasn't able to immediately vent.
She backs up behind some boxes and yanks the arrow out. "IT STINGS MORE NOW!" Clutching her leg, she rolls on the floor.
________
Magic Missile vs Yellow: 1d4 + 1 ⇒ (2) + 1 = 3
Wand, move, fall prone!
Aurora Arulius
|
Aurora strides forward Hey, I could get used to these leg-things. Feels so fast!
She brandishes her holy symbol, lifting it up towards the men on the gantry.
"Feed your pain!" she cries as she invokes the Divine Princess.
selective channel: 1d6 ⇒ 2 = 1 damage; DC15 Will to avoid being sickened till end of Aurora's turn on turn 3; ooze takes x1.5 damage if Damiel didn't kill it (assuming it is harmed by negative energy).
| GM Blake |
Red: 1d20 ⇒ 14
Blue: 1d20 ⇒ 1
Yellow: 1d20 ⇒ 18
Yellow Target Alpha Visible: 1d3 ⇒ 2
Yellow: 1d20 + 2 ⇒ (19) + 2 = 21
P: 1d6 ⇒ 5
Damiel tosses his alchemical firebomb into the center of the swarm of iridescent oozes. The resultant conflagration might surprise even the elf as, despite being rather resistant to heat, the bomb evaporates the majority of the swarm through sheer intensity. The few colorful survivors scatter under crate and barrel, no longer a threat to anything larger than a rat.
The dart of force strikes unerringly once released from Helvetica's wand, apparently activated by profanity. The stomachs of the two thieves on the catwalk begin to gurgle.
"He's got power like the boss' wife! Get him!" the man on the platform yells just before he sends an arrow straight through Damiel's left arm.
Combat! Round 2. Bold may act.
Ladder is indicated on the map (DC 0 to climb). Catwalk is 15 ft above the floor. The ropes at the middle of the catwalk can be climbed (DC 15).
Yellow (-3 hp; 1 nl)
Zu
Fuzzy (9/13 hp)
Blue (-1 hp, sickened 3 rounds)
Red (-1 hp, sickened 3 rounds)
Aurora
Helvetica (5/10 hp)
Damiel (5/10 hp)
Calamitous Zu
|
"You tried, Fuzzy, that's what matters! Keep gettin' em!" Zu calls over his shoulder as he finally reaches the ladder and begins climbing up. It takes a burst of energy but he's able to reach the top and turn to square off against Yellow, longspear ready to stab.
______________
A double move to reach the ladder, climb up, and move to Zu's current map position.
Fuzzmodeus aka 'Fuzzy'
|
With nothing else in the immediate vicinity to 'get', Fuzzy moves after Zu and tries to skitter up the ladder...but it's sort of awkward when you don't have hands to grip...
______________
A single move puts Fuzzy at the bottom of the ladder. They've got a +5 to climb so if they can, they'll spend another move to try following after Zu up the ladder.
| GM Blake |
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Short Sword: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm: 1d20 + 2 ⇒ (16) + 2 = 18
P, Sneak Attack: 2d6 + 1d6 ⇒ (2, 6) + (2) = 10
So glad a pregen was standing closest.
Blue, Sickened: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
P: 1d6 - 2 ⇒ (6) - 2 = 4
Red, Sickened: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
P: 1d6 - 2 ⇒ (2) - 2 = 0
Based on the description of a creeping puffball, it seems more capable of climbing a ladder than other creatures, so go for it.
While Zu and Fuzzmodeus creep up the ladder, there is a distortion in the air behind Damiel. Suddenly, his coat is stained with fresh blood and the elf looks pained and surprised. As he slumps to the floor, sliding off of the skulk's sword, you all wonder how you failed to see the skulk now standing over the dying alchemist.
"Ha! Way to earn your keep, Kymeth!" one of the rogues shouts before belching. He wrinkles his nose and aims his bow at Zu. Despite the queasiness in his stomach, he manages to plant an arrow in Zu's gourd. Fortunately, leshies are spiritual beings and don't need their heads per se.
The other rogue is not faring nearly. He fumbles for an arrow out of his quiver and promptly drops it off of the catwalk while trying to nock it.
Combat! Round 2. Bold may act.
Ladder is indicated on the map (DC 0 to climb). Catwalk is 15 ft above the floor. The ropes at the middle of the catwalk can be climbed (DC 15).
Yellow (-3 hp; 1 nl)
Zu (5/9 hp)
Fuzzy (9/13 hp)
Skulk
Blue (-1 hp, sickened 3 rounds)
Red (-1 hp, sickened 3 rounds)
Aurora
Helvetica (5/10 hp)
Damiel (-5 dying, 0/10 hp)