
TGZ101 |

Returning to Arthuro's bazaar shows that The Fence is at least somewhat a man of his word. There is no sign of your previous struggles other than the faintest whiff of otyugh stench. Arthuro, however, is currently nowhere to be found.
Dannad's searching turns up a few useful tools that show signs of wear, but seem sturdy enough. These include a crowbar, a thin metal prybar, a shovel, and a pickaxe; all of a serviceable condition.

TGZ101 |

The door finally cracks and away from the hinges and splits into several pieces. Though the pieces are still held up by the bar on the other side, they can easily be moved out of the way.
With the barrier gone, several voices can be heard on the other side speaking in harsh whispers.

TGZ101 |

The courtyard is muddy from the pouring rain. Bits of trash, broken bottles, and cast-off crates stand in the corners of the yard. A pair of double doors stands open at one end of the courtyard. In addition to the drum of the rain, you see several scraggly men hiding behind boxes and peering out at you.

Dagobert the Luckless |

Dagobert takes a quick look and shakes his head sadly, muttering to his friends
"Sad specimens, as poor humans as those rats were poor rats. It's a shame to hurt them."
Raising his voice, he adds for benefit of the scraggy listeners,
"We're engaged in a professional de-infestation operation. Are you going to be a nuisance, or just go away without interfering?"

Dannad Bumbleroot |

"Just let 'em walk out o' here all scot free?" The halfling whispers. "If we weren't twixt 'em and the exit, I might could be convinced more toward it."
Fingering his knife, he watches from behind Vandis', the barbarian's larger form mostly shielding the small thief from view.
"Hope they're like that first lot if they don't take up your kind offer, Dag."

TGZ101 |

1d20+9 - Insight - are these bods likely to run if we scare them enough?
"Maybe we'll just get Mother Zeb'oltha to take care o' ya'. She's not far, ya' know. Best just get outta' here before ya' get over yer' heads."

TGZ101 |

Final map will go up tomorrow morning. Tonight is my homework night. For the meantime here is a ROUGH DRAFT of the map so you have some idea of what the layout is. The men are bringing boxes out of the doors at CC29. At the back of the courtyard are some stairs leading up to another wooden door.
Currently you are all outside, and the sun is rising further overhead. It is still obscured, however, by many rain clouds, and a slight drizzle has started up again.
Roll initiatives please, and let me know if your map locations are alright on the rough map.

TGZ101 |

The party prepares to take on the toughs, but the situation changes as the sounds of other voices from inside the warehouse can be heard near the door.
"They're here!"
"Get Zeb'oltha!"
UPDATED MAP (Click image for full scale)
Party Hit Points
Dannad
Galad
Beggar 1
Beggar 2
Beggar 3
Beggar 4
Beggar 5
Beggar 6
Beggar 7
Beggar 8
Beggar 9
Beggar 10
Hawkseer
Vandis
Dagobert

Galad The Redeemed |

The spirit forms near the nearest beggar and slashes at him.
Summoning my spirit in BB27 and using Stalker's Strike on B1. (If the boxes are as impassable as I think they are, I should be able to force the bandits that want to attack us all move through AA26, if nothing else wasting some movement.) 1d20 + 4 ⇒ (5) + 4 = 91d10 + 4 ⇒ (10) + 4 = 14
EDIT: Don't you hate it when the damage is lower than the attack?

TGZ101 |

Dannad moves up and tosses a dagger to test B1's defenses and realizes B1 practically has no defenses, felling him instantly.
Probing Strike on B1; 1d20 + 10 ⇒ (16) + 10 = 26 vs. AC for 1d4 + 6 + 2d8 ⇒ (2) + 6 + (3, 4) = 15 damage.
Galad, B1 is no longer there during your turn. Would you like to revise?
UPDATED MAP (Click image for full scale)
Party Hit Points
Galad
Beggar 2
Beggar 3
Beggar 4
Beggar 5
Beggar 6
Beggar 7
Beggar 8
Beggar 9
Beggar 10
Hawkseer
Vandis
Dagobert
Dannad

TGZ101 |

Several more men pour out of the warehouse to join their companions, though they quickly realize they're over their heads as the spirit companion takes swings at them with its' spectral sword as they run by.
B2, B3, and B6 attempt to damage the spirit companion but their weak attacks are useless.
B4 and B5 let out yelps as B1 goes down and start running for the stairs. B5 makes it to the door at the top and flings it open with B4 right behind him.
The remaining men run out of the warehouse but have no choice but to run through the spirit's defenses.
Galad, the spirit companion gets 4 opportunity attacks on the newly arrived beggars
UPDATED MAP (Click image for full scale)
Party Hit Points
Hawkseer
Vandis
Dagobert
Dannad
Galad
Beggar 2
Beggar 3
Beggar 4
Beggar 5
Beggar 6
Beggar 7
Beggar 8
Beggar 9
Beggar 10

Galad The Redeemed |

OA, vs Reflex:
First two miss, third probably hits (15, 13 damage), last one is a crit for 14 damage.