
Kazadarin Darlok |

Kazadarin piles the weapons up next to the bodies and shoves the gold into his backpack. " No keys or information on these traitors. 60 gold though, seems like being a butcher pays realy good these days." He walks over to Grent and draws his falchion. "Well, wich door suits you?"

GM Agent |

You make your way through the indicated door, finding yourselves in what appears to be a meat locker. The air in this room is stale, stinking of day-old meat and blood. Straw litters the floor, scattered to catch what drips from the meat hooks affixed to the walls and ceiling on metal rods. To the north is a low blood-stained table and two barrels of salt, while to the south, a pair of double doors stands. An iron bar extends through a narrow hole at the top of the doors; the bar runs along the ceiling for five feet before ending at a vertical pole running floor to ceiling.
The meat hooks in this room are fairly well used, but currently hold no meat. A single door is set in the west wall, toward the north end of the room.

Kazadarin Darlok |

Kazadarin drwas his bow and covers the stairs.

Kazadarin Darlok |

Yes!

Kazadarin Darlok |

"I will hold the stairs if the rest of you clear what remains of the bottom floor.

GM Agent |

While Kazadarin stands watch at the foot of the stairs, Grent moves into the storefront and manages to prop a small bench against the exterior door, effectively stopping it from opening without significant effort. Meanwhile, Tael makes her way to the southwestern-most room. Beside an old and well-used wagon, this small chamber is empty. Two sets of double-doors open into the exterior holding pen, in addition to the door leading into the alley that Grent locked earlier. Marks on the floor show regular traffic from the alley entrance into the holding pen, presumably from years of livestock being delivered for slaughter.
As everyone reassembles in the stairwell hallway, a thump can be heard from upstairs, followed by footsteps, as if someone just walked from one end of a room to the other.

Kazadarin Darlok |

Kazadarin waits until everyone gets to the stairs, then begins to move with his bow leading the way.

GM Agent |

The stairs open into moderately-sized chamber. A round table sits in this room, surrounded by four wooden chairs, and a stack of cards sits on the tabletop. A cabinet to the southwest hangs open, a tangle of dirty clothes and blankets within. Four thin bedrolls lie rolled up against the
north wall. A door sits in the south wall, and it is from beyond this that you hear sounds of movement.

Kazadarin Darlok |

Kazadarin moves across the room with his bow drawn and positions himself in front of the door.

Kazadarin Darlok |

Kazadarin turns to the group and shugs, then looks at Grent and nods at the door.

GM Agent |

Akari, Initiative 1d20 ⇒ 9
Crux, Initiative 1d20 + 6 ⇒ (4) + 6 = 10
Grent, Initiative 1d20 + 2 ⇒ (12) + 2 = 14
Kaz, Initiative 1d20 + 4 ⇒ (9) + 4 = 13
Taelreth, Initiative 1d20 + 6 ⇒ (16) + 6 = 22
Behind the table stands a man wearing the livery and armor of the Korvosan Guard. In answer to Grent he quickly readies a bow and sets arrow to string, firing at the fighter even as he crouches next to one of the chairs. The projectile flies true, embedding itself deeply in Grent's shoulder. [Grent suffers 8 damage]
NPC Attack, MW Composite Longbow vs Grent 1d20 + 8 ⇒ (20) + 8 = 28; Damage 1d8 + 3 ⇒ (5) + 3 = 8 Critical Threat!
Critical Conformation 1d20 + 8 ⇒ (9) + 8 = 17; Damage 2d8 + 6 ⇒ (8, 3) + 6 = 17 Miss!
State your actions. No one is flat-footed, and both Grent and Kaz benefit from cover, as does the archer crouched next to the table (+4 AC). Everyone else currently has complete concealment.
Initiative Order
22 -- Taelreth
14 -- Grent
13 -- Kazadarin
10 -- Crux
09 -- Akari
05 -- NPCs
Hit Points/Effects/Conditions
Akari
hp 10/10
Crux
hp 8/8; mage armor (>1-hr remaining; AC 16)
Grent
hp 3/11
Kazadarin
hp 12/12
Taelreth
hp 2/9

Kazadarin Darlok |

Kazadarin moves along the East wall then follows the south wall to stand 10 foot from the man and fires his bow.
Bow Attack:1d20 + 3 ⇒ (3) + 3 = 6

Akari Skullseeker |

OUCH! I didn't realize Tael was still injured and had no idea Grent was injured either!
Akari looks around at his companions checking for any obvious signs of wounds. He calls out, "Give up and come along quietly, Vankaskerkin. We are agents of the crown."
EDIT: Can I assume a 14 would determine that Grent ant Tael are injured? If he determines one of his companions is injured, he will use a Cure Light on them. If he determines more than one are injured, and he is either 30' away from the guy in the guard uniform or the guy in the guard uniform has not been injured by one of his companions, he will channel energy. If he determines more than one are injured and can't blow a channel without healing the opponent, he will move to the most injured fighter (Grent) first, attempting to stay out of the opponent's way, and heal him.
In case needed...
Channel Energy: 1d6 ⇒ 6
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

GM Agent |

Taelreth begins to sing as Grent and Kazadarin advance into the room and their opponent. Despite the bard's support, Kaz's arrow fails to find its target, Grent however, manages to strike the archer across the face with his shield. Meanwhile, Crux takes up a position next to the door and launches a mote of arcane energy that streaks into the room and strikes Vankaskerkin in the chest.
Akari ducks through the door and sprints the short distance to Grent. Laying a hand on the injured fighter's shoulder, the oracle channels healing energies into the man's injured framw. [Grent is healed 8 damage]
Blood runs down Vankaskerkin's face as he spits at Grent. "Don't need my bow, to take you out." Dropping the weapon, he draws out a spear and thrusts upward; the spear snags against the links of Grent's chain shirt, but the force of the strike is still enough penetrate the armor. [Grent suffers 6 damage]
NPC Attack, MW Spear 1d20 + 6 ⇒ (20) + 6 = 26; Damage 1d8 + 3 ⇒ (3) + 3 = 6 Critical Threat!
Crit Confirmation 1d20 + 6 ⇒ (4) + 6 = 10; Damage 2d8 + 6 ⇒ (4, 1) + 6 = 11 Miss!
State your actions! Akari, I'm not going to make you roll Heal checks to determine if other members of the party are injured. Consider it automatic knowledge.
Initiative Order
22 -- Taelreth
14 -- Grent
13 -- Kazadarin
10 -- Crux
09 -- Akari
05 -- NPCs
Party-Wide Effects
Inspire courage +1 bonus to attacks, damage
Hit Points/Effects/Conditions
Akari
hp 10/10
Crux
hp 8/8; mage armor (>1-hr remaining; AC 16)
Grent
hp 5/11
Kazadarin
hp 12/12
Taelreth
hp 2/9

Grent Ungol |

Forgot to add damage from the Bardic support on that last hit - 5 damage on Vankaskerkin
"Maybe not, but you're still going to need a lot more than that." Grent says, trying not to show how hurt he is. This guy's good... He punches forward with his shield, trying to find an opening to catch him with the knife in his other hand.
Shield: 1d20 + 3 ⇒ (5) + 3 = 8 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Kukri: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Kazadarin Darlok |

Kazadarin Drops his bow and quickly draws his falchion and advances on the ex guard.
Quickdraw falchion move to attack position
Attack:1d20 + 5 ⇒ (19) + 5 = 24
Confirm Crit:1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11
Crit Damage If Hit: 2d4 + 6 ⇒ (1, 3) + 6 = 10

GM Agent |

Grent brings both his weapons to bear against Vankaskerkin, but the archer manages to time his movements to avoid both attacks. In doing so, however, he neglects to account for Kazadarin's presence. Quickly advancing and drawing his falchion, the ranger slices down the former guardsman's side.
Tael advances into the room as Crux offers Vankaskerkin the opportunity to surrender. "The Field Marshall wants to talk? Since when are assassins charged with delivering messages?" Cornered and surrounded, Vankaskerkin once again strikes out with his spear, even as Akari continues to call on divine power to heal Grent's wounds. However, this time the weapon fails to find flesh, and Grent's wounds close fully. [Grent is healed 8 damage]
NPC Attack, MW Spear 1d20 + 6 ⇒ (12) + 6 = 18; Damage 1d8 + 3 ⇒ (4) + 3 = 7
State your actions! I will be heading out of state Thursday morning to visit relatives over the last half of my spring break; I'll try to get one more update in before I take off. I should return by next Monday at the latest.
Initiative Order
22 -- Taelreth
14 -- Grent
13 -- Kazadarin
10 -- Crux
09 -- Akari
05 -- NPCs
Party-Wide Effects
Inspire courage +1 bonus to attacks, damage
Hit Points/Effects/Conditions
Akari
hp 10/10
Crux
hp 8/8; mage armor (>1-hr remaining; AC 16)
Grent
hp 11/11
Kazadarin
hp 12/12
Taelreth
hp 2/9

Taelreth |

"You and your men attacked us! We are agents of the crown, not assassins, you fool!" Taelreth calls out, hoping to convince Vancaskerkin to stand down.
Diplomacy or Intimidate 1d20 + 2 ⇒ (6) + 2 = 8
Assuming Vancaskerkin continues to fight, Taelreth jumps up on the table and strikes at him with the hilt of her sword.
Acrobatics 1d20 + 5 ⇒ (6) + 5 = 11 That's going to be close.
Longsword to hit (+1 high ground, -4 nonlethal strike) 1d20 + 0 ⇒ (16) + 0 = 16
damage 1d8 + 5 ⇒ (2) + 5 = 7

Akari Skullseeker |

Akari chuckles. "If we were assassins, you and your men would be dead and you wouldn't even know who killed you. Drop your weapon, and come along quietly. Maybe Kroft will let you off easy if you come willingly."
[ooc]Diplomacy: 1d20 + 3 ⇒ (6) + 3 = 9
Apart from speaking and trying to talk Vankaskerkin down, Akari holds his action.

Grent Ungol |

Grent feels the spear knock all the wind out of him, but mentally thanks Pharasma that it couldn't pierce his armor. "This needs to end now, Vankaskerkin. Drop the spear," he says, preparing his shield for a counter-attack should it come.
Readying a shield bash should V decide to attack myself or any party members.
1d6 + 4 ⇒ (4) + 4 = 8
Crit confirm: 1d20 + 5 ⇒ (6) + 5 = 11
1d6 + 4 ⇒ (1) + 4 = 5

GM Agent |

Tael leaps onto the table and attempts to take Vankaskerkin out of the fight, but misses. Grent demands an end to the fighting even as Kazadarin's blade once again cuts into its target. Vankaskerkin's spear clatters to the ground as the man slumps against the wall, unconscious and bleeding.
End of combat.
Akari
hp 10/10
Crux
hp 8/8; mage armor (<1-hr remaining; AC 16)
Grent
hp 11/11
Kazadarin
hp 12/12
Taelreth
hp 2/9