
Crux |

Crux casts Mage Armor and prepares his wand before stepping into the doorway. [b]"We only wish to speak to Vankaskerkin and the other deserters from the guard. We wish no trouble and hope violence will not be required."[b]
Diplomacy 1d20 - 2 ⇒ (7) - 2 = 5

Kazadarin Darlok |

"I asked you nicely once, I will not do so again."
Intimidate: 1d20 + 3 ⇒ (12) + 3 = 15

GM Agent |

The man at the vat of liquid scowls. "Vankaskerkin doesn't speak to customers. If you want to do business, you talk to me." The other three men glance amongst themselves, exchanging anxious looks at your threats of force. The muscles in their bodies tense, but the hold their position while letting their companion continue.

Crux |

"That is where you are mistaken. We are not customers. We are agents of the crown come to speak with the deserters and escort them back to face judement. It would behoove you to cooperate with us as that will shine as favorable a light on this as can be had."

Crux |

"Gentlemen, we have been authorized to use lethal force, but we would rather not. You will lower your weapons and have Vankaskerkin brought to us to talk, now."
When that doesn't happen, I will target the one speaking with my wand of magic missiles 1d4 + 1 ⇒ (3) + 1 = 4. How are we doing init again?

Grent Ungol |

"Authorized to use force is different than eager to use it, Crux," Grent says, "and reluctant to use it is still again different than capable of using it," he finishes, looking pointedly at the hammer-holding hothead.
"You're outnumbered, outgunned, and on the wrong end of the law. I will say this once - from a business position, it doesn't matter to me whether I am bringing in an agreeable group of wayward soldiers who are happy to talk terms, or a cart full of dead deserters who made things harder for everyone. I did my job either way.
Would I rather my job be a walk with a group of fellows who made a hasty choice when the riots broke out but did Korvosa a needed service in the meanwhile, telling their side of things to the Marshall and returning to their posts like nothing happened? Of course. But if we need to call your spirits back from the Boneyard to find out what you fools were thinking when you deserted, holed up, and attacked agents of the crown, I am more than happy to let someone else do that." He hefts his shield meaningfully and draws his kukri.
"So gentlemen. Your call."
1d20 + 4 ⇒ (9) + 4 = 13 to Intimidate. 1d20 ⇒ 9 if you think that was more diplomacy.

Taelreth |

Taelreth draws her sword, sliding it silently out of the sheath. With a gesture, she infuses it with arcane energy, causing it to glow ever so slightly. "Don't be foolish; we only wish to talk. Words are far less deadly than blades."
Aid Another on Grent's diplomacy/intimidate 1d20 + 2 ⇒ (4) + 2 = 6

GM Agent |

The man with the warhammer smirks. "It's funny you should show so much interest in our doings, our operation; I think we should let you assist us in our work." He nods to his companions. "Take them."
Roll Initiative and act if your result is 21 or better. Existing campaign map is current; the man wielding the hammer is the one closest to the vat in the southeast corner.

Kazadarin Darlok |

Initiative: 1d20 + 4 ⇒ (11) + 4 = 15

Taelreth |

Initiative 1d20 + 6 ⇒ (13) + 6 = 19
Harrow point reroll 1d20 + 6 ⇒ (15) + 6 = 21
"A pity." Taelreth mutters to herself, as she gracefully charges the nearest man.
Moving four spaces east and charging, using arcane strike as usual.
Longsword to hit 1d20 + 5 ⇒ (15) + 5 = 20
damage 1d8 + 5 ⇒ (6) + 5 = 11
Assuming that's a kill, Taelreth does the following"
As she runs through one of the deserters, Taelreth loudly announces, "Anyone having second thoughts?"

Crux |

I guess a readied action doesn't mean much in these parts. :]
Initiative 1d20 + 4 ⇒ (20) + 4 = 24
Or maybe it means something to the boards.
My action won't change. I magic missile 'Warhammer' for 4 force dmg per my prior post.

GM Agent |

I guess a readied action doesn't mean much in these parts. :]
It does, but you still can't act before your first turn in the initiative order once combat breaks out. There's no surprise round, as everyone is equally aware of everyone else, and you can't make a ready action outside of the initiative order; if it helps, think of it as everyone readied an action for when combat began, so initiative still determines who goes first.

GM Agent |

Lamenting the men's refusal to lay down their arms, Taelreth quickly moves to strike at the nearest opponent. Her sword cuts deep, slicing through his loose armor and easily finding flesh beneath. The man staggers from the force of the strike, his blood spilling onto the floor, but somehow manages to maintain his footing.
Even as the bard launches her attack Crux unleashes a small bolt of magical energy, which impacts the face of the man wielding the warhammer. His left cheeks is burned by the magic, but the man's grin remains.
The mortally-wounded man looks up at Taelreth, and his face fills with terror. He drops his sword, turning to flee the woman that nearly killed him in a single blow. [Taelreth can make an AoO] The two remaining sword-wielding men move to take their fleeing friend place, letting their swords lead the way as the approach the elf. She manages to dodge one of the attacks, but the second man successfully draws blood. [Taelreth takes 8 points of damage]
Grunt 2: Longsword Attack vs Taelreth 1d20 + 4 ⇒ (6) + 4 = 10; Damage 1d8 + 1 ⇒ (1) + 1 = 2
State your actions! The fleeing thug is outlined in yellow.
Initiative Order
20 -- Akari
15 -- Kazadarin
03 -- Grent
24 -- Crux
21 -- Taelreth
21 -- NPCs

Kazadarin Darlok |

Kazadarin moves to the space behind Taelreth and attacks the nearest thug.
Attack: 1d20 + 7 ⇒ (2) + 7 = 9

Akari Skullseeker |

As The wounded elf retreats to the stable, Akari reaches out a hand and touches her. The bloody wounds, writhe and knit themselves back together, and the flow of blood from the wounds ceases. He then has second thrust about the sling and draws his club to better defend himself.
Cure Light Wounds on Tael. 1d8 + 1 ⇒ (7) + 1 = 8

GM Agent |

As the heavily wounded man turns to leave, Taelreth takes the opportunity to strike at her foe. She buries her blade deep in his back, and he drops to the ground.
Akari begins casting a spell as Kazadarin moves to enter the battle in support of Tael. The ranger makes an attack at the closest opponent, but his sword is deflected harmlessly by the man's armor. Grent [NPC'd] watches this for a moment before turning his attention to the man with the warhammer. Striding forward, he slashes low with his kukri, but his target steps back enough to avoid the blade.
Grent: Melee Attack, Kukri 1d20 + 4 ⇒ (4) + 4 = 8; Damage 1d4 + 1 ⇒ (3) + 1 = 4 Miss!
Crux pauses a moment to asses the situation before launching another bolt of arcane energy at the thug attack by Kaz. Striking true, the missile appears to inflict significant damage upon the man, though he retains his footing. He growls, and Tael takes the opportunity to bolt for the open door to the stable; though her sudden motion surprises both opponents in range, the man that suffered the blast from Crux's wand recovers quickly enough to strike at the fleeing bard. His sword finds its mark, drwing a cruel line of blood across Tael's fleeing form. She falls to the ground, unconscious, behind Kaz. [Tael suffers 7 damage]
Withdrawing only prevents attacks of opportunity due to leaving the square one currently occupies; you have to pass through another threatened square in this instance.
Thug: AoO, Longsword 1d20 + 4 ⇒ (18) + 4 = 22; Damage 1d8 + 1 ⇒ (6) + 1 = 7 Hit!
Seeing her fall, Akari moves next to Taelreth, chanelling healing energies into her damaged form. She coughs as her eyes open, once again aware of her surroundings. The oracle then stows his sling, readying a club as he peers warily at his foes. [Tael heals 8 damage]
A smile returns to his face as the man with the warhammer takes a swing at Grent. The smile fades as Grent dodges the strike as nimbly as the man did Grent's just moments ago.
Thug: Melee Attack, Warhammer 1d20 + 4 ⇒ (3) + 4 = 7; Damage 1d8 + 1 ⇒ (8) + 1 = 9 Miss!
The other two thugs move to both attack their nearest target, swinging their swords at Kaz. However, both swords fail to meet their mark.
Thug: Melee Attack, Longsword 1d20 + 4 ⇒ (8) + 4 = 12; Damage 1d8 + 1 ⇒ (6) + 1 = 7 Miss!
Thug: Melee Attack, Longsword 1d20 + 4 ⇒ (1) + 4 = 5; Damage 1d8 + 1 ⇒ (6) + 1 = 7 Miss!
State your actions!
Initiative Order
20 -- Akari
15 -- Kazadarin
03 -- Grent
24 -- Crux
21 -- Taelreth
21 -- NPCs
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; prone

Crux |

Not much need to change what I'm doing except to maneuver to stay out of melee. Crux will use the wand against
1- the closest opponent
2- the most wounded opponent (as best he can tell)
3- Warhammer guy
Magic Missile 1d4 + 1 ⇒ (1) + 1 = 2

Kazadarin Darlok |

Kazadarin growls and swings at his new opponent.
Power Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d4 + 11 ⇒ (3, 2) + 11 = 16

Taelreth |

Forgot that, I'll make sure to roll Acrobatics next time...
With the others in combat and herself injured, Tael stands (move action, right? otherwise she'll just stay on the ground) and begins to sing a tale of a great elven hero who hunted down those who strayed from righteousness. Inspire Courage +1.

GM Agent |

Akari [NPC'd] kneels down to help Taelreth to her feet while Kaz launches a deadly attack against his opponent. The ranger's sword cuts through both metal and flesh, and the thug drops to the ground. Determined not to be left out, Grent [NPC'd] brings both his kukri and shield against the man with the warhammer; the shield misses its target, but the small blade draws blood.
Grent: Melee Attack, Kukri 1d20 + 2 ⇒ (20) + 2 = 22; Damage 1d4 + 1 ⇒ (2) + 1 = 3 Hit, Critical Threat!
Grent: Melee Attack, Spiked Shield 1d20 + 2 ⇒ (6) + 2 = 8; Damage 1d6 + 3 ⇒ (2) + 3 = 5 Miss!
Grent: Crit Confirmation, Kukri 1d20 + 2 ⇒ (3) + 2 = 5; Damage 1d4 + 1 ⇒ (2) + 1 = 3 Miss!
The two remaining thugs glance at each other even as Crux's next missile impacts the one next to Kaz. This final attack appears to break them, as the to simultaneously break toward the nearest door. [Kazadarin and Grent receive AoOs]
Next Round!
Initiative Order
20 -- Akari
15 -- Kazadarin
03 -- Grent
24 -- Crux
21 -- Taelreth
21 -- NPCs
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

Akari Skullseeker |

Was out sick and not on as much as I usually am, sorry.
Seeing the other two opponents flee, Akari moves to the man that Kaz just downed, checking to see if his life has ended. Turning to Tael, he asks, "Are you OK?"
If he is still alive, but unconscious, I will cast Stablize on him.

Grent Ungol |

Grent swings his shield heavily at the retreating man's back, looking to drop him to the ground. Once they're out of the room, Grent heads to the door to watch in which direction they leave.
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
My apologies as well - in the middle of a busy week with new work hours. Trying to catch up on posts.

Kazadarin Darlok |

Kazadarin snarls at the retreating thug and swings.
AoO: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d4 + 8 ⇒ (4, 3) + 8 = 15

GM Agent |

I apologize, folks. Things these last few days have gotten hectic; the new kitchen cabinets for may parents' house should be getting in early tomorrow morning, and we've been frantically trying to get the room tiled and ready for their arrival. I'll try to have a new update posted by Monday night, at the latest.

GM Agent |

Kazadarin strikes quickly at the fleeing man, sending him to the ground bleeding and unconscious. Grent likewise strikes at the butcher with the warhammer, but his attack falls short. His foe quickly opens and ducks through the westernmost door; by the time Grent reaches the opening, the butcher has made his way through another set of doors which hang open, revealing an exterior alleyway beyond. The room in between the dets of doors is empty save for an open-topped wagon.
Akari examines one of the men on the floor. Though heavily wounded, he still lives, and the oracle channels divine energy into his form to stop the bleeding.
End of Combat.

Akari Skullseeker |

Akari stands from his examination of the downed man. "This one will live. The Shoanti moves to the next closest man and examines him.

Grent Ungol |

"No sign of anyone in this room," Grent whispers to his comrades. "I'm going to make sure it stays that way." He strides across the empty wagon-room, checking for any signs of life as he goes. When he reaches the alley door, he looks outside for any signs of foes - if he sees none, he will shut and lock the door.
Perception check: 1d20 ⇒ 7

GM Agent |

Akari is able to determine that while the second of the three remaining men has perished due to the severity of his wounds, the third clings to life. The oracle quickly takes action to prevent further worsening of the man's condition.
Grent takes a moment to check the alley, but the fourth man is nowhere to be seen, and the alley itself appears empty. He secures the door before rejoining the others.

Akari Skullseeker |

Akari stands after tending to the wounded. "One dead, but the other two will live to stand trial. Lets be about our work quickly before the fourth man warns Vankaskerkin."
The Shoanti readies his club and moves to Taelreth to determine the extent of her injuries.
Am I incorrect in thinking Taelreth was the only one injured?

Kazadarin Darlok |

Kazadarin kneels over the fallen men, searching thier bodies for keys or information.
Or anything else eye catching!

Daumari |

Am I incorrect in thinking Taelreth was the only one injured?
You are; everyone else is at full health.
Searching the three men, Kaz recovers 60 gold. Additionally, each is wearing chainmail, and bearing a heavy steel shield, longsword, and light crossbow. You are able to gather 30 crossbow bolts in all.
Besides the door you entered, there is the door leading to the alley in the western wall, and two separate sets of double doors leading north further into the building.

Akari Skullseeker |

While Kaz rifles through the unconscious men's pouches, Akari moves to the dead man. The Shoanti squats near the man, examining the body, muttering softly to himself.
Death reaps the beauty of the world
Bundles old crops to hasten new
Be still heart, hold peace.
Growing is better than decay.
I hear the blade which severs life from life.
Be still peace, hold heart.
Death is passing on,
The making way of life and time for life.
Hate dying and killing, not death.
Be still, heart, make no expostulation.
Hold peace, and grief, and be still.
his prayer to Pharasma done, he stands, turns back to the group and stands ready.

Grent Ungol |

Grent has a faraway look in his eyes while Akari says his prayer. When the man finishes, he gives the Shoanti a measured look. "That was a good prayer, Akari. The Bonemistress would be proud."
Grent then goes around the room locking the other doors to the outside, including the door they just came in through. That done, he gives a grim grin to his friends. "No way out but further in."