[Story Progression] The Great Library of Tephu

Memsie has Reek fly up to the window and scratch at it lightly to make noise for the inhabitants. Laying on his side, one arm propping his head and waiting at the window "Dahling! Oh dahling! You just have to to let me see those gorgeous features!" In wise-ass fashion, one that he hoped Zanros would recognize, the gnome piped out for the lost party member.
 
The wooden shutters over the window remain shut despite Reeks protestations. Have Reek make a perception check
 
[trigger]BATEYES: 32[/trigger]
[trigger=by]For: TimeCrush Re: #537[/trigger]
 
Reek: The bat hears a faint rustling of chains from the roof, he quickly flies a little higher to take a peek. On the roof he sees two men dressed all in black, bound with chains and bloody, just beginning to wake up. The top of the roof is 10 ft off the ground.
 
Idessa, having been appraised by Memsie that something was happening, slithers up the side of the building, trailing a rope behind her in case her stalwart companions wish to climb up as well. At the top, she attaches the rope to anything nearby and sturdy, then goes over to the bound ruffians, weapon at hand and looking around for danger.

Take 10 on climb check for 25.
!roll 1d20+1 #Perception
 
[trigger]Perception: 9[/trigger]
[trigger=by]For: Hexalan Re: #539[/trigger]
 
Idessa: You are able to reach the top. They are just beginning to wake up they are bound in manacles to each other. There are some stones but otherwise the roof is unremarkable.

Edit: You do finally notice that your signet ring is missing
 
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Memsie scurries up the rope Idessa secured, and casts Detect Magic on the roof and occupants. He is wary that somebody would leave their ransom insurance just hanging out ten feet up.
 
Seeing as my compadres are doing nothing but getting high(er), I'll join them.
 
3 of you are at the top, if Aech wants to come along he'll need to post soon. What are you going to do up there?

Memsie: You detect some magic coming from the men's direction. Though not from the men themselves.
 
With an armed guard, Idessa strip searches the bound men, relieving them of any residual weapons that they may be hiding betwixt them. The first one that wakes up and makes a ruckus wins a gentle slap and a sack over the head.
 
Idessa: Both were waking up as you climbed up, as you approach them to strip them they both bring their feet together then attempt to kick you. You have just enough time to see a blade sticking out of one shoe for each of them. Make a reflex save to not get caught flat footed for the attack.

!roll 1d20+9 #Blade boot Attack 1
!roll 1d4+1 #Dmg 1
!roll 1d20+9 #Blade boot Attack 2
!roll 1d4+1 #Dmg 2
 
[trigger]Blade boot Attack 1: 25[/trigger]
[trigger]Dmg 1: 2[/trigger]
[trigger]Blade boot Attack 2: 28[/trigger]
[trigger]Dmg 2: 4[/trigger]
[trigger=by]For: Statboy Re: #545[/trigger]
 
[trigger]1d20+15: 27[/trigger]
[trigger]1d20+15: 27[/trigger]
[trigger=by]For: Hexalan Re: #547[/trigger]
 
Idessa: Passed both Fort saves. The 2 men are still bound together and not really able to escape easily, they aren't trying to get up. You don't have to roll for initiative yet, depending on what you do next.
 
Memsie casts slumber on the two men. Will save 14 or 15. I'm not sure if hexes count as zero level spells or level 1. (Its 10+ int mod +spell level)
 

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