You consider your options. Go back and give these people hangovers - three day trip, likely. Find them, study the habit, buy them much alcohol, wait for hangovers... or you could toss a Fireball Nuke Spell at them.
Fireball sounds easier.
[Roll(1d20)+2:
12,+2
Total:14]
For the first time in your life, you are not subject to incredible beginner's luck when it comes to fireballs.
[Roll(20d100)+0:
31,42,97,17,10,95,58,19,46,31,87,80,28,26,97,91,36,5,59,56,+0
Total:1011
Yes, I did d20 before, I am changing the system.]
[Roll(13d20)+2:
19,8,9,4,2,1,10,3,16,13,11,15,16,+2
Total:129]
You lob a blazing fireball in the air above the group and watch it explode into liquid globs, striking thirteen of the twenty and killing one as the fireglob burns a hole through his eye. While most of them are wounded badly by the fires, a few remain alive.
[Roll(1d20)+7:
18,+7
Total:25
Roll(1d20)+7:
10,+7
Total:17
Roll(1d10)+7:
9,+7
Total:16]
Wes bounds in front of you and draws moonsteel, a grin on his face as he neatly bisects the mercenary who was asking for your money or your life with a single swing, the blade virtually ignoring the armor. He twirls the blade at the end of the path and catches another mercenary across the throat before the first rank has time to react.
[Roll(2d20)+4:
15,20,+4
Total:39
Roll(2d20)+2:
11,15,+2
Total:28]
The rightmost spearman stabs forward and catches Wesley in the shoulder of his shield arm straight through the gap between plates in his armor. His arm goes limp, and his shield drops as he hisses and pulls back, sword arm up as he parries the next blow.
Unfortunately, Wes cannot screen you from everyone, and the last of the first rank of mercenaries approaches you, a murderous look on his burned face with axe raised high.
[Roll(1d20)+4:
12,+4
Total:16
Roll(1d20)+1:
16,+1
Total:17]
He swings down and you jerk back, feeling the wind sweep past you. That would have been really bad to be hit by. The group proceeds forward, replacing the three fallen men with fresh ones. It appears that these men are seasoned mercenaries, and do not flee easily, especially when they outnumber their enemies.
Shit.
Wes- 9/16 HP
Rope - 16/16 HP
Spearman A - Lightly Wounded
Swordsman B - Near Death
Swordsman C - Near Death
Maceman D - Moderately Wounded
Axeman E - Unharmed
Round 2. FIGHT!