Then lets chase after the hostage taker and kick his ass.
First, try to extract information from them. Why they want this hostage, who/what their group is, etc.
You easily catch up with the hostage taker, burdened as he is, [Advantaged Intimidate: 5/
9+2] and with a scowl and point of your staff easily persuade him to drop the halfling and his club. Trembling hands in the air, he responds as best he can to your flurry of questions.
"Okay okay, don't hurt me, please! The old man, the boss wanted him for the spellbook. Little guy was talking about this new spell he's researching after a few too many a couple nights ago, big magic stuff, above my head, okay? Boss wanted the spell, he wouldn't give it up no matter how many drinks we bought him, so boss decided to grab the halfling and make him spill about it. Look, this Emerald Warrior stuff was never serious to me, okay? I was just in it for the drinks, and the uniform, and my buddies, and the feeling like I'm part of something, you know? I'm just a farmer, I never knew anything, and I never signed up for kidnapping, or fighting, and it wasn't my idea, okay? Will you let me go if, uh, I tell you where Pawel ran off to? Room 18, it is. Please don't hurt me."
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.