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Cork moves up to the bridge and then moves over the bridge slowly in order to avoid the caltrops. Once across the bridge he moves to the other side of the sleeping goblin. "I'm not interested in killing a senseless creature but I also don't want this guy waking up and attacking us. Let's push him into the water. That will wake him up and then he'll have a chance to get away." Cork looks to the others to see if they agree.
Double move, part of it half-speed.

GM Fuskee |

Cork and Rourke both move up while Mycroft still has an action left. The goblin is asleep for 2 more rounds and it looks as if the bard is making a run for it once Mycroft's turn is over.

GM Fuskee |

Versevosh is unsettled by how many people have already crossed the bridge and tries to make an escape! He doesn't care about the attack of opportunity that Kaminari will get, he turns and makes a run for the hallway.
Round 2: Attack of Opportunity for Kaminari and then everyone's up again!

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Wakizashi AoO: 1d20 + 7 ⇒ (5) + 7 = 12
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Startled by the goblin's sudden flight, Raijan fumbles his thrust and resorts to just chasing after the goblin instead. Double Move

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Davorin kicks the sleeping goblin's horsechopper into the sewage and follows after Kaminari.

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Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
Rourke takes a running leap over the sewage stream to meet up with Davorin in his pursuit of the goblin bard.
Double move to Davorin.

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Cork pushes the sleeping goblin over the ledge and down into the flowing sewage. "Hope that wakes him up." Then he turns his attention to the fleeing goblin and starts racing down the corridor following Davorin and Rourke. He shouts ahead to Kaminari, "Try to take him alive, if possible. We might get some information from him."

GM Fuskee |

Mycroft and Joof are still up!
The goblin is pushed into the water along with his weapon and wakes up while gurgling on the dirty brown liquid.

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"After Versevosh! Goooo!"
Jerd darts into the hallway, disappearing around the corner and catching up with the bard to let his owner try and take a slice at him.
Dogslicer + High Ground: 1d20 + 7 ⇒ (4) + 7 = 11, Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Jerd double move, Joof attack.

GM Fuskee |

Versevosh continues running, making his way around the corner and heading through a room that appears to be an abandoned guard post with traces of goblins that used to be here but probably fled once the fighting started up. He starts going for a small path leading into the sewers.
Round 2:
Rourke/Goblin 1 (Woke up, action next round)
Mycroft
Cork
Goblin Bard
Joof
Kaminari
Davorin
Joof, Kaminari and Davorin, you're up! As well as the attacks of opportunity he will give by running.

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Davorin legs it after the fleeing goblin. Double move.
"It looks like he's trying to escape!"

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Joof AoO: 1d20 + 7 ⇒ (18) + 7 = 25, Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Jerd AoO: 1d20 + 2 ⇒ (14) + 2 = 16, Damage: 1d6 + 1 ⇒ (6) + 1 = 7, Trip: 1d20 + 2 ⇒ (5) + 2 = 7
"Really? Trying to escape? Joof didn't notice."
The halfling continues following Versevosh, not paying much attention to the dangers he possibly is leading them into.
Dogslicer: 1d20 + 7 ⇒ (18) + 7 = 25, Damage: 1d4 + 1 ⇒ (2) + 1 = 3

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AoO: 1d20 + 7 ⇒ (18) + 7 = 25
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Confirm: 1d20 + 7 ⇒ (7) + 7 = 14
Crit damage: 1d6 + 3 ⇒ (3) + 3 = 6
Raijan slices away at the fleeing goblin, but pulls to a halt as he sees the small tunnel the goblin is heading towards.
Anyone have a way of blocking that?

GM Fuskee |

Versevosh is unable to escape the string of AOOs as he is cut down by Kaminari and Joof, falling to the ground dead.
You can continue combat if you'd like but that other goblin is just going to run towards the way you guys came in. The room he led you to is actually just an empty room with an escape into the sewers. You get the feeling that these goblins are pretty easily frightened and don't have much loyalty for their new boss yet. Any little sign of someone overpowering them seems to make them run for the high hills.
What do you do now?

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Raijan taps his foot impatiently while Joof totally appropriately searches the body.
We should keep moving. This big boss is the only one we need to make sure doesn't escape!

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By the time Cork catches up to the group the combat is over. "Hmm. I was hoping we could question at least one of these guys. I guess we'll have to find the boss on our own. I think we should head up that way." He spins to the left and back to the right a couple of times, head looking down, as he's trying to get his bearings then points to the wide corridor. "I think that's west."

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"Should we search the two side chambers before continuing our hunt for the boss?"

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Good idea. Raijan opens the door on the left.

GM Fuskee |

I'm assuming some of you have appropriate light sources.
This square stone chamber stinks of feces, urine, and unwashed animal fur. Gnawed bones, rotting chunks of meat, and filthy piles of rags litter the room. On the north and south side of the room are two caged areas that seem to be for holding animals. Just as Kaminari realizes this, he sees that in the south cage there are two goblin dogs, a young one and one that is much bigger. The cage has been opened most likely by a fleeing goblin from one of the earlier guard posts and the hounds growl at your light sources and move to attack.
I'll put the dogs up in the map in a second and do initiative. Gotta get some work done real fast.

GM Fuskee |

Initiative:
Mycroft: 1d20 + 5 ⇒ (11) + 5 = 16
Joof: 1d20 + 4 ⇒ (9) + 4 = 13
Rourke: 1d20 + 2 ⇒ (18) + 2 = 20
Cork: 1d20 + 7 ⇒ (16) + 7 = 23
Kaminari: 1d20 + 4 ⇒ (20) + 4 = 24
Davorin: 1d20 + 3 ⇒ (18) + 3 = 21
Small Dog: 1d20 + 4 ⇒ (17) + 4 = 21
Big Dog: 1d20 + 2 ⇒ (4) + 2 = 6
Round 1:
Kaminari/Cork
Small Dog/Davorin
Rourke/Mycroft/Joof
Big Dog
Kaminari and Cork are up!
As everyone prepares for a fight, Ekkie yells out from the back, "Please don't hurt the doggies!"

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Cork is standing further back in the passageway when Kaminari opens the door. "What are you seeing in there?" While he asks, Cork moves forward to the other side of the doorway and draws his cutlass. As he passes by he glances into the room and sees the two goblin dogs.
"We need to draw them out here, then we can attack from both sides." He beckons Rourke to join him on the far side of the doorway.

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Raijan closes the door.
Ekkie, can these dogs open doors?

GM Fuskee |

You close the cage door and it locks shut on them before they can act. Encounter avoided! They growl and snarl at you but I don't think even the big one can do enough damage to actually burst the door open. "Thank you for not hurting them, they're just cute dogs!" Ekkie says as she comes up from the back of the group to look at the duskhound.
Alright, where to next? It's a shame their initiatives were so bad, I figured someone might try that, lol.

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"Down the next corridor it is then. The boss is bound to be close."

GM Fuskee |

Move along in the hallway and form up when you're ready. I'll reveal the last area when everyone is good to go.

GM Fuskee |

Last room guys! Make sure you move up so I know everyone is still active and either tonight or tomorrow morning I'll post everything up for the final battle. We're almost done!

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Moved and ready

GM Fuskee |

Two rows of pillars support the arched roof of this long hall. At the other end of the hall stands a makeshift throne constructed from the broken remains of a smashed statue and other cracked blocks of masonry. In front of the throne stands a female bugbear and you can also see two goblins, the same kind that you have been fighting, hiding behind the two pillars next to her. "I see someone wishes to speak to the Guildmaster of the Nightsoil Marauders. You've caused enough trouble for my minions, if you would like to work out some sort of agreement I will allow one of you to approach my throne and speak to me. If more than one of you passes the first pillars of my throne I will have no choice but to retaliate."

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Raijan gives the beady eye to those pillars, That's just where I'd put the trap.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Sense Motive: 1d20 + 1 ⇒ (3) + 1 = 4

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Cork steps up close to the first set of pillars then quietly casts detect magic in the direction of the pillars on either side of the room. As he finishes he speaks up to the bugbear. "Are we to assume that you are the Guildmaster?"

GM Fuskee |

Kaminari checks the pillars closest to you guys and doesn't see any signs of a trap, however as he's scanning in that direction he does notice that the ground between the third set of pillars (from the left) does look a little weird and might suggest something is under them.
But as Cork moves up and casts Detect Magic, the bugbear grips her weapon and yells to the two goblins, "Kill them!"
Initiative:
Mycroft: 1d20 + 5 ⇒ (15) + 5 = 20
Joof: 1d20 + 4 ⇒ (10) + 4 = 14
Rourke: 1d20 + 2 ⇒ (17) + 2 = 19
Cork: 1d20 + 7 ⇒ (12) + 7 = 19
Kaminari: 1d20 + 4 ⇒ (16) + 4 = 20
Davorin: 1d20 + 3 ⇒ (13) + 3 = 16
Goblin 1: 1d20 + 6 ⇒ (20) + 6 = 26
Goblin 2: 1d20 + 6 ⇒ (19) + 6 = 25
Inoklar: 1d20 + 1 ⇒ (2) + 1 = 3
Round 1:
Goblin 1/Goblin 2
Mycroft/Kaminari
Rourke/Cork
Davorin
Joof
Inoklar
The two goblins giggle from behind their pillars as you see them retrieving something from their pockets as they both move up to the next point of cover.
Everyone is up!

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Davorin starts singing once more and moves beside Cork.
Move and start a controlled inspire rage (+2 dex for the party).

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Rourke doublemoves to gain cover behind the left first pillar, and pulls out the packet of sneezing powder the swashbuckler snags from a goblin earlier.

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Raijan rushes into the room taking cover behind one of the pillars.

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It's getting really dark in here. Dammit! I have to!
"Okay, everyone", announces Rourke. "First one who laughs, dies!"
And with that, Rourke activates his halo, radiating bright light in a 20 ft. radius around his head, and shadowly light an additional 20 ft.

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Cork shrugs at the bugbear's command. "Not a very friendly bugbear." He moves quickly past Joof and slips along the far side of the first pillar on the east side and moves into position behind the second one. As he moves, he draws his cutlass and utters a few arcane words. The cutlass gleams with magical energy for a moment.
Double move, draw weapon, arcane pool to enhance weapon

GM Fuskee |

Mycroft identifies the goblins as the same type of "goblin toughs" you've been fighting earlier. He also knows one bit of information about Inoklar. (Defenses, Attacks, Special Abilities, you get to pick one.)
Inoklar moves up and lets out a roar as she spins her weapon around in a dazzling display, attempting to intimidate Cork and Kaminari.
Intimidate: 1d20 + 12 ⇒ (15) + 12 = 27
Cork = Shaken for 4 rounds
Kaminari = Shaken for 3 rounds
Reminder: –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Goblin 1 moves around the pillar and comes into the middle of the room to throw his alchemist fire at Kaminari while Goblin 2 comes around the other side of the pillar to toss his at a Cork.
Kaminari has partial cover, +2 to AC, Cork has full cover, +4 to AC
Goblin 1 throw: 1d20 + 4 ⇒ (20) + 4 = 24
Crit confirm?: 1d20 + 4 ⇒ (17) + 4 = 21
Goblin 1 manages to hit Kaminari directly in the face as the chemicals spread and simultaneously ignite, dealing some pretty hefty damage to the Tengu and sets him on fire.
Damage: 2d6 ⇒ (3, 6) = 9
Goblin 2 throw: 1d20 + 4 ⇒ (5) + 4 = 9
Miss direction: 1d8 ⇒ 6
Goblin 2 manages to throw his just past Cork which breaks open and still erupts into a circle of flame that barely hits him and deals 1 point of fire damage, while also hitting his fellow goblin and dealing some damage to him. Oddly enough, the both of them just laugh about it as the room is lit up with the halo from the aasimar and the alchemist fire.
I believe everyone else is up again!