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"Sadistic or not I gave my word not to let them die." Andraste says adding, "Any creature has the ability to change, they simply must be given the opportunity. Such is the way of the Dawnflower."
heal: 1d20 + 1 ⇒ (4) + 1 = 5 To check the seagull.
Andraste will then cast stabilize on the goblins, and dogs.

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Raoul places his pearl of power and wand of magic missile in his pack. He cautiously follows Andraste, examining the fallen dogs and goblins.
"Perhaps it was a fool's errand to try and reason with these poor things. I'm just not sure they can be properly negotiated with." The elf looks up at the fortress ahead of them.
"Especially if they're being compelled by a strong outside force. Goblin's aren't known for their strength of will..."

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"I am good friends with a goblin and made her an honorary Pathfinder. I judge each by his own individual merits."
Pointing to the seagull.
"I have judged these goblins and found them lacking. I gave them the opportunity to change."
Jory ties up the goblins and throws any small weapons of little worth over the edge.

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Raoul gives Andrazi a pat on the shoulder. "Yes, right you are. The matter at hand..."
The wizard moves forward toward the building up the path, trying his best to keep to whatever shadows the brush may provide.
Stealth: 1d20 + 3 ⇒ (3) + 3 = 6
As the elf gets closer, he stops and spits into the ground, using his foot to ground the expectorant into the dirt. "Sinuses.." he mutters to himself.
He holds his left hand to his head to cut the glare of the sun and try to spot any guards, battlements or other such things that the party may be interested in. He holds his right hand to his temple to grant himself some diviner's fortune to his vision.
Perception + Diviner's Fortune: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Raoul has apparently really angered the dice gods today.

GM Aarvid |

Miraculously, the Sun Priestesses are able to stabilize all of the goblins and all but one of the dogs.
Raoul does not see any guards on either of the towers, nor does anyone hear anything beyond the wind, a few seagulls and the waves crashing 80' below.

GM Aarvid |

Sorry, the map looks like it got bumped and I cannot fix it until I get home on Saturday. I exposed some to show the doors.
The doors opens and you peer inside. It is dark except for light from outside.
Without darkvision, will need a light to see more.

GM Aarvid |

Jory, you found nothing of real value. Some poor quality bows and armor and rusty dog slicers. Typical goblin gear, all small sized.
The stockade is made of thick wood. Closer inspection reveals that most of the wood seems to have been scavenged from ships—a few nameplates remain affixed to some of the beams, while other timbers look like they might have once been masts.
Looking inside...with light.
The floor of this large room is hard-packed soil, as if the builders either ran out of lumber after building the walls and roof, or as if they simply never thought about building a floor. A number of poorly preserved horse and dog heads are mounted along the eastern wall, while along the southern wall hangs a pair of large black-feathered wings tacked to the wall with daggers.

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Jory adjusts quickly without light and leads the way.
His goal is to get the deepest inside without notice.
perception/stealth: 1d20 + 13 ⇒ (8) + 13 = 211d20 + 13 ⇒ (18) + 13 = 31

GM Aarvid |

There are double doors to the west, another set to the East of the long narrow hall and a third set straight ahead. A couple other single doors lead to the north from the narrow hallway to the east.

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Andraste follows, though she does not light up her scimitar due to her darkvision.

GM Aarvid |

Jory opens the double doors to the west, finding a 10' wide hallway ending in another set of doors. Halfway, on the north wall, is a single door that appears to be boarded up and nailed shut. No sign of occupants.
Andraste and Kyra follow Jory. What of the rest of you? Raoul, Andrazi and Aelfward?

GM Aarvid |

Jory finds no traps and opens the Far East set of doors.
An open flight of wooden stairs winds up to a trap door in the ceiling, thirty feet above.

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"Wrong way? Is there no way we could get through the trap door from below, does no one have a collapsible ladder?" Andraste asks curiously.

GM Aarvid |

The stairs climb upwards towards the trapdoor in the tower. No stairs go down, but another set of double-doors is on the north wall.
Made it home from flight, so map has been fixed.

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"If you believe that the chief is down then I suppose we should finish exploring this level before going up if at all possible, though if I was commanding an army of Goblins, I'd want to be as high up as possible to be able to see them all." Andraste comments, following the others.

GM Aarvid |

Jory climbs the stairs and opens the trap door to see a couple of sleepy goblins throwing pickles out the side tower window opening.
In hushed goblin language .
"Hurry. I heard someone coming. If big chief knows we stole pickles, he not be happy and board up more pantries. "

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Jory leaves the pickle thieves alone and retreats to the northern doors and opens them after checking them out.
Take 10 perception for 23
I think mage armor is good for an hour.
"If I was a goblin chief, where would I put my lair?"

GM Aarvid |

The two goblins continue with their pickle disposal project unaware of the visit.
Jory returns and opens the double doors to the north.
This large courtyard is open to the sky. Tenacious
clumps of partially trampled grass grow fitfully
here and there in the hard-packed earth, in places
stained with blood or scratched with furrows. To
the north, what appear to be two dead goblins lie
slumped at the entrance to an outbuilding.

GM Aarvid |

As soon as the door is opened, you spot 4 more of the rat-dogs, which see you and rush towards the door.
Aelfward: 1d20 + 6 ⇒ (20) + 6 = 26
Andraste: 1d20 + 3 ⇒ (8) + 3 = 11
Andrazi: 1d20 + 2 ⇒ (16) + 2 = 18
Jory: 1d20 + 1 ⇒ (3) + 1 = 4
Kyra: 1d20 + 0 ⇒ (11) + 0 = 11
Raoul: 1d20 + 6 ⇒ (14) + 6 = 20
GD12: 1d20 ⇒ 10
GD34: 1d20 ⇒ 19
G: 1d20 ⇒ 9
ds: 1d20 + 6 ⇒ (19) + 6 = 25

GM Aarvid |

26-Aelfward
21-Brown Dogs
20-Raoul
18-Andrazi
15-???
12-Gray Dogs
11+Andraste
11-Kyra
4-Jory
You see the dogs the same time they see you (and the open door) so both surprised. No surprise round. Full actions.
Aelfward is up first.

GM Aarvid |

Two of the dogs rush towards Aelfward and Jory, loudly yapping at the sight of new chew toys.
AoO and readied action, assuming you have your reach weapon in hand.

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AoO w/glaive: 1d20 + 8 ⇒ (8) + 8 = 16 for damage: 1d10 + 6 ⇒ (5) + 6 = 11
readied action attack w/glaive: 1d20 + 8 ⇒ (3) + 8 = 11damage: 1d10 + 6 ⇒ (3) + 6 = 9
Al strikes at the attacking dogs.

GM Aarvid |

The dogs move up to bite. Aelfward quickly dispatches one with his glaive but the other slips under and attacks Jory.
bite: 1d20 + 2 ⇒ (19) + 2 = 21 for dmg: 1d6 + 3 ⇒ (5) + 3 = 8 and fort save
Biting the monk on the thigh as he grabs for his bow.
Jory verify that hits your FF AC with mage armor. I saw 17AC in your status.
20-Raoul
18-Andrazi

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Raoul leans forward and gives Andraste an enthusiastic pat on the shoulder. "You've got moxie, young one. Get in there and take care of the dogs." As he does so, he imparts his diviner's fortune upon the oracle.
He then draws his wand of magic missile
Diviner's Fortune gives an insight bonus to the touched character/creature on all of its attack rolls, skill checks, ability checks, and saving throws for 1 round.

GM Aarvid |

Jory fights off the ill effects of the bite.
Raoul grants fortune to Andraste and sends her forth.
As Andrazi tries to move around the remaining dog, it snaps at him, yapping loudly.
1d20 + 2 ⇒ (4) + 2 = 6 for 1d6 + 3 ⇒ (3) + 3 = 6 plus fort.
Undaunted by the miss, the warrior cuts down the dog facing Jory.
Raoul hears movement from upstairs behind him.
"Banzai!"
as the two goblins move onto the stairs.
The last two dogs rush Andrazi and Aelfward.
Andrazi 1d20 + 2 ⇒ (6) + 2 = 8 for 1d6 + 3 ⇒ (5) + 3 = 8 plus fort.
Aelfward 1d20 + 2 ⇒ (19) + 2 = 21 for 1d6 + 3 ⇒ (6) + 3 = 9 plus fort.
The second one will hit Aelfward (avoids Aoo by moving around hard corner).
11+Andraste
11-Kyra
4-Jory

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Kyra moves south (3 squares, even if provokes) past Raoul and attempts to strike the first goblin with the pommel of her scimitar.
Scimitar Nonlethal: 1d20 + 2 ⇒ (18) + 2 = 201d6 + 3 ⇒ (2) + 3 = 5
Confirm Critical: 1d20 + 2 ⇒ (14) + 2 = 161d6 + 3 ⇒ (2) + 3 = 5
If it confirms, it also does an additional 2 points of fire damage

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Andraste moves over to the stairs and attacks the goblin at the bottom of the stairs.
Scimitar;Nonlethal: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7