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Auri climbs down the tower.
"Yes, if the day is wearing on we should rest here where the shelter is good."
She peers up at the sky.
"I find it hand to judge time in the mountains, the sun can vanish so quickly."

GM Fuzzfoot |

The goblins have amassed a small cache of spoils from recent ambushes of travelers along this path, which they now heap in a pile on the ground floor of the western (lower) tower.
Among the worthless junk collected here is a potion bottle and two tanglefoot bags.
You also find another potion and 2 alchemist's fire on the goblin shaman. Your goblins, upon seeing these and the rest of the equipment, start asking for weapons and armor to protect themselves against other baddies.
In fact, they start just trying to grab the equipment.

GM Fuzzfoot |

Flamebringer and Torch jump up immediately. "Fire! Yah yah, we buildz big fire!"
Nemrok's diplomacy seems to be holding the goblins in check, but you can tell that they would grab whatever they could as soon as the opportunity presents itself.

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"I agree Wyatt the armor would be a wonderful idea. I think we should take something with us just incase they do need to defend themselfs. Afterall we wouldnt them getting injured or worse on our account."

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Auri takes dead goblin bodies and puts them in the tower the group is not going to rest in. Before leaving she mutters a quick prayer over their dead forms.
"It is only right. And we don't want them coming back to haunt us." she says - to herself if nobody else is listening.

GM Fuzzfoot |

So, it sounds like you are letting some of the goblins wear the dead goblins armor, but piling the weapons away from them, correct? And then I get the feeling you are looking to hold up for the night, so explain your setup for that, please. Or if you are continuing on, that is fine too.
Also, did anyone take the 2 potion, 2 tanglefoot bags and 2 alchemist's fires?

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Nemrok will let the goblins took the armors but not the weapons. You're right about that.
As for holding up for the night, how far are we from our next stop ? Having a shelter for the night in a cold land is better than none.
Nemrok will take one potion
Nemrok try to know what the potion did casting detect magic and looking at them.
Spellcraft (potion 1): 1d20 + 7 ⇒ (17) + 7 = 24
Spellcraft (potion 2): 1d20 + 7 ⇒ (14) + 7 = 21

GM Fuzzfoot |

The potions are Cure Light Wounds and Bull's Strength.
As far as stopping or not, you are days away, so it really just depends on if you want to refresh spells, etc. or not. It is probably a good place to stop, though, because it is shelter and easier to defend.

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What time of day is it?
Auriferous will take the bulls strength potion if nobody else wants it, and also secure the alchemists fire away from goblin attention.
"I think if we all stick in the one tower it would be best."
She is more than happy to spend time rendering the weapons unusable (bending swords etc).

GM Fuzzfoot |

You notice that the goblins all are paying close attention to where the alchemist's fire is put.

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perception: 1d20 + 1 ⇒ (14) + 1 = 15
Once everyone is inside, Auri bolts the door, then realises this is the one she smashed through and spends a bit of time trying to fit it up with whatever debris remain.
"Settle down. Now which goblin gets to light the fire for us tonight?"

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perception: 1d20 ⇒ 17
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Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Tyranius pays little attention to the goblins. The sooner we get these vermin back to the Society the sooner we will be done with them.
Tyranius grimaces at the thought of having to deal with goblins any longer.

GM Fuzzfoot |

Auri's question has all of the goblins on their feet jumping and screamming "Me! Me! Light em up! Light em up!"

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Auri looks around the group, and then deciding that there was none especially well or badly behaved, plays favourites and suggests "Flame Bringer."
She looks around the rest.
"But you can all help build the fire that he will be lighting. So you all get to have a bit of the fun. Once lit, no prodding though."

GM Fuzzfoot |

The goblins, under Wyatt's watchful eye, help build a fire and seem to revel in making the flames go higher and higher...
What's the plan? Staying the rest of day and night? Headed out?

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What time of day is it? If there is still a good amount of time, we should press on, if only a little - then the strong walls of the tower may disuade goblins from running away and be worth the small delay.

GM Fuzzfoot |

You stay the night in the tower, posting guards on both the outside and the goblins I assume.
The night passes uneventfully, and so you eat and head out.
You resume your travels and walk for quite some time. The goblins are fairly well behaved, but constantly ask for food.
With the rough hills at now far to the north, the land opens into a broad grassland where the snow is much sparser. The sky is overcast and the temperature has risen, making the march south somewhat easier. For as far as the eye can see, there is nothing but open ground and great fir trees that dot the landscape.

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Nemrok continued to try befriending the goblins during the travel. Hoping to gain their "trust" and to stop them in the case they behaving wrongly, speaking to them in their languages.
"take 10" in Diplomacy for 18
Survival: 1d20 + 0 ⇒ (20) + 0 = 20
Looking at the landscape, despite is lack of knowledge about nature and such, something caught Nemrok's eye.
Looking worried he said to his comrades Guys, I think we may have a problem. Winter is coming ! A big snowstorm ! We mesut prepare a camp as soon as possible !

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survival: 1d20 - 1 ⇒ (8) - 1 = 7
"Really? It looks nice to me?" but with a shrug gives way to the more experienced traveller.
"Maybe we should camp near some trees for shelter."

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Survival: 1d20 + 3 ⇒ (15) + 3 = 18
I agree we should find shelter immediately before it is too late. By reading the winds here it will strike us soon.

GM Fuzzfoot |

You need a DC 15 Survival check to get camp set up in an hour. You can have 1 check and the others aid if you like. The goblins provide no help - in fact, they jeer at you and make fun of what you are doing.
Let me know who is setting up, who is aiding, and who (if anyone) is watching goblins.

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Survival: 1d20 + 3 ⇒ (14) + 3 = 17
Tyranius begins the task of setting up camp with a quick known purpose.

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Auri will keep watch on the goblins.
"Come now, there are tree branches. Who can help get the most for making a fire with?"
She tries putting the goblins to useful work (both for us, and for them!).
"I have a sandwitch for the goblin who brings me the most burnable wood for the fire."
Auri bought extra rations at the beginning and is more than happy to use a bit of one of them as bribery.

GM Fuzzfoot |

You make camp just as the storm rolls in, Temperatures drop severely, and visibility is very low. Inside your shelters, you can handle the weather. It looks like the storm will be raging for a while.
What are your plans?

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"We should stay in our shelters, and make sure the goblins stay...entertained.. somehow. Maybe some type of quiet game that gives tit bits for the winner?"
She offers.
"We need to keep an alert guard on them for their own good too."

GM Fuzzfoot |

So you are rotating shifts to watch the goblins. Anything else?

GM Fuzzfoot |

The weather outside is frightful - a rather severe snowstorm. Temperatures are such that without the camp, you would have certainly frozen. The goblins seem less concerns than you, however they are from around these parts.
While Wyatt is doing rounds outside, he sees a strange occurrence. A pale blue daffodil-like flower is blooming in the snow!

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"Well, it certainly is pretty.." offers Auriferous - who stands shivering in the snow.
"Odd that it grew just now - I didn't notice it when we set up camp." she stomps her feet and then heads back for some more rest.

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my bad not used to having the appropriate skills sorry for the hold up
knowledge nature: 1d20 + 9 ⇒ (14) + 9 = 23
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