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Oh, Kamda, I think you misunderstood. Enrik is unconscious and the Chaplain surrendered already.

GM Fuzzfoot |

The blue warrior, concerned about Giggles, steps into the storeroom and shuts the door.
Red turns his attention to Vrothum, considering Cirri to be less of a threat.
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Behind the closed door, you hear screams.
Bite Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Bite Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Unarmed Strike Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Bite Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Bite Attack: 1d20 + 2 ⇒ (5) + 2 = 7
Unarmed Strike Attack: 1d20 + 2 ⇒ (12) + 2 = 14
The goblins never landed a blow!
Round 4: (Bold may act)
Cirri (6 damage)
Jazmine & Giggles (1 damage)
Vrothum (1 damage)
Kamda
Soldier (blue) (10 damage)
Soldier (red) (4 damage)
Korvalis (7 damage)
Charn
Round 5: (Bold may act)
Cirri (6 damage)
Jazmine & Giggles (1 damage)
Vrothum (1 damage)
Kamda
Soldier (blue) (10 damage)
Soldier (red) (4 damage)
Korvalis (7 damage)
Charn

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Vrothum lets out a roar as he enters his blood rage, his eyes go red, and claws sprout from his fingers. He full attacks red. AC:17, HP:29 Bite: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 5 ⇒ (5) + 5 = 10 Claw1: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 5 ⇒ (1) + 5 = 6 Claw2: 1d20 + 7 ⇒ (5) + 7 = 121d6 + 5 ⇒ (4) + 5 = 9 Claw1confirm: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 5 ⇒ (3) + 5 = 8 14 total dmg

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Korvalis continues his advance down the corridor, then turns and moves toward the guard. When he reaches the guard, he dives behind Cirri, then somersaults into a standing position opposite Vrothum.
(None)
Round 4 action:
double move
Rolls:
acrobatics, tumble, ACP: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
acrobatics, tumble, ACP: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Alternate action condition:
(none)
Alternate action:
(None)
Active Status effects:
bloodrage, AC15, 2 rounds remaining after this one, I believe

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Jazmine continues to run towards the fray while Giggles moves into better position to savage the Red guard.
Bite: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Talon 1: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Talon 2: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Bite Dmg: 1d4 ⇒ 1
Talon 1 Dmg: 1d3 ⇒ 2

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Cirri frowns as the guard ignores her. "Tsk tsk tsk! Time to shut you down, buddy!"
Spell Combat, casting Daze.
Concentrate, DC 15: 1d20 + 2 + 3 + 4 ⇒ (7) + 2 + 3 + 4 = 16
Red guard must make a DC 13 Will Save or lose his next action.
Quarterstaff+1,Spell Combat, Flanking: 1d20 + 1 + 3 - 2 + 2 ⇒ (15) + 1 + 3 - 2 + 2 = 19
Damage: 1d6 + 1 + 3 ⇒ (3) + 1 + 3 = 7
Cirri's AC is 15 thanks to Combat Expertise.
"Told ya to give me the keys- why are they screaming!"
Cirri tries to open the door.
Strength Check if necessary: 1d20 + 3 ⇒ (18) + 3 = 21

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Kamda continues his guard duty over the man.
Ach, Ye be needin' me 'elp in there? I kin knock this fella out good wi' me shield an' come smash some guards iffen yer wantin'!
Delay until needed.

GM Fuzzfoot |

Between Vrothrum and Giggles, the red guard is torn to shreds.
Cirri, in a surprising show of strength, breaks open the door, revealing 6 goblins biting and punching the blue guard.
Injured, grossly outnumbered, and not seeing his commander nearby, the remaining guard tries to surrender.

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Korvalis signals for the goblins to cease attacking the guard, then grabs a hold of him and starts leading him down the hallway back to the chaplain.

GM Fuzzfoot |

The goblins ignore the signal, and gleefully continue to attack the warrior.
Bite: 1d20 + 2 ⇒ (19) + 2 = 21
Punch: 1d20 + 2 ⇒ (8) + 2 = 10
Bite: 1d20 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 2 ⇒ (15) + 2 = 17
Punch: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 ⇒ 1

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Cirri counts the six goblins. "Oh, thank goodness you're alright! B-But, the guard surrendered. It's OK! You don't need to fight anymore."
Diplomacy: 1d20 + 1 ⇒ (2) + 1 = 3
Ignored again.

GM Fuzzfoot |

As the goblins aren't doing much damage, and it seems like you are trying to call them off, eventually you are able to do so without any serious injuries. The blue guard is alive, but badly burned.
Combat is over, all the goblins are alive, and only Enrik was killed. What do you do next?

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"Is there any rope about that we might use to tie these men up? We should leave them in that storeroom with a note. Or we could execute them as punishment for betrayal."
-Posted with Wayfinder

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Munching on a turkey leg, Cirri notes, "I'd rather not kill them...If only they listened to reason." She feeds some of the food to the goblins. "I guess we should tie them up for now so they don't follow us."
"I suppose we should keep moving, if others know we are out here with these escorts."

GM Fuzzfoot |

Yes, there are plenty of ways to secure them before you leave, including locking them in the storeroom.
Just make sure you take their cell phones.

GM Fuzzfoot |

You bind the prisoners, and continue on your way. You finally arrive at Trollheim, all prisoners alive and ready to talk.
Congratulations! You have completed The Frostfur Captives scenario.
I will try to get chronicles out today. You will receive both prestige points (all goblins alive), but there will be a slight knock to the gold due to skipping the hut at the crossroads. I still have to sort out the specifics on that one. Please let me know if anything else needs to be on your chronicle sheet.

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Heehee, I do wonder what was at that hut. Something for my CORE PC to figure out! :)