
GM Volandis |

Sanite swings his hammer once more and strikes down the goblin.
COMBAT OVER
It's finally time to check over the bodies.
The seven weaker goblins each carry a bunch of small gear: leather armour, light wood shield, dogslicer, shortbow, quiver of arrows.
Both goblin commandos are also carrying some small gear: studded leather armour, horsechopper, shortbow, quiver of arrows and a small vial of magical liquid.

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Sanite sighs as he looks at the bodies.
He looks to the others once they are stripped and laid bare. "Once we head for camp, I wish to carry the goblins out to the woods. May their flesh nourish new life." he said simply.
It wouldn't hurt to just pile up everything till they were ready to go.

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Dasus nods to Sanite, and says, "I'll help. I had no desire to kill them, except the one who tried to lead us into a trap. But, it's impossible to reason with someone who is more afraid of their superiors than the people actively killing them."
Checking his wounds again, he says, "I do, however, wish to kill this Boss Grulk. Whoever he is, leaders have more choice than underlings, and if he inspires that much fear, I doubt he's redeemable."

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Romulus looks over the bits and gives a sigh.
Well... scrap iron is always appreciated by the smiths at least...
He sees the small vial of liquid and holds it up.
Hm.... I wonder...
He whispers some arcane words to check if magic lies within the vial.

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The witch will sit down cross legged and begin to chant and concenrate to cast detect magic
Spellcraft 1d20 + 8 ⇒ (9) + 8 = 17

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Romulus stashes one in his pocket and passes the other to Heccaba before looking to the others.
Best if Heccuba and I hold onto these. No offense meant, but me and Heccuba are the least likely to take an axe to the face. I've seen to many healing potions go to waste on warriors who weren't awake to drink them. Our skills mean we can pass you a potion of you need it rather than you stopping to dig in a bag.

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Dasus nods, and says, "None taken. You have a good point."
Even though he's still injured, after a few moments of adjusting his armour and a couple of stretches to ensure he still has full movement, he says, "Alright, I'm ready to go on."

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Sanite turns about, seeing that there is no real quarrel with his statement turns and looks over his compatriots. "You two are injured, I shall walk in front." he said fairly simply.
Sanite then moves up where the Dwarf had taken to stopping and looked to his left and right and noticed two sets of doors. "It's best to take smaller doors." he said with conviction.
He put his hand on the door and if no one would offer a complaint against his reasoning, opens the door.

GM Volandis |

Sanite tries the door but it's clearly locked. The door does look quite weathered though so maybe a good shove could remove the obstacle.
Sanite decides to try the double doors before making a lot of noise. Inside is a rather strange sight. Stairs wind downward to the right, circling around a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material—a spire within a spire.
Belmiir perception: 1d20 + 5 ⇒ (1) + 5 = 6
Sanite perception: 1d20 + 7 ⇒ (16) + 7 = 23
Sanite can hear the sounds of shuffling feat coming from somewhere down the stairs. He steps nearer and listens carefully and can her a faint moaning sound and what sounds like two sets of shuffling feet.

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Sanite nods and looks at them and raises a finger. "Two humanoids...downstairs, shuffling" he says quietly.
He looks at them and waits to see if they will follow and then when everyone is ready, he will lead down the stairs.

GM Volandis |

Sanite stealth: 1d20 + 2 ⇒ (12) + 2 = 14
something 1 perception: 1d20 ⇒ 1
something 1 perception: 1d20 ⇒ 2
Being as quiet as he can, Sanite slowly moves down the stairs. He goes a bit of the way down before reaching another landing where he sees two rather gaunt and sickly looking goblins. They don't appear to have noticed him but it's quite clear that these are the source of the sounds he could hear.
The landing seems to be like a guard post on the stairs. It doesn't lead off anywhere else except down to the next level.
Belmiir checks the door and finds it safe.

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Belmir opens the door and waves Dasus forward. *whisper* may need your help just in case ya know? Belmir winks at the half or as he grabs the latch with one hand and grips his quarterstaff with the other.

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Dasus blinks, looking back to Belmir in confusion, but then as the door is opened he steps over there instead, saying softly, "Shouldn't we deal with one enemy at a time?"
Still, since the door is open, he does raise his shield slightly and stepped forward.

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Sanite notices that the goblins appear to be completely lax in their guard duty. He wasn't sure if they were guarding the upstairs from something on the second level or if they were supposed to be ready for something coming from upstairs, but catching a proven dangerous enemy unawares...well, he couldn't not take advantage.
Smack an unaware Goblin?: 1d20 + 3 ⇒ (20) + 3 = 23
If hit: 2d6 + 7 ⇒ (6, 2) + 7 = 15
This seriously isn't necessary crit?: 1d20 + 3 ⇒ (20) + 3 = 23
Welp...: 2d6 + 7 ⇒ (2, 4) + 7 = 13
Sanite sizes up the situation for a moment and raises his hammer above his head silently before bringing it down with as much force as he can to make sure that this was a quick and painless death.

GM Volandis |

The Paizo site has been screwy the last few days and I've not been feeling a little under the weather too. Hopefully both things should be back to normal again now.
Sanite steps down the stairs and smashes one of the undead goblins to pieces before it can even react.
These goblins are a very minor threat so i'm just going to call them defeated and more things along.
The other goblin pathetically scrapes it's claws on Sanite's armour before he puts that one out of it's misery too.
Where do you all want to go next?

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Sanite walks back up from the lower deck "Goblins were on duty...did not pay attention well." he says as he pulls out a small hanky and starts trying to wipe all the goblin blood off his 'skin'.
He looks around at the others "How is it up here?"

GM Volandis |

Dasus opens the door and finds a room that looks really messy. Rows of wooden racks on the walls of this room hold a ramshackle collection of rusty blades, scraps of armor, and warped arrows. The only things that look usable are various crudely made goblin weapons. Half a dozen each dogslicers and horsechoppers.
Going past the now unlocked room, Dasus and Belmiir can see the barricade that the goblins squeezed through earlier when they tried to surround the party.

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Belmir enters the messy room and looks around for traps first,perception traps: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 (note +2 to notice unusual stoenwork) and then anything of valueperception: 1d20 + 5 ⇒ (12) + 5 = 17

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Romulus grunts at the state of the room.
Goblins. Talk about bad housekeepers.
He shakes his head.
Let's keep moving shall we? If we can clear out this floor before nightfall, I think we stand a better chance of digging a foothold in.

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Dasus nods in agreement, and says, "I agree. The goblin was running this way, let's see where he was running to. Belmir, want to check out this door over here?" This last he says as he walks towards the door to the southeast.

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Sanite nods at the others and makes his way around to where the half-orc is and opens the door hearing the request. He yells at the others first "Let's hurry up with this, we've most likely taken care of them up all up." he said loud enough for the others to hear.
Open the door in front of my character and hopefully Hallbjorn or someone will open the one in the abandoned...Armory?

GM Volandis |

Belmiir checks over the weapon storage area and doesn't find any traps. He also doesn't spot anything more valuable than the goblin weapons lying on the floor.
Sanite opens the door and can see a room is full to bursting with a motley collection of cots and other furniture cobbled from scraps of wood and cloth. The stench of rotting food is overpowering. Another door leads to the north on the far side of the room.
Hiding behind some of the cots armed with more crude goblin swords are three more little green skins.
I've moves everyone up a bit as you've all been sticking together to far.
COMBAT BEGINS
Initiative Sanite: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative Hallbjorn: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Dasus: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative Heccuba: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Belmiir: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Romulus: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Goblin RED: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative Goblin BLUE: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative Goblin GREEN: 1d20 + 6 ⇒ (8) + 6 = 14
Round 1
Dasus <- UP NEXT
Belmiir <- UP NEXT
Romulus <- UP NEXT
Goblin BLUE
Goblin GREEN
Goblin RED
Heccuba
Sanite
Hallbjorn

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Dasus steps in, right up to the goblins, his shield at the ready. He makes no move to attack, yet, however. Instead, he speaks.
Diplomacy: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

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Unable to see much of what's going on with Dasus, Romulus notches his arrow and prepares to defend anyone he can see who is attacked.
Readied action
Ranged Aid Another Vs AC 10: 1d20 + 3 ⇒ (17) + 3 = 20
[ooc]On success, 1 Teammate + all people who share this feat gain +4 to AC.[ooc]

GM Volandis |

This is one of those weird situations where the rules are unclear, so i'm making a decision based ont he current circumstances and the timing of Dasus' words. DC for hostile creatures is 25+cha... but they have cha 6, so Dasus will pass an initial diplomacy test. Normally diplomacy takes some time so this is only a temporary reprieve until things either are diffused or fighting resumes. I'll pause the combat at this exact initiative count until this is resolved.
The goblins keep their weapons ready but seem to hesitate. They look ready to attack at the first sign of anyone attacking.
The three goblins slap at each other and mutter a bit before one of them either wins or loses the argument, it's hard to work out which, and speaks up.
"What do you mean, fairly? Boss Grulk says he treats us fairly but we get bossed around and told what to do. We can't even have food in this room!"

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Dasus, as naïve as they come, gives a little sigh of relief. He is smart enough, however, not to lower his shield yet.
"If you hand over your weapons and swear never to attack innocent people, I will escort you out of the tower and you will be free to run as far away from Boss Grulk as you like. And I can promise, he will not be alive long to come after you."
Diplomacy: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
I don't really expect anything to come of this diplomacy. Dasus is still learning, he has a long way to go. Later levels of the Redeemer come with the ability to put enemies to such an oath magically, so I figure the intention should always be there, just for now Dasus is very much a novice. :-) Also, the Apsu Paladin code says to offer mercy, so it fits. Though, it also says to destroy those who betray that mercy. :-)

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Sanite paused as the Half Orc and goblins spoke. He didn't know their language very well, but he was pretty sure that a name had come up. He watched a bit more and pulled out the dirty handkerchief to clean more of the goblin blood off his Earth Breaker.

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Belmir retrieves his trail rations from his pack and throws it a the goblins feet. In perfect goblin he says, dalaan daan dhuul ac or kegaan...chaanshaan daan daakhuuc ac huun ac haalaan.

GM Volandis |

The goblins take the food. After a slight argument about sharing it out they eat the food and drop their weapons.
"We go away now and not hurt anyone eeeeeever again. Promise!"
goblin bluff: 1d20 - 2 ⇒ (5) - 2 = 3
Dasus sense motive: 1d20 + 2 ⇒ (13) + 2 = 15
Belmiir sense motive: 1d20 + 1 ⇒ (16) + 1 = 17
Both Dasus and Belmiir can easily tell that last part about hurting others was clearly a lie. They do appear to be honest about following all the other instructions though.

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Dasus sighs at the obvious lie. However, they are unarmed now, and they haven't broken their word yet. "We're letting them go," he says to the others.
He starts to escort them past, and back to the entrance, making sure they don't pick up weapons on the way outside.
Should they make it outside, he says something to see them off.
"See to it you keep your word. You swore an oath to a champion of Apsu, the god of dragons. If you're lucky, my deity will tell me if you break it, and then I will find you and kill you. If not, he might just send a dragon to punish you."
Intimidate: 1d20 + 10 ⇒ (16) + 10 = 26
It's not a lie. Apsu may not do anything, or he might do either. Dasus has no clue, but he hopes. While he never lies, he's excellent at being intimidating. :-)

GM Volandis |

The goblins look startled at Dasus' claim. They don't say another word and turn to run off into the distance. They disappear into the forest in the opposite direction to Fort Inevitable.
With the goblin's removed the party can search around in the sleeping area.
Dasus finds a REALLY smelly and mouldy piece of cheese buried under that tattered blankets of one of the goblin beds. He immediately regrets his find.
Heccuba finds what looks like an arm that appears to made from gears and greenish metal. It looks like it would make a quite decent club. It counts as a Masterwork Club.
random smelly thing: 1d6 ⇒ 3
random good thing: 1d6 ⇒ 4

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These burly intimidating types :)
'
I know right? MMmmmm!
Romulus shakes his head.
Sounds like we gotta handle their boss next... with our luck, he'll be dangerous. Anybody got any words a wisdom? Or a plan? Dasus, if you go first, and we keep a light above your head, I can try and protect you with my arrows.

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Sanite raised a brow at the goblins agreeance to leave willfully. He looked over at Romulus and nodded "He is losing his clan the more we fight and we have lost nothing. Be smart, be calm, we will drive the rest of them out of this spire one way or another." he said simply.
Once everyone seems ready and the latest gear is stashed somewhere for the group to round up on the way out from their first foray into the spire, he opens the door.
Sanite is basically waiting till all the melee are surrounding the door, and our ranged are prepared and safe.