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Part II - What Lurks in the Woods
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Once again, you enter the town hall and the office of the mayor...
Golden beams of light stream into this comfortable-but-official room’s picture window, illuminating a cluttered wooden desk and an empty chair pushed haphazardly to the side. Between the window and the desk strides Mayor Sandra Trinelli, who, brow furrowed, has clearly worn a pacer’s path into the plush red carpet. Noticing her visitors, she sighs in determined resignation and steps behind her desk, leaning over it gravely. “I’m glad you’ve arrived,” she says, a measure of relief creeping into her strained voice. “Our town is dealing with its share of troubles right now, and this unknown menace beyond our walls has me the most worried.”She takes a deep breath as if composing herself, and sits carefully in her chair, assuming a self-assured posture that seems to come to her much more naturally.
“Specifically, we may have a goblin problem,” the mayor continues. “I’ve recently received reports of goblins lurking in the woods outside of town. There have been no attacks yet—only minor damage to fences and some stolen sheep, I’m told—but we can’t afford to let our guard down. Given how we suffered during the Goblinblood Wars, we can’t assume that these scattered sightings are meaningless when they might very well mean that a major warband is about to descend on our heads.
“Even worse, it seems that these goblins are covered in some unholy manner of filth—even more so than normal! If word about that gets out, well, folks might start to panic. We are a superstitious lot here in Saringallow, as I’m sure you know."
“In short, we need to move quickly and deal with these goblins before they become a larger threat. Sending members of the town guard out into the woods, though, could leave us open to attack. I’m sure you see my dilemma."
“This is where I’d like you to intercede, my friends. Find out where the goblins are coming from and who—if anyone—is leading them, then take out the threat. This will go a long way in getting my endorsement."
“Most of the sightings have originated from the area northwest of town, particularly near the homesteaders out by Clover Stream. That’s probably a good place to start your investigation. Aside from that, I’m afraid I don’t have much else to tell you. Unless you have any specific questions?”

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"Many people of this city are veterans of the goblinblood wars, or children born by those who settled after. This entire nation of Isger fought hundreds of different goblin tribes during those conflicts. It's been about sixteen years since those wars ended. Most of the goblin tribes came from the Chitterwood back during the war. These sightings recently seem to be northwest of town in the surrounding farms."

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I'm alive! I'm moved in now and have internet but I won't have access to my desktop machine for another week so posting might continue to be spotty until then.
Bjorn grimaces and looks like he's going to spit. "Goblins are vermin - worse sometimes - but nearly impossible to wipe out for good. The best thing you can do is show them strength and hope they think it better to look for easier targets."
"Bani's got the right idea. Let's start with the farmers."

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To the Farms...
The journey through Saringallow’s outskirts is largely a pleasant one. The homesteads nearest to the city belong to farmers, who point you farther down the road when you inquire about recent goblin sightings. Eventually, the dirtroads give way to smaller, worn-down trails. Pastures thick with green grass and dotted with sheep and other livestock replace the rows of wheat and vegetables. Soon, you can
faintly make out the sound of running water nearby.
A young shepherd bolts across one of the nearby fields, clearly terrified by something behind him. He shouts and gestures frantically toward whatever he’s fleeing. “I saw them!” he screams. “Goblins! They’re in the woods! They took our sheep! You have to do something!”

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Manus notices the sheep seem to be walking in an awkward pattern, more lumbering than the style a 4 legged creature would naturally move in. As he looks closer, he notices blood trailing beneath each sheep and a third pair of legs in the middle of each sheep that is actually doing all the walking. A glint of metal catches the sunlight from one of the sheep. The all seem to be slowly getting closer to where you are standing.

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Bani: 1d20 + 5 ⇒ (16) + 5 = 21
Bjorn: 1d20 + 1 ⇒ (12) + 1 = 13
Galahad: 1d20 + 1 ⇒ (1) + 1 = 2
Helios: 1d20 + 1 ⇒ (14) + 1 = 15
Manus: 1d20 - 1 ⇒ (18) - 1 = 17
Tanin: 1d20 - 1 ⇒ (11) - 1 = 10
Goblins in Sheep's Clothing: 1d20 + 3 ⇒ (9) + 3 = 12
Surprise Round! Except this time it's the enemy that is surprised, as the goblins thought their "super sneaky sheep costumes" would keep you fooled until they got up close for some super stabbing action. (Now that you see them, the costumes are horribly done, and there was almost no chance they would actually have fooled you as they got closer.) You may all take a move or standard action.
Initiative (bold)
Bani
Manus
Helios
Bjorn
Goblins in Sheep's Clothing (surprised)
Tanin
Galahad

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Sorry, moving and unpacking consumes my waking days.
Bjorn smashes the edge of his blade into the poorly disguised goblins.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15

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Bani fires and drops one goblin, and Bjorn kills another. Helios swipe of his polearm misses high.
Two goblins step forward (5' steps) and attack Helios with the dogslicers they reveal.
dogslicer: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d6 ⇒ 4 damage.
dogslicer: 1d20 + 2 ⇒ (17) + 2 = 19 for 1d6 ⇒ 1 damage.
Anothers goblin charges Bjorn (provoking an AoO) with a scream.
dogslicer: 1d20 + 2 ⇒ (8) + 2 = 10 misses.
Initiative (bold may post)
Bani
Manus (Contengent action pending
Helios (5 dmg)
Bjorn(AoO)
Goblins in sheep's clothing
Tanin
Galahad

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Bani, Manus, Helios, Bjorn, and Galahad notice three more goblins slipping through the broken fence as the other goblin is being finished off.
Hold same initiative. Surprise round with the new combatants.
Bani: 1d20 + 8 ⇒ (11) + 8 = 19
Manus: 1d20 + 9 ⇒ (20) + 9 = 29
Helios: 1d20 + 6 ⇒ (12) + 6 = 18
Bjorn: 1d20 + 6 ⇒ (12) + 6 = 18
Tanin: 1d20 + 4 ⇒ (3) + 4 = 7
Galahad: 1d20 + 9 ⇒ (7) + 9 = 16
Initiative (bold may post)
Bani
Manus
Helios (5 dmg)
Bjorn
Goblin Dog Rider (Purple)
Goblin Dog Rider (Pink)
Goblin Dog Rider (Blue-Green)
Tanin (surprise)
Galahad

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One of the goblins is hit by a magic missile, catching it's attention just before Helios finishes it off with a mighty strike. Bjorn and Bani engage, but are unable to do any damage.
The now riderless dog, which you now notice is almost comically undersized for carrying a rider, steps up and Bites at Helios.
bite: 1d20 + 1 ⇒ (14) + 1 = 15
The bite isn't able to penetrate the human's banded armor, instead just leaving a trail of slobber dripping down the side and back to the goblin dog's mouth.
The two remaining riders strike at Bjorn with their maces, in addition to bite attacks by their mounts.
mace: 1d20 + 3 ⇒ (8) + 3 = 11
mace: 1d20 + 3 ⇒ (20) + 3 = 23 confirm: 1d20 + 3 ⇒ (11) + 3 = 14 for 1d6 + 1 ⇒ (5) + 1 = 6 damage
bite: 1d20 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 1 ⇒ (5) + 1 = 6
Bjorn is able to find off most of the attack, sidestepping bites and ducking a mace, but the second goblin lands a solid blow to the large Ulfen's ribs.
Initiative (bold may post)
Goblin Dog (no rider) (Purple)
Goblin Dog Rider (Pink)
Goblin Dog Rider (Blue-Green)
Tanin (surprised)
Galahad (surprise round)
Bani
Manus
Helios (5 dmg)
Bjorn (6 dmg)
Galahad is the last one in the surprise round, then it's on to full rounds with Bani/Manus/Helios/Bjorn.

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Despite the ache in his side from the whack across the ribs, Bjorn rears back for another swing at the vicious goblins.
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10