
Kelgan Farwander |

A pleasant night at the Keep's Inn behind him, a bellyfull of breakfast and a stout ale in him, Kelgan secures the rest of his gear and decides to hare off after the other adventureres - ones he had apparently just missed.
Well, I hope that they are friendly, and have room for another axe. If not, well, I'm on the edge of all the maps, here. I wonder what's on the other side?
He sets off at a brisk march towards the canyon described to him.
Early the next day, after rather a rougher night than the one before, he forces his way through the brush into the canyon. He glares at a few scavanger birds circling overhead...then spies movement to the right. Bringing his shield to his arm and his waraxe to hand, he makes his way steadily toward one of the cave mouths, only to discover the carnage.
He slips his axe back into his belt-frog, and holds his shield and hand wide, shsowing peaceful intention.
"Ho there, folk. You look like you could use a hand. Is the fighting done?"
Kelgan, under a stout coat of scales, is dressed in dark greens and browns, sporting an undwarfishly short brown beard adn eyebrows you could lose a possum in. His bright blue eyes are wide at the scene before him.

Morgan Iron Wolf |

Morgan's head whips around, eyes goggling and jaw dropped at the arrival of another dwarf.
What are the odds?? Caves of Chaos, indeed!
"Err...hello! You're a bit late for this battle, Master Dwarf, but these caves a thick with foul creatures in need of killing. I am Morgan Iron Wolf. Well met, and welcome. What is your name?"

Ozmund the Evocator |

"Ah, another rescuer. Well met sir dwarf! I am Ozmund the Evocator and I think we should do a quick search of that foul orc den, then get back to the keep for rest and reorganization. What do you all think?"

Ozmund the Evocator |

"I am hoping that the creatures are indeed gone. If they were still around...well we would not be. I need to try and retrieve the bodies of our fallen comrades before some other evil from these caves claim them."
The wizard begins to walk back towards the cave entrance.

Theorn Halmind |

Hello Kelgan, I am Theorn. Ozmund is right, we need to take care of the dead. We should bury the bodies and we need to collect their gear so it doesn't fall into the wrong hands.
Theorn heads back to the cave, ready to get to the gruesome work.

GM Tribute |

As the group assembles just outside the higher elevation cave that formerly housed the fierce Raging Boar tribe, the sun is beginning to set. The carnage is quite severe, but the survivors seem mostly happy to have survived their ordeal.
Morgan leads the group back to the more open roadway where it is more difficult to be attacked without notice. The group passes a rather quite night under the stars when they are roused by the smell of sizzling swine cooked in tender slabs. A Halfling is cooking what appears to be his second breakfast of the day by an open campfire.
It is exactly two days from the time the group left the Keep.
CY576.4.7@0900

Mit'l Chi' Malli |

Chi finds his way into the midst of this mess. "I seek Mot Zon C'uiz!", he forcefully states slamming the butt of his spear on the ground, "What! Dead?", he exclaims, his demeanor changing from aggressive, to confused, to seemingly sad bluff: 1d20 - 1 ⇒ (4) - 1 = 3. "By Vathris I will seek vengeance on those who did this!"

Theorn Halmind |

You should know, friend, that he died taking out an evil horde of orcs. His body was not treated well by the orcs, but we did our best to give his remains a proper burial.
Theorn moves over to the campfire and greets the Halfling, hello friend, do you often cook for strangers in the woods.

Morgan Iron Wolf |

Morgan nods in greeting to Mit'l then turns to the halfling.
"Yes. I am curious. You are either very confident in you fighting skills, or are completely ignorant as to just how dangerous this country can be. There is a keep just a ways up the road that is a much safer location for a mid-morning meal."

Ozmund the Evocator |

Rising a little later than normal, still aching from his wounds, Ozmund sits quietly and studies his spellbook for about an hour.
Todays spells are as listed on character sheet
Once finished, he makes a gesture and suddenly he is as clean as if he had just bathed and put on clean clothes.
"Greetings newcomers. Welcome to our group. Morgan is correct, let us gather our possessions and head back to the keep to plan our next foray into these caves."

Horster Underfoot |

Horster wipes his greasy fingers on his tunic, trying to look as presentable as he can for someone who's been on the road for a while.
He thinks to himself: Perhaps offering the priest some of this pig might be polite, but then they'll all expect me to hunt them a few more every time. Then again, friends could be handy in these parts, even if this lot looks like they took a solid bashing from whatever they've been up to...
"Greetings! Help yourself to the pig. I can hunt a few more if need be, but you'll have to haul them up to the keep yourself... Horster's the name.
He eyes the others nervously, wondering if perhaps it was a mistake setting out on this adventure after all.
"So what's this keep you just mentioned? And did I hear something about orcs?"

GM Tribute |

Refreshed and fully healed the group prepares to head back to the caves. A quick search of the orc cave finds little of value. Hides and crude clubs would not fetch much and be quite heavy to carry. The equipment that was metal was removed by the departing orcs, as they do not see much metal.
Moving to the lower cave or possibly leaving it to push further up the horseshoe ravine are your primary options. Returning to the Keep with a rich merchant and not much to show for it is quickly discarded as viable notion. After the healing of the cleric, the party is refreshed and renewed, but sober at the thought of facing a well armed tribe of orcs again.

Horster Underfoot |

It's nice to feel the cool earth beneath my feet, but this place gives me the creeps. I hope these fella's know what they're up to...
He walks up to the friendly dwarf with the bushy eyebrows.
"Let me know how I can be of use. I can't swing an axe like the one you've got, but I might be able to stick 'em while they're not looking!"

Morgan Iron Wolf |

"So...where do we want to try our fortune this time, one of the higher caves on this ridge, or should we try the other side? Or we could make our way into the central part of the canyon. Pick your poison, friends!"

Crom Iron Cudgel |

"Horster, we could use a scout to find traps and help us find the foes before they find us. In combat, we could use flanking support."
"Let's proceed to the lower right cave in the horse shoe. The rumor back at the keep is that it's packed with merchant's gold and stinking goblins."

GM Tribute |

The group moves into the left cave at ground level.
Ten feet into the left most cave, a group of small, vicious creatures holding nasty blades are moving from your left to your right. They are obviously goblins. These wiry creatures do not appear to have the brute strength of their recent neighbors.
Both groups are looking for trouble, but all but Horster and Kelgan have gotten the jump on the goblins.
INITIATIVE
Morgan: 1d20 + 3 ⇒ (12) + 3 = 15
Horster: 1d20 + 3 ⇒ (2) + 3 = 5
Crom: 1d20 + 2 ⇒ (20) + 2 = 22
Mit'l: 1d20 + 2 ⇒ (19) + 2 = 21
Theorn: 1d20 + 2 ⇒ (17) + 2 = 19
Ozmynd: 1d20 + 2 ⇒ (19) + 2 = 21
Kelgan: 1d20 + 0 ⇒ (1) + 0 = 1
Goblins: 1d20 + 2 ⇒ (7) + 2 = 9
ORDER: Crom, Mit'l, Ozzy, Theorn, Morgan, Goblins, Horster, Kelgan

Ozmund the Evocator |

Laid out the range of my sleep spell on the map. If the goblins come towards us, I hope I can catch the majority in the spells area of effect..and they fail their saves (unlike those pesky orcs!)
Ozmund begins the casting of the slumber spell that failed so spectacularly against the orcs. Hoping he will have better luck against the dim-witted goblins, he begins the incantation.
Ware my friends. I have targeted the area just in front of us with a spell of slumber. Do what you can to draw our enemies into its webs!"
Round 1 Initiative 21
In hand: nil
HP: 11/11
Effects: None
Move action: none
Misc action: warn party of incoming spell
Full Round action: Casting sleep spell

Theorn Halmind |

Theorn gawks at the sight of the goblins. He clutches his holy symbol and begins to cast a spell of blessing on the group.
Round 1 Initiative 19
In hand: shield and holy symbol
HP: 12/12
Effects: None
Move action: none
Std action: Cast Bless on party.
Free action: none
May the power of the lord of light guide and protect us.

Mit'l Chi' Malli |

Mit'l readies an action to strike any that enter a threatened square and will take any AOO's that arise.
Round 1 Initiative 21
In hand: Spear
HP: 12/12
Effects: None
Move action: none
Std action: Ready to strike any that move into threaten (w/reach)
Free action: none

Morgan Iron Wolf |

Round 1 - Initiative 15
In hand: Composite short bow
Move action: none
Standard Action: shoot a goblin
"Chew on this, ya smelly little buggers!" Morgan yells in goblin as she looses an arrow into their front rank.
Ranged Attack: 1d20 + 4 + 1 + 2 + 1 ⇒ (18) + 4 + 1 + 2 + 1 = 26
Damage: 1d6 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10

GM Tribute |

Morgan's arrow splits the goblin and he barely holds together in one piece as arterial blood spouts to a height of three feet from the ground.
The other goblins yell: "Bree-Yark! Bree-Yark"!!" They seem to be impressed with the magic and arrow shot and take of running to your right where they were headed. As ferocious as the orcs were, the small goblins are a completely different breed. They seem to know they are outclassed at the moment.
You can see the last goblin in the tunnel because he was the farthest behind. The others are out of sight.
Goblin tactics are 180 degrees off orc tactics.
Bree-Yark means 'Hey Rube' in goblin. It is a general call to arms.
ORDER: Round 1 Crom, Mit'l, Ozzy, Theorn, Morgan, Goblins, Horster, Kelgan, Round 2 Crom, Mit'l, Ozzy, Theorn, Morgan, orcs
I am switching to GM Blood format, bold means to go, unbolded means they went.

Crom Iron Cudgel |

"Let's move forward and try to engage them before they can set up defenses or become entrenched. No doubt they're also gathering reinforcements."
Crom moves to ER115.

Morgan Iron Wolf |

Round 2
In Hand: Composite Shortbow
Move Action: move to ES116
Standard Action: Fire on the fleeing goblin at EN116
Morgan follows the dwarves around the corner as they prusue the fleeing goblins.
As she sees the last goblin just ahead, she snaps off a shot at it.
Ranged Attack: 1d20 + 4 + 1 + 2 + 1 ⇒ (19) + 4 + 1 + 2 + 1 = 27
Damage: 1d6 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8

Ozmund the Evocator |

Round 2 Initiative 21
In hand: nil
HP: 11/11
Effects: None
Move action: none
Misc action: speak
Full Round action: move 20' forward.
As he move forward to try and keep the party in his line of sight, Ozmund mentions, "Someone should take care of this sleeping goblin before he wakes up and starts causing problems."

GM Tribute |

RECAP
The party confronts six goblins, and Morgan fires an arrow dropping one. As Ozzy casts and the group waits, the goblins run off into the side passage. The party pursues and Morgan drops the straggling goblin.
The goblins continue to retreat yelling: "Bree Yark"
Order of Action
Round 2 Crom, Mit'l, Ozzy, Theorn, Morgan, Goblins, Horster, Kelgan, Round 3 Crom, Mit'l, Ozzy, Theorn, Morgan, goblins
The goblins continue to retreat.

Horster Underfoot |

Round 2 Init 5
In hand: Shortbow
HP: 10/10
Arrows: 19/20
Full round action: move to ES114
Horster finds himself a cavity in the wall, ready to shoot any goblins that might be lurking around.

Theorn Halmind |

Theorn takes Ozmund's advice and steps up to the sleeping goblin and draws his mace, preparing to bring it down on it's head.
Round 2 Initiative 19
In hand: shield and holy symbol
HP: 12/12
Effects: Bless
Move action: move to EU114
Std action: Draw Mace
Free action: talk
I will take care of this one, keep an eye on that tunnel to our left.

Ozmund the Evocator |

I may have been in error and that goblin marked with an x is already dead (i noticed another one further down the corridor marked the same way) If this is so, you might want to adjust your action....the DM will give us clarification...

Horster Underfoot |

So we have light, right? Otherwise I'm sure I can't see much this deep into the cave. I could light up a torch, but it might attract unwanted attention and keep one of my hands busy.

Crom Iron Cudgel |

Round 2
In hand: shield and war axe
HP: 17/17
Effects: Bless
Move action: Crom moves over to EO115.
Std action: hold action
Free action: scan the area past the hall
Perception:1d20 ⇒ 17

GM Tribute |

Four goblins open up on Kelgar as he enters the chamber firing short bows.
+4: 4d20 ⇒ (4, 12, 19, 6) = 41
Only one goblin hits for 1d4 ⇒ 3 piercing
Then a large lumbering creature approaches from the upper passageway brandishing a huge club the size of a large child. He is putting away and sack the jingles with coins as he approaches.
This creature’s python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet grass and mud. The stooped giant blinks its dim eyes and an excess of soupy drool spills over its bulbous lips. Its misshapen features resemble a man’s face rendered in watercolor, then distorted by a careless splash. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black teeth well suited for grinding bones to paste.
Holding his club he prepares to swing, but manages to hiss first: "GIMME GOOOOLD!!"
If not immediately producing gold
hit Crom: 1d20 + 7 ⇒ (6) + 7 = 13
ORDER: Horster Kelgan Round 4 Crom, Mit'l, Ozzy, Theorn, Morgan, Goblins+ogre,

Morgan Iron Wolf |

Round 4 - Initiative 15
Knowledge (nature): 1d20 + 5 ⇒ (7) + 5 = 12
In Hand: Composite Short Bow
Move Action: Behind Kelgan
Standard Action: Shoot big humanoid
Morgan rushes forward to support the dwarves at the sound of the bellowing creature.
"What in the Abyss..." she begins, but cuts herself off, deciding to put an arrow in the thing.
Ranged Attack: 1d20 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Horster Underfoot |

Round 3 Init 5
Knowledge (local): 1d20 + 5 ⇒ (9) + 5 = 14
In hand: Short-bow
Move action: Move to ER 116
Standard action: ready to shoot large humanoid when it's in view/range
Horster tries to get a look at the creature that made all the noise, while keeping somewhat of a safe distance to get a few shots away.