
DM Luke |

The other two goblins have not run past Yod yet. Their movement ended where they stand on the map. So no AoO yet.
No AoO's have been provoked where Ishah is concerned, but we'll save that action for her turn in the sequence.
Eberk's turn.

DM Luke |

Ok. Ishah delayed until after Cha. Her action could have been to ready an attack against the square in front of her, so her turn moves to before the goblin dogs in sequence.
As the goblin dog attempts to leap over Ishah, she snags one of its forelegs in a vice-like grip. Then her animal instincts take over and she ducks under a barrage of heavy dwarven axe blows aimed at her unkempt mongrel attackers.
Eberk wades forward into the attacking mutts with great sweeps of his weapon. Both enemies are dismembered, leaving a fierce Ishah dangling a severed forepaw from her mouth.
Shal kneels in front of the razorwire, keeping her bow trained on the tunnel and the dwarf's back, waiting for something to get through. Waiting in vain! Nice ambush.
The modified turn sequence is...
Goblins 16
Ishah 15
Sari 14
Eberk 13
Shal 10
Yod 5
Cha 3
Yod's turn.

DM Luke |

Ya, they are stacked like cordwood about his feet - chopped up cordwood.
Cha's turn.

DM Luke |

Cha, I expect you're trying to be stealthy as you do this. Sound isn't an issue, but you could make a hide check.
The last two goblins continue on their merry little charge to destruction. The first ducks into the tunnel entrance, sees the dog and the dwarf and giggles with glee. The second stops at the mouth of the tunnel and takes in the butchershop he's about to plunge into. He takes a step back and murmurs to himself.
Ishah looks around nervously for Cha and does her best to obey the last command she remembers, which was to go to Eberk. Again, she readies an attack against the square in front of her.
Sari's turn.

DM Luke |

Cha sees no sign of alarm across the way. The two watch-towers on either side of the door show no signs of concern. They have wide observation windows and no obvious occupants. The double front doors still stand open.
Eberk's turn.

DM Luke |

Eberk hacks the monster to the earth. His companion certainly doesn't see anything funny. It lets out a scream of giddy terror, its eyes momentarily rolling back in its head.
Yod's turn.

DM Luke |

Yod brutally ends the scream by braining the last remaining enemy.
End of combat.

Yod Akarn |

As far as a plan goes I'd say that the stealthiest get accross and signal the others once we get there. And even though we are low on mana I don't think we should wait till the ones we just dispatched are missed. Someones bound to notice that no one is guarding the bridge.
What time is it anyway? How light is it still? Are any of our spells still in effect? What say you Big Guy? as Michael would put it

DM Luke |

The whole ambush took less than a minute of game time, so it's still late afternoon. It's overcast and dreary,, with a cold wind blowing off the water. Most of the rain is gone. There's maybe two hours of diminished daylight left.
I'll get you a status on your protective spells tonight (when I'm in front of my notes).

Sari |

"Since I'm not the sneaky one, well...at least in this venue, then I'll go along with what ever reasonable plan you come up with. I do think we should move on this before these sentries are missed. And I think trapping the bridge after we're across as a "rear guard" move is smart. Other than that, I have one very small spell left to me, and that's it."
I know we bought scrolls, but I didn't write them down. Anyone remember, or have a page to reference? Might be something useful..

DM Luke |

Pg. 35.
The wandering Potter clan has all now reassembled...there was much rejoicing.
"I have the ability to Detect Magic already, but some of the other scrolls look very interesting."
Pat, I would like Remove Fear for 25 gold pieces, Invisibility for 150 gold pieces, Lullaby for 12 gold pieces, and the ceramic dog for 400 gold pieces. Vanna can pack it all in my car.

DM Luke |

Once the traps are down, Shal creeps back to the briar's edge and watches them for a moment.
"I'd say we've dealt Ole Ripnugget a severe blow here already. He's lost many warriors this evening, and stands to lose alot more by sunrise."
She jerks a thumb in the direction of the island. "They don't appear to have noticed their misfortune yet, but that cannot last forever. I've yet to see anything move in the watchtowers, either. They're overmatched in archery if it comes to that, but that door is still standing open with no guards..."
Cha's spell exhausts itself as you discuss these things. Each of Sari's last three hours, so you have some time on those yet.

Yod Akarn |

Good then my AC is still 17. So could I rig a sort of trap to make the bridge give way if we have to make a timely retreat? Like the last one accross hits a particular spot and the ropes are cut? I'm thinking a trap behind us would probably only stop 1 creature and if we do have to run for it we might hit it as well
If I can to that I will then head accross Hide 19+9=28 Move-S 16+9=25
Can't see all the way accross on the current map.
If I can get accross I'll hide by a barrel or crate or something, preferably where I could whack anything that might see someone crossing bridge and go after them.

DM Luke |

Here's what I have for hit points right now. If I missed CLW potions or something, let me know...
Cha 13 of 22
Yod 16 of 16
Sari 18 of 18
Eberk 17 of 33
Ishah 19 of 19
Shal 19 of 23
Yod briefly examines the bridge, though it means abandoning cover for a moment. He finds that the bridge is already rigged to drop, the left line at the foot-boards is supported by a knotted sequence of ropes that could easily be released or given extra support from the other side. You also don't trust it to bear more than two or three of you at a time as it's supported right now.
Map updated.
Yod and Shal cross carefully to the other side of the bridge. There's no barrels or crates, but there are bushes and more brambles that offer some concealment.
The doors stand open, revealing a dimly lit chamber with a hard-packed floor and several visible doors. There are also some objects on the walls, but you'll need to enter to tell what they are.

DM Luke |

Entering the room, Yod gets a whiff of stale decomposition. The objects on the walls are actually two poorly preserved dog heads and a horse head, mounted on the wall like hunting trophies. There's also a large set of dry, leathery wings pinned to the wall with daggers.
All the doors out of the room are closed. Listening at the door, Yod hears nothing but the now-diminished rattle of a wind gust outside.
Y'alls' move.

DM Luke |

Cha hears faint but heavy breathing from the lookout tower on the left. No sign of anything at the opening, though.
Yod's doors aren't locked and swing open with a soft squeak to reveal a dim, undecorated hallway with a packed-earth floor. The hall ends in another set of double doors. The doors show daylight leaking between them. Another door to the right has been nailed shut with long crudely-made iron spikes. There's a message in goblin-speech carved into the door, fresh and sapping.
For those who speak with goblins...

DM Luke |

Yod pushes the rickety doors open. Beyond is a square room that forms the base of one of the watchtowers. To your left, a set of wooden stairs leads up in spiral fashion to a top floor. There's another set of closed double doors to your right as well.