
Kelvin Fleetwood |

Disable device: 1d20 + 13 ⇒ (8) + 13 = 21 for when it becomes necessary to unbar the door
Backing up and signalling the others, Kelvin whispers, "they are arguing about feeding a horse. Now we all know that goblins hate horses, so something funny is going on. The gate is barred, and I might be able to open it from out here but that would possibly create some noise, so we need to be ready."

Brandark Plainswalker |

forgot about that x3 running distance
As quiet as Brandark can be, he lumbers up towards the gate.
How about we go up and over instead of through indicating the area where the two goblins were
He then passes the grapple hook and rope over to Garrath to anchor up at the top.

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I am not a vary good climber but I do think going over the top would be better. I can hold this spot and cover more apt climbers. He detaches the weapon cords and sheaths his weapons and begins to pull out his cross bow

Brandark Plainswalker |

Feeding a horse ?? Brandark sounds confused, They normally eat them, not keep them alive.
That puts more of a rush on things. I think going up, will give us a vantage that the goblins will not expect.
Besides, we are still going to have to deal with the two that disappeared from the top of that tower.

Elektra Stardancer |

"I think Kevin can get us up I should be able to climb it and garrath can help you up with the heavy armor. And, as you said, it would give us an unique way to assault this stronghold."

GMPC Garrath |

GMPC Garrath
Garrath takes the rope and grappling hook.
Garrath's Range Touch: 1d20 + 5 ⇒ (4) + 5 = 9
Needs a 10 to catch.
But the grappling hook failed to grab and fell back to the ground.
Round Five
Garrath tries again.
Garrath's Range Touch: 1d20 + 5 ⇒ (17) + 5 = 22
The hook catches firmly.
Standard Action.
Garrath climbs to the top of the tower, standing at the edge of the pit, looking down on two Goblins struggling to climb out.
Move action.
Remaining initiatives in order, Kelvin, Stone, Elektra then Brandark.

Brandark Plainswalker |

Brandark looks at the other two still on the ground with him.
Up you go, I will come up when you are on the roof

GM Mazra |

The stockade is made of thick wood. Closer inspection reveals that most of the wood seems to have been scavenged from ships; a few name plates remain affixed to some of the beams, while other timbers look like they might have once been masts. From the vantage of the tower there appears to be an open yard. A pack of Goblin Dogs roam the yard.
There is a trap door that did not get caught up in the pit on the floor of the tower..
To the northwest beyond the fort you see several Goblins. It looks like one of them is holding a flying seagull by some twine. The others look to be trying to pelt it with rocks.

GM Mazra |

To move things forward, I will assume everyone used Round Five to climb the tower. The Create Pit will end with two very confused Goblins that will have the last initiative.
Round Six
Initiative order is currently Garrath, Kelvin, Stone, Elektra, Brandark then the Goblins. I will also be rolling Perception checks from the Goblins to the Northwest, however they are a bit preoccupied. I will wait for everyone's actions before I post again.

Brandark Plainswalker |

Round 6
Brandark grimaces with the effort of having crawled up a wall, and now attempts to hammer a goblin flat with his axe.
attack: 1d20 + 3 + 3 + 1 + 1 - 1 ⇒ (5) + 3 + 3 + 1 + 1 - 1 = 12
damage: 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Brandark moves over to the trap door, and tries to open it.

GMPC Garrath |

Garrath steps up and attacks a startled Goblin. Goblin 1
Falchion: 1d20 + 5 ⇒ (17) + 5 = 222d4 + 4 ⇒ (2, 4) + 4 = 10
He hurts the little fellow, but does not drop him. Just missed a Crit for Garrath. I forgot these are a little stronger Goblins. They are a little stronger, but not necessarily smarter.

GM Mazra |

Kelvin does drop Goblin 2. Stone missed Goblin 1, its flat-footed AC is a 14. We will wait to see if Elektra can finish off Goblin 1.
NW Goblin 1 Perception: 1d20 - 5 ⇒ (16) - 5 = 11
NW Goblin 2 Perception: 1d20 - 5 ⇒ (9) - 5 = 4
NW Goblin 3 Perception: 1d20 - 5 ⇒ (1) - 5 = -4
The Northwest Goblins are paying no attention to you.

GM Mazra |

Elektra's arrow finds its mark through the melee. The Goblin falls to the ground unconscious. Playing cards cobbled together from several different set scatter on the tower platform, the sea breeze gently blowing them about.
Brandark checks the trap door. It opens with ease. There is a rickety ladder down to a landing with flights of stairs downward below that. At the bottom of the tower are two doors.
Pulling out of round action as there are no enemies immediately below. I will assume you will finish off these Goblins.

Kelvin Fleetwood |

Are the two doors @N21 & @O19 to outside the tower?
Assuming yes....
Perception (listen) @N21: 1d20 + 8 ⇒ (15) + 8 = 23
Perception (trap finding) @N21: 1d20 + 9 ⇒ (11) + 9 = 20
Perception (listen) @O19: 1d20 + 8 ⇒ (12) + 8 = 20
Perception (trap finding) @O19: 1d20 + 9 ⇒ (1) + 9 = 10
Kelvin moves to each door in turn, first listening for sounds on the other side, then inspecting them for traps.

GM Mazra |

They are actually at the ground level and would lead to the rest of the stockade. I did not distinguish from the top of the tower to the bottom of the tower. The two Goblins were the only thing in this area.
Kelvin does not hear anything, nor finds a trap on the North door. @N21
Kelvin does hear Goblins arguing, though fainter and unintelligible at the West door. It is likely that is the way to the double doors and may be the same argument he heard previously. He also does not find a trap there. @O19

Brandark Plainswalker |

Do you have an idea on how many there are arguing about feeding the horse ?
Kelvin, did you get an answer on those unidentified vials ?

Brandark Plainswalker |

Well lets get this over with, I don't want a horse in the hands of those foul little creatures any longer than neccessary.
Kelvin, did you get any of their names? If so, could you call it over ?
Garrath stand there Pointing just south of the door I will stand here Just north of the door.
Stone just back behind Garrath, Lady Elektra, find a spot where you can support, and Kelvin, you choose the spot where you can fire when they come over.
Brandark then opens the door to the west just enough to look out.

GM Mazra |

When Brandark opens the West door he sees a long hallway with many other doors. The first door to the right is ajar. At the end of the hallway it opens up. He sees at least two Goblins down towards the end.
The white area is the yard with the Goblin Dogs seen from the tower. This area is now not visible to the party, but you know it is there. The party has surprise.

Garrath Tricks the Giants |

Garrath grins as he feels the strength of Sarenrae course through him and charges down the hall, attempting slam into the flat footed goblin to clear the way so his fellows can follow into the room.
bull rush the goblin: 1d20 + 7 ⇒ (17) + 7 = 24 Base + Str + Bull's Str vs flat footed CMD

Brandark Plainswalker |

Brandark follows along just behind Garrath, with his axe in hand.

GM Mazra |

It looks like Kelvin will drop the Goblin. I am away from PCs for most of the day. You are free to roll initiatives, and take your first round actions. You can remove the black zones in the area around the front double doors leading into the stockade. But just around the double doors. ;) The remaining Goblins are there, though they may not be positioned. Have a great day!

Brandark Plainswalker |

Fully expecting Garrath to make mince meat of the remaining Goblin, Brandark turns the corner to the left.
init: 1d20 + 2 ⇒ (7) + 2 = 9
Ah yes, the RNG strikes again.

Brandark Plainswalker |

Look at all the miserable little misbegotten sons of orks. Brandark growls.
He then hefts his shield better, and gets a better grip on his axe.
This will get messy

GM Mazra |

Surprise Round
Stone infuses the strength of a Bull upon Garrath. This could have occurred just prior to Brandark opening the door.
Garrath rushes down the hall knocking back one of the Goblins Gobo 1 back 5 feet.
Kelvin takes careful aim around the rushing Barbarian and sends an arrow that strikes a Goblin Gobo 2 right between the eyes. The Goblin falls dead.
Brandark follows the big barbarian, and Elektra follows her comrades while readying her Ranseur.
I let the surprise round operate in a free-wheeling fashion taking some liberties based on the actions posted.
Round One
Moving forward in initiative order.

Elektra Stardancer |

Sounds good
Readying herself Elektra tries to hide behind her polearm and waits for a chance to engage or use an attack of opportunity. As long as no goblin looks particually capable she will let her martial friends handle the situation.

Garrath Tricks the Giants |

Garrath swings his Greatsword down on the hapless goblin.
Mash the goblin: 1d20 + 9 ⇒ (18) + 9 = 27 BAB+str+furious focus-power attack+Reckless Abandon
damage: 2d6 + 10 ⇒ (3, 4) + 10 = 17

Kelvin Fleetwood |

Part of C14 was showing, so I assumed someone opened the door.
As the first door down the hallway was opened, Kelvin looks inside to ensure that their are none of the little runts in there, nor doors to another part of the fort. "This room is clear and no other exits" he says after taking a look, and he then moves up to behind Stone.

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Stonewill move to the nearest goblin and attacks.
Attack : 1d20 + 5 ⇒ (7) + 5 = 121d6 + 2 ⇒ (3) + 2 = 5
However I do move last in the round so if this is not possible I will move to block any escaping goblins.

GM Mazra |

When Brandark first opened the door, it was noted that the first door to the right was ajar.
Kelvin looks in the door that was ajar. It looks like a Goblin barracks with six beds. The beds look almost like hammocks stretched between raw wooden limbs as a frame. There is no other way into the room.
The party will curiously observe that there are six beds and you are now fighting six Goblins at the front door. I am traveling on business for the next couple of days. My ability to move token will be limited. I may seek some help with this. Thanks.

Brandark Plainswalker |

a lady walks around a ring with a big 1 on a sign.
Brandark finishes stepping around the corner. By Serenrae's blesssed buttock, there are more of them
attack: 1d20 + 3 + 3 + 1 + 1 - 1 ⇒ (11) + 3 + 3 + 1 + 1 - 1 = 18
Mods, STR, BAB, MSK axe, Hate, Power
damage: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10

GM Mazra |

Kelvin looks into the Goblin barracks room and follows up behind Stone.
Elektra enjoys the fine specimens of martial warriors within her party, but stands ready should new enemies approach from the other doors.
Garrath, after pushing back the Goblin (Gobo 1) cuts it down. It twitches momentarily before its soul is exhausted from its body.
As Brandark approaches one of the Goblins (Gobo 3) , the pint sized cur of an Orc swing its odd little holey blade at the smallest of the Longshanks. It screams out,
Gob 3 Dogslicer: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 1
Another Goblin (Gobo 4) steps upon one of its fallen barracks mates (P13) and swings it's little blade screaming the same refrain as the Goblin on Brandark. And equally missing the mark.
Gob 4 Dogslicer: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 1
Yet another Goblin (Gobo 5) takes a side step (To Q13) and waves its little blade at the Dwarf, joining in the chorus. It manages to create a little greater breeze than the other Goblins.
And finally the last Goblin (Gobo 6) weaves around to attack the really big Longshanks (to P14), matching the bitter harmonies of its fellow diminutive Orcs. And equaling all the others in their ineptitude.
Gob 5 Dogslicer: 1d20 + 2 ⇒ (10) + 2 = 121d4 ⇒ 2
Gob 6 Dogslicer: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 4
Brandark thinks of Sarenrae's derriere, and sends a Goblin (Goblin 3) to a region where derrieres are not necessary. He blow silences the director of the chorus.
Stone advances swishing his Scimitar, but misses the wretched waste of a breather of clean fresh sea air.
Round Two