
GM Mazra |

Goblin 4 is in combat with Garrath (P13). I am unable to move the tokens but he is standing on the dead Goblin. And with that in mind, Garrath should be able to get AoO on that Goblin. EDIT: Goblin 6 is right next to Kelvin now (P14), so you may want to stop one square back. All Goblins are in melee.

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If all the current position are correct then instead of attacking Stone will hold his action till an opening appears to attack a goblin or his healing powers are needed.

GM Mazra |

Just for clarification, Kelvin would actually be one square East at O16. As first in Round Two' intiatives, he will drop Goblin 6, even firing into melee. With Garrath and Brandark still with actions in the round, these Goblins will likely not last long. Should any Goblins be left standing, Stone will be able to move in too during his initiative. The Goblin's AC is 16. They have a wopping 6 HPs. Go ahead and let me know where you go after this fight. I will be home sometime late tonight to be able to catch up.

Goblins say You be Food |

If Goblins 4 and/or 5 are still up after Garrath's initiative, then Goblin 4 attacks Garrath and Goblin 5 attacks Brandark.
Goblin 4 dogslicer: 1d20 + 2 ⇒ (20) + 2 = 221d4 ⇒ 1
Goblin 4 Confirm Crit: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 2
Goblin 5 dogslicer: 1d20 + 2 ⇒ (6) + 2 = 81d4 ⇒ 3
Should Goblin 4 survive Garrath's initiative, then Garrath will take a big ugly 1 point of damage. The other Goblin just creates more wind.

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Assuming all the goblins are down Stone will check the bodies for anything useful and finish off any that are just unconscious.
Perception : 1d20 + 3 ⇒ (13) + 3 = 16
If some how one is still up Stone moves and attacks
Attack : 1d20 + 5 ⇒ (17) + 5 = 221d6 + 2 ⇒ (5) + 2 = 7

Garrath Tricks the Giants |

Seeing the extra goblins, Garrath growls and his face fills with Rage. As the goblin clambers over the body of his friend, Garrath notices the slight stumble and takes advantage to attack.
attack of opportunity: 1d20 + 13 ⇒ (6) + 13 = 19BAB+Str+rage+Reckless Abandon+ Masterwork+Furious Focus-Power Attack
Damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
Using the momentum of the swing, he turns the Greatsword onto the other poor goblin standing nearby (#6)
attack goblin 6: 1d20 + 12 ⇒ (19) + 12 = 31BAB+Str+rage+Reckless Abandon+ Masterwork-Power Attack Furious Focus goes down since it's the second attack of the round
confirm crit: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 2d6 + 10 + 2d6 + 10 ⇒ (1, 3) + 10 + (1, 2) + 10 = 27

Brandark Plainswalker |

Brandark grins at the goblins that happen to be creating a breeze, and then attempts to drop number 6
attack: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d10 + 5 ⇒ (7) + 5 = 12
I see splattered goblin in Garraths future. :)

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Just for clarification, Kelvin would actually be one square East at O16. As first in Round Two' intiatives, he will drop Goblin 6, even firing into melee.
guys i think goblin 6 is already dead.

GM Mazra |

Garrath reacts to a Goblin (4) negotiating another fallen Goblin, sending the little green meanie to the same fate as the Goblin it is stepping on.
Kelvin puts an arrow in a Goblin (6), and as it begins to fall, Garrath cleaves off its head splattering Goblin goo all over the room.
Brandark buries his ax into another Goblin, it falls unconscious, bleeding heavily from its wound.
Stone sticks his scimitar in the Goblin to make sure it's dead.
Yeah! Goblin 6 got pretty well beat up on. So Brandark's attack was on Goblin 5. They are all dead now. Where do you go?

Brandark Plainswalker |

Brandark clumps over to where Kelvin is checking the door.
a sneak roll, even taking 10 would be pointless for me, as that will still leave me at a -2

GM Mazra |

Kelvin doesn't hear a thing behind the double doors, even the Goblin Dogs behind the next door have quieted down a little by his perspective. He likewise will not find a trap or lock.
When Brandark or Garrath opens the double doors they lead to another set of double doors.
Boring!!! :)
I took the liberty to move Kelvin to the set of double doors.

Brandark Plainswalker |

How about those other doors q11&r11 that were in the room with the door to the courtyard. I do not want anything behind us when we go down.

GM Mazra |

Kelvin listens and hears a very faint sound of what could be described as snoring. Kelvin finds no trap or lock upon the door.
When Brandark opens the door he sees yet another set of doors further to the west. There is also a single door to the north.
More boring stuff. :)
Brandark is likely the best candidate for door opening. Let me know if you prefer another for this task. Since this door does not have an encounter on the other side, it is a good opportunity to determine this process going forward. There are many doors in this place.

Kelvin Fleetwood |

Perception-listen: 1d20 + 8 ⇒ (11) + 8 = 19 Q10
Perception-traps: 1d20 + 9 ⇒ (9) + 9 = 18
Perception-listen: 1d20 + 8 ⇒ (15) + 8 = 23 double door
Perception-traps: 1d20 + 9 ⇒ (5) + 9 = 14
2nd verse, same as the 1st
With Brandark watching his back, Kelvin moves to the first door on the right, listens and then checks for traps. Regardless of the outcome, he moves to the double doors and repeats the process.

Brandark Plainswalker |

I don't mind opening the doors
Once Kelvin checks the door out and steps back, Brandark opens it up
Missed the fact that the one to the north was nailed shut. wont open the one to the north, will open the ones to the west

GM Mazra |

With the Goblins asleep, they have the Helpless condition; giving the attacker a +4 on the attack.
Kelvin drives his Rapier into a sleeping Goblin. The Goblin goes from sleep to unconsciousness.
Kelvin then notices a sack under the stairs.
I am certain the party wouldn't be spread out as is currently on the map. After Kelvin checks doors, I would assume a Brandark, Garrath, Stone, Elektra, with Kelvin moving to the back order. Let me know if this is OK to position the party this way. I don't think the party would want a couple of Goblin Commandos to wander up on Elektra through the door at N21.

Brandark Plainswalker |

Brandark clumps over to the other sleeping goblin.
attack: 1d20 + 11 ⇒ (19) + 11 = 30
Mods=str, bab, hate, power, masterwork, helpless
damage: 1d10 + 5 ⇒ (5) + 5 = 10
mods=str, power
perception: 1d20 + 7 ⇒ (7) + 7 = 14add 2 for strange stonework
I think that works, but I would put Garrath at the back, as he can run faster up to the front when there is a problem.
Edit, for doors I think Mazra's order works well.

Brandark Plainswalker |

Aye, we should look up, though I feel it will go to the roof. You are quieter than me, so if you don't mind to look. If there is a problem, give a holler, or come back down.
Brandark then Coup de Gras's his goblin, and moves to the one Kelvin stabbed.
damage: 1d10 + 1d10 + 1d10 + 5 + 5 + 5 ⇒ (1) + (1) + (7) + 5 + 5 + 5 = 24

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Are we clearing the whole top floor out before moving down and if so which door is next. If not I think we can move to the lower level and find out more about what's going on here. Then finish off the goblins on the way back out.

Brandark Plainswalker |

My thoughts are that we clear the top, and then go down. This way there will not be anything to follow us down, nor harrass us if we have to retreat fast.
Once Kelvin comes down, and looks over the door to the north, Brandark will open it up.

Kelvin Fleetwood |

Perception-listen: 1d20 + 8 ⇒ (11) + 8 = 19 Q7-8
Perception-traps: 1d20 + 9 ⇒ (14) + 9 = 23
After coming down from upstairs, "all clear up there. North to the goblin dogs?" and Kelvin checks the double door to the north.
Expecting 24+ inches of snow here (80 miles north of NYC) so depending on how much we do get, and how much snow blowing / shoveling we need to do, I may be off-line till Wednesday or so. Bot me if necessary.

GM Mazra |

Kelvin doesn't hear anything directly beyond the doors, though the Goblin Dog's strange baying can be heard from the courtyard.
Kelvin does not find a trap or lock on this door.
When Brandark opens it, he discovers that it leads to yet another set of double doors.
More boring stuff.
My sister-in-law in West Connecticut is also bracing for a blizzard. She is about an hour drive north of NYC. From the weather reports, it should be interesting. Be safe David!

Brandark Plainswalker |

Should we force that door? Brandark questions, while indicating the boarded up door.
I think the goblins nailed it shut to keep something in, and I think it might be the horse that they were talking about.
Edit, also from me stay safe David

Garrath Tricks the Giants |

Garrath is good with taking up the rear spot, and with covering Brandark when he opens doors. Little bit of a delay here, we got my son home yesterday, so it's been quite an adjustment and BUSY :D

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Wouldn't that be noisy and let everybody know we are here.And if it is the horse are we really in a position to be calming it down while also fighting whatever heard us not to mention who or what ever those snots might warn and bring with them. How about we kill all the little green headaches first. If it is the horse and it has held out this long a few more minutes should not make a difference. Plus what if it is not the horse and we have to fight it and the rest of the fort all at once. Stone will interject . I think that could be a unwise action but if we feel that is the animal in question and it needs immediate help then we do what we need to do.

Brandark Plainswalker |

It might be noisy, but there are some risks that we have to take.
Looking at the exits, there is two sets of doors to the outside, and I think that the amount of noise will not be unusual in this place.
If it is the horse in there, you can be assured that there will be no goblins in there.
If it is not the horse, then I would rather it not at our backs.

Kelvin Fleetwood |

Disable Device: 1d20 + 13 ⇒ (1) + 13 = 14 Really!
d4 minutes: 1d4 ⇒ 3
"Let me get to work on this door". Kelvin pulls out his tools and starts fiddling around with the locked door.
Well Snow'pocalypse was a bust. Maybe a couple of inches and with the winds, the driveway area between my house and my neighbors house is clear.

GM Mazra |

After 3 minutes Kelvin manages to free the nails from the door.
It is a good thing that rolling a "1" can still result in a success with Skill checks.
When Brandark opens the door he finds a storeroom half-filled with crates, barrels, and large sacks of grain. A small hole has been chopped into the lower side of one of the barrels, allowing pickles and brine to drain out and giving the room a singular stink of vinegar.
The smell is very reminiscent to Kelvin of the smell of the sack he found under the stairs. A brief look inside the sack will discover that it is about one third filled with pickles.
Glad to hear that the storm was not nearly as bad as predicted.