
Garrath Tricks the Giants |

Garrath will leave the door unlatched to the courtyard, so the horse can get out to the courtyard if it wants to. "I think the horse can take care of itself if more goblins come here. Why else would the smashed flat ones have boarded it up?"

Brandark Plainswalker |

Brandark clumps down the hall to the door, and then opens it up.

Garrath Tricks the Giants |

Garrath follows Brandark to the door.

Brandark Plainswalker |

Shall we go left ? Brandark queries with Kelvin before moving slightly up the hall.
I see what you mean by way to many doors, we found lots of them. :)

Kelvin Fleetwood |

Perception-listen: 1d20 + 8 ⇒ (17) + 8 = 25 North door
Perception-traps: 1d20 + 9 ⇒ (7) + 9 = 16
Perception-listen: 1d20 + 8 ⇒ (9) + 8 = 17 South door
Perception-traps: 1d20 + 9 ⇒ (18) + 9 = 27
"I'll check them both to make sure, but yea, lets got thru the north door first unless I hear something." Kelvin then moves up the hall and checks both doors, the north one first.

GM Mazra |

Yet again, Kelvin hears nothing beyond the doors. He does NOT detect traps, and he notes that neither are locked.
When Brandark opens the North door, he sees two more doors to the left.
Say it ain't so!
To the South, Brandark sees a round table and a few chairs. These are the room’s only furnishings.
At least there is not another door,

Brandark Plainswalker |

Another set of doors. When have goblins relied on doors. Brandark mutters with a sigh.
Kelvin, could you check the doors, and then stand clear, as it is now looking like we have to go back to the first tower.

Brandark Plainswalker |

Brandark pauses a bit confused, Kobolds? I agree, that they probably didn't have much to do with this place, but I was wondering about the Goblins

Kelvin Fleetwood |

Perception-listen: 1d20 + 8 ⇒ (3) + 8 = 11 North door
Perception-traps: 1d20 + 9 ⇒ (2) + 9 = 11
Perception-listen: 1d20 + 8 ⇒ (9) + 8 = 17 South door
Perception-traps: 1d20 + 9 ⇒ (11) + 9 = 20
"Agreed Brandark, something other than goblins built this place. The runts like caves or what not rather than a place like this." and he checks out the two doors.

Garrath Tricks the Giants |

"Whichever way we go, we should spike the door of the way we did not."

Brandark Plainswalker |

I agree Garrath, we should spike the doors down while we finish the upstairs.
Brandark waits until Kelvin is in the room to the south, before opening the doors.

GM Mazra |

Kelvin does not hear anything through the North door. He also does not see a trap; but this time he is not as certain about it. He's more comfortable with the South door not having a trap. Also, he does not hear anything through it.
When Brandark opens the South door he finds a small, foul-smelling room featuring little more than a reeking hole in the ground, its rim stained with refuse and waste. He essentially found the Goblin's toilet.
Beyond the door to the north is a flight of stairs heading down.

Brandark Plainswalker |

The double doors works for me, but one minute.
Brandark takes a minute to drive a spike under the door into the hall.
Edit, Door E 13

Brandark Plainswalker |

I think that is the plan.
I don't expect us to lower our guard any time soon, but the dawnflower looks over us.

Garrath Tricks the Giants |

Garrath grins and yawns a bit after Elektra's comment "Is good. The dogs were good warmup, but challenges make for one's legend growing."

Brandark Plainswalker |

Aye Garrath, that it does, but let us be sure of the challenges before we take them on. Brandark grins up at the big man.
The doors that were spiked were all the ones going down.

GM Mazra |

After a couple of minutes, Kelvin manages to pick the lock.
Rolling a two just stinks!
When Brandark opens the door, he sees a large throne room decorated with hanging furs along its walls, mostly black-and-red striped firepelt skins, various dog pelts, and in some cases, what look like horse hides. Four square timbers support the ceiling, their faces studded with dozens of iron spikes, with the lower reaches decorated with dozens of impaled and severed hands in various stages of decay. To the northeast, a wooden platform supports a throne heaped with dog pelts and horse hides. Dog skulls adorn the armrests and a horse skull leers over the throne’s back.
"You do not have permission to enter the hall of Chief Ripnugget," a Goblin sitting on a throne with a Giant Gecko at his side, utters this commands across the throne room in the Common Tongue spoken with only a trace of Goblin accent.
There is a couple of female Goblins near the throne.
The alarm had been sounded the day before, so the Chief and his court is not surprised. Of course, neither are you. Plus after a couple of minutes they likely heard Kelvin working on the lock.
Garrath's Initiative: 1d20 + 9 ⇒ (3) + 9 = 12
Elektra's Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Kelvin's Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Stone's Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Brandarks's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Chief Rippnugget's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Female Goblin's Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Goblin Commando 1 Stealth: 1d20 + 13 ⇒ (7) + 13 = 20
Goblin Commando 2 Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Goblin Commando 3 Stealth: 1d20 + 13 ⇒ (16) + 13 = 29
Goblin Commando 4 Stealth: 1d20 + 13 ⇒ (10) + 13 = 23
Initiative order is interesting this time, first the Female Goblins, then Stone, Chief Ripnugget, Brandark, Garrath, Elektra and Kelvin

Goblins say You be Food |

One of the female Goblins taking cover behind the throne begins to chant what may be a familiar tune to some.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!
Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!
Goblins race and goblins jump
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!.
The other female Goblin moves to in front of a door and points toward the ground. She appears to be mumbling something. But is too far away to hear what she is saying at the sound level of her voice.

Kelvin Fleetwood |

You really are trying to kill us with those initiative rolls! and the RNG isn't helping either!
Longbow: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 1 ⇒ (2) + 1 = 3
Surprised by the appearance of the giant gecko more than anything else, Kelvin recovers quickly though and fires an arrow at the goblinette (#1) and watches the arrow hit the wall behind her.

Brandark Plainswalker |

If you are the one responsible for bringing them to sandpoint then Yes, we are, and now you will pay for it.
Brandark grips his axe, and shield and starts to moves boldly into the room.

Garrath Tricks the Giants |

Garrath rushes up past Stone,letting out a roar as the rage at the goblin song fills him, and loosens his Lucern Hammer taking a swing at the Goblin caster (1), and waiting for Ripnugget to move within range.
attack Goblin 1: 1d20 + 9 ⇒ (19) + 9 = 28 BAB+str+rage+furious focus+ reckless abandon - power attack
damage: 1d12 + 10 ⇒ (8) + 10 = 18
aoo: 1d20 + 8 ⇒ (19) + 8 = 27all of the above - reckless abandon
damage: 1d12 + 10 ⇒ (10) + 10 = 20
aoo: 1d20 + 8 ⇒ (9) + 8 = 17all of the above - reckless abandon
damage: 1d12 + 10 ⇒ (8) + 10 = 18
aoo: 1d20 + 8 ⇒ (14) + 8 = 22all of the above - reckless abandon
damage: 1d12 + 10 ⇒ (2) + 10 = 12

Goblins say You be Food |

The beams to this room are fifteen feet high. Hiding at the tops of these beams are Goblin Commandos. One on each of the four beams.
One attacks the big Barbarian Longshanks.
Goblin Commando 1, Shortbow: 1d20 + 5 ⇒ (18) + 5 = 231d4 ⇒ 3
The second fires a shot at the shortest of the Longshanks.
Goblin Commando 2 Shortbow: 1d20 + 5 ⇒ (16) + 5 = 211d4 ⇒ 2
The third fires down on the Longshanks Shaman. (Stone)
Goblin Commando 3 Shortbow: 1d20 + 5 ⇒ (11) + 5 = 161d4 ⇒ 4
The fourth sends another arrow down on the Dwarf Longshanks.
Goblin Commando 4 Shortbow: 1d20 + 5 ⇒ (14) + 5 = 191d4 ⇒ 3

GM Mazra |

Round One Summary
A Goblin Warchanter begins to chant.
Stone moves in and cast Protection from Evil on himself.
Chief Ripnugget mounts a Giant Gecko and draws his Dogslicer.
Brandark moves in to the room.
Garrath moves in, Lucerne Hammer in hand, and strikes down a Goblin Warchanter.
Elektra begins to weave a spell.
Kelvin arrow sticks in the wall behind the Warchanter.
Four Goblins hiding near the ceiling strike from the top of the four square wooden post.
One hits Garrath with an arrow. 3-1DR for 2. :)
Another hits Brandark with an arrow. 2 pts. of damage.
The third Goblin missed Stone. And the Fourth just missed Brandark,
Round Two

Garrath Tricks the Giants |

Garrath's will save when raging is +7

Goblin Leader |

Chief Ripnugget attempt to charge with the Giant Gecko.
Ripnugget's Ride Check: 1d20 + 12 ⇒ (18) + 12 = 30
The Chief successfully pushes his odd stead into battle. The Giant Gecko moves to the Southern part of the room, then rounds the corner to attack Stone. Straight down along column 19, the around the corner along row K.
Ripnugget attacks the Longshanks Cleric.
Ripnugget's Spirited Charge with Fancy Dogslicer, plus Warchanter's +1: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 171d4 + 5 + 1 ⇒ (3) + 5 + 1 = 9
But Stone's armor deflected the attack.
EDIT: Since Stone held his action, he could use his attack against either Chief Ripnugget or the Giant Gecko.

Brandark Plainswalker |

Brandark looks at the chief and his sticky rat.
Hey you, pick on someone your own size.
He then moves south to attack the chief.
attack: 1d20 + 3 + 3 + 1 + 1 + 1 - 1 ⇒ (3) + 3 + 3 + 1 + 1 + 1 - 1 = 11
Mods STR, BAB, Hate, MSK, Challenge, power
damage: 1d10 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11
Mods STR, Power, Challenge
All allies get a +1 to hit with Melee on chief while I am threatening.
Also, don't forget Garrath has that cloak of resistance.
Really RNG, 5 games, and I got 1 roll above 5 in 10 rolls.