
GM Derek W |

Reflex Save: 1d20 + 2 ⇒ (7) + 2 = 9
Will save: 1d20 + 1 ⇒ (3) + 1 = 4
Working together, Adebisi and Birgit target the remaining guards. The one who called out is singed a little and dazzled.
The second one colllapses in a snoring heap!
Both of Xath's arrows strike deeply into the chest of the dazzled warrior, and he falls, bleeding badly from his two fresh wounds!
Just as the sense of victory fills the party, the eastern door opens and a mean-looking bugbear steps through, snarling:
"You kill Tralg's friends! Now you pay!"
Initiative:
Xath: 1d20 + 12 ⇒ (15) + 12 = 27
Birgit: 1d20 + 5 ⇒ (16) + 5 = 21
Witley: 1d20 + 4 ⇒ (14) + 4 = 18
Hawk: 1d20 + 4 ⇒ (16) + 4 = 20
Adebisi: 1d20 + 3 ⇒ (6) + 3 = 9
Telurion: 1d20 + 2 ⇒ (2) + 2 = 4
Tralg: 1d20 + 2 ⇒ (18) + 2 = 20
Round One, bless is still up!
Xath
Birgit
Hawk
Tralg
Witley
Adebisi
Telurion
Don't forget sleeping beauty! Fresh map in the morning.

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I was in the doorway, so I'm pretty sure I had a straight shot if Hawk moes out of the way, so I'll delay for that. After which, 5' step (to get within 30 if not already achieved) and flurry!
Xathalial takes aim at the noisy Tralg, hoping that the newcomer doesn't wake the sleepy guy!
Flurry of Blows, DA, PBS: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 271d8 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 161d20 + 8 ⇒ (11) + 8 = 191d8 + 8 ⇒ (4) + 8 = 12

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Move Action: Fireworks on Tralg fire Damage: 1d4 ⇒ 2 + Dazzled. Reflex DC 15 for half and to negate dazzled.
Standard Action: Telekenetic Fist on Tralg Bludgeoning Damage: 1d4 ⇒ 2
Assuming he's still up etc.

GM Derek W |

Xath's arrows fly true again, both striking the bugbear warrior hard in the chest, almost with enough firce to push him back!
Birgit speaks her word of command.
Will Save: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
The warrior shrugs off its effects!
Hawkwren then steps up and strikes with his sword, gashing the creature's leg.
Still, the beast presses on!
Tralg grips his huge club in both hands and tries to bring it dwon on Hawkwren's head!
Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d10 + 10 ⇒ (4) + 10 = 14
The bugbear lands a heavy blow!
Witley rushes into the fray, but stumbles as he rolls past the creature. Tralg swings his club at the monk.
Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d10 + 10 ⇒ (10) + 10 = 20
The mighty bugbear nearly knocks Witley out in one strike, but the bold halfling tries to trip the beast, who is just able to maintain his footing.
Adebisi uses his arcane and divine power to strike at the monster.
Reflex Save: 1d20 + 5 ⇒ (10) + 5 = 15
Tralg is singed and feels the "thump" of an invisible fist on his head.
Round One;
Telurion
Round Two:
Xath
Birgit
Hawk <14 damage>
Tralg <40 damage>
Witley <20 damage>
Adebisi
Telurion

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Adebisi will fire off his last round of fireworks Fire Damage: 1d4 ⇒ 3 + Dazzled. Reflex DC 15 for half and to negate dazzled.
& Another Telekinetic Fist Bludgeoning Damage: 1d4 ⇒ 3 unless one of his companions is down in which case he was cast stabalize on them instead.

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Apologies for not having acted last round - Telurion would have moved towards the fray, which means he should be able to attack this round. If not, ignore this action, and he moves close this round, If yes:
With his added reach, Telurion swings at the nasty looking bugbear.
Bardiche Attack: 1d20 + 7 ⇒ (3) + 7 = 10Damage: 1d10 + 9 ⇒ (2) + 9 = 11
Bleh.

GM Derek W |

GMPC for Xathaliel.
Flurry 1: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Flurry 2: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 1d8 + 3 + 4 + 1 ⇒ (5) + 3 + 4 + 1 = 13
As the bugbear roars, Xathaliel sends two arrows towards him while Hawkwren strikes with his sword. As Hawk's sword tears a deep gash in the creature's flesh, Xath's second arrow strikes it hard, and it slumps to the ground, bleeding out.
Combat is over! Three dying enemies and one sleeping.

GM Derek W |

Ok, there are no more enemies at present. What would you like to do? Perhaps some healing followed by more searching? Just let me know. If you want to give me general guidelines to foloow for searches,like marching order, always turn left, who's rolling Perception, etc. I can walk you through that until something of interest turns up.

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Hawk pulls out his wand of healing and begins using it on himself and Wit.
We also have the six potions of CLW from the archers.
CLW on Hawk: 2d8 + 2 ⇒ (8, 4) + 2 = 14 Wow! Perfect roll!
Go ahead and roll your own Wit, then we'll decide on potion or wand.

Witley "Wit" Stills |

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wit wakes up shakily and lets out a growl before struggling to his feet. He nods his head toward Hawk in a gesture of thanks.
Well, that gets me back to 1 HP. Probably going to need more than that, though I'm willing to use my potion of course. I'd rather use the ones we found first, though, if no one is opposed.

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Birgit will bring her wand to bear and aid Witley until he is refreshed. The touch feels different than other wands, a bit like ice on a bruise, painful but pleasant.
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (8) + 1 = 9
That should do it. I will take off 5 charges from my wand.

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"It is not... a problem?" The elf responds, confused by this single eye twitch.
-Posted with Wayfinder

GM Derek W |

You find the following items on the corpses of your slain foes:
2 potions of cure moderate wounds, mwk scale mail, heavy crossbow with
10 bolts, 3 mwk longswords, mwk whip, 2 hobgoblin war draughts, mwk fetters, mwk studded leather, mwk greatclub, and one human skull.

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Xathalial opts out of any of the found items, but will take a potion if nobody else wants any.

GM Derek W |

Telurion look into a short hallway. He sees a door at the far end and one each to the north and south.
He looks in the door on the south side first. Tall, empty shelves line the walls of this small storage chamber, reaching almost to the ceiling. Two barrels that must have once contained pickles lie on their sides, brine puddles still pooled beneath them. Numerous empty meat hooks dangle from the ceiling. Behind some old rations he finds a masterwork hand crossbow and a few bolts.
Next he checks the door to the north.
A large cooking fireplace takes up most of the northern wall of this kitchen; a black iron kettle is suspended over the hearth. A long, narrow worktable fills the western half of the room, clearly used for the preparation of food. The southern and eastern walls are covered with shelves holding spices; dry goods; and various pots, pans, large bowls, terrines, and other cooking vessels.
In the northeastern corner of the room next to the fireplace, a tattered wall hanging covers a section of an ancient mural. The paint of the mural is flaking off in large pieces due to age, but it can still be identified as depicting a forested landscape with a river running through it.
Instead of depicting Fangwood Keep, the mural shows a tall, slender tower made of bright stone in the same location. Large, alien trees grow out its walls and roof, but they seem to be part of the building’s construction. The tower is also marked with a symbol of four interlocking rings.

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KN(H): 1d20 + 4 ⇒ (16) + 4 = 20
"This painting is of the Marideth River valley, either from a point beyond my ancestors lives or one of fiction, as it is far too wide for it to be of the present form."

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Know:History: 1d20 + 9 ⇒ (17) + 9 = 26
Adebisi nods to Xathalial in agreement.
"The map seems somewhat familiar to me, and I believe you are right. Although not familiar enough to pull much meaning from it."

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Knowledge (History): 1d20 + 6 ⇒ (14) + 6 = 20 <- +8 instead of +6 if it is human history?
"It does look familiar, but what about the symbol?" - Telurion questions the others.
We left the room where we fought in, following a corridor - investigated a door to the south and another to the north. There is a door at the end of the hallway so:
"I guess that door is where we are heading next" - Telurion comments as he returns to the hallway, goes to the door and listens.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18 <- +8 instead of +6 if vs. Humans

GM Derek W |

Birgit and Witley take a look around the room where the latest fighting took place.
This circular central room contains four exits, one in each of the cardinal directions. Four marble busts stand on pedestals spaced evenly around the room, though their features appear to have been chiseled off. The door to the south is reinforced with steel bands, while those to the east and west seem less sturdy. To the north, an open archway leads to a larger room with stairs climbing up to the second floor.
Telurion continues his scouting to the east, and enters the door there.
The flagstone tiles of this room have all been pulled up and lie stacked against the walls. The room has been completely excavated, and picks and shovels still lie scattered about. The digging has unearthed an old circular staircase made of a lighter stone than the rest of the keep. The staircase begins at the bottom of a seven-foot-deep pit accessed by a short ladder, and leads down into darkness.
Do you want to try the doors to the south, go upstairs, or go downstairs?

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Xathalial moves to the south doors. "We were clearing out the floor before moving deeper or higher, yes?"
-Posted with Wayfinder

GM Derek W |

Telurion has spent considerable time in study, but can't recall anything about this symbol, except that it seems to be vaguely of elvish origin.

GM Derek W |

Xathaliel and Hawkwren lead the way through the southern door, using their considerable skill at snaeking to make their way as stealthily as possible.
Xath Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Hawk stealth: 1d20 + 8 ⇒ (14) + 8 = 22
The pair disappear into the shadows cast by the torch light. They moves southward.
The eastern and western walls of this dark, fifty-foot-long passageway are interspersed with two floor-to-ceiling arrow slits, while the ceiling is covered with a thick iron grate, twenty feet long and ten feet wide, through which the sky can be seen. A short stool leans against the southern door.
On the sides of this room are two long, narrow chambers that appear to be primarily used by archers to defend the keep from intruders coming through the front gate. The floor of each room is a foot higher than the floor in the main room.
Xath and Hawk reach a large door at the south, which seems to be the keep's main entrance. Carefully pressing their ears to the door, they can hear a pairs of hobgoblins grumbling to each other outside and the faint whimpers of a goblin dog.

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But that doesn't help us stealth at all!
Xathalial motion for Hawk to return, since everyone else seems to understand his strange gesturing.

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Since Hawkren isn't coming back, yeah. Hopefully everyone's in earshot...?

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Snapping out of a daze, Hawk pads back to the party and pantomimes hobgoblins, holding up two fingers. He then tries to insinuate a goblin dog by making the motion of hobgoblin while sticking his tongue out and panting. He then punches the air a few times before making a slashing motion across his throat, followed by the follow me sign as he pads back to Xath.

GM Derek W |

Hawkwren moves forward and opens one ofthe front doors as Xathaliel takes up a good position to shoot through the opening.
The door opens with a bit of effort, but doesn't make too much noise. Xath looks outisde and see a hobgoblin swordsman, archer and goblin dog. The three turn around, startled!
Xath can see he has a clear shot at the swordsman and the dog.
Xath may act in this surprise round.
Initiative:
Xathaliel: 1d20 + 12 ⇒ (13) + 12 = 25
Birgit: 1d20 + 5 ⇒ (3) + 5 = 8
Hawkwren: 1d20 + 4 ⇒ (3) + 4 = 7
Witley: 1d20 + 4 ⇒ (18) + 4 = 22
Telurion: 1d20 + 2 ⇒ (17) + 2 = 19
Adebisi: 1d20 + 2 ⇒ (4) + 2 = 6
Swordsman: 1d20 + 6 ⇒ (7) + 6 = 13
Archer: 1d20 + 3 ⇒ (14) + 3 = 17
Dog: 1d20 + 2 ⇒ (9) + 2 = 11
Surprise Round:
Xathaliel
Round One:
Xath
Wit
Telurion
archer
swordsman
dog
Birgit
Hawk
Adebisi

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To the Swordsman!
Single Shot (surprise round), Deadly Aim, PBS: 1d20 + 9 - 1 + 1 ⇒ (13) + 9 - 1 + 1 = 221d8 + 5 + 2 + 1 ⇒ (7) + 5 + 2 + 1 = 15
---
Regular Round
Xathalial, then still with more quickness than the rest, opens fire! He starts with the Swordsman, and would continue with the dog if the swordsman goes down!
Flurry of Blows, DA, PBS: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 281d8 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 121d20 + 7 + 1 ⇒ (13) + 7 + 1 = 211d8 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 16
Confirm?!?: 1d20 + 8 ⇒ (15) + 8 = 232d8 + 16 ⇒ (5, 6) + 16 = 27 Will be 27 + 12 = 39 damage if a 23 confirms.

GM Derek W |

Xath's bow proves to be a fell weapon, one that would cause his foes to include in their stories if only they survived his assault...
The swordsman and dog both fall before the might of his arrows!
Now Up:
Witley
Telurion
archer
Birgit
Hawkwren
Adebisi

GM Derek W |

GMPC strikes again!
Witley rushes forward towards the still-surprised hobgoblin archer. As he closes in, he lashes out with his foot, attempting to trip the enemy.
Trip attempt: 1d20 + 10 ⇒ (13) + 10 = 23
The archer falls down!
Telurion rushes forward and strikes.
Greatsword: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12
The blow strikes the prone creature, and leaves a deep gash.
The archer tries to crawl out of the way, but provokes attacks from Witley and Telurion.
Witley punches hard at the creature.
Unarmed Strike: 1d20 + 8 ⇒ (13) + 8 = 21
Normal Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Electricity damage: 1d6 ⇒ 1
Telurion follows with another sword blow.
Greatsword: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16
The archer falls to the mighty warriors!
Ok, three more enemies down. You can explore the grounds outside or return to exploring inside.

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"Agreed, though should we not move the dead here to some place less visible? To cover our trail?"