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Farg pulls out a set of tools which he handles with his clawed fingers remarkably comfortably.
Lemme have a try now..
Disable Device 1d20 + 13 ⇒ (15) + 13 = 28

EndlessForms |

Otherwise, failing finding a concealed entrance on this level, looks like we have to start at the top and work our way down
As the party searches the ground floor a little more closely, you find two secret doors.
Which door are you guys trying to get through? You now have the two doors on this level and the two ladders going up.

EndlessForms |

The party ascends the south eastern ladder and finds a small room serving as an armory. The room is filled with various types of armor and defensive gear. The armor is all light or medium.
After looking around the party spots another secret door in the southwestern wall of this room.

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"Another secret door...this place is just full of them"
Ash will cast guidance and then detect magic and take a look around just to make sure we didn't miss anything. Then look at the secret door for traps
Perception: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31 Using guidance
"Take this secret door and see where it leads?"

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"If they haven't discovered this room yet, will make for a good place to retreat too if we get in too deep." Little Foot acknowledges with a nod.
Though if anyone wants a temporary armor upgrade, speak up, as it will take a while to change! =)
GM: any chance they have any quickdraw shields here? (wooden or steel). If so, Little Foot will grab one for those times he has to resort to the short sword.

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"Oh, too bad I don't need any armor, but yeah, this would make a good retreat spot." Maaarv does his best to brush the dust around after him.
"What is with this place and the secret doors? I mean, I definitely find them useful, but just wow."
Maaarv volunteers to open the secret door. He does his best to open it sneakily.
Stealth: 1d20 + 2 ⇒ (19) + 2 = 21

EndlessForms |

GM: any chance they have any quickdraw shields here? (wooden or steel). If so, Little Foot will grab one for those times he has to resort to the short sword.
No quickdraw shields. Almost any other type of (non-Eastern/exotic) light and medium armor and shields.
---
Maaarv opens the secret door to reveal a rampart open to the sky looking out across not only the keep's main gate, but also the river valley below and dark forest beyond.l A large iron grate, ten feet by twenty feet, has been installed in the center of the rampart's tiles near a large cauldron placed over a fire pit. The cauldron contains traces of a viscous, oily substance, but is otherwise empty. A set of double doors stand to the north.
Standing duty here are two hobgoblin archers, pacing back and forth across the rampart. Seeing movement behind them, they turn suddenly and nock their arrows!
hobgoblins: 1d20 + 3 ⇒ (4) + 3 = 7
Maaarv: 1d20 + 2 ⇒ (12) + 2 = 14
Garen: 1d20 + 1 ⇒ (14) + 1 = 15
Theo: 1d20 + 2 ⇒ (8) + 2 = 10
Ash: 1d20 + 4 ⇒ (7) + 4 = 11
Vinnie: 1d20 + 2 ⇒ (1) + 2 = 3
Farg: 1d20 + 2 ⇒ (3) + 2 = 5
hg: 1d20 + 3 ⇒ (20) + 3 = 23
hg: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative:
1. Garen, Maaarv, Ash, and Theo
2. Hobgoblins
3. Farg and Vinnie
Garen, Maaarv, Ash, and Theo are up![/b]

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Ash wanting to take them down before they can raise an alarm rushes out and points his finger at the closest archer from which a small globe of fire springs fort and races towards it's hobgoblin target.
(Using domain power fire bolt on archer 2, with point blank shot)
To hit touch AC hobgoblin 2: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 Extra +1 to hit is from racial hatred vs goblinoids
Fire damage hobgoblin 2: 1d6 + 3 ⇒ (4) + 3 = 7

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Theo is the last of the first 4 to go, so assuming the further hobgoblin is still active when Theo's turn comes up:
Little Foot curses quietly in Tien, he commands Sharp Tooth to stay hidden, then rushes surprisingly quickly across the rampart to close in on the farthest hobgoblin, he attempts to jump over the iron grate, unsure on whether its safe to step on, and wanting to close the distance as quickly as possible.
Acrobatics to jump: 1d20 + 2 ⇒ (18) + 2 = 20
Double move, with the afore mentioned longstrider active to current position on the map (with the jump in the middle) to threaten the bow-wielding hobgoblin1 and limit his retreat options. Unfortunately, charging was not an option, so no attack this round.

EndlessForms |

Ash brings forth a ball of fire to burn the closer hobgoblin!
Theo rushes out onto the rampart and gets in the hobgoblin's face.
Initiative:
1. Garen, Maaarv, Ash, and Theo
2. Hobgoblins
3. Farg and Vinnie
HG2: 7 dmg
Garen and Maaarv are up!

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Garen charges the hobgoblin swiftly unleashing his deadly hammer with its unusual reach whistling at it.
D.Long Hamer, Reach with charge, Power attack +3 dmg AC 17 1d20 + 7 - 1 + 2 ⇒ (19) + 7 - 1 + 2 = 272d6 + 5 + 3 ⇒ (3, 4) + 5 + 3 = 15
Aoo if the hobgoblin fires off that arrow. 1d20 + 7 + 2 - 1 ⇒ (2) + 7 + 2 - 1 = 102d6 + 5 + 3 ⇒ (2, 1) + 5 + 3 = 11

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Maaarv quickly mixes up a frost bomb, "Let's try to cool this guy off." He lobs it at the closest hobgoblin. (#2)
Bomb Attack!, PBS, Precise Shot, Precise Bombs: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage, PBS: 3d6 + 4 + 1 ⇒ (2, 1, 1) + 4 + 1 = 9 (vs. flat-footed touch?)
If it's a hit, the hobgoblin must make a DC 16 Fort save or be staggered one round.

EndlessForms |

Garen moves up and swings his hammer, hitting the second hobgoblin and taking it down!
Fort: 1d20 + 5 ⇒ (5) + 5 = 10
Maaarv then tosses a bomb into to the mix and hits the other hobgoblin!
---
The remaining hobgoblin drops his bow and draws a shortsword, stabbing at Theo.
short sword: 1d2 + 4 ⇒ (2) + 4 = 6
damage: 1d6 + 2 ⇒ (3) + 2 = 5
The party then quickly brings the hobgoblin to submission!
Out of combat!
They each had a potion of cure light wounds, mwk leather armor, a short sword, a composite longbow (+2 Str), and 20 arrows.

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GM: you rolled a d2 on the hobs attack roll, not a d20... Not that I'm complaining, but the bad guys are going to have a hard time if they don't find their 20-siders. =)
Little Foot nods at Vinnie's comment, pondering the same thing. "Ya, this gob shouldn't be here."
Like Garen, he stays on the alert.
Assuming no obvious alert was raised...
He then grabs one of the hobgoblin's longbows and some arrows for his own use, and suggests they move the bodies into the armory.
No obvious egress' from the rampart here? Take a quick look for non-obvious ones as well, perhaps peer down through the grate too
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

EndlessForms |

GM: you rolled a d2 on the hobs attack roll, not a d20... Not that I'm complaining, but the bad guys are going to have a hard time if they don't find their 20-siders. =)
Haha! Thanks:
short sword: 1d20 + 4 ⇒ (5) + 4 = 9
---
"Hobgoblins? Do the Molthuni usually use hobs in their squads?" Vinnie whispers, studying the downed foe. Any uniform or insignia of a company or nation?
The Molthuni do not generally use hobgoblins and they are not wearing any insignia.
---
Taking a look around, Ash and Theo notice that the rampart has several exits: There are double-doors to the north leading to the center of the complex, two trap doors leading down, and another secret door opposite the armory where you came from.

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Well, the rules of Gygaxian design say that the secret door should lead to access to the other ladder that went up from down below...
So check out that door, make sure its clear, in case we need alternate egress points?
The trapdoors leading down, do they have some sort of bar/bolt that allows for them to be secured from this side?
Hide the bodies, then scope out the double doors.
Perception on the double doors: 1d20 + 9 ⇒ (18) + 9 = 27

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Ash will look at the other secret door for traps (just in case) taking 10 for a 23 using guidance and then steps back for someone more sturdy to open it. While someone else can drag the bodies into the secret room we just left, make sure we loot them..or at the very least take the potions with us
"Good idea about hiding the bodies Theo."

EndlessForms |

The trapdoors leading down, do they have some sort of bar/bolt that allows for them to be secured from this side?
No.
---
Ash and Theo check over the other secret door and find it untrapped. Opening the door, you find another similar armory, this one holding several types of heavy armor. Among the armor, however, you also find a long-forgotten ring.

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Ha, both the guys casting detect magic do not have spellcraft!
what time of day is it anyway?
Once everyone is ready, Little Foot will crack open the double doors, as quietly as possible, hoping to get a look inside without alerting anyone there.
It didn't work on the last door, perhaps 2nd time's the charm!
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24

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And I've got spellcraft, but can't cast Detect Magic. Such is life. Can I use spellcraft to identify an item if someone else casts detect magic?
Spellcraft (if the answer to my question above is yes): 1d20 + 11 ⇒ (19) + 11 = 30

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Farg wiggles his fingers and casts a cantrip to highlight magical auras.
Cast detect magic

EndlessForms |

It is getting late at night, presuming you guys snuck up to the wall where the secret entrance was under cover of darkness.
I think you need detect magic to identify auras. I believe you can use KN (arcana) in addition to Spellcraft though.
---
The Magic-Detecting Squad notes a magical aura on one of the standing suits of armor and recognizes that it bears the sigil of Nirmathas. The party can surmise that as they are working for Nirmathas it has decided that you are not a foe.
hobgoblin brawlers: 1d20 + 6 ⇒ (1) + 6 = 7
Maaarv: 1d20 + 2 ⇒ (18) + 2 = 20
Garen: 1d20 + 1 ⇒ (11) + 1 = 12
Theo: 1d20 + 2 ⇒ (19) + 2 = 21
Ash: 1d20 + 4 ⇒ (3) + 4 = 7
Vinnie: 1d20 + 2 ⇒ (3) + 2 = 5
Farg: 1d20 + 2 ⇒ (6) + 2 = 8
Theo opens the door to reveal an octagonal room with a large stone pillar running through it. There are four sets of double doors that lead to other parts of the second floor. Two hobgoblins with two attack dogs occupy the room and jump up as they realize the people behind the doors are not the hobgoblins on duty but invaders!
Initiative:
1. Theo, Maaarv, Garen, and Farg
2. Hobgoblins and dogs
3. Ash and Vinnie
Theo, Maaarv, Garen, and Farg are up!

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Heh, no worries, just being hopeful! =)
The hobgoblins outfitted the same as the ones outside? Or these guys different? Perception if it matters: 1d20 + 9 ⇒ (7) + 9 = 16
Cursing quietly as the hobgoblins notice them, Little Foot wastes no time closing with the nearest one before they have time to react.
Am assuming they are flat footed for the moment, else the dog will get an AoO on him as he steps passed it
He takes a mighty swing at the hobgoblin with his club.
Melee power attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24, for 1d10 + 11 ⇒ (9) + 11 = 20 damage.
If it hits, then cleave through to the dog on the same swing...
He continues the momentum from that swing to swipe at the dog beside him as well.
1d20 + 6 ⇒ (9) + 6 = 15, for 1d10 + 11 ⇒ (8) + 11 = 19 damage.
If he is able to cleave, then he will be at -2 to his AC until his next turn

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Desmond mixes up a Frost Bomb. "Let's all just chill out, okay?" he tries to quip. He lobs the bomb at HG2.
Attack, PBS: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage, PBS: 3d6 + 4 + 1 ⇒ (6, 5, 6) + 4 + 1 = 22
Hmm, Character Folio Re-roll Time.
Attack Re-roll: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Oye.

EndlessForms |

The ones outside seemed to favor bows, these are wielding longswords.
Theo leaps into the room and clubs the hobgoblin, cleaving into the nearby dog so hard it falls unconcscious!
Garen the hits the other hobgoblin with his hammer!
Maaarv lobs a bomb and hits the hobgoblin in the back, taking him out!
Initiative:
1. Theo, Maaarv, Garen, and Farg
2. Hobgoblins and dogs
3. Ash and Vinnie
HG1: 20 dmg
Farg is up!

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Move and Attack two handed with Longspear. 1d20 + 7 ⇒ (12) + 7 = 19 Damage1d8 + 6 ⇒ (7) + 6 = 13
Farg surges forward his spear gripped tightly as he attempts to skewer the Hobgoblin.

EndlessForms |

dog Ref: 1d20 + 4 ⇒ (16) + 4 = 20
The dog leaps out of the way of Maaarv's explosion!
With a mighty stab Farg finishes off the hobgoblin!
---
The dog moves around to bite Theo!
bite: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Initiative:
1. Theo, Maaarv, Garen, and Farg
2. Dog
3. Ash and Vinnie
You guys are up!

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That hits! Ouch, cursed mutt!
Ash and Vinnie are first... but assuming they do not finish off the puppy come the start of the round...
"Mangy cur!" the dwarf growls, before bringing his weapon down on the creatures head in aggravation.
Melee power attack: 1d20 + 6 ⇒ (14) + 6 = 20, for 1d10 + 11 ⇒ (6) + 11 = 17 damage.

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Seeing a lot of attacks focused on this final remaining dog, Maaarv decides to conserve his bombs and steps in to join Theos, Garen and Farg with the lil' pooch, drawing his rapier as he does so.
He takes a stab at the dog.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

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Assuming there's still some dog left by the time Ash does something
Ash moves into the room while pointing a finger at the dog shooting a small globe of fire from it's tip to the nose of the dog.
to hit touch AC dog: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 With precise, point blank and cover
Fire damage for dog: 1d6 + 3 ⇒ (4) + 3 = 7