
Pirate GM |

Unfortunatly he's out of your vision, the light abruptly stops after 5 feet that said I like it thematically better as a hit.
The leader takes a blast of cold to the face and drops his falchion and puts up his hands in surrender.
The remaining goblins in the room with their escape cut off do the same.
The orange goblin is however able to flee to parts unknown...
Combat Over.
Something that's been bothering you since entering this room, but was hard to pinpoint due to the chaos of combat: Something in here smells really bad.
You find a particularly stinky piece of cheese stuffed between a mattress and pillow. It has long since gone rancid.

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Perception: 1d20 + 9 ⇒ (1) + 9 = 10

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Valya stares at her blade as if it has betrayed her, then shrugs and herds the surrendered goblins together, tying them up securely and stuffing rags in their mouths to keep them quiet.
We should keep moving after that goblin with the orange hair, lest he manage to set up another ambush like this one...
she moves off in the direction the goblin left in.

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"Unless we leave them with a guard, they'll wriggle free and ambush us again later. Even as captives, what are we to do, take them to Fort Inevitable? They'll simply be executed there. Far kinder if we simply do it now. And less trouble, too."
"And what *is* that smell?!"
Perception(take 10): 10 + 4 = 14
Sabi finds the cheese. "Ugh." He throws it at the purple goblin. "Disgusting."

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Before Valya goes, Tico alerts her: "they can move free here, Valya. You'll never catch him moving this way in this terrible ground."
The cleric turn to the others: "What are we gonna do with this goblins?"
Tico approaches the apparent leader: "Hey you, can you understand me?", he speaks in common.

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It seems the boards ate my comment
I'd much prefer to leave them alive, living any creature has a chance at redemption dead all they are are corpses. Also, it seems they where kept here too. I'm happy to leave them here and come back for them when we have cleared this floor and take responsibility for them.
I wish I could speak to these Goblins, it appears we may have misjudged their accomodations, maybe even motivations
If none speak Common, Nar will try and express his intent to the Goblins by miming something along the lines of wait, quiet, I'll return to them.
Diplomacy?: 1d20 + 8 ⇒ (13) + 8 = 21

Pirate GM |

5d20 ⇒ (12, 12, 3, 7, 16) = 50
None of the goblins speak common and Nar's kind words are not enough to soothe them.
After a couple of minutes the purple leader shrinks back down to goblin size, and glares at Tico as he attempts to speak to him, attempting to kill Tico with his mind as rancid cheese runs down his face.
Valya's has trouble keeping up with the goblin across the broken spire ruins but her pursuit is not for naught. Judging by the screaming as the goblin went either the escaped orange goblin is either extremely crafty or has fled the spire.
There is some more goblin gear that's not especially interesting to you, as well as the wand the goblins were squabbling over.

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Sabi does his best to translate, but ends up making guttural sounds that are more a mockery of the goblin tongue than anything.
Linguistics(trained!): 1d20 + 1 ⇒ (2) + 1 = 3

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(...) attempting to kill Tico with his mind as rancid cheese runs down his face.
I didn't understand it well. Did the leader throwed the rancid cheese on Tico's face? And what about the other goblins?

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Sabi threw the rancid cheese at the leader. The cheese is on the leader's face.
Thank you for the clarification! I missed this part.
EDIT: *mainly for the clarification about the *threw and *throwed. :D

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I'd much prefer to leave them alive, living any creature has a chance at redemption dead all they are are corpses. Also, it seems they where kept here too. I'm happy to leave them here and come back for them when we have cleared this floor and take responsibility for them.
Allow me to disagree with you, Nar. For sure, they have to live but we can't just leave them at their will. Remember that they ambush innocent people around the Emerald Spire, often killing this people, people like me and you. We can't just let them go free, we have to bring them to the authorities, as this certainly will be seen with good eyes by the superiors of the city.

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Oh no problem to turn them into authorities, I just see no reason to execute them as suggested by Sabi, if later they are tried and executed for some crime, that is certainly different.

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Oh no problem to turn them into authorities, I just see no reason to execute them as suggested by Sabi, if later they are tried and executed for some crime, that is certainly different.
"For now, we can tie them with a rope, while we finish the exploration of this level of the Emerald, what do you think? By the way, does anybody here have a rope?"

Pirate GM |

Pronouns are confusing, especially when I edit my sentence several times before posting for maximum rancid cheese effect.
With a bit more looking around you are able to see the room to the west used to be several but has a few long ago demolished walls. You can easily find the back side of the barricade and the south end of the hallway.
There are 2 entrances to the center spire yet unexplored. Also a door to the east of the center, a door to the west of the center and the narrow stairs heading down. Retreat is of course always an option as well.

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Well we cannot kill prisoners in cold blood no matter how evil, we will take them with us when we leave. If we are worried they may escape whilst we explore the rest of this level then we must return to the fort with them now. Otherwise we have but a few more rooms to explore by my reckoning.
She thinks for a moment
We cannot magically sleep them, and knocking them unconscious seems over the top. Perhaps sufficiently tight knots and someone appearing very threatening might do the trick?

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Sabi allows one of the warriors to tie the goblins up.
If no one has anything cheaper, Sabi has a nice silk rope he's willing to offer, on the condition that it not be cut (string all the goblins with one length).
He makes various threatening gestures to the goblins, attempting to communicate what will happen to them should they try to escape or do anything to get in the party's way.
Intimidate(untrained): 1d20 + 0 ⇒ (18) + 0 = 18
Linguistics(trained!): 1d20 + 1 ⇒ (11) + 1 = 12

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Valya nods appreciatively as the goblins are 'made safe'.
Let us continue then, we have plenty of fight left in us yet, and the rest of the level to clear
she proceeds to the centre of the level and listens at the Western door.
perception: 1d20 + 7 ⇒ (14) + 7 = 21
If she hears nothing she'll open it slowly, if she hears voices she will burst in hoping to surprise whoever is inside.

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Before follows Valya, Tico use a charge of Nar's wand on himself.
"Be careful", he says to the tiefling. Then the cleric went to the center hall, just behind 'Sabi, the light carrier'.
The wand in one hand and the acid flask in the other. "Do you hear anything?", he asked Valya, while tries to hear something too.
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

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Nar follows Valya, drawing an arrow on the way.

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disable device: 1d20 + 6 ⇒ (3) + 6 = 9
Valya's attempt with the lock end with a single crease on her brow.
strength: 1d20 + 3 ⇒ (16) + 3 = 19
Her oddly-shaped leg coils back and smashes in to the door, almost taking it from its hinges.
one successful assist would do it please!

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Tico tries to help Valya, but was in vain.
Str - Aid Another: 1d20 - 1 ⇒ (6) - 1 = 5

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Aid Another, Str: 1d20 + 1 ⇒ (5) + 1 = 6

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As the door resists any and all attempts to open it, Valya actually snarls, backing up a few paces and then charging forward and shoulderbarging the door
strength: 1d20 + 3 ⇒ (19) + 3 = 22
as it hangs off its hinges, she nods in grim satisfaction, before realising the noise the group must have made this last minute.
Well there goes the element of surprise...

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"With this darkness, everything will be a surprise. For us."
Tico smiles to Valya.
"Let's check this chamber."

Pirate GM |

Rows of wooden racks on the walls of this room hold a ramshackle collection of rusty blades, scraps of armor, and warped arrows.
This chamber is clearly the armory, because every great kingdom needs an armory. Unfortunately, goblins aren’t very good weaponsmiths. Six Small dogslicers and six Small horsechoppers are piled haphazardly around the room. The other items are unusable and worthless.

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Sabi chuckles wryly at Tcio's quip. He spends a moment scouring the room, then suggests they try across the hall.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

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Tico will scour the chamber as well. If he doesn't find anything, he will follow Sabi's suggestion.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Pirate GM |

Nothing of value hidden in the room. Opening the door across the hall...
Stairs wind downward to the right, circling around a glowing wall of
semi-translucent green stone. It seems the Azlanti tower was built
around a core of some other material—a spire within a spire.
There is a quick grunt and a bit of scrambling from deeper below as the door opens.
Immediately down is still part of this 'level'

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Valya takes the lead holding her shield before her as she walks down the steps slowly.

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"Before we go downstairs, we have an unexplored room to inspect, close to the 'laboratory'. Let's check it and then we continue, right?"

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Makes sense to me Tico.

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"Yes, let's check the other side, first."
"Then, I think we should probably take care of our goblin captives first, before exploring further. We don't know how much deeper this goes, and to abandon them indefinitely while tied up would be improper."
"Besides, I don't want them to run off with my nice rope."
Especially if we've accrued enough loot to exchange for an ioun torch. (but we really haven't found treasure of any kind...)

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Seems like we've only got 2 or 3 rooms left on this level, if we don't find something good enough by then, we can still finish off the level, take the goblins to the authorities, and get a night's sleep before moving any deeper

Pirate GM |

Interesting things you've recovered other than a horde of unexciting goblin gear, which is worth a fair amount considering the amount recovered:
Potion from a Commando
Clanky's remains (especially the arm)
Wand from the cleric.
MW small Falchion from the cleric
Valya's brave descent down the stairs are cut short by the group's decision to check out the other half. shutting the door, or leaving open?
A plush, human-sized bed stands in this chamber, along with a table holding a bone scroll tube and jars filled with eyeballs, claws, and teeth. Various automaton parts lie scattered around.
Ignore the assorted goblin debris the bone scroll tube contains a single sheet of parchment on which is drawn a complicated magical sigil in iridescent green ink.
There appears to be nothing else of interest in here.
As a general note when there appears to be a majority opinion as to direction I'll narrate that way rather than spend time coming to a full consensus. If this ever causes problems I am happy to back stuff up as necessary to get everybody on the same page.

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All good with majority guided movement, Valya tends to just pick a direction and go in order to stop everyone just prevaricating about which way to go. She's happy to just be moving :)
Valya surveys the room and raises an eyebrow at the scroll.
Odd thing for a goblin to have, but they do tend to hoard the things they find so it probably wasn't theirs in the first place.
She walks around glancing over the assorted bric a brac in the room then moves to stand guard at the door until everyone else is ready to move on.

Pirate GM |

Stairs wind upward to the right, circling around a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material—a spire within a spire.
Opening that door...
Stairs wind upward to the right, circling around a glowing wall of semi-translucent green stone. It seems the Azlanti tower was built around a core of some other material—a spire within a spire.
From your previous observations you could guess the 'tower' is potentially upwards of 3 stories high.

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Which way, I prefer not to use stairs until we have to, but whichever works for me.

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Sabi points to the oddly shaped passage southeast of the party. Or at least, where he remembers it being when he passed it in the dark.
"What about that passageway? I'd like to not change floors until we have had a chance to dispose of our prisoners, unless we have some better way of securing them."

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Rule of 2 also good with me!
Fine let's clear this level first then if changing elevation makes you nervous gentlemen...
she moves ahead down the corridor, shield held before her.

Pirate GM |

The tunnel appears to have been dug out of the rubble and shorn up with timbers. It leads to a little-used path on the southeast side of the tower. From the outside, this entrance is covered by a screen of canvas and wood painted to blend into the rubble, from the inside it is obvious.

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Valya blinks in the dim daylight, then turns to the others
Well gentlemen, now we can go for a walk up the stairs!
she leads everyone back to the stairs upwards and ascends.

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Sabi follows, but grumbles something about goblin captives and (unintelligible) (unintelligible).
Want to give you a second vote to move on, although I'm okay with breaking back to the Fort too.