
GM DevilDoc |

Ranna circles around the back of the building, looking for a way in. As she comes around towards the workroom, all of the curtains are drawn tights, but she can hear highpitched shrieks and giggles mixed in with breaking glass.
Ranna Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Scipio Totti |

"Hmm. I see! A little subterfuge would be necessary!", says Scipio unnecessarily loud, as he follows Ranna around the building.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
"This doesn't sound like glassworkers! It must be criminals, or worse, goblins!", he whispers loudly, and waves at the others to move on with him. "Let's stop whatever is happening in there, my comrades! For Sandpoint!", he continues with the loud whispers, as he moves towards the entrance. Stealth: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19, surprisingly lightly, considering his heavy shield and armor.

GM DevilDoc |

Scipio, which door are you approaching? The door over by Ranna or by you?
How are you guys going to get through the door? I will need a disable device check or someone to start bashing at it.

GM DevilDoc |

Marshman Jim sent me a message that his life has gotten really bad the last few weeks, but he will be returning as soon as able. For now, I would suggest that his character remain behind, as he chose not to have me bot him through the upcoming scene. When he returns, he will be able to join us as if he were with us the whole time.
As for the current situation, Lets move forward. Who is going to open the door and how?

Ranna Feels-the-Embers |

Ranna begins shoving at the door in front of her, trying to force it open.
Strength: 1d20 ⇒ 9
Her efforts, however, don't seem to be working. "I need some help here, or we may need to go through a window! Things are breaking in there, and innocents may be getting hurt, and I will not let that happen again!"

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Sarvis moves up to the door after hearing Ranna and attempts to open it, if it opens he lets Cornelious go in first and follows behind with weapon drawn, if it doesnt open we will attempt to force it, Cornelious and Sarvis.

GM DevilDoc |

Cornelious Strength: 1d20 + 3 ⇒ (10) + 3 = 13
Sarvis Strength: 1d20 + 3 ⇒ (9) + 3 = 12
Even with all three of them pushing on it, Sarvis, Cornelious, and Ranna can hardly get the door to squeak, much less give.
13+2+2=17.. Cornelious+ 2 aid another.

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"We need to get in there Conrelious!"
Casts Enlarge Person on Cornelious and the Guidance.
"Lets try this again!"
Aid: 1d20 + 2 ⇒ (15) + 2 = 17
Strength Cornelious: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22

GM DevilDoc |

With a great amount of difficulty, effort, and noise, the group finally forces the door open to find what appears to be a display room. Bottles, glass work, and windowpanes line shelves and racks throughout the room. Across from you is another door. See Map

Scipio Totti |

Scipio walks in the glassworks, attempting to see any traps. "The little rats have probably set us a trap of some point! Ah! But, I wonder, why would Tsuto send Ameiko here? Is it because he knew that the goblins were in here, or because he's working alongside them? I don't believe the latter is possible, but we need to be careful.", he says, as he rummages through the room.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

GM DevilDoc |

you see nothing out of the ordinary. This room has been largely untouched, and shows no signs of typical goblin destruction. To your knowledge, the door is not trapped.

GM DevilDoc |

Ranna sees an empty hallway stretching before her, but the noise of destructive merrymaking increases.

GM DevilDoc |

As you pass down the hallway, you find one door to your right, and two doors on the left. These you find to be simple store rooms. One is full of finished glassware items, the other two are for storage and cleaning supplies. Finally, at the end of the hall is a door. You open it to find what looks like at one time it was a staff room of sorts. You find tables and chairs smashed and destroyed, and the entire place torn apart.

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"I suspect that based on the appearance of the staff room, we are not going to find anyone to question that we will be able to get much of use out of." Calathes says, following the lead of the others as they continue to investigate the glassworks.

GM DevilDoc |

Sarvis opens the door to find a long, empty hallway that appears to run most of the length of the building. At the far end to the left, there is a door in an angle of the wall right before the hall turns. To the right, the hallway runs past the room that you are in for a short ways before ending at another door. The cacophony is louder here.

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OMG! I forgot to hit submit yesterday and lost my post, grr
"Cornelious move down to the right and open that door I am right behind you!
Moving in behind Cornelious at the end of the hall.

GM DevilDoc |

Cornelious opens the door to an anteroom of sorts. Really just an empty connecting hallway.

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I hope no one minds me taking over the clearing of the building, I seem to post more then most as of late.
Cornelious moves to the next corner with Sarvis in hot pursuit,
"I think I hear something over here." he says in a heavy whisper to the others that are behind him.

Scipio Totti |

Scipio looks at the door next to him, drawing a trident and kicking down the door, ready to impale a goblin to the wall in a spectacular fashion.
"Should we announce our presence? They might be frightened enough to be drawn out or run?", he says, looking at Sarvis.
Readied Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 ⇒ 1

GM DevilDoc |

The room that Scipio kicks open turns out to be empty. It appears that the room was the servants quarters.. but now it is just a shambles of overturned and broken furniture liberally soaked with blood. The stench of blood and death lingers in the air. After a thorough search of the room, you find nothing of interest or any bodies to go with the blood.
At the corner, Cornelious and Sarvis find a Y intersection, with doors at either end of the small branches.

GM DevilDoc |

As Cornelious openns the door, Sarvis sees: a wheelbarrow sits against a wall here, and shelves on the walls contain additional reagents to create diff erent colors of glass (manganese for clear glass, cobalt for blue, and tin for white glass; untreated glass is green, while too much of any reagent makes black glass). A safe on the fl oor hangs open.

GM DevilDoc |

A long furnace burns along the southeast wall of this equally long room. Marble tables sit throughout the chamber, used to work raw glass into usable shapes, with nearby wooden tables cluttered with various tools of the trade. The main furnace burns at the northeast end, a large chamber that utilizes alchemically treated wood that burns with a hot blue light. As the furnace’s stone pipes run to the southwest, they reach smaller and progressively cooler furnaces used to keep glass working projects at the proper temperature. There are eight bodies various stages of dismemberment; the goblins have been burning legs and arms in the furnace with glee, and pouring melted glass on the remains. You also see a body propped up in a chair in the central alcove and encased in thick runny sheets of hard glass. Throughout the room, eight goblins caper around in murderous glee.
Ranna: Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Sarvis: Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Scipio: Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Gobbies: Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Party up for surprise round
Gobbies
Party

GM DevilDoc |

Ranna didn't even wait until I was done putting the gobbies on the map before she was taking her turn! Took me a minute to figure out why her token was moving itself! lol

GM DevilDoc |

Scipio, What bonuses does all that provide? And did you actually attack, or is Precise Strike one of your bonuses?

GM DevilDoc |

You are in the surprise round.. so one standard action. Sorry for slacking lately.. there has been a lot going on. I will be headed home tomorrow, so hopefully things will be back to normal.