
Valegrim |

I am not the kind of gm that tried to dictate peoples action; but rather give you a set of options and have you choose then present the fallout from such choices in a rather Zork-like approach. What I expect is that the players fit their skills to the choices and as more information is collected change their plans accordinly. Extra or bonus exps given to characters who do this well within thier character theme.
The party has the basic choices as follows and I will give you a general outline of things I think you might consider.
1) go forward up the stairs bypassing all other levels; if you go quick enough you will probably make it to the top before anyone notices you or at least if they follow; at the top you will have the combat advantage of fighting from higher ground; the top is the most defensible so a probable place for the goblin leaders of this section.
2) go to the left and fight the goblin artillerists in the left section; they are not good fighters and would be a decent exp boost and have the advantage of not leaving anyone behind you, this might also confuse any pursuit as those who might track you would have to split into four groups to try to find you, or possibly more.
3) go up to the second level either right or left and melee the forces there; again; more combat exps but also might weaken the party before the fight with the bosses; but then, do you want these forces pursing you or behind you? You may also find some treasure the more bad guys you encounter in their living areas.
4) you could also leave the fortress and find another way down; but that appears to be very dangerous at the moment as hundreds of goblin forces are leaving to go outside.
Is this helpful? the party needs to decide how they approach these situations; it doesnt look like the party is that stealthy ;but you could try it; the party would probably do pretty well with brashness as goblins are generally cowards and use their strengths of ambushes and numbers. With good intimidation rolls; I will give the goblins a minues or two to their actions.
one thing; our knight from Camelot is having some issues; so I will be conversing with him and posting for his character as his posting will be sporatic at best.

Valegrim |

from the Celtic Knight from my conversation with him
"comrades, let us accend the stairs; thus engaging from strength the vile foe and make them rue the death of our valiant dwarf, I will lead, Goodman Ork; would you accend next to me; then others as may follow with one good of fighting to gaurd our rear; thus we can obtain the path further into this Hold. Who says this yea?"
the Black Ork grunts
kill wicked goblins, good plan, dont care where, what you say Biscuit; you smarts

Sunset |

Lots of info to re-digest.
Sunset again opens and closes her mouth a few times at the Orc's appellation to her. She then moves over and rest her forehead on Desidera's shoulder, mumbling quiet words into the fabric.
Then, after a few more deep breaths as Sunset seems to gather her composure and such, she bounces back up, grins at her friend before turning and skipping over to Kurg (That is the name of the Black Orc, yes?) and giving the fellow an enthusiastic hug. She steps back and looks up at him brightly,
"Youself an' Elsdyn will be okeys leadin' th' charge? I know every one else of us'll be followin' closer on yer heals fer th' helpin' of ye when ye gets in't th' fight." She re-assures the big Orc, before skipping over and giving Elsdyn Fedwick a brief hug as well. Stepping away she pats her self and her gear down, checking everything is in place.
"Right then, lets be off an' makin' some Destiny!"
Preparing her x-bow and voice for inspiring courage. (^_^)
Also hoping every thing is fine for our cavalier companion! *Hugs* (^_^)

Desidera Tahn |
Desidera almost quirked a smile at her friend's mumbles, leaning her head into hers to comfort as best she could, and gathered herself to move again, slinging her pack onto her back and checking her various items of equipment, murmuring a quiet prayer to Apollo that they not incur any injuries like the one that had felled their friend. Just the thought of him made her lower her head, and wiped any expression off of her face.
Her spear slid into its (rarely used) holster on her pack, and she positioned herself to one side of the device they rigged to carry Koridur, ready.

Valegrim |

The knight leads; Kurg carries the dwarven corpse; and they move up the stairs seemingly heading toward the top; their heavy armor slowing their advance a bit, but their stamina does not falter.
at the top of the stair is two elite looking goblin guards; intiative please. They have the advantage of higher ground; but the party is obscured due to the dark flowing around the Black Orc so the guards didnt see the party until they arrived, but heard them enough to be curious enough to get ready to do do some guarding.
the gaurds are Norkers; cousins to goblins; their rock hard skin and gleaming claws bely thier tougher nature.
these guys have a natural armor class of 20; plus dex gives them each a 23; the dull look in their eyes shows their not to bright but the gleam and lear of their smiles shows they are all kinds of maleficant.

Sunset |

As combat commences Sunset begins humming a jaunty tune,
Bardic performance to give every one a +1 to moral for hitting and saving and such (^_^)
Even as she herself steps off to one side, the better to get a clearer shot at the enemy.
Att Roll:1d20 + 6 ⇒ (11) + 6 = 17
Dam Roll:1d8 + 1 ⇒ (1) + 1 = 2
Meh...(-_-)

Valegrim |

the norker screams in pain, clearly not used to being hurt; he looks very wobbly now.
The norkers attack back, multiattack claw,claw, bite
Kurgs
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (5) + 4 = 9
Elsdyne's
1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 4 ⇒ (7) + 4 = 11

Gloisil Murigel |

Sorry I missed the start of the combat, I've been really busy the last week. Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Gloisil seeing the toughness of these creatures, decides to cast a force spell to see what that will do.
Gloisil casts Magic Missle at the norker that is not hit. Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Desidera Tahn |
While Desidera was fond of delaying, so that the first action she took was to assist an injured ally, she was quite nearly out of magic, and reasoned that the easiest way to prevent damage from befalling her friends was to (unfortunately) cause damage to their enemies. The 'whirrrrrr' of her sling could be heard as she took aim at one of the dark forms that was not directly occupied in battle.
Attack:1d20 + 2 ⇒ (12) + 2 = 14, Damage:1d6 ⇒ 5

Valegrim |

ok; top of the round; one norker left.
Gloisil blasts him and the norker grunts in pain.
Elsdyne takes a swipe at the norker; doing 7 damage finishes him off.
-------
Party is at the top of the stairs before a locked, heavy bound door.
Kurg's body heaves as the healing magic from Sunset poors into him...he is breathing, but not yet conscious.

Gloisil Murigel |

Gloisil tries to open the door, but tug or twist the handle as much as he can, it is hopeless as the door is clearly locked.
"Does anyone have the ability to open this door, it's times like these that I wish we hadn't lost Bob early in the the assault on this evil infested place."

Sunset |

Sunset frowns and fidgets, even as she continues to kneel at the top of the stairs,
"I dun't rightly know about things like that. Though, truth told, they's naffy skills t'have..." She admits. She grins and winks.
"Give it a knock? An' see if'n any one does come answer th' door!" (^_^) She suggests.

Desidera Tahn |
There was certainly no small amount of apprehension in Desidera, having been uncertain of things since she remained literally in the dark since descending down into this abandoned fortress. Knocking on a door was not the safest thing she could think of in here, but neither could she gainsay it, having no better ideas.. The sun was not present down here, so she did not pray, but she hoped all the same, her feet shuffling uncomfortably.