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Nighteye quivers another arrow and lets it lose, right over your heads. "Make it look like we beat you. Will look good for my brothers. I will find you, wait for me." as she gets ready to act again. She says something in goblin which makes the others more restless, as they all cause as much noise they can, obviously trying to scare you away.
As you make your way out of the cave, you are chased down by some smaller goblins, who realising they stepped too far out of the cave eventually run back to safety. Eventually, Nighteye steps out and gives some orders in goblin to her pack. You can swear you saw her glance your direction and smile, realising that she can see you even through the dense forest. From the tree line, you notice they begin to patrol the area making sure another attack does not happen.
It is the middle of the afternoon, and the sun will not set for several hours. The party is warm after the quick battle, and still tense from the confrontation. Why would Nighteye want to parle and talk? Is there really something going on here?
What would you guys like to do? If you want to look for a place to set up camp, give me survival or perception rolls. If you want to do some foraging, give me some survival rolls. What would you like to do for the rest of the day and evening as you wait?
Party Conditions
Fergus
Alustria
Bogrol
Flik (-1 lethal)
Remy
Maddie

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Previous roll: 1d8 + 1
Alustria, your healing of the unconscious goblin will not go unnoticed.
I am taking all of your actions into account here, you are taking a very unorthodox way of dealing with events here, but again, it's all in your hands...I hope you guys don't mind the lack of combat here. I will give people a day to check in and have a conversation between yourselves of your thoughts here. I will be moving us along to the evening tomorrow when I am back from work around this time.

Remy Tomovici |

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Though others are more trained in wilderness skills than her, Remy does her best to help find a safe place to camp.

Borgol Ashblade |

Borgol waits until clear of the cave, then says, "From all I've heard of goblins, they can't be trusted. The people who pulled me out of Kaer Maga had tales of the petty cruelty of the goblins that attacked Sandpoint years back, they saw it all first hand. This one, on the other hand, seems atypical -- but I can't help but think that any agreement will be an attempt to insert us into a power struggle."
He shrugs, "Not saying this won't work out, just saying we need to keep our guard up. At the very least, I'm thinking we need to find a defensive campsite and sleep in shifts during the day so we're all awake and ready when our nighttime visitor comes... just in case she doesn't come as alone as she suggested."
Looking for a safe, defensible site
Survival: 1d20 + 5 ⇒ (20) + 5 = 25

Alustria Wintersbreath |

”We can’t control their actions. Only our own.” Alustria tilts her sword one way, then the other. ”But I think this is the right course of action. Be mindful, but accept that just because most of them are unkind, just like with humans there can be exceptions.” Laying her Weapon down, she begins preparing her sleeping site.
Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Survival: 1d20 + 10 ⇒ (12) + 10 = 22

Fergus Ironbeard |

Fergus tries to relax at camp, but his blood was still boiling. It was hard for him to trust goblins as he had never met a 'good' one. His first inclination to fight almost got them killed, or worse, jeopardize what they were trying to accomplishment.
I agree Bogol and Alustria. I personally haven't met a good goblin but that does not mean none exist. I am glad cooler heads prevailed before my big mouth got us into some trouble!

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As a team, you manage to find a location that is fitting for your intended use. The forest is thick here. You all realise why Churlwood is so dangerous, as it is very easy to get lost in a place as dense as this. A small patch of moss and grass grows in an outcrop of the forest. Protected by a group of three thorny trees on one side, the entire small space is spared from the low berry bushes which incircle this camp.
As the day passes, you find yourselves resting from the long journey you've had, and think and discuss on your next steps. For some of you, this situation seems awfully uncanny, yet here you are, debating on the notion of allying yourselves with the goblins.
The warriors of your group, specifically Fergus and Borgol are truly undecided on the notions of such matters. Yet, they both sensed a true presence coming from Nighteye, a warrior spirit, one that fights with honour and code. Although neither of you have seen such goblins exist, Flik recalls a story he's ready - of many fractioned races having individuals who fight against the status quo. Warriors to be reasoned with, more intelligent than their brethren. These are known to become strong rulers and leaders. If nothing, it's probably worth a try to listen and discuss...
The afternoon passes uneventfully. You hear some distant howls and growls, and a few animals sneak past to gather some berries, before disappearing from whence they came. Alustria senses that this place is teaming with life, yet somehow, feeling a darker presence looming in the shadows.
Both Remy and Maddie can't help to feel like they've been here before. The sounds and scents of the area are very familiar to you, but neither can place a finger on it. In her exploration of the area, as young kids do, Maddie seemingly catches herself from being tripped over a vine which grows in the way of a blueberry bush with big berries on it. Somehow, she knew it was there...
I guess this is a good time to talk about sleeping arrangement? I haven't got you on a map because this wasn't part of the module. I am also hoping you're not going to do something silly with Nighteye when she eventually comes to meet you. What order of watches are you going to use? Feel free to discuss in the other tab, or here if you wish.
You eventually start a small camp fire to keep yourselves warm. You are pleasantly surprised how the light from this does not travel far into the forest, and you feel a little safer. The cold night air hits you, as you all have some food. Those of you watching the moon, watch it eventually creep up the night sky, until it is at it's highest point.
I am also imagining Maddie falling asleep on someone's lap here. Not sure why, but let me know what each of you do.
Eventually, at some point in the night when you're all getting tired of waiting, a familiar piercing red light emerges from the shadows. You didn't even hear Nighteye, as it is clear she knows these woods inside and out. She steps forward from one of the bushes, not even making a sound, no weapons drawn, but you can see her hands grasp a handful of berries from the bush. She flick one into her mouth. "I used to come here when I was small. Nothing better than a midnight snack, don't you think? Good spot. Yes."
She seems to be a bit on edge as some of you either start waking or, or standing up to meet her. She is small, yet watches each of your movements carefully. "Why humans here? What do they want with our den? I have never met humans who wish to talk. Always scared, of Bramblemouth gonlins they are. Why are you different?
Alright, what do you wish to talk to her about.

Maddie Elthis |

Probably right.
At first, Maddie explores the area, entertaining herself by finding bugs, looking at cool leaves, and eating berries (in addition to climbing a couple trees). Eventually, though, as the evening wears on, she gets tired, sitting next to Remy, at first studying her spellbook, but in time slumping off into sleep, gently breathing and staying mostly motionless, her head in the monk's lap.
About five minutes before Nighteye comes by, she wakes up suddenly. "She's almost here." she notes, "It's time." she offers by way of explanation.
"The berries are good, yes." Maddie agrees, "We want to stop the fighting," she tells the goblin, "Between humans, goblins, ghosts, psychopomps, Thassilonin wizards, all that."

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Nighteye cocks her head to the side and crowches down to Maddies level. I don't know what a Thassalon is, but it doesn't sound too dangerous to me. Goblins do not want fighting. Goblins want to do own thing. But the human Witch won't let us. She whispers into Chiefs ear. He listen to her. He follow her on her bloody path...how do we stop that?

Fergus Ironbeard |

When Fergus sees the goblin, it takes great self-control to not pick up his weapon and slay the goblin where it stands. The only thing that keeps him from doing so is his faith in The Forge Fire that this alliance will prove essential to the greater victory. With a grimace he nods at the goblin and says a quiet Welcome. You are safe here and it sounds like getting rid of witch might be to both of our benefits.

Remy Tomovici |

Remy smiles down at Maddie as the girl falls asleep in her lap. She drapes her cloak over her to make her comfortable, brushing a few strands of hair out of her face. They were in this together, and no matter what, she would keep Maddie safe.
The monk crosses her arms when Nighteye arrives, watching the goblin suspiciously. She lets those with better people skills do the talking.

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The small, but lean goblin curls her left fist into a fist. You watch every muscle fibre tense as she snarls. "Chief strong, Chief brutal. But she stronger. Her, magic, is stronger. Chief not smart goblin, he follows her because she promised him strength. Strength only she can give. She has found something, in those ruins. Something that is dark. And old."
The wind picks up as she finishes her thought. It is the middle of the night, but you have rarely spent so much time in a forest. The winds whistle as it picks up and just as quickly, runs away into the mountains. "What can new humans promise Nighteye. Humans pillage, humans destroy. All we want is to live in quiet, away from people, and witches. Why are you here?"
Feel free to give be some rolls guys, if you want to convince her of something. Also, could everyone give me perception checks please.

Flik Gnilleps |

"Nighteye, you are very perceptive! Tangling yourselves up with humans brings nothing but trouble for goblins. And that's even truer for getting mixed up with witches that dabble in ancient magic! Your chief might want power, but all that your people are going to get is trouble! You can be sure we won't be the first band of outsiders to intrude into your home if she has found something in those ruins."
Flik wags his head sympathetically. "You might not be able to fight the chief, but if I were you I'd try to get the rest of the tribe out of trouble. Take them on an extended foraging expedition. Go find some good eats and drinks, and maybe a more secluded place to stay for a while. We'll take care of the witch while you are gone."
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Hope it's okay that I'm just arguing for them to get out of the way. It just seems like it would be an easier starting argument for Nighteye.

Remy Tomovici |

"We really don't want to fight you. We'll do what needs to be done and be gone by the time you get back," Remy adds
Diplomacy (Assist): 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Maddie Elthis |

Yeah... nothing I do will beat those rolls.
While Maddie doesn't say anything, she does emphatically nod her head in agreement.
Diplomacy aid: 1d20 + 0 ⇒ (12) + 0 = 12
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

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[ooc]You think if you make a big thing about this, you'll spook them away. You're going to have to give me some good stealth rolls, or whatever else you think is creative. Bluff if you're trying something different.
You watch a the goblins expression changes to one of curiosity. "Humans ask goblins to leave home? Even if I didn't think you were crazy for suggesting this, not every goblin would listen to Nighteye. Chief would not leave. And neither would his guard. The best I could do is take the workers, the scavengers. That could buy you some time, but not long. A day. Still, how can I trust you won't just slaughter Chief. Chief stupid, but he, well, is Chief."
She pauses, "What will you do?"

Borgol Ashblade |

Borgol says, "As long as you can promise your people will not attack the townsfolk and their wagons, I see no reason not to leave you in peace once this is all over -- but we need to get to that first. Ideally, we'd have the Chief sleep through the battle, though I've not got the magic or herbs to make that happen -- though maybe we can send him on a wild goose chase of some sort to keep him busy, even for an hour or two."
He shrugs, "I think we can promise not to hunt him down -- assuming we have your promise of leaving the other humans in the area in peace -- but, if your Chief is, as you say, stupid, and draws steel against us, we'll need to defend ourselves."

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She frowns, "Chief is below. With her. The building inside the mountain. He will not leave the den, that is not chief way. He will defend the witch, if she calls upon him. You are still intruders."
Alright, are we good to continue? Also remember there is another way I to the mountain from the Roadkeeper side. I have a good idea of the plan, but I'm wondering if you guys do haha. Are you resting over night and going in the day?

Fergus Ironbeard |

Fergus notices rustling in a bush, but knows if he walks over to it, whatever is there will run.
He will try to detect evil at the creature behind the bush.
If evil...
Bluff: 1d20 + 1 ⇒ (8) + 1 = 9
We might not even need to get close to the chief or the camp. We have range weapons like my crossbow here! Fergus will pick up his loaded crossbow. We can be far away and fire LIKE THIS! He will launch a bolt at the bush.
Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d10 ⇒ 4
If not evil...
Stealth: 1d20 ⇒ 6
Fergus will cough and try to get Borgol and/or Alustrial's attention and nod in the direction of the bush while pointing to his eye.
I know that might be a little unconventional, let me know if I need any additional rolls.

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No no, all good Fergus. The more you roll, do, the better picture I get in my head.
Opposed Sense Motive: 1d20 + 3 ⇒ (1) + 3 = 4
Fergus moves subtly to the edge of the tight clearing you have settled in, and passes his gaze in the direction of the sound. He detects a weak evil aura eminate from behind a thick tree just off the edge of your range.
Picking up his crossbow and aiming it at Nighteye in the most obvious way possible, the goblin first takes for her bow on her side. Equally as fast, Fergus swings around, and mid momentun fires it through the dark forest. He doesn't hear a thud of bolt hitting the bark, rather a soft "...ugh." as his missle finds his target.
Alright, i really wasn't expecting him to roll so poorly after your rolls, but okay...Originally this person was going to be Lullaby, but you had to befriend her, didn't you? :)
Nighteye reacts, you watch as her laser eye pierces the forest and she nods. "The Witch, she has eyes everywhere. We can't let them escape." She dashes off into the underbush after the set of eyes which were watching you, but more importantly, listening.
Alright, so i've planned a chase scene...if you guys are going to try and pursue. I will allow one player to have cast light while talking with Nighteye, but you guys only have a camp fire going so far. It's really dark in this forest, so if you will chase, you will need light.
The reaction of Fergus and then Nighteye catches some of you off guard. Before you know it, some of you run off into the forest. The camp is unguarded, as you've mostly settled in for the night. The decision remains, do we chase the onlooker, or do you let them go?
Split the party, or don't. You have only a split second to decide whether or not you're character wishes to pursue.
**********************
The Chase! - Collapsed Log
You follow Nighteye blidnly into the dark of the forest. Moving quickly, you watch her as she jumps over something up ahead. In your haste, you don't notice a giant fallen over log, with thick bushy branches obscuring your way forward. Give me climbs checks, or cmb checks to move past this.

Remy Tomovici |

Since Alustria has light prepared, I'll assume she cast that spell earlier.
Already wary of the noise in the bushes, Remy leaps into action once it's clear whoever was lurking is trying to escape. "Alustria, throw me the light!" she shouts. Catching the glowing stick, the monk gives chase.
CMB: 1d20 + 6 ⇒ (12) + 6 = 18
Lowering her shoulder, Remy rolls over the log in one fluid motion!

Borgol Ashblade |

Borgol rushes forward, keeping pace with Remy while pulling the sunrod off his belt. He smashes the thing on the log, causing it to start to glow, and then pulls himself up and over the log.
Climb: 1d20 + 8 ⇒ (13) + 8 = 21

Flik Gnilleps |

"Oh my!" Startled by the sudden noise, Flik is wracked with indecision. He's not much good at running through a forest at night!
"I'll guard our things and keep an eye out here. See if you can stop that spy!"
Going to stay here. Don't worry about Flik--he'll hide here an keep his eyes open.
After everyone clears out, Flik will take 10 on Stealth for a 15 and get settled in to watch the camp from a shadowy vantage point.

Maddie Elthis |

"Are we running? Okay, I guess we're running then. Why are we running?" Maddie asks as she takes off after her companions.
Climb: 1d20 - 1 ⇒ (6) - 1 = 5
She promptly slams into a log and falls back, sitting on the ground, "I'm okay!" she peers off into the forest as the others race off, then returns to the campsite to wait for them to come back.

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As the party begins to chase the culprit through the forest, some of you make the decision to stay back. Excited and full of energy, Maddie gives chase, but realised all to quickly that she is too short to make much progress. Returning to the camp with Flip, they hope their allies make good timing and catch the villain.
The Chase!- Thorny Vines
Making yukur way over the log, you watch as Nighteye turns to run into a large vine growth which obscures part of the forest. The vines look sharp as your light bounces off them. You watch her instinctively duck underneath the growth, using her night as an advantage. You can use escape artist to go through, or perception check to find another way around.

Alustria Wintersbreath |

Busy busy. Sorry for the delay!
Alustria follows the chase, and when the group begins to find difficulty in the underbrush she presses on, undeterred!
Druid powers!
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
“Go that way!”

Fergus Ironbeard |

Fergus is glad to have at least wounded the spy. Perhaps that might slow them down! he thinks to himself as he follows the goblin in the pursuit. Never thought I would be working with a goblin! He smiles to himself as he sees the log.
Climb: 1d20 ⇒ 10
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
He sees where Alustria is heading just as she points out the way and continues the chase.

Remy Tomovici |

Perception: 1d20 + 5 ⇒ (3) + 5 = 8
"Where? I can't see as well as you in the dark!" Remy shouts as her companions pull ahead of her.

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The Cchase!- Old Ruins!
The vines provide a challenge for some of you to pass through, so you look for a way around. You quickly find your way, but make into an overgrown set of ruins. It's hard to see in the dark, but after a moment you notice Nighteye continue her pursuit past the ruins. This area is cove4ed with thick vines and moss, blanketing the broken and crumbled walls of an ancient structure that once stood here. You realise that at some point, this might be a good place to investigate, maybe it's apart of the underground citadel you are going to explore tomorrow. But first, traversing this space on the run and in the dark, will take some finesse. You can make acrobatics rolls, or reflex saves to move across this space.

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The Chase!- 4/7 Hungry Boars!
After passing the ruins, trying your best to hurry after Nighteye who obviously knows this forest better than you, the group runs into the way of a hungry group of bores. They snarl at you as Nightye run past, but block your way. A hungry and wild look in their eyes. I'll need a animal ha ing check, or an intimidate check here.

Remy Tomovici |

Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Intimidate: 1d20 + 11 ⇒ (17) + 11 = 28
After faltering a bit, Remy finds herself in her element again. She leaps and rolls over bits of rubble, grabbing vines to swing over obstacles as she continues the chase.
When the boars block her path, the monk stomps her foot and assumes an intimidating stance. She roars, evoking the power of dragons, to scare them away!

Borgol Ashblade |

Borgol rushes after the figure, sunrod in hand.
[dic

Alustria Wintersbreath |

Reflex Save: 1d20 + 2 ⇒ (19) + 2 = 21
Displaying the inherent grace in her Elven genes, Alustria nimbly scampers across the perilous footing, the brambles and bushes giving way like cotton.
I just need a few seconds in line of sight...
Wild Empathy: 1d20 + 3 ⇒ (15) + 3 = 18
When she approaches the boars, she puts out her hands soothingly, whispering softly in Druidic.

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At the camp!
At the camp, Maddie returns all dirty from the little accident she had before. She sits by the camp fire, and tends to a little scratch on her knee. Flik eventually joins her, throwing some more kinling into the fire to keep her warm. Are they others going to be okay? they think to themselves.
Is there anything that you two would like to say, do? We will have this resolved soon.
The Chase!
Sorry, I realised that I need to keep track of everyone's success and failure here. So this is going to be a big post!
Collapsed Log - 1/7
Borgol ✓; Remy ✓; Fergus X; Maddie X; Alustria - Climb: 1d20 + 3 ⇒ (10) + 3 = 13 ✓
Thorny Vines - 2/7
You can use escape artist to go through, or perception check to find another way around.
Borgol - need to roll; Remy ✓; Fergus ✓; Alustria - ✓
Old Ruins - 3/7
You can make acrobatics rolls, or reflex saves to move across this space.
Borgol - need to roll; Remy ✓; Fergus - need to roll; Alustria ✓
Hungry Boars - 4/7
I'll need a animal ha ing check, or an intimidate check here.
Borgol - need to roll; Remy ✓; Fergus - need to roll; Alustria ✓
Goblin Traps! - 5/7
The small encounter with the boars reminds the group that they really are not alone here in the forest. They keep chasing after their new goblin ally and the culprit. The scenery here begins to change to a more sparse edge of the forest. You realise now, that you are running away from the Bramblemouth camp and around the otherside of the mountain. Before you exit the forest clearing, you hear Nighteyes warning in the distance, "Watch out!". Not sure what she is talking about, it becomes clear all to quickly as a swinging log comes crashing through between some trees at the party! I will need a sense motive, or a knowledge (any) to realise in time and avoid the trap!
Sprint - 6/7
You avoid the trap and exit the forest, seeing how the trees trace a fine line between the Churlwood and the large mountain before you. You watch a hundred feet up ahead, as Nighteye is on the tail of the other creature. They seem to be running straight ahead in a clear sprint. Please give me fortitude saves to avoid getting tired. Or ranged attack rolls to try and slow down the runner (if you have ranged options only).
Stonehouse Camp - 7/7
A campsite spreads on a gentle slope in this hillside clearing. A single, ancient stone building and four old wagons give the place some shape. Tall grass grows around the wagons, as if they had been in place for a long time. A wide fire pit sits in the middle of these wagons, and a few thick logs provide places to sit around the fire.
You watch as the runner trying to run into the camp, trips over some wire maybe 90 ft before the camp. He tumbles, and gets up in a defensive stance. Please give me a disable device, or a use magical device roll to try and disable the trap here before it is set off an alerts everyone.
How well you do in the rest of the chase depends on how far away you guys are as he gets up. We will resolve this after everyone has made their rolls. I hope everyone is having a great weekend!

Alustria Wintersbreath |

Nature: 1d20 + 8 ⇒ (11) + 8 = 19
Goblin Traps!
Doing her best to keep up, Alustria notices that the bark has been stripped from several trees in a diagonally-swooping line...
Ropes!
As Nighteye's warning cry reaches her ears, Alustria is already ducking underneath the giant log, finally breaking through to get a clear view of their adversary, 100 feet away.
Sprint!
He's in range, just need to...
Alustria pauses in her run and casts Entangle, calling on the land to ensnare the fleeing spy and slow him down!
Stonehouse Camp!
If he's made it this far, Alustria has no way to stop him from tripping the alarm. She grips her blade and readies for the worst! [/b]

Remy Tomovici |

Knowledge (history): 1d20 + 5 ⇒ (17) + 5 = 22
Fortitude: 1d20 + 4 ⇒ (16) + 4 = 20
Use Magic Device : 1d20 + 7 ⇒ (20) + 7 = 27
Remy remembers well the traps the goblin tribes around Sandpoint used, so her eyes are open for danger as they pass through the goblin territory. She leaps aside our of the log's path!
Her body and soul honed to perfection by her years of monastery training, Remy sprints headlong to try to close the gap with her quarry.
She sees the wire in the camp and realizes that it might be part of an alarm system. On instinct, she reaches out with her hands and focuses her will, dimly sensing currents of magic beginning to swirl in the air--a heretofore unknown gift from the new body she's found herself occupying. She rotates her hands in front of her, manipulating the magic, then thrusts her hands straight out to dissipate it as if tossing it away!
Wow, awesome rolls!

Flik Gnilleps |

As much to reassure himself as Maddie, Flik says, "Don't worry. I've seldom met more capable people than our friends. We've already been through some harrowing situations together, and we'll make it out of this one."

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Could Fergus and Borgol still roll their chase rolls, but we will continue regardless. Guys, I have updated the first map in the slides, we will use the other map for this instead of the camp, since you are technically about 50 ft away from the actual camp itself.
The party continues to chase, and some quick thinking from Alustira helps the team catch up almost immediately to Nighteye and her target. The spell slows them down, and Remy's quick wits and skills with devices helps deactivate the alarm system as it triggers. You catch up, breathing heavily after the race which only took you a few minutes, but you've essentially ran a small marathon.
The goblin ranger stands before a stout, red bearded dwarf as he checks his bandolier of vials. He grows and spits at Nighteye who seems very hesitant to make her move. "Ah' knoo you weren't to be'h trahsted - Nighteye. Yar different fram the otha 'ot. Ya don't knoo what's coomin. Mother Nightthrush has n'ah idea what she's medling with. You go in there, it wan't end well for yah." His thick accent emphasises the warning, but falls a little flat as he is very much out numbered here. His expression is stern and honest, he doesn't look frightened of you at all.
As you catch up, the goblin glances behind her and addresses the party. "That's Dolland. Don't know where he came from, but the rat joined up with the Witch and has been working for her for months."
What would you guys like to do?
- If you initiate combat, please just roll your attack rolls off the bat when you post next to speed things up a little.
- Otherwise, he looks confident enough and open to conversation. If you speak with him, please make diplomacy rolls, and sense motive checks.

Borgol Ashblade |

Borgol rushes forward, then quickly sidesteps, following the runner from a clearer path.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Borgol rushes into the ruins without much grace, but his arena-honed reflexes allow him to avoid falling and hurting himself.
Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Borgol rushes into the board, and raises a hand, calling on his training to defuse the situation, though he's not quite able to hide his aggressive mindset.
Wild Empathy: 1d20 + 3 ⇒ (3) + 3 = 6
Looks like I'm stuck

Remy Tomovici |

Great, we left out diplomat at home. :P
"We intend to make sure Mother Nightthrush pays for her transgressions. She has meddled with the cycle of life and death and must answer for her crimes. Stand in our way, it won't end well for you."
Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
Sense Motive: 1d20 ⇒ 10

Alustria Wintersbreath |

While Remy makes their first demand, Alustria casts Enhanced Diplomacy on herself.
"What is she doing in there that's so dangerous? If you're wise to the dangers of it, then you can help us stop it from happening!
Diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7
Yep, definitely left the diplomat at home. Well, the luck had to run out sometime.

Fergus Ironbeard |

Old Ruins (Reflex): 1d20 ⇒ 13
Hungry Boars (Intimidate): 1d20 + 1 ⇒ (12) + 1 = 13
Goblin Traps: 1d20 + 3 ⇒ (17) + 3 = 20
Sprint: 1d20 + 6 ⇒ (11) + 6 = 17
Surly you don't want this human witch meddling in the affairs of goblins. Help us get rid of her and it will be all goblins again!
Diplomacy: 1d20 + 1 ⇒ (8) + 1 = 9

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The dwarf stands his ground. "I dant care whot ya do. Jost give meh a few hours to take mah research and leave. I don't wont to fa'ght ya. But if Mother calls on me, I'll have no choice."

Remy Tomovici |

Remy quirks an eyebrow. "Research? What exactly are you doing here? What's your stake in all of this?"

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For anyone that cares, here were the results of the chase!
Collapsed Log - 1/7
Borgol ✓; Remy ✓; Fergus X; Maddie X; Alustria ✓
Thorny Vines - 2/7
Borgol ✓; Remy ✓; Fergus ✓; Alustria - ✓
Old Ruins - 3/7
Borgol ✓; Remy ✓; Fergus - ✓; Alustria ✓
Hungry Boars - 4/7
Borgol X; Remy ✓; Fergus - ✓; Alustria ✓
Goblin Traps! - 5/7
Borgol needs to roll; Remy ✓; Fergus ✓; Alustria ✓
Sprint - 6/7
Borgol needs to roll; Remy ✓; Fergus ✓; Alustria spell ✓
Stonehouse Camp - 7/7
Borgol needs to roll; Remy ✓; Fergus ✓; Alustria ✓
You all did very well, the way I played it out mechanically was two losses in a row from a person and they would put through an overall fail for the team. But you had an overwhelming amount of successes so you did really well. @Borgol, you can keep rolling if you like, you don't become 'stuck', only are unsuccessful at that part of the chase.
Edit- What were your guy's thoughts on the chase encounter? I'm having to fill the module in a little because of the actions and decisions you are making. I hope you don't mind that.
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You see a proud look fall across his face and posture, and just like that it's gone. "I 'am a re'seacher. What dah yoo c'are? Theh 'Peacock Spirat' 'as b'en unleashed. Eh is too late fo'hr us all naw."
He is standing his ground, and seems to be honest, or at least to those paying attention. He doesn't look intimidated by you, or think that is in a worse position being outnumbered as he is. He looks like a formidable foe, if you were to face him in combat here and now.
Kn. Religion: 1d20 + 7 ⇒ (15) + 7 = 22
Bluff: 1d20 + 4 ⇒ (10) + 4 = 14
You see him observe each and every one of you as you stand there. He specifically eyes Fergus and nods his way, "In teh 'ame off Angradd and Magrim, I won't tell a soul."
Nighteye winces, "What do you want to do with him?" she asks the party?
What would you guys like to do? I think I have given you all the 'information' which I am willing to give here. What would you guys like the outcome to be? You also don't get the sense you did really well at the diplomacy rolls, but I mean, can't win everything.

Remy Tomovici |

Knowledge (history): 1d20 + 5 ⇒ (1) + 5 = 6
Sense Motive: 1d20 ⇒ 1
Remy has no idea what the dwarf is talking about. She looks to her companions for guidance.