
GM Anthorg - RotR |

Elan determines that the goblins died from a very strong punch, one in the chest and the other on the shoulder. Maybe a hoof?
Apparently I missed a couple doors as well.
Doubling back, the group tries the door in the corridor, but it seems to have been nailed shut. After a few minutes work, Elan manages to open it. It is a storeroom half-filled with crates, barrels, and large sacks of grain. A small hole has been chopped into the lower side of one of the barrels, allowing pickles and brine to drain out and giving the room a singular stink of vinegar.
A small note on this room that I find hilarious and hate that this story never gets to the players. The snoring you heard in the trapdoor to the southwest is from the goblins who made the hole in the pickles barrel and ate themselves into a food coma. It shouldn't affect the campaign story, but it's a nice little tale.
In the large room where the dogs were, there are two doors to the south. One of them opens to a small room with shelves lined with crude tools, nets, and tack for goblin dogs on the walls. To the northeast stands a large L-shaped wooden cage that contains dozens of rabbits.
The second door leads back to the entrance hall.

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"Since the goblins were killed by a hoof, I'd assume the snorting animal behind the door is a horse or something else that attacks with hooves. I'd hate to leave something for the goblins to torment but I don't know if we have the ability to calm the thing. I have no desire to fight and kill a horse. Continue searching for now? Head north?"

Azadi Freeman |


Elan Crew |

Elan nods, toe Brand "As long as it is trapped and not being tormented we can leave it until we clear out these goblins and then risk freeing it. The north sounds good." Elan then checks the door.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Disable Device: 1d20 + 11 ⇒ (9) + 11 = 20

GM Anthorg - RotR |

As Elan is checking the northern door, the group hears pounding on the door they locked into the fort. It seems like someone is testing the door.
The door north leads to a small corridor. Another door to its end opens east. Opening that door leads to another corridor which has two doors. One to the north and one to the south. None of the doors emit any sound.

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Brand listens to both doors to try and determine which direction to take.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Thakus |

Left, Center, or Right: 1d3 ⇒ 1
"Let's start with this way," Thakus suggests, heading to the left.

GM Anthorg - RotR |

Thakus leads the duo within the maze. They come across what seems to be a watchtower over the western coast with a peaceful view. Walking further reveals a group of 8 dead goblins who seem to have been burned to a crisp, along with some of the vegetation around them. A watchtower is also nearby.
Walking further to the east, there is a cavelike chamber. Above, the thorny canopy grows thin enough that tiny slivers of the sky above can be
seen, while below, the ground consists of trampled dirt. To the west, the distant sound of sloshing waves echoes up from a hole.
The way continues east. Going through that, there is en entry in the vegetation with four creatures that would look like dogs if they didn't look like overgrown rats.
Read the spoiler below if you pass a Perception DC 12
The dogs look at the two travelers menacingly.

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Brand opens the south door. If it is a storage room he searches for useful items. Once the room is cleared, he opens the north door.

Azadi Freeman |

Azadi stops short when he spots the dogs but then relaxes. "They appear to be leashed to those wooden stakes," he points out. "As long as we don't get too close, it looks like we should be able to move around them without too much trouble."

Thakus |

Thakus doesn't see any such stakes, but he decides not to argue the point. "Stay sharp, just in case."
He pauses. "I think we should know what each other is capable of, to make the going easier. I do know a little magic, but it's mostly enhancement spells. Among orcs your sword arm is the only thing that matters."

Elan Crew |

Elan checks the two doors and nods to Brand when he is done. "Let's see what we have here." he says.
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Disable Device: 1d20 + 11 ⇒ (8) + 11 = 19
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Disable Device: 1d20 + 11 ⇒ (20) + 11 = 31

GM Anthorg - RotR |

Although the dogs snarl and look menacingly, they don't try charging the two travelers. The way continues north or south.
To the south, the travelers find a dead large cat and a dead goblin who seems to have been searched. This goblin is dressed as something a little more ritualistic than average. It's safe to assume he knew magic of some king.
To the north, there is yet another watch post then a wooden bridge over a chasm. The bridge leads to another island with a wooden fort sitting atop it. (slide 2 of the map link).
Elan finds both doors without any dangers and unlocked. The first one opens to a small, foul-smelling room featuring little more than a reeking hole in the ground, its rim stained with refuse and waste.
The second door leads to a stairway going downwards into the rock.

Azadi Freeman |


Thakus |


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”I do prefer it underground but I guess we do need to search out the topside. Back to the entry hall?” (I’m on my phone but i don’t recall any more doors where we are.)

Elan Crew |

Elan nods to Brand "Yes, back to the main entrance. I think I heard some banging back on the doors so we need to make sure they are not in yet and then we can check the doors there." If no goblins are in the foyer Elan checks the first set of doors and let's Brand open them.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Disable Device: 1d20 + 11 ⇒ (12) + 11 = 23

GM Anthorg - RotR |

Elan realizes that there are no goblins on the way back to the entrance. Outside, there is a man and a half-orc.
Both men are able to cross the bridge with no problem. Upon reaching the other side, they can see that there is a mechanism to untie the rope in case too much weight is put on it, but the mechanism was jury rigged to "fix" this issue, allowing people to cross unburdened.
Upon reaching the wooden fort, they try the door to find that it was barred from the inside. They try to force it a little bit to no avail. After a while, however... the door opens. Inside, there is a dwarf, a Samsarian, a Tiefling and a Changeling.
You are now with the group. You may post out of spoilers now.

Thakus |

"Sandcliff," Thakus responds, also surprised. The muscular half-orc instinctively reaches for the greatsword across his back before remembering he and Azadi were looking for more than just goblins. "You the goblin-hunters we've been tracking?"

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”Depends on why you are tracking us.” Unable to place the two and wondering if they are allies of the goblins.

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”Outstanding news. Don’t mind me, I don’t like anybody, except maybe Elan here. We could use an assist.” Brand says with the closest thing to a joke he has said since arriving at Sandpoint.

Elan Crew |

Elan looks the other two over and says "I'm Elan. We've checked out half of this level and were coming back to check this part when we found you. Come in and I will make sure the goblins can't open it. It sounds like they are outside. Sofar this is the only way in we found. There could be another on this level or below as we found stairs down. My specialty is traps and locks. He beats things. What about you two?"

Thakus |

"I'm Thakus. Warrior-priest." He eyes Brand, suddenly insecure. Though he's nearly twice the dwarf's height, that only means he's further from the ground and easier to topple. A human like Azadi poses little threat from what he can see, but Thakus long ago learned to respect those who know their way in a fight.
He looks away and studies the floor. "How many have you found?"

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Brand watches the girls disappear, ”Peculiar girl, trustworthy in a spot but peculiar.” he shakes his head then looks around at the others, ”Well, shall we get at it?”

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on my phone and can’t see the map real well. It looks like one door to the north and one to the east at the end of the hall. It doesn’t really matter If there are other doors for I think we hit the first one on the left and move clockwise.
Stepping up to the door Brand gives a quick listen he checks to be sure the others are ready and then swings it open.
perception: 1d20 + 7 ⇒ (8) + 7 = 15

GM Anthorg - RotR |

There's a double door from the main room, then three doors in the corridor. Two on the left (north) wall and one in the end (east).
Brand hears some low mumbling beyond the door. He opens it to find a hall to another set of double doors. This time, he hears what seems goblins fighting. From the sound, there seems to be other goblins watching and having fun with the fight.

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Brand looks back at the others and gestures with his head toward the double doors. Then he turns and boots the doors open ready to rush those inside.

GM Anthorg - RotR |

Sorry for the delay. I had to get some things straight for this scene.
Elan opens the door into a room a large throne room which is decorated with hanging furs along its walls, mostly black-and-red striped firepelt skins, various dog pelts, and in some cases, what look like horse hides. Four square timbers support the ceiling, their faces studded with dozens of iron spikes, with the lower reaches decorated with dozens of impaled and severed hands in various stages of decay. To the northeast, a wooden platform supports a throne heaped with dog pelts and horse hides. Dog
skulls adorn the armrests and a horse skull leers over the throne’s back.
On the throne there is a goblin sitting and laughing at a scene of what appears to be a mockery version of himself, Brand, Mashaka and Betty fighting two goblins. Next to the goblin there is a giant gecko.
As the group walks into the room, the whole scene stops and all the goblins turn to face the group. The versions of the group fade from existence, revealing that they were illusions. The surprise and confusion can be seen in the goblin's faces, who all turn to their leader on the throne. He hesitates.

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Brand is as shocked as the goblins as he takes in the scene. As quickly as possible he casts shield of faith.
Init: 1d20 + 1 ⇒ (1) + 1 = 2

Elan Crew |

Elan looks at the scene and smails [i}He who hesitates is lost.[/i] he thinks and knows that while he can't risk closing with the others and can try and take them out of the fight for a little longer and raises his holy symbol and a loud boom is heard near the leader.
Damage Sound Burst DC 15 FOrt: 1d8 ⇒ 1
Blue marker on map, should effect the top four characters. No save on damage but if fail Fort are stunned for 1 round.