
GM Fox--Phantom |

Inside the smithy building, the space is divided between an indoor tool storage and work area and another room.
The room is in a state of disarray, with tools such as tin snips, pliers, and files carelessly strewn all over and various weapons and armour in assorted states of construction or repair.
Perception Sal: 1d20 + 8 ⇒ (2) + 8 = 10
Perception Coldie: 1d20 + 8 ⇒ (14) + 8 = 22
Perception Luimener: 1d20 + 8 ⇒ (14) + 8 = 22
Perception Salaamati: 1d20 + 5 ⇒ (12) + 5 = 17
Perception Sette: 1d20 + 6 ⇒ (7) + 6 = 13
Perception Triix: 1d20 - 2 ⇒ (9) - 2 = 7
3d20 ⇒ (3, 3, 11) = 17
Initiative Sal: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Coldir: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Luimener: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Salaamati: 1d20 + 5 ⇒ (18) + 5 = 23
Initiative Sette: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative Triix: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Red: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Blue: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative Yellow: 1d20 + 3 ⇒ (10) + 3 = 13
Roll off
Initiative Coldir: 1d20 ⇒ 4
Initiative Luimener: 1d20 ⇒ 20
Due to oblivious enemies ALL the PCs get a surprise round
You can't see into the other room.
Hammer and Tongs
Supirse Round
EVERYONE may act
Salaamati
Triix
Enemies
Sette
Luimener
Coldir
Sal

Salaamati |

Salaamati draws his Rapier.

Salaamati |

Forgot about identifying. :-)
kn local : 1d20 + 8 ⇒ (7) + 8 = 15

Tallagor |

Smelling something new, the cooshee bumps against Luimener's leg before leading him towards the smell, trying to sneak up on whatever left it, in case they are still in the area. As he reaches the source of the scent, Tallagor verifies it is simply the scat, then nudges the rock with his muzzle before sitting back and waiting on Luimener.

Luimener |

Once Tallagor gets his attention, Luimener follows him, putting some effort into being less noticeable as they travel. When they reach the scat and Tallagor indicates this is what he had found, the Hunter just shakes his head before he goes and praises the cooshee while rubbing his sides.
Knowledge (nature): 1d20 + 6 ⇒ (11) + 6 = 17 Weird, I saw something talking about an animal with poop cubes in the past week already . . ..
Luimener takes a moment to look for some tracks or other sign of the creature which left the scat, but he has no intention of trying to follow such signs without the group.
Survival (tracking): 1d20 + 9 ⇒ (1) + 9 = 10
Once he has as much of a feel for the size and nature of the creature as he's going to get from these markers, he shrugs and leads the trio back to the group. He'll discuss anything he thinks he figured out with Coldir, of course.
Once back with the others and moving on to explore the next building, Luimener starts with the same disregard for the building as he has been showing for the others, but can't miss Tallagor's raised hackles and focus on the door. He pulls his large, curved blade and points towards the door in case anyone missed the fact they aren't alone.
Surprise round? BAB 0. So, pulling the blade is his action.

GM Fox--Phantom |

As you approach the building you get a better look at whatever it was that made the noises that alerted you.
I may have forgotten to put that bit in :P
You heard a shrill voice speaking in a growly language (Does anyone speak goblin?)
There are too small humanoids in the room. These creatures have the wide head and toothy mouth of a goblin with dappled green skin, simian hands and feet, and long, ratlike tails.
These are Monkey Goblins.
Monkey goblins are an offshoot of the goblin race adapted for life in the high leafy canopies of Golarion’s tropical forests. Equipped with ratlike prehensile tails, monkey goblins are as at home in the trees as they are on the ground.
Monkey goblins lead a savage lifestyle, and many become barbarians class, though warriors and fighters are also common among the race. While spellcasters are almost unheard of among them, monkey goblin shamans in the service of demon lords or other dark gods are given a respect by other monkey goblins that borders on fear.
The only interesting thing about them: Prehensile Tail (Ex) All monkey goblins have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small objects stowed on their persons as a swift action.

Salaamati |

Salaamati attacks the goblin in front of him with his Rapier.
"You are making a mistake!" he says.
Rapier attack roll : 1d20 + 7 ⇒ (16) + 7 = 23
Damage roll : 1d6 + 4 ⇒ (6) + 4 = 10
In case this was a hit that took down the opponent, he will use his move action to get to the next goblin.
Should he be attacked:
Party roll, spending 1 panache + AoO : 1d20 + 7 ⇒ (12) + 7 = 19
Riposte attack roll, immediate action : 1d20 + 7 ⇒ (18) + 7 = 25
Damage roll : 1d6 + 4 ⇒ (2) + 4 = 6
Riposte Crit? : 1d20 + 7 ⇒ (1) + 7 = 8
Crit? Damage roll : 1d6 + 4 ⇒ (4) + 4 = 8

GM Fox--Phantom |

Perception: 1d20 ⇒ 19
With some angry sounding noises in a strange language a third monkey goblin (Yellow) appears from the other room. It draws a curved knife as it moves and rushes towards Salaamati with a snarling warcry and eyes full of anger.
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Its furious blow is knocked aside by the Undine's rapier and the riposte strikes hard.
The lookout (Blue) throws its spear at Triix.
Attack: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Does Triix have Mage Armour up?
Drawing a dagger with its tail it then moves up to Salaamati to take advantage of the number advantage.
The bloodied goblin (Red) pulls out a dagger and makes a frantic slash at his attacker.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
The successful strike gives the goblin a sense of satisfaction as it slumps to the ground. You left it on 0 exactly
Hammer and Tongs
Round 1
Bold may act
Salaamati-5
Triix-4?
Yellow
Blue
Red
Sette
Luimener
Coldir
Sal

Sette Tawhoq |

"Hostile? If they were not before, they are now, yes, yes." There is sadness in Sette's tone as she watches the three goblin-like creatures being set upon by her friends, and retaliating in kind. It seemed that there was no escaping the legacy of violence and conquest that wove through the history of most sentient races, not even in this new land.
Even so, she could not let them spear and stab her friends, otherwise Sette would be all alone in this strange place! Pulling out a rounded stone from a pouch at her belt, she sends it flying towards the closest one.
Attack yellow, sling: 1d1 + 5 ⇒ (1) + 5 = 6 Damage: 1d3 ⇒ 2

Tallagor |

Hearing a familiar command from a trusted source, the cooshee moves up to attack the closest target, trying to bite it.
Bite: 1d20 + 3 ⇒ (19) + 3 = 22
Bunt and Piercing: 1d6 + 1 ⇒ (4) + 1 = 5

Coldir |

Coldir moved quickly to get into position so that he could strike at the monkey goblins (though he's never heard of such a thing). It quickly becomes too crowded for him to want to send a shard of ice into the crowded room. So, instead he delays. He may need to heal one of his companions if they get hurt.
delay

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With Red gone, Triix Ray of Frosts Yellow.
rta: 1d20 + 2 ⇒ (2) + 2 = 4 cold: 1d3 ⇒ 1 - and somehow ends up frosting the ceiling.

Salaamati |

Salaamati 5ft steps and attacks the blue goblin in front of him with his Rapier.
"You are unfortunately soon dead!" he says.
Rapier attack roll : 1d20 + 7 ⇒ (12) + 7 = 19
Damage roll : 1d6 + 4 ⇒ (6) + 4 = 10

GM Fox--Phantom |

While Triix leaves frost marks on the wall Salaamati deals a solid blow.
The raging monkey goblin slashes at Salaamati with his kukri.
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d3 + 4 ⇒ (3) + 4 = 7
With one friend down and bleeding profusely Blue withdraws.
However he cannot avoid giving Salaamati an opportunity to attack.
Hammer and Tongs
Round 2
Bold may act
Salaamati-12
Triix-4
Yellow
Blue -10
Red
Sette
Luimener
Coldir
Sal

Salaamati |

AoO Rapier attack roll : 1d20 + 7 ⇒ (7) + 7 = 14
Damage roll : 1d6 + 4 ⇒ (3) + 4 = 7

Coldir |

Seeing the remaining goblin, perhaps trying to flee, Coldir considers letting him go so that they may follow him easier. Seeing no point of egress, he realizes that they have created a cornered animal. Coldir pulls his hands together, ryukin style, and the temperature drops a free degrees around him as he sends forth a shard of ice the size of House Palm.icicle (touch): 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 4
Putting his hand on Sal's shoulder, Coldir closes his eyes and sends an invigorating cold from his arm and into Sal. Clw: 1d8 + 1 ⇒ (8) + 1 = 9

Tallagor |

Continuing to press the attack without conflicting instructions, the pack animal steps up to surround the target before trying to take it down.
Bite w/ Flank vs Yellow: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Blunt and Piercing: 1d6 + 1 ⇒ (3) + 1 = 4

GM Fox--Phantom |

Salaamati's blade fells the fleeing monkey goblin.
Coldir sends his shard of ice cracking into the side of the remaining monkey goblin's head. It roars in anger, louder than you'd expect from its size.
Tallagor snaps at the goblin but it hops to the side avoiding the blow. However it positioned itself perfectly for Luimener's blade to drive right through its shoulder down into the chest.
It collapses to the ground dead.

GM Fox--Phantom |

The monkey goblins were unarmoured except for bucklers they never got a chance to put on but had short spears and daggers. The last one also had a kukri knife. (All small sized of course)
A few pieces of quality equipment can be found among the mess the monkey goblins have created. Among them are two masterwork machetes, a masterwork chain shirt, and a +1 darkwood buckler, which appears to have had a new arm strap affixed recently.
There seem to be a large number of arrowheads scattered through the forge though none have had shaft or fletching attached.
The forge was last lit about a week ago

Cannonball Sal |

Sal enters the building. "I don't think there's any more waiting in ambush. Well fought, all. Sorry I didn't get in here in time to help."
She notes the materials the others have found in forge. "I don't s'pose it'd be okay if I grabbed that buckler? Seems better weighted than the one I've got." She shifts uncomfortably, not generally used to asking for something she needs. "I uh, I don't try to ask for much, I just think it'd be useful for me, is all."

Coldir |

survival: 1d20 + 8 ⇒ (19) + 8 = 27
"This forge was last lit a week ago. Assuming that these goblins did not light it, that gives us a timeline.". Coldir informs the group as he now heals Salaamati for 9 hp.
Looking to the buckler Sal is handling Just noticed we have two Sals!, Coldir comments, "That's darkwood. One of the few materials that is both equal that of metal and employable by druids. Metals mess with our magics. Darkwood, on the other hand..."

Sette Tawhoq |

Sette watches the proceedings through the small window, inside being a little crowded at this point for her to join.
"Strange goblins, yes yes. Did they attack us? Did they do something to the colonists? Did they know anything useful? We'll never know."
"And who used the forge if not the goblins? Colonists have been gone a month, yes, could not have been them. Others, then? Well well, this place is very populated. Perhaps coming here was mistake."

Salaamati |

No good to me Sal Triix replies Besides, I think I already got my share of the loot
Are you okay Salaamati? she then asks.
Salaamati looks at Triix and at the blue-reddish blood that is visible.
"A flesh wound ... "

Cannonball Sal |

Sal sighs. "Yeah, sure Coldir. You take it then." She had not touched anything yet, and waves him toward the pile of objects.
She was stubborn about some things, but she was used to getting hand-me-downs growing up, and asking for something usually resulted in no, so it wasn't a situation where she was prepared to argue for something. Her shoulders slumped, she points vaguely at the other items. "I suppose we should grab those big knives if we have to cut through the bush."
Picking up on the rest of the conversation. "Have the colonists been gone a month? I thought we was expecting to meet'em when we got here." She shakes her head. "Maybe I forgot somethin', but someone may've been around or I reckon those gobbos wouldn't've been looking around to loot anyway. If everyone was gone that long there wouldn't be nothin' left by now."

Sette Tawhoq |

"By the marks they left, yes, gone a month or more. Something happened, yes yes, they are not here like they should. Curiouser and curiouser." Sette pokes around the smithy, looking for interesting bits or substances.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7 No Knowledge local, alas

Coldir |

no knowledge local
"yes, Sette is correct. The colonists have been gone for a month or so but this forge has been used within the last week. Perhaps the goblins have been coming and going and using it as their own. If that is the case that I could probably follow their tracks and back to the hot shiny place in which they most likely reside.". As he straps on the darkwood buckler onto his non-dominant right arm.
Unfortunately machetes are martial weapons, or that would be a no brainier upgrade to my scimitar

Coldir |

kn. Nature: 1d20 + 4 ⇒ (12) + 4 = 16
haha! I think that I had my mind set on some kind of volcanic area.
Coldir slaps himself on the forehead. "hot like a smithy, shiny like a metal. This is where the birds saw the small humanoids. But where are they coming from?"
survival: 1d20 + 8 ⇒ (8) + 8 = 16
Not that I'm ready to follow them out of town, but I would like to know if I can find their tracks leading out.

Cannonball Sal |

Sal takes one of the machetes and loops it onto her belt, planning to use it as a tool more than as a weapon.
As she spots Coldir trying to see where the goblin monkeys came in or where they would go, she approaches, both examining the area as well as kneeling down and taking a deep whiff of the area--and probably regretting it, given the likely scent goblin monkeys leave off. She has Scent so if that helps find a trail...
Survival, aid another: 1d20 + 6 ⇒ (9) + 6 = 15

Salaamati |

Can anyone who has knowledge local give me a roll please.
kn local : 1d20 + 8 ⇒ (1) + 8 = 9
intelligence check : 1d20 + 4 ⇒ (20) + 4 = 24

GM Fox--Phantom |

Salaamati doesn't quite know what to make of these strange goblins.
You are able to pick up tracks of the creatures but then don't seem to have gone far from the smithy in over a week. Any sign of where they came from has long gone cold.
A little extra investigation in the smithy can confirm this hypothesis as there are food scraps and well used sleeping spots. At great personal risk Sal sniffs around and finds a package wrapped in a rag. It turns out to be some fruits and dried meat. What the meat is and how long ago it was caught isn't clear but its definitely not a pleasant smell.
Technically some rations if you have VERY low standards.
A5
This large building is durably built in a log cabin–style construction with a thatched pitched roof and three gables.
Its several open windows are uncovered, and the sole entrance on the east side of the building is bereft of a door.
A small porch covered by a gable shelters this door, though the porch has not been swept and dirt and dust have started to accumulate, while one end of the gable is starting to sag from neglect.
As you are already looking for tracks you can tell nothing has come or gone from this building in the last few weeks, possibly a month.
Please position yourselves on the map in the new slide as you are entering the building.

Coldir |

"This seems to be their religious building. Typically this is a place of refuge for people within a village when there is no stronghold, isn't it?" Coldir asks as he approaches near the entrance.