
Titania Olivia Thrune |

Seeing the blood, Tot's heart leaps up into her throat. She hesitates for a moment before moving to the double doors and cracking them open as carefully as she can manage to see beyond them.
GM, She's trying to be stealthy. Not sure if you want me to roll or not. If you'd rather do it, her Perception and Stealth are both at +7.

![]() |

I moved Grod into the room to represent where he would grab the keys.
Garen follows Tot and Erridon into the room. He stops in the doorway, his back to the door frame so he can see back into the hall and keep an eye on the others.

Erridon Drallen |

Ari accepts the keys with a nod, tucking them into his belt pouch. He had wanted to check out the single doors but noticed Tot moving to open the double-doors. He silently moves up to back her, quietly refreshing his dancing lights spell in the form of a single humanoid figure.
Behind the armored warriors....

DM DoctorEvil |

Tot opens the door and his hit with a blast of super-heated air and a wall of noise. Neither is enough to damage her, but both are quite uncomfortable. This room is a long work-floor for the Glassworks, with active furnaces blazing. there are workbenches, glass-making tools like tongs, shapers, and bellows, and other similar gear strewn throughout. Several skylights in the ceiling let in the daytime sun, which illuminates a ghastly scene.
What makes this area especially horrifying is the presence of several goblins capering throughout the work space. The goblins have, apparently, been left to their sadistic hijinks and you can see the bloodied and burnt remains of the glassworks work crew in various stages of dismemberment and mummification in molten glass spread about the workspace. Near the center round area, a man sits in a chair, with layers and layers of molten glass poured over him, unmoving and still.
The noise and heat here are terrific but it seems like you may have found the culprits behind the unusual situation at the Sandpoint Glassworks!
Anyone who wishes make make a Stealth check may do so now. The DC is quite low because of the noise on the work floor. You may also roll your own initiative for now, and I will just catch up those who have not by the next post.
Due to the noise from the blasting furnaces take all creatures in this room take -10 Perception. After several rounds here, you may need a Fort save to not suffer from the heat as well
Goblin Perception, noise penalty: 1d20 + 6 - 10 ⇒ (13) + 6 - 10 = 9
Red Goblin Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Orange Goblin Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Yellow Goblin Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Green Goblin Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Blue Goblin Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Purple Goblin Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
White Goblin Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Black Goblin Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

Titania Olivia Thrune |

Tot closes the door and motions for the others to move back. As much as she wants to charge in and hack the goblins down, she knows that they should take at least one alive to question, and their best chance of that is to force them to surrender. SHe thinks she knows where the doors at the other end of the huge workroom open to, and heads down the long hall to confirm her suspicions, all the while she does her best to remain quiet.
I'm thinking that Grod and Garren come in one way while Ari, Izzy, and Tot come in the other. Since Grod and Garren are less stealthy, they'll initiate the attack, which the ruckus of will be the other group's signal to come in. It forces the goblins to divide their attention and cuts them off from escape.
Stealth Check: 1d20 + 7 ⇒ (6) + 7 = 13

DM DoctorEvil |

As far as she knows, Tot is able to open the door, see the macabre scene inside, and close it again without being noticed. The noise and heat are much less oppressive in the loading dock but still creates difficulty being heard.
Running down the long interior hallway, Tot does find two sets of double doors on the far south end. One appears to lead outside, while the other appears to be another way to enter the occupied work-floor.
Not sure how you'll coordinate a pincer movement (with the noise and the distance and no line of sight) exactly timing wise, but give it a shot.

Erridon Drallen |

Ari listens to Tot as she explains her idea. While it makes sense to attack from opposite ends, it also means that the party will be split. If it goes bad on one end....
Regardless, he follows her lead. "Scream a battle cry, loud so we know to charge in!"
Checking the double doors on the other end for traps and to be sure they aren't locked? And then listening for the attack.
Perception for traps/locks?: 1d20 + 6 ⇒ (11) + 6 = 17
Perception, Listening: 1d20 + 5 - 10 ⇒ (14) + 5 - 10 = 9
Initiative?: 1d20 + 10 ⇒ (11) + 10 = 21

Isidiana |

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
Izzy is horrified by the atrocities the goblins have done. She sees no survivors yet and doubts there are any.
Init if needed 1d20 + 3 ⇒ (1) + 3 = 4
Indeed, she's almost too stunned to react! A hot glass death? That's ... yeah I can't make fun of that.

Titania Olivia Thrune |

"Wait for a count of one hundred. I should be ready at the other end of the room by then," Tot tells Garren and Grod before scurrying down the hallway as quickly as she dares while trying to keep from making too much noise. She does her best to steathily open the door so she could better hear and see what's going on inside of the workroom with the furnace.
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Initiative: 1d20 + 3 ⇒ (12) + 3 = 15

DM DoctorEvil |

Goblins and Glass - Surprise Round
22 Red Goblin
*21 Ari
*17 Grod
16 Blue Goblin
16 Purple Goblin
*15 Tot
*14 Garen
12 Black Goblin
9 Orange Goblin
9 Yellow Goblin
9 White Goblin
6 Green Goblin
*4 Isidiana
All the party may act in the surprise round. Opening the door does not count as an action. Recall that for a Surprise Round, you may perform a Move or Standard action but not both.
Garen Init: 1d20 + 1 ⇒ (13) + 1 = 14

Erridon Drallen |

With the door opened Ari spots one goblin and casts a spell to stop it from doing anything for a moment.
Casting Daze on Red. Will DC 13 or he is dazed for 1 round.

![]() |

Assuming Grod opens the door to go in on his round.
Garen strides in, sword in hand and moves toward the nearest goblin (green). "Have at the vile beast!" he roars at the top of his lungs.

Titania Olivia Thrune |

Knowing that surprise and violence are going to help them overcome the advantage in numbers the goblins have, Tot charges in with her sword held in two hands as she rushes the goblin she can see. She strikes with a vicious down cut with all of her weight and power behind it.
Longsword (Charge, Power Attack) vs. Red: 1d20 + 5 + 2 - 1 ⇒ (16) + 5 + 2 - 1 = 22
Damage: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13
AC is reduced by 2 to 14/11/11 until the end of her next turn.

Grod the Cunning |

Shouldering open the door, Grod barrels through, swinging his axe at the first goblin he sees "GORUM!"
Attack, Charge: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage, Slashing: 1d12 + 6 ⇒ (1) + 6 = 7
Using the standard action charge rule. To whit:

DM DoctorEvil |

oblins and Glass - Surprise Round - continued
22 Red Goblin
21 Ari
17 Grod
16 Blue Goblin
16 Purple Goblin
15 Tot
14 Garen
12 Black Goblin
9 Orange Goblin
9 Yellow Goblin
9 White Goblin
6 Green Goblin
*4 Isidiana
As the doors to the workroom open nearly simultaneously, the heroes pour in and set to work on the capering goblins inside. Garen rushes to be adjacent to the nearest foe, while Grod speeds past, him charging recklessly. The orc is able to land a blow against Purple Goblin, but does not fell it.
On the other side of the room, Tot bursts in and also making a two-handed attack against Red. The damage is significant, but the goblin remains in the fight.
Ari is able to cloud the mind of the same goblin target, keeping it from acting for several key seconds.
Just waiting on a surprise round action from Izzy. I will bot her at next update just to keep the flow moving.
Red Goblin DC13 Will: 1d20 + 1 ⇒ (3) + 1 = 4