
Faerydae and Arknoth both attack the goblins. They both get the bonus due to surprising the goblins catching them flat footed. The first two Goblins fall to the heavy mace and a good strike from a dagger. The third goblin is surprised but recovers a bit quickly and stabs Arknoth with his javelin for 6 damage. Faerydae's next attack misses the goblin but it drops its javelin and turns to flee but is hit hard with the mace killing it.
The main party heads back to check on Faerydae, Arknoth and the girls. As you get closer you can hear the girls sobbing and upon turning the corner you see the door open with three dead goblins and Faerydae checking Arknoth who is laying upon the ground just inside the door. Blood of a recent battle is everywhere around the doorway.
Arthos you head to the next door and find that it is silent beyond it. Upon opening it you see the remains of two boys still hanging from chains on the walls. They have not been dead for long and blood is everywhere. The head and body is mostly there but the limbs are gone from both.
The party is back at the girls room and you search the three goblins. You find little on them. They have javelins and a sharp knife that the girls will tell you that they used to cut some of the other girls that were in here before they dragged them away screaming.
Arthos no action?
Searching the area you did not find anything nor could you tell where the goblins came from. The healing does 2 points of healing on Arknoth. Zork heads off to the door north of the main entrance. Once he gets there you see a door that is closed. It does not appear to be locked.
Arthos - you search the room and find that the bodies were hacked by goblins the cuts are not clean at all and looks like it took a few chops to make it all the way through.
I will need fresh listen checks from everyone and fresh spot checks form anyone not in the captive girls room. Plus what everyone is doing next.
Avan - You have counted 18 bodies and there has been 30 sleeping furs that you have found so far. So you recon there must be at least 12 more goblins running about.
Zork you follow the corridor past the door and soon come up to another four way intersection. You can go east north or west. You do not hear anything out of the ordinary.
Fearydae you tell the girls that krusten the goblin killer has arrived thus making you more safer. The girls visibly relax more and thank you for making sure the goblins have not killed them or jumped on them like they did the other girls.
Out of Character: map has been udated. Art I where arthos is, Z is Zork, A is avan and the rest are at the girls room. Just for those who have not posted for a while like the monk you need to let me know if your characters are still in the game. Edited: KNtoran on 30th Nov, 2015 - 2:59am
Arthos - You head north pass the other room and the corridor heading back east. Soon you see a room to the right at the end of a 10 foot hall and a room straight ahead 20 feet away,
Zork - you head north 50 feet down you come to a short hall heading west that ends at a door after ten feet. The north corridor heads another 20 feet past this and then turns to the east. You hear a noise behind you and turn to see a cat and not long after that Avan.
Rest - The girls listen to Faerydae and say the prayer to help them calm down. Krusten listens at the door but does not hear anything. While resting and under the care of a Healer Arknoth will gain 4 hit points in this eight hours.
Out of Character: The map has been updated with everyone marked with their places.
Arthos you listen at the door and do not hear anything at the door. You open it and find a room that has manacles chained to the wall but no bodies. The room seems to be clean or little used it is 20 feet deep and 30 feet wide.
Zork does not hear anything and bashes the door in to reveal a room that is mostly empty. Of in one corner of the 20 foot deep by 30 foot wide room you see a pile of clothing and a few childrens toys.
Map will be updated shortly/
Zork and Avan. You head north and turn to the east. You follow this corridor 50 feet to see it turn south. You turn the corner and follow it south 50 feet south to see it turn to the west. Turning that corner you see it travel30 feet and then turn back north. Turning north you follow it 30 feet to see it turn east again. Following that you turn east and see it goes 10 feet and turns south. Looking to the south you see 10 feet ahead of you a door. Avan quickly checks for traps and finds nothing to indicate a trap.