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Hearing the shouts as the cube is destroyed, Varg returns to the rest of the group.
God thats ugly. Good work. I don't use arrows or armor. Lets collect this and then keep moving before someone comes to investigate.

Brok Nunnelnoggin |

Leaving the others to collect the gooey loot, Brok heads back down to the room where we encountered the cube.
He stops at the entrance to the room again and scans it (room29)
perception: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
If it appears clean, he'll advance into the room and check out the passage leading south.

Keil |

Keil's eyebrow's raise as Arlok's glaive slices through the cube. "Impressive." Smiling wickedly the fetchling kicks through the gooey mess to retrieve his arrow and collect the gem and gold. Taking out the sack of coins already amassed, Keil adds the valuables to the pile. While the others decide what to do with the chainmail and arrow heads, the shadowy man joins Brok in the other room. "Anything?"
Perception Aid Brok with Rm #29: 1d20 + 6 ⇒ (6) + 6 = 12

Raaz Al'Zuul |

As the cube collapses into a puddle of goo Raaz Al'Zuul smiles wickedly at Arlok and comments:
"Well done Son of Baalzebul! My Master smiles upon our little group."
He picks up his crossbow bolts and follows the scouts, looking around for any more dangers.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Komm the "Grandfather" |

As you regroup at the room where the gelatinous cube was found you discover it is completely empty so you continue on south.
The chamber directly south (Room 32) appears empty, save for the door to the south. Over on the west wall however an opening leads off to a room where a strange site greets you. The walls of this room are made of mortared stones, but fossilized human skeletons poke out from it to varying degrees. In one place, a skeletal stone hand pokes out from the wall, in another place the skull and ribcage of a stone skeleton protrudes from the wall along with one arm holding a sword in its hand, and in a third place the entire left side of the fossilized skeleton is visible, with the right side embedded in the wall.

Grezzor |

Grezzor nods in approval as the gelatinous creature is put down - "Well done"
In silence, he follows the others, stopping as they reach the mortared room, his lips intoning words of Arcane magic, as the goblin searches for magical auras.
Casting Detect Magic.

Keil |

Looking around at the empty rooms, Keil sighs. Like a sugar high, the thrill of finding gold is quickly wearing off and the fetchling's affliction of greed has resumed crawling over his skin like an unreachable itch. Stopping outside the skeletal room, the shadowy man folds his arms and takes a moment to ponder the meaning of all the skeletal remains used as building materials. Seems like nothing of value here. Rolling his eyes, he lets the magics investigate and turns his attention to the door to the south.
Knowledge Dungeoneering: 1d20 + 7 ⇒ (3) + 7 = 10
Perception Southern Door @32: 1d20 + 6 ⇒ (11) + 6 = 17

Brok Nunnelnoggin |

Is the sword protruding from the wall made of stone or is it still metal?
Brok scans the petrified room for traps and, if clear, investigates the sword closer.
perception: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26

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Varg also stands at the entrance of the room. In his training, he was tricked by deception far too many times, and does not plan on simply walking into this room covered with such strange . . . decorations.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Malzii |
Malzii narrows her eyes at the sight of the grotesque stone wall. "Arlok has good question. Wonder if trap or old magic?" She attempts to study the wall as best as she can without moving close to it, curious as to its purpose as well as whether or not it poses a threat to them.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Komm the "Grandfather" |

The spellcasters scan the immediate area for magical auras but come up empty. Whatever sort of bizarre event happened here, it must have happened a long time ago. The sword is not magical, and cannot be removed from the skeleton’s stone hand without breaking the stone with a hammer or some other sturdy implement.
Keil scans the door which looks typical of the doors you have already seen in this place. The fetchling does not detect any traps on it. After opening it he see a short corridor that leads to this room is relatively featureless, but in the southern part of the room, there is a stairway leading down into the darkness, flanked on either side by iron statues of cobras. Both cobra statues are coiled, but with the head raised and the hood out, as if ready to bite. Each of the statues sits upon a short stone pedestal six inches in height.
Map updated.

Brok Nunnelnoggin |

"Maybe this is a way down to the tunnel we're looking for." Brok says to his fellows.
He scans the stairway and statues for traps.
perception: 1d20 + 9 + 2 + 1 ⇒ (14) + 9 + 2 + 1 = 26

Grezzor |

"It would seem logical - do we not wish to explore the current level we find ourselves in any further?" - the goblin comments - "By the way, I have found no magical auras in that mausoleum like area before" - he adds matter of fact.

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Varg nods at the new goblin wizard's comment:
Yes. Leave nothing behind that might attack.
There are many unsearched rooms. And, likely hidden ways as well. Those who build dungeons often hide escape passages and hidden rooms.

Keil |

"Agreed. Its too easy, we should check the other doors first." Keil stares at the twin cobras perched on the stone pedestals and scratches his chin. Retreating to join the rest of the group, the fetchling puts a firm hand on the goblin wizard's shoulder to get his attention. Pointing south down the hall to the chamber Keil questions,"Grezzor, what auras do those snakes hold?"

Grezzor |

"Agreed. Its too easy, we should check the other doors first." Keil stares at the twin cobras perched on the stone pedestals and scratches his chin. Retreating to join the rest of the group, the fetchling puts a firm hand on the goblin wizard's shoulder to get his attention. Pointing south down the hall to the chamber Keil questions,"Grezzor, what auras do those snakes hold?"
"I will verify" - Grezzor nods, conjuring his arcane powers of detection again.
Again casting Detect Magic, and scanning the room with the snakes.

Komm the "Grandfather" |

Praetor scans the wall for any hallow spots but discovers it is solid all the way around. No clue as to how these skeletons became fused into the wall.
Scanning the room with the staircase leading down does reveal a magical aura around one of the cobras. Further examination shows it a moderate transmutation aura.
As Brok heads into the room, Grezzor informs his fellow goblin of his discoveries.
Brok do you still wish to approach the staircase?

Raaz Al'Zuul |

Raaz Al'Zuul follows the rest of the group down the halls. He will remain alert and keeps his distance from the stone statues and the cobras.

Brok Nunnelnoggin |

Brok holds up and stays away from the staircase.
"Until one of you guys can tell me what that statue is going to do, I'd rather not investigate too closely. Especially since we want to explore the rest of this level."
how do you guys feel about circling back around and checking door "d"

Keil |

Still facing the statues, though with his arms folded, the shadow man's narrow eyes look to the side to Brok. "This place is deceptively simple, yet dangers lurk..." Turning to leave the room Keil waves for Brok to join him, "Our skills will be tested here."
"D" sounds fine, although I remember that one being trapped.

Brok Nunnelnoggin |

right, reviewing the thread I see we detected traps on A and D. let's skip those for now. 'C' looks good to me.
Brok leads the group back through the tunnels and reassembles them before the door in the south side of the entry room.
He approaches the door and listens for any clue as to what might be behind it.
perception at door C: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27

Malzii |
"Malzii is glad too," she comments as the group retreats from the staircase and returns to the main room to continue their investigation of the current level. "Might have been funny to watch, but Malzii thinks having Brok-goblin's eyes still in his head better deal in long run than free dinner show."

Komm the "Grandfather" |

1d20 ⇒ 4
2d4 ⇒ (1, 1) = 2
Deciding to leave the stairway for now, you all backtrack to the entry chamber where the six doors await you. On the way back you do hear chattering of more rats yet they seem to be be receding into the distance.
After checking out the pentacle-carved door to the south Brok finds it safe to open. Lying on the other side is a corridor heading east-west with several doors along the walls, and one on the west end. The east end branches off to the left and right.
Map updated.

Grezzor |

"Another corridor" - Grezzor grumbles - "If we veer to the right, chances are we may double back to where we were before, making sure the area is clear" - he reasons - "But we should confirm what is on the far end"

Brok Nunnelnoggin |

Brok sticks his head out into the corridor and looks both ways, checking for anything dangerous.
perception: 1d20 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
If it seems clear, he scuttles over to the door in the west wall that Grezzor suggested we check first.
perception at door: 1d20 + 9 + 2 + 1 ⇒ (4) + 9 + 2 + 1 = 16

Keil |

Following behind Brok, Keil steps into the corridor. His eyes shift left and right as he scans the area.
Perception Aid Brok: 1d20 + 6 ⇒ (1) + 6 = 7 -But fails to notice anything...

Komm the "Grandfather" |

Brok and Keil hear nothing on the other side of the door so they pull it open.
As you stand at the door way you see the angled northwestern wall of this room is a mosaic depicting numerous different kinds of plants and animals, most of which are immediately recognizable to the characters. The central figure in the mosaic is a dark, human-like figure that was once carrying something, but the glass tiles of the carried object have all been broken away, revealing the plaster behind them. Wet plaster has given way in several other places, most of which are near the ceiling.
The room otherwise appears empty, except for the door in the south wall.
Map updated.

Brok Nunnelnoggin |

Brok looks questioningly over his shoulder at his companions.
"Continue this way?"
He scans the mosaic room for traps.
perception: 1d20 + 9 + 2 + 1 ⇒ (16) + 9 + 2 + 1 = 28

Keil |

Keil shrugs his shoulders and nods, following Broks lead the shadowy man's eyes scan the door for anything unbecoming.
Perception Door: 1d20 + 6 ⇒ (18) + 6 = 24
Assuming we've moved into Room 5 as it has been revealed - but as none of the tokens have been placed I shall take liberties.

Malzii |
Assume this happens if no traps are spotted in Room 5 and/or once any found traps are disarmed.
Once the scouts have given the all-clear, Malzii peeks in, staring at the mosaic with interest. "Lots of odd decorations here," she muses, approaching to get a closer look. "Or is something more than just a pretty picture?" As she speaks, she studies what remains of the mosaic in an attempt to discern what its purpose might be or have been.
Kn. Nature: 1d20 + 5 ⇒ (4) + 5 = 9
Kn. Religion: 1d20 + 5 ⇒ (6) + 5 = 11
Kn. Arcana: 1d20 + 5 ⇒ (14) + 5 = 19

Komm the "Grandfather" |

As the goblin and fetchling move inside the room checking for traps and other dangers, Malzii approaches the mosaic and sees that wet plaster has given way in several other places, most of which are near the ceiling. There is nothing otherwise unusual about the mosaic itself.
However the kobold notices something else that stirs beyond the mosaic, in several holes beyond she sees several things that writhe and twist in what look like nests...centipedes! As you look closer several of them get ready to burst forth, mandibles clicking and dripping with venom!
1d6 ⇒ 5
1d6 ⇒ 1
.
Initiative
Arlok: 1d20 + 2 ⇒ (14) + 2 = 16
Brok: 1d20 + 4 ⇒ (17) + 4 = 21
Grezzor: 1d20 + 10 ⇒ (16) + 10 = 26
Keil: 1d20 + 6 ⇒ (6) + 6 = 12
Malzii: 1d20 - 1 ⇒ (1) - 1 = 0
Praetor Grey: 1d20 + 0 ⇒ (12) + 0 = 12
Raaz Al'Zuul: 1d20 + 1 ⇒ (17) + 1 = 18
Vargrenz: 1d20 + 2 ⇒ (5) + 2 = 7
.
centipedes: 1d20 + 2 ⇒ (15) + 2 = 17
Round 1: Grezzor, Brok, Raaz, Centipedes, Arlok, Keil, Praetor, Vargrenz, Malzii.
Currently 5 centipedes are visible beyond the mosaic, but none have entered the room yet.

Keil |

Shouting to warn the others, Keil's raspy voice echoes throughout the room, "Centipedes! Act quickly!"

Raaz Al'Zuul |

I am a bit confused on where the centipedes are coming from. Are we all in Room 5? Reacting here assuming Raaz is in Room 5 and can see the centipedes coming through the mosaic.
Raaz Al'Zuul heeds Keil's warning and tries to skewer the closest one with his longspear, keeping out of reach of the insect:
Attack Melee with Longspear: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Grezzor |

Raaz, apparently they are all still behind the mosaic/plaster?
"Should we just shut the door?" - Grezzor offers, ready to cast a spell if the creatures move to attack.
If the centipedes crawl out to attack, Grezzor will cast Ray of Frost on the first one.
Ranged Touch: 1d20 + 4 ⇒ (13) + 4 = 17
Damage if it hits: 1d3 + 1 ⇒ (1) + 1 = 2

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Varg, who once more was paying attention to what was likely to try attacking from behind, does not react quickly to the centipedes. When he hears what the are, he calls out.
Centipedes. Let me at 'em. I'll crush em. The also taste good cooked.

Brok Nunnelnoggin |

Brok briefly considers trying to calm the centipedes with vermin empathy, then he decides that's a bad idea and backs away quickly, letting the bigger members of the party in to fight the vermin
2 move actions to let the others in to fight them

Keil |

@Brok: Backs away where?
According to the map, only Brok and Keil are in the room. Grezzor has moved into position for casting, but Malzii could not possibly study the mosaic from her current position on the map and Raaz is no where near to being in skewering range. Can everyone please take a moment to place their tokens?

Brok Nunnelnoggin |

brok steps back out into the hall. I agree, everyone should pick a spot closer to room 5

Komm the "Grandfather" |

Grezzor moves into the room and zaps one of the emerging centipedes with his frost ray, freezing off a portion of it. Raaz strides next to Malzii and spears another of the centipedes in half while Brok retreats out of the room.
The other centipedes climb out of the hole in the mosaic and proceed to swarm those who remained in the room.
C1 bite vs Malzii: 1d20 + 3 ⇒ (9) + 3 = 12; damage: 1d4 - 1 ⇒ (4) - 1 = 3 miss.
C3 bite vs Raaz: 1d20 + 3 ⇒ (19) + 3 = 22; damage: 1d4 - 1 ⇒ (3) - 1 = 2 hit.
C4 bite vs Grezzor: 1d20 + 3 ⇒ (15) + 3 = 18; damage: 1d4 - 1 ⇒ (2) - 1 = 1 hit.
C5 bite vs Keil: 1d20 + 3 ⇒ (12) + 3 = 15; damage: 1d4 - 1 ⇒ (1) - 1 = 0 miss.
While Malzii and Keil avoid their painful bites, Raaz and Grezzor are not so lucky as they feel their bites penetrate their skin and also their venom starts coursing through their veins! Raaz takes 2 points of damage while Grezzor takes one point of damage. Both players need to give me Fort saves as well.
Round 1: Grezzor, Brok, Raaz, Centipedes, Arlok, Keil, Praetor, Vargrenz, Malzii.
Sorry, but I cannot put the centipedes on the map as they are too small to show on the map. There are currently centipedes in melee with each of the four players in the room.

Praetor Grey |

Grey steps in behind Grezzor and brings his skull-staff down on the centipede attacking their new ally.
attacking past Grezzor with Reach weapon
Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Malzii |
Malzii emits a startled hiss as the centipedes rush out of the wall, instinctively swinging her mace at the one that attempted to bite her and managing to catch it a glancing blow. She then quickly backs away from the creature, moving next to Grezzor as she attempts to discern what manner of centipedes these are.
Attack (Heavy Mace): 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Kn. Nature: 1d20 + 5 ⇒ (10) + 5 = 15
Doing the five-foot shuffle backwards.