
Froth |

"I like it dark. If you can manage, I'd say it's better this way; they won't see us coming."

Wodin Earthbreaker |

I c'n see in th' dark, but," Wodin says, looking uncomfortable, "I know mos' o' ya folk can't. I figure i' moight be safer i' ya do." He grips his weapon tighly, ready to move in regardless of what they choose to do.

DM Ayrphish |

For the rest:
The gang of hired hands listens to Froth, and quickly disperses, leaving you at the entrance to a dark tomb, where you know someone went missing.

"Blue Eyes" |

The old man ambles up and down the street looking for signs of people up and about. Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Rasim |

Rasim would probably investigate further together with Froth as the first two, hoping to see a glimmer of light further in the tomb that Rasim could approach silently.
Since nothing was mentioned about seeing anything, He'll explore 20-30ft further into the tomb until he comes at a crossroads.

Froth |

Froth keeps a wary eye out, using his darkvision to spy out anything that might escape the human's notice.
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

GowWabber |

Gow and his bird stay perched on top of the tomb, looking around nervously for any signs of danger.
Perception 1d20 ⇒ 13
After about 5 minutes, if nothing's jumped out at him, and if he doesn't hear anything, Gow will hop down to ground level and peek into the tomb.

DM Ayrphish |

My mistake, didn't realize you wanted to enter already, thought you were still approaching, but no worries...
The earthen tunnel descends at an angle through 50 feet of unstable
dirt to a stone wall. Newly cut pine posts support the walls and
ceiling of the entry tunnel. Split logs covered in thick grease line
the floor. Rayne and his hirelings broke through the tomb’s outer
wall, then pulled the heavy stones out through the access tunnel
using the makeshift fulcrums. Following the tunnel requires an Acrobatics check to avoid falling because of the grease and unstable
floor.
Rayne demolished one of the blocks, leaving behind mounds of
crumbled stone. Stagnant air wafts up the passage from the empty
tomb beyond the opening.

Froth |

Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18
Froth hops down into the tomb, all eight eyes scanning for anything threatening.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Wodin Earthbreaker |

Acrobatics? Oh, this isn't going to go well at all. :3
Acrobatics: 1d20 - 3 ⇒ (4) - 3 = 1 Why am I not surprised?
Wodin attempts to follow after Froth, but cannot find footing on the greasy floor.

Rasim |

Acrobatics: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
The agile rogue hops down after Froth without any difficulty.
Seeing Wodin slip and fall, he decides to help him up on his feet first before going further.
"Careful about that step Wodin."
He snickers a bit "I thought that dwarves were at home underground."
Rasim then moves behind Froth also trying to spot or hear anything else along the tunnel other than darkness or dwarves slipping.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Wodin Earthbreaker |

The dwarf grumbles as he's helped up. "Wha'e'er 'is is," Wodin says, gesturing to the floor, "it ain't any floor I'm comf'table wit'." The paladin spits on the greasy floor, a strangely uncharacteristic action, before more carefully trying to once again make his way down.
Can I just Take 10 (for a whopping 7 :/) and maybe have someone help me? This is not going to go well at all if I try and roll it.

DM Ayrphish |

Poor Wodin
At the first slip, Wodin hits the greasy ground with authority and slides down the rest of the tunnel, not taking damage, but possibly moving a little faster than he (and the rest of the group) had wanted.
His slide concludes at the end of the tunnel at a very old door that has been forced open and rests askew in its frame.
If you want to do some door inspections, you can do that in your next post, I'll assume you at least want to take a peek inside...
Past the door is a large circular chamber, with another door opposite the first, about 35 feet away. Bits of bone fragments litter the room. The walls are decorated with skull and femur symbols of Aurikus.
Aurikus = Evil God, check the discussion forum for a bit more info
Let me know in your next post(s) what inspections you want to do here, and if you are going to continue tonight or wait and come back tomorrow. (game time)

GowWabber |

Perception 1d20 + 0 ⇒ (9) + 0 = 9 Think I need a DC 10 to hear the sound of falling bodies in the tomb
Gow-Wabber continues to wait outside the tomb. The silence from inside makes him nervous, but he's not ready to go in yet. I'll just give them a few more minutes....

Rasim |

Rasim would like to continue on, though he is not at ease at all.
He follows the sliding Vlagras and Wodin into the room, daggers drawn and wary.
Is there any light in here?
"Let's check this room and head on. Let's hope we didn't make too much noise to be noticed with you two sliding down. I want to catch this robber of guards."
He tries to inspect the room and the door as best as he can, eyeing the forced door warily for anyone or anything coming through it.
Perception Room: 1d20 + 6 ⇒ (18) + 6 = 24
Perception Door: 1d20 + 6 ⇒ (9) + 6 = 15

Froth |

"This doesn't look like your average crypt... what do those symbols mean? Bone fragments... usually means something's be'n eatin'."
Froth moves forward slowly, both hands on the hilt of his sword.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
How high are the ceilings in here?

Wodin Earthbreaker |

Wodin's eyes sweep the room as he rubs his bruised side. Damned graverobbers. I' 'ey can' be decen' folk, c'n 'ey at leas' build proper stairs, he complains to himself in thought. Looking at the assorted symbols and the bone fragments, his mouth forms into a frown. "I ain' loike th' looks o' it, no' a' all," he agrees with Froth. Gripping his weapon in both hands, the Paladin follows the oversized Orc.
Aid Another (Perception) on Froth: 1d20 + 2 ⇒ (11) + 2 = 13

"Blue Eyes" |

Got selected for jury duty the same day as my parents came into town ...I might be awol-ish, especially during the day.

DM Ayrphish |

Perception checks were good.
You all can tell that the door which is broken in its frame appears to be centuries old. In other words, the "grave-robber" did not break this door out of its frame when he entered.
You can also tell that these bone pieces are real, human bones.
There is no light source in the room that you have entered. The ceiling in here is low, about 10 feet.

GowWabber |

How long has it been since the four of them entered the tomb?
Gow-Wabber continues to wait outside the tomb, getting more nervous by the minute.

Froth |

Froth moves forward a bit further, looking past the broken door and at the dark space beyond.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Rasim |

Rasim will try if the door is locked or not, if it is he will try a disable device on it, though it will be on touch as there is no light.
Open Door: 1d20 + 8 ⇒ (13) + 8 = 21
If it is unlocked he will open it gently, feeling around for any would-be traps.
Trap searching: 1d20 + 6 ⇒ (11) + 6 = 17
"Let me just see to this door for a moment."

DM Ayrphish |

It is not locked.
As you open the door, you look out of the chamber from which you arrived, into a wide, curving hall way that goes off in both directions. In front of you are a couple of pillars. It looks like their might be a door on the other side of the hallway and down the hall just a little bit.

Froth |

I'm pretty sure he meant a torch.
Froth steps through the door, and heads down the hall slowly, moving towards the other door. If nothing occurs to raise his suspicions on the way, he'll examine the door for traps or anything else of note.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Stealth: 1d20 - 2 ⇒ (17) - 2 = 15

Rasim |

Yea I meant a torch
Rasim follows the hulking Orc, following him quietly and slowly. He sees Froth checking out the door. Rasim steps a bit closer and points things out that might be of interest on the door and around the room.
Perception Aid Froth: 1d20 + 6 ⇒ (11) + 6 = 17

"Blue Eyes" |

Unable to find anyone to question, the old man ambles about town aimlessly, though he's told himself he'd go to his room to sleep. Fools. Dead already most like. As if a few hours would be enough for those evil dirtbags down there to finish. He pretends not to look off towards where they went.

DM Ayrphish |

As you move out of the chamber from which you entered, and towards the door opposite, the light from the torch illuminates the fact that you are in a large circular hallway. There is a door north of the chamber that you came from, and another to south. There is also the door that Froth has approached, it is an iron door and has many scratches and dents in it, but it is not open and doesn't appear to have budged recently.
Froth, you do not see any traps on the door.
The link below should take you to the map of where you are at. There are some colors on it, that I will explain, to make navigation easier. The red area, is where you came from, the chamber that a couple of you slide down, into the room with the bones, etc. The green spot on the map is where I have most of you right now. The door near there is the door Froth is looking at to see if he finds a trap. The other doors that you can see in this hallway are colored. There is a yellow door to the south and a blue door to the north. I also color-coded the hallway direction, so if you don't want to open any doors you can head north towards the orange dot, or south towards the purple dot. Make sense?

Froth |

"You don't want to check out this hall? Looks like a great spot for traps... falling ceiling, spears from the wall, floor that caves away... could be fun!"
Froth will take an intense look down the hall without stepping into it.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
He'll look around for the biggest loose rock he can find and toss it down the hall.

Rasim |

"Aye you are right about the traps, but can't you keep it down a little?"
Seeing Froth pick up a loose rock and toss it, he sighs deeply "Never mind..."
As he searches around for traps anywhere in the vicinity of the previous room.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

"Blue Eyes" |

"Fools are probably almost dead ...I should check on them." The old man heads toward the cave.

Froth |

Froth pops back up out of the crypt. He calls out to Gow.
"Hey, tiny! The crypt goes on quite a ways down there, and there's no sign of the tomb-raider yet. We may be down there a while so I thought I'd let you know. You're welcome to stick around up here if you want, but things will probably be more interesting down there."
Spotting 'Blue Eyes' wandering towards the dig site, he calls out to him next. "Hey, pretty lips! Got bored, huh? Come on down and kill some undead with us. It'll be fun!"
With that he ducks back into the crypt, only half watching to see if the others come along to join him.

GowWabber |

Gow flinches and hides behind his bird as a tall menacing figure approaches from inside the tomb. When it's revealed to be Froth, he grins. "Oh, hi Froth. I thought you were something scary like a skeleton, but it's just you. Are you having fun down there? It's been quiet and boring up here, so I think I'll join you. Lead on!" With that, he hops onto Birdy NumNum and heads into the tomb. how high is the ceiling?