| Magmoira |
Magmoria uses her enchanted staff much as Dasim was using his spear, trying to batter the sword to the ground.
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
| GM Natloz |
Dasim swigs his spear but only barely misses landing a blow. Magmoira uses the distraction to plant her staff squarely where the blade meets the hilt and shatters the sword with a loud crack. The room falls silent again as the dust settles. The adventures look to see what the sword was guarding so fearcely. All that is in the coffin is the crumbling remains of a skeleton wearing a rusted breastplate.
10xp each.
| Dasim Dakat |
"Hmmm. Seems like there's nothing here but the old miser himself." Dasim says after peering in the coffin. Then remembering the secret compartment Magmoira found in the other chest he takes a few minutes to look for something similar. However, his unwillingness to touch the skeletal remains hampers his efforts.
Investigation: 1d20 + 1 ⇒ (4) + 1 = 5
| Tarandil Moonbrook |
"Need a hand, Dasim? These crypts usually have things hidden in all sorts of secret crevices or buried with their owners. And hopefully the sword was the only trap!" Tarandil helps Dasim looking through the coffin, enthusiastic to help even if not particularly knowledgeable on where to look...
Investigation: 1d20 ⇒ 17
| Ziyad |
Ziyad paces to and fro "...I do not know what to make of this, friends. It seems we are in the wrong place. Goblinoids typically leave messes, and I see no evidence of their ilk here." he reasons. His crab laughs at him devilishly, and it seems he is struggling holding his anger back..."Should we bivouac here for the night? Perhaps this crypt is just a spot on a trail they use. Or we search the wilds about?"
| Dasim Dakat |
"Although it may cause several planes of hell to ice over, I agree with Ziyad." Dasim says with a gesture toward wizard and the relatively undisturbed tomb. "Goblins certainly haven't spent time here. It could be the ghost drove them off or the villager was mistaken or exaggerating." He shrugs his shoulders. "But since we're here already, we may as well bed down and see if the creatures show themselves."
| GM Natloz |
Hearing no objections...
It's not more than a half hour when you hear talking outside the tomb.
| Magmoira |
Mags once again searches the area for any signs of goblins or any other creature which might have been using the tomb as a lair.
Survival (Track): 1d20 + 7 ⇒ (6) + 7 = 13
| Ziyad |
Sorry, having a lot of fun with this game but losing momentum a bit! Will try to post everyday regardless of what is happening.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Ziyad sipped his tea slowly, scrutinizing his devilish crab as it scuttled slowly across the desk untrustingly. He was oblivious to any outside voices.
| Dasim Dakat |
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Sitting near the dying fire, Dasim suddenly sits up and hisses softly to get the attention of the others. "We've got company. He whispers. "Could be our goblins. They know about the ghost."
Slowly and quietly the monk stands grabbing his spear and moving toward the entrance of the tomb.
| GM Natloz |
Now that everyone is alert you can hear the voices clearer. "Go check it out Sqeeb." comes the deep voice. A thin voice starts complaining, "I don't want to! What if they're waaaaaa! The voice is cut off and there is a clatter as the speaker is thrown into the bits of metal and armor at the entrance. Peering down the hallway you see a goblin picking himself up. Beyond the entrance stands a much larger figure than any of you though it is hard to pinpoint any features as the light is behind him.
Is a bit outside the rules but if you wish to easy an action or something like that we'r can have it go off in surprise round assuming you all aren't detected. That being said, stealth checks as a group, three successes and you are still hidden
| Dasim Dakat |
Stealth: 1d20 + 5 ⇒ (2) + 5 = 7
Ziyad's yelp causes Dasim to spin around looking for a threat behind the party, unfortunately in the tight space of the tomb he catches the tip of his spear on the ceiling causing it to scrape loudly as metal grinds against stone.
| GM Natloz |
This is quickly turning comedic... and I think that makes three success impossible.
All the commotion causes the goblin to stop in his tracks. He turns to run screaming from the tomb, "HELP! THEY'RE STILL ALIVE! WAAAA! There's a thump as the large creature backhands the fleeing goblin to the ground. "Quiet Sqeeb!" It turns back to the Tomb entrance, "Come out little birds, you may be able to leave with your lives if you pay us well enough."
| Ziyad |
When everyone is ready, Ziyad conjures forth the billowing cloud of magical fog...straight from a pocket dimension of air he researched in his late 20s. It quickly covers everything and stretches out in a 20 ft radius centered on the bigger creature...will mark on map
Once cast, he and his crab advance with the others as planned.
| Ziyad |
"*psst* Follow the crab..." Protected from the fog, Ziyad transfers his consciousness into his fiendish companion. There in the mind of the creature, his vision changes to blindsight and navigates the fog as if it were not even present. He snaps his pincers now and then to give them an audible trail, until all seem to be surrounding the big leader...
| Tarandil Moonbrook |
Tarandil plays a few quick notes on his lute, using its magic to inspire Rrath.
Bardic Inspiration: 1d6 ⇒ 6
It can be added to an attack roll, skill check, or saving throw in the next 10 minutes.
Tarandil watches for Rrath to move down the tunnel before following him into battle.
So readied action to follow Rrath if he moves. As he's right next to me I should be able to tell even with the fog.
| GM Natloz |
Another noise? They just trying to frighten us! Comes the deep voice from the end of the tunnel. The goblins answer, "Its working!" You hear what sounds like soft but quick footfalls that can only be goblins panicking.
A: 1d20 + 6 ⇒ (13) + 6 = 19
b: 1d20 + 6 ⇒ (8) + 6 = 14
I double moved the crab for you. You can adjust it if you wish.
Initiative:
Ziyad 23
Crab 18
Tarandil 11+
Big guy 11-
Goblins 6
Dasim 5+ <===
Rrath 5-
Magmoira 4
I'll adjust the map this afternoon so the is more space to work with outside the tomb.
| Magmoira |
To help confuse and scare the goblins and their leader, Magmoria uses her druid powers to create odd winds, sounds and smells.
Uses Drukidcraft cantrip to create these effects.
| GM Natloz |
Ziyad, looking through the crab's senses, can see the big guy getting more confused by the odd sounds and smells.
Botting Rrath Round 1
Gripping his axe, Rrath makes his way into the fog cloud until he feels the edge the doorway. There he waits for the fog to disappear to carve up the creature taunting them.
Round 2:
Ziyad, Crab, Tarandil
Big guy
Goblins
Dasim, Rrath, Magmoira