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"By the End Bringers' arses! let's not do this again! next time let's pick a standing room only dungeon!" says the half-orc, dusting himself and slowly realizing they're in a crypt. "Wait... by the... really? did it have to be a bloody crypt right from the get go?"
His eyes adjusting to the gloom, he surveys the murals...
What sinister faith are we dealing with now?
Knowledge Religion, Guidance: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

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Bixby strokes his mustache as they enter the strange ruins.
"This is of ancient date, certainly," he says as he helps to look around.
perception: 1d20 + 8 ⇒ (11) + 8 = 19

Adistan Temmer |

Temmer navigates the cramped tunnel without complaint. Not only would it be inappropriate, the space isn't that much different than when he had to clean the bilges as a lad -- if anything, it's more pleasant here.
At least, that is, until they reach the crypt. Pulling out his quarterstaff in case anything leaps to attack, he looks around, ignoring the murals and instead looking for danger.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Verris "Eagle Eye" Gerdin |

Verris follows the rest of the group, descending the ladder and brushes herself off after the crawl when she gets down. She hands the ring of feather falling back to Gurk and looks around at the old crypt.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
She smiles as she sees Lexi staring wide-eyed at the murals and rolls her eyes, not paying her usual attention to her surroundings.

GM Dak |

The group moves down the hall. Davor looks over the murals and the tombs but doesn't find any specific religious connotation. It just seems like a burial crypt that is common among many different religions. Everyone keeps an eye out for danger while Gurk scouts ahead looking at the various bones for any food. Sadly, these bones are ancient and there isn't anything left on them to eat, they probably wouldn't even make a good base for a soup since they are so dried out and brittle.
Eventually the hall looks to open up into a larger, yet empty room up ahead.

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Gurk scouting SOP please? :)

Gurk the Goblin |

Agreed.
Kicking a few of the bones upon finding nothing of worth, Gurk moves ahead once more, hoping for better luck ahead.
Stealth: 1d20 + 15 ⇒ (19) + 15 = 34
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Whelp. Gurk probably doesn't even see his own feet with those rolls. :p

GM Dak |

Gurk moves into the next room as he starts to see a light from a further northern passage into another room. However, this new development distracts him as he trips over a wire and a bell rings out. If people didn't know you were here already and they were close by they would definitely know now. Squeezing up against the wall Gurk does his best to stay hidden after the ringing bell. Waiting though, no one seems to come and check on the noise.
Gurk can see in the next room a hooded lantern sits on the lip of a fountain in the west wall. A tinkling rill of water runs from a demon-shaped mouth on the wall into the fountain. A bedroll and several bags of rations sit on the floor just to the north of the fountain. Past the room, the hall continues further north.

Amelexis Dusk |

Lexi moves forward, mindful of the tripwire alarm Gurk triggered. She presses herself again a wall, leaving the corner spot near the north passage for Verris or anyone else who might want to snipe if there are any guards ahead.

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Bixby scowls at the noise ahead.
"I do not know if he is inept, purposely alerting the enemy to our presence, or making noise just because he thinks it's funny. Regardless, we need to reconsider our scouting," Bixby says sourly, trying to overlook the times Gurk had been semi-useful.
The gnome scowls at the thought.
So--I seem to have become lost on the map. I think I'd posted without being able to move my icons, and now that I had a chance to log onto the map, I can't see anyone or where we went! Could you move me up with the rest of the group please?!

Gurk the Goblin |

His eyes latching onto the bags of longshank food, Gurk starts forward to the next room, then remembers himself and slinks along the wall, careful of more trapsies.
Stealth: 1d20 + 14 ⇒ (14) + 14 = 28
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Adistan Temmer |

Temmer shakes his head.
"Calm, Copperpot," he whispers. "You may be right, but Master Gurk has been helpful more often than not, and the risk he's taking by going first should be respected."
He continues ahead of most of the others, alert for any attacks, after taking a few moments to check out the rill and demon mouth.
Stealth: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Verris "Eagle Eye" Gerdin |

Verris freezes as she hears the bell ringing, listening intently for any shouts of warning or sounds of battle. As no sound is forecoming she returns her gaze to the rear of the group, taking back up her role as rear-guard and moving with the rest of the party.

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Davor searches the hall and the side rooms along the way, as well as the fountain and the room full of rubble, and keeps moving forward. stopping at the stairs with the red arrow
Perception, Guidance: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29

GM Dak |

The group continues to advance up the hallway. Gurk luckily doesn't spring anymore traps. There isn't a whole lot of interest along the way. If there had been riches here they have already been removed. Eventually he comes to a small room the splits off to the west. The eastern wall of this room is buried under an ancient pile of rubble. Sitting near the entrance is a wooden crate and a dull gray amphora.

Amelexis Dusk |

Lexi follows along, her crossbow ever ready to fire a bolt at anything hostile. When she reaches the eastern passage, she moves a bit past it, throwing a quick glimpse up the northern tunnel for foes or objects of interest.
Amelexis Dusk Perception Check: 1d20 ⇒ 8

Gurk the Goblin |

Easing up to the box, Gurk carefully checks it for nasty traps before opening it up to look inside.
Check Traps: 1d20 + 7 ⇒ (17) + 7 = 24
Disable Device: 1d20 + 12 ⇒ (3) + 12 = 15

GM Dak |

Not finding any traps Gurk opens the crate after setting the amphora on the ground nearby. Buried in the straw of the crate is a bronze statuette depicting a rune giant in full battle regalia worth 300 gp. The amphora is worth 35 gp, but also holds 486 gp worth of ancient Thassilonian coins (98 coins in all).

Gurk the Goblin |

"Maybe shiny?" Gurk states, holding up some of the coins for the others to see. They looked similar to his other shinies, but not as shiny.

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Davor stashes the bronze statue in his backpack and hands over the amphora to Temmer. Loot sheet updated
"Hmm.. heavy shinies... let's continue!"

GM Dak |

Gurk continues scouting ahead with the group following him until he reaches the stairs, as he turns to corner and start to head down. Unlike most of the rest of this place, there is a lit torch in the wall sconce hallway down the stairs.

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Bixby finds himself grateful he can see Gurk opening the box.
There's no telling what he would pocket without strict oversight--
Bixby finds himself drawn to the Thassilonian relics and handles the coins before the group moves on.

Adistan Temmer |

"A torch here means someone else likely needs it to see," Temmer warns the others. "Which means there's likely someone else nearby, if the alarm didn't send them scurrying. Keep a weather eye out."

Amelexis Dusk |

"Aye-aye, Cap...er, Adistan," Lexi replies quietly, creeping warily up the north passage in Gurk's wake.
Amelexis Perception Check: 1d20 ⇒ 10

Verris "Eagle Eye" Gerdin |

Verris nods at Adistan's words, keeping an eye, and ear, out for any incoming enemies.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

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"Gurk: can you sneak up the stairs and look for traps? come back to let us know if you see anyone!"

Gurk the Goblin |

Heading up the stairs, Gurk quietly searches ahead once more.
Stealth: 1d20 + 14 ⇒ (10) + 14 = 24
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

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Bixby's illusion taps its foot impatiently as they wait for Gurk to return.
I think I'd mentioned this to the GM via PM, but I'd like to remind I'm using the relic's Major Image 1/day to cast my Effortless Trickery illusion, meaning it can now make sound, etc.

GM Dak |

Gurk slinks off [u]down[/u] the stairs.
1d20 + 8 ⇒ (7) + 8 = 15
Updated the map for Gurk

Gurk the Goblin |

Another ratshank, Gurk thinks, a bit disappointed that it was not an actual rat. Easing back up the stairway, Gurk informs his longshanks, "Ratshank waiting for longshanks. Looks like another stabby shank."
Stealth: 1d20 + 14 ⇒ (16) + 14 = 30

Adistan Temmer |

Temmer grinds his teeth in frustration.
"If we go down with lights, she'll know we're here. I hate to suggest it, and shouldn't want to seem cowardly, but it might make more sense to send those who can see in the dark ahead," he suggests.

Verris "Eagle Eye" Gerdin |

Verris listens to Adistan's idea and nods but then frowns. "Can were-rats see in the dark?" She turns to Lexi, sure the woman would have some input with her encyclopaedic knowledge.

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"I can see in the dark, but if they can already see--it may not be wise to separate us. They may end up ambushing just a few of us. Or, this could be an endless labyrinth of shifting tunnels, in which case we will all starve to death--" he trails off.

Amelexis Dusk |

Lexi quietly answers Verris's question about wererats and then stands silently as the others discuss attack plans. "Maybe I should be near the front when we attack," she suggests in a whisper. "I'll take a shot at her with my crossbow while I have a clear shot, and then hang back and help out where I can."

Verris "Eagle Eye" Gerdin |

Verris nods at Lexi's suggestion. "Could have the ranged folk shoot first then have the rest join in. Weakens the enemy and gives us a better shot at the same time. Seems like a win-win situation if we can pull it off before it attacks us. Think ye should keep the light on though Adistan. If ye stay behind and come in once we fire our first shot it won't make a difference if yer easier to spot. Tryin' to fight when ye can't see ain't easy."

GM Dak |

With a plan devised the group sets to action. Heading down the stairs you all get ready to attack.
Gurk and anyone else you are welcome to make a stealth check if you want to try and advance un-noticed. Just keep in mind the wererat is watching the stairs and the stairs are lit so you are going to have a really difficult time. Otherwise go ahead and take a surprise round (one move or one standard action)

Gurk the Goblin |

Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
XD the one time he needs an overly high roll.
If it works, though, he'll move to having 5ft between him and the wererat.

Verris "Eagle Eye" Gerdin |

Verris nocks one of her silver arrows, trying to move stealthily around the corner and firing at the creature.
Stealth: 1d20 + 3 ⇒ (17) + 3 = 20
Attack(Longbow): 1d20 + 7 ⇒ (15) + 7 = 22
Damage(Longbow): 1d8 + 1 - 1 ⇒ (2) + 1 - 1 = 2

Amelexis Dusk |

Lexi tries to be sneaky like Gurk...and finds herself lacking in the stealth department. When the wererat notices them, the young aasimar realizes the jig is up. She also realizes that she sees four more Tower Girls deeper inside the room, so she warns her friends that it's an ambush.
Amelexis Dusk Stealth Check: 1d20 + 6 ⇒ (6) + 6 = 12
Move action and free action for the surprise round.

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Davor goes up the stairs double move

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So confused... who are the foes upstairs? move me back to where I should be please. :P I'm not really getting the Roll20 approach... I've grown too used to Google Slides and seeing the big picture... :P