
Baskah |

Baskah is Defend, morningstar and shield in hand; Mesce is Scouting, Perception +3. I would say Mesce is in front of/next to Baskah, but the two of them are likely *not* in the frontline. If we have a frontliner, happy to be just behind them.
The problem with using Mesce as a true scout is that Baskah and Mesce share the one pool of HP so I can’t just send him off to be disposable…Though Mesce would likely say this is a feature and not a bug. In halting Necril…

Grandpa Gobbs |

Blinking his Rheumy blue eyes in a seemingly startled manner, the old wrinkled sour-faced goblin smiles!
...why am I suddenly in some...is this a dungeon? Son of a sabertooth tiger, a real dark, dank, dreary, desolate, dispairingly delicious dungeon!
Leaning heavily on an apparent walking staff, the immensely old goblin begins to look about his new surroundings. Blue eyes finding the weird looking long shanks and his totally undead hooded companion, the venerable goblin leans a bit more on his walking staff.
So. Come 'round here much?
Grandpa Gobbs smiles weakly.
Exploration mode Search
@Baskah Search is Perception Scout is Initiative

Sarmenti |

Clad in mildewed red cloth, which shows nothing of his face, the Jester giggles seemingly without end. He holds a chipped sickle with blood dried to the edge. As he wanders aimlessly through this dark dungeon ominous chords follow his every move.
I'm good with wherever, just not frontline.
Logically the exploration action is avoid notice, but we're going with repeat a spell, musical accompaniment. I guess the GM gets to choose the music I create lol.

Baskah |

@Gobbo: Yep, I know, but absent any other factor, Perception is still what will likely be used for Mesce’s Initiative. And at +1. I essentially am just putting the Exploration mode Activity, and then providing my Perception bonus to be helpful. If he is using Stealth, then I’ll change it to Stealth…For what it’s worth, I’m all for using Acrobatics for Initiative if you are …hanging from the chandeliers, or Survival (instead of Stealth) if you are hidden in a self-assembled pile of detritus or natural debris…

Baskah |

Baskah favors the goblin with a frown until her realises the short being is being…nice. Holding an averring hand out to keep Mesce from looming in protectively.
”No…never here before.”
Am I right in assuming for this test run we have a nominal amount of familiarity with each other to have arrived here together?

djdust |

In the game proper you will be a 'delving company', one of several in the city, adventurers for hire paid to explore the four dungeons. More exposition to come when we start the game. For now, don't sweat it.
This is also so.ewhat a tutorial, as the gameplay is slightly altered here. So, there are two area types: Hallways and Rooms. Right now, you are in a Hallway and in Exploration mode. In both Hallways and Rooms, you may encounter Curios, Traps, or Treasue, which can be interacted with. There can also be Encounters. Curios can be simply interacted with, or Cleansed using specific spells or items. If Interacted with there is a chance for a positive boon or negative effect (usually stress related). If Cleansed, you are gauranteeing a positive boon.
Here we have our first Curio.
In the hallway before you lies a Sack.
Only one person can Interact with a Curio. Who wants to check out the sack?

Grandpa Gobbs |

Grandpa Gobbs makes a hurumph noise at the response by the weird looking long shanks. Turning his rhemy blue eyes down the strange hall to notice a even stranger sack lying lazily about on the hall floor.
Dat would need a trap.
Not moving a muscle closer to the suspicious thing, the Magus snaps his fingers!
Ignition
Fire! Burn the sack!: 1d20 + 6 ⇒ (20) + 6 = 262d4 ⇒ (2, 1) = 3

djdust |

Gobbs burns away the sack revealing its contents:
1d20 ⇒ 4
1d20 ⇒ 14
1d6 ⇒ 5
1d100 ⇒ 89
1d4 ⇒ 1
The sack's contents are yours!
1x pair of Simple Manacles, 1x Tiger's Eye worth 5sp
But now you have no sack.
Further down the hall there are two choices. First you come across a short hallway to the west, and then a short hallway to the east, both ending in doors.

Grandpa Gobbs |

Grandpa Gobbs walks suspiciously to the now uncensored goods lying on the dungeon floor. His rhemy blue eyes stare at the coins, manacles and Tiger's Eye....
Any ov you youngsters bees gots a sack?
The goblin turns to look at the Jester, as he is seen flipping a coin.
Dat bees looking familiar.
He points to the freshly found funds.

Baskah |

”Sackless” intones Baskah, shouldering his pack to say “I have a back, a backpack, but no sack”.
Baskah bends to pick up the manacles and the gem. [Gobbo: there are no coins, just a gem…]
”Anyone particularly need manacles? The gem we keep for party funds.”

Mêsce |

”Sthkelem kurè eskai gorthste kù…hilagh koṟ stukh…. Mesce offers, the sussurus-like soughing sounds coming almost from too deep within the hood.

Baskah |

”Naii avite heck clungn!” Baskah asserts somewhat angrily back in the dark tongue. He turns to Gobbs.
”My apologies, revered one. My friend asks that you not burn any more inanimate things…”

Grandpa Gobbs |

Grandpa Gobbs rubs his rhemy blue eyes at Baskah's inner monologue of there not being 5sp sitting politely on the dungeon floor.
The venerable goblin leans on his walking staff as his rhemy blue eyes follow the conversation between the weird looking long shanks and his freaky (in a cool way) skeleton partner. The old goblin's mouth seems to be moving along with their conversation.
He grins.
Mees memory bees nots too guud Des days. Better write Dat down.
He doesn't understand Necril, but he wants you to think he does..lol.

Grandpa Gobbs |

The wrinkled sour-faced goblin smiles weakly at the skeleton as he picks up the 5sp, absently places them in a pocket and casually side steps around him to edge towards the East door...

Grandpa Gobbs |

Grandpa Gobbs turns his nervous, suspicious, rhemy blue eyes to glance at the weird jester chuckling as he picks at Peter's peppers....
Dat bees how's Mees lost Mees hearing. Boom! Books!
The venerable goblin leans on his walking staff and waits....

Thoxl |

Some backtracking
Exploration mode: Defend
Thoxl has no sack, but has a backpack in which to put loot
Thoxl is a Lizardfolk, wearing studded leather armor emblazoned with the holy symbol of Isis. His shield is almost always raised.

Grandpa Gobbs |

A disappointed arched bushy eyebrow raises as they wait for an explosion.
Mayhaps you bees trays anutter one?
A bit more disappointment suffused his wrinkled face when another few minutes pass and nothing happens but his socks falling down.
Grandpa Gobbs then turns his rhemy blue eyes back behind their current position.
Dat door down dere won't be opening itself will it!?
Grumpily stomping off back into the main hall, the mumbling venerable goblin begins to approach the western door.
Durn youngsters! Bees no respect fer da elders! Bees need'n ta do stuffs meself!
The grumpy old goblin appears ready to open said door....
Exploration mode Search

Sarmenti |

The Jester smiles at Gramps and in a sing-song voice,
"I wish I was a little bee,
With whiskers on my tummy,
I'd fly into a honey pot,
And make my tummy gummy."
He follows the goblin.

Grandpa Gobbs |

The old, venerable goblin leans heavily on his walking staff. Breathing a bit hot, the Magus's rhemy blue eyes regard the still closed door with a bit of envy....
Bees gots better bones den any Bard.
He winks.

djdust |

As you approach the western door back out in the hallway, a strange thing occurs. A gasping and wailing face and hands appear in the masonry of the walls as black whisky tendrils grasp out at Gobbs, Mêsce, and Baskah.
Gobbs Will: 1d20 + 4 ⇒ (13) + 4 = 17
Mêsce Will: 1d20 + 5 ⇒ (18) + 5 = 23
Baskah Will: 1d20 + 5 ⇒ (1) + 5 = 6
Both Gobbs and Baskah become Frightened. The undead Mêsce seems undeterred.
Baskah-Frightened 1+Scout: 1d20 + 3 - 1 + 1 ⇒ (6) + 3 - 1 + 1 = 9
Gobbs-Frightened 1+Scout: 1d20 + 2 - 1 + 1 ⇒ (8) + 2 - 1 + 1 = 10
Mêsce+Scout: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Sarmenti+Scout: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Thoxl+Scout: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Entombed Spirit: 1d20 + 11 ⇒ (13) + 11 = 24
The black tendrils grab out at Gobbs and Mêsce.
Grapple: Athletics vs Gobbs Fort DC 16-Frightened 1: 1d20 + 14 ⇒ (14) + 14 = 28 Crit Success!
Grapple: Athletics vs Mêsce Fort DC 17: 1d20 + 14 ⇒ (5) + 14 = 19 Success!
Squeeze Gobbs: 1d10 + 4 ⇒ (3) + 4 = 7
Squeeze Mêsce: 1d10 + 4 ⇒ (9) + 4 = 13
The tendrils wrap around Gobbs while they grab at Mêsce, both get squeezed tightly, bones snapping under the strain. Unfortunately, Baskah feels it too.
Round 1: Bold May Act
Entombed Spirit
Thoxl
Sarmenti
Gobbs (7dmg, Frightened 1, Restrained)
Baskah (13dmg, Frightened 1)
Mêsce (13dmg, Grabbed)
This is a Haunt. If you are Trained, you can use Occultism, Athletics, or Diplomacy to disable the haunt. Or you can try attacking it. The haunt exists in the wall square directly north of Gobbs. Gobbs and Baskah are Frightened 1 for the duration of the haunt.
Roll20 updated!

Baskah |

Baskah yowls as he feels the squeeze put on Mesce. Screaming out, Baskah calls to the creature in common and Necril to release his allies.
◆ ◆ Act Together ◆ Diplomacy
”Hai ket vul; bresk go blukt terr! Let them go, we are friends to this place”
Diplomacy: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19

Mêsce |

Mesce holds his actions, held as he is, awaiting the results of his master’s imprecations to the foul clawed thing…
◇ Delay
Essentially, if the haunt isn’t “resolved” after all the other party members act, Mesce will act so as to not lose his two Actions.

Sarmenti |

Occultism: 1d20 + 4 ⇒ (12) + 4 = 16
Sarmenti lulls the spirit to rest with a soothing tune, appropriate to its interests.
On mobile so if I need to move Grandpa is responsible for me.

Grandpa Gobbs |

Grandpa Gobbs screams! His still voice begins echoing, bouncing, vibrating off the walls, ceiling and floor!
Git it off! It hurts us! It burns us! Darnations and damnation!
The screaming Magus Charges his Spell strike and begins whacking the tight tendrils!
Melee(T) Old Man's Walking Stick, 2h, spell strike, frightened, restrained: 1d20 + 6 - 1 - 2 ⇒ (16) + 6 - 1 - 2 = 191d8 + 3 + 2d6 - 1 ⇒ (8) + 3 + (4, 1) - 1 = 15 B Traits: Agile or parry, reach, and trip 2H1d8

Mêsce |

Seeing as the excitable small humanoid seems hell bent on resolving the pressing press immediately, Mesce follows suit…rending with a swipe and biting for good measure…
◆ Strike (claw) ◆ Strike (bite)
Shikk!!!: 1d20 + 4 ⇒ (12) + 4 = 16
Sliss!!!: 1d8 + 2 ⇒ (3) + 2 = 5 [Slashing]
Munch!!!: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Ksss!!!: 1d6 + 2 ⇒ (4) + 2 = 6 [Piercing]

djdust |

Baskah appeals to the entombed spirit's ethos, and the tendrils' grips loosen a bit. Success!
Thoxl tries to push the face back into the wall, but fails to find leverage. Failure!
He then tries to patch up Gobbs mid fight! But it's hard to get a band-aid on through all those tentalces. [/ooc]Fail![/ooc]
Sarmenti tries to soothe the spirit with music, but hits a flat note. Failure!
Gobbs tries brute force, and smacks the face on the wall in the nose. The wall cracks a little. Hit!
Oops, you can't Attack while Restrained, only Escape against Athletics DC.
Gobbs tries to pry himself out of the tendrils to no avail. Failure!
The summoned Mêsce claws the wall, but fails to hurt it. Hit on Claw, but not enough dmg to get through Hardness.
The haunted wall continues to put the squeeze on Gobbs and Mêsce.
Grapple: Athletics vs Gobbs Fort DC 16-Frightened 1: 1d20 + 14 ⇒ (18) + 14 = 32 Crit Succes! Remain Restrained
Grapple: Athletics vs Mêsce Fort DC 17: 1d20 + 14 ⇒ (6) + 14 = 20 Success! Remain Grabbed
Squeeze Gobbs: 1d10 + 4 ⇒ (7) + 4 = 11
Squeeze Mêsce: 1d10 + 4 ⇒ (1) + 4 = 5
Bones crush, organs burst. Gobbs is barely holding on.
Round 2: Bold May Act
Entombed Spirit (1 Success)
Thoxl
Sarmenti
Gobbs (18dmg, Frightened 1, Restrained)
Baskah (18dmg, Frightened 1)
Mêsce (18dmg, Grabbed)
All may act!

Grandpa Gobbs |

Grandpa Gobbs will get that Restraining Order cancelled!
Athletics(T) to Escape! Frightened: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
The weeping venerable goblin Glares Intimidatingly at it!
Intimidation(T) to Demoralize: 1d20 + 5 ⇒ (5) + 5 = 10
The frustrated Magus decides to cast Shield!
Unless initial Action was a Success? Then he Strides away!

Baskah |

Baskah yells loudly in a mix of pain and anger, trying very hard to master the situation.
”Tepshk zik: Hai ket vul; ger gezh: bresk go blukt terr! Honored wall, Let them go; I repeat: we are friends to this place!”
◆ ◆ Act Together ◆ Diplomacy use
Diplomacy: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17

Mêsce |

Mesce also tries to reason with the wallclaw, even as he struggles to free himself…
”Je kol! Voss be gerr! I relent, release me!”
◆ Diplomacy use ◆ Athletics use
Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22
Athletics: 1d20 + 5 ⇒ (10) + 5 = 15

djdust |

Mêsce speaks to the entombed spirit, restless dead to restless dead, a real unbeating heart to unbeating heart, and the spirit releases its hold, retreating back into the masonry in which it is entombed. Success!
2 Successes! The Haunt is Disabled, but not Destroyed.
Has the appearance of the clawed wall Haunt had a Sanity impact?
Going into this, I didn't include it in the Sanity Rules, but I have made a note to make that amendment for the real game. Haunts will have the same impact as encountering Undead.

Thoxl |

Thoxl will Treat Wounds on Gobbs and Baskah.
Medicine: 1d20 + 6 ⇒ (15) + 6 = 211d20 + 6 ⇒ (18) + 6 = 24
Gobbs heals: 2d8 ⇒ (5, 5) = 10
Baskah/Mesce heals: 2d8 ⇒ (7, 8) = 15
Now that we have time, is there a way to destroy the Haunt?

Sarmenti |

"Hehehehe." Sarmenti moves to the next door and opens it with flair.
Not 100% sure where we are I thought we were at the eastern room which has a southern door but we were placed at the western door.

Baskah |

Unsure of what the difference between Disabled and Destroyed is vis a vis Haunts. Does this mean we are safe now but could be in danger if we return this way?