5. Viper (Jaggadash) Goblin Lair

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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Wed Oct 17, 2012 11:32 am

Day 14, Moldain, Thaumont 14th, Viper goblin (Jaggadash) lair, after midnight, Turn 3

Tret, you put your bow down and approach with care as the rest of you watch and stay alert and the goblins whisper back and forth.

The door has a crude wooden handle, and appears to open out into the hallway. There's a lock, but there's also a key in the lock. Stupid Jaggadash!

Nothing looks to be suspicious or dangerous.

Actions?
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby badams30 » Wed Oct 17, 2012 12:02 pm

Athelstan - Fighter

Athelstan says quietly to Tret, "Be vigilant. Something doesn't seem right here."

Athelstan looks about, listening. He expects these goblins to be out in force to defend their home, and their absence concerns him.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby greyarea » Wed Oct 17, 2012 1:39 pm

Tret, rogue

Be ready for bear, says the thief as he winks and unlocks the door with the key.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Wed Oct 17, 2012 1:59 pm

greyarea wrote:Tret, rogue

Be ready for bear, says the thief as he winks and unlocks the door with the key.

I think you left the bear back at Misha's Ferry, Tret, along with your clean trousers. ;)
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Thu Oct 18, 2012 3:30 pm

Day 14, Moldain, Thaumont 14th, Viper goblin (Jaggadash) lair, after midnight, Turn 4

Man, how time doesn't fly when you're in the dungeon! ;)

Tret unlocks the door, then pulls it open. By the light of Soldath's staff, you see a small room that appears to be storage. Boxes, barrels, burlap sacks, nothing much of interest or value...

...except, some things right up front, close to the door. You see a backpack, three war hammers, and a suit of banded armor fit for a goblin. Or maybe a dwarf.

Image

The room disappears around a corner to the right.

Actions?

Note: edited to include map, along with minor change of room description.
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby greyarea » Thu Oct 18, 2012 3:57 pm

Tret, rogue

Looks like it might be the gear of a prisoner, says Tret, motioning at the armor, backpack and hammers. Someone watch the hall.

Tret carefully checks the area for traps, including the backpack, and then searches the room as quickly and thoroughly as he can.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby badams30 » Thu Oct 18, 2012 5:08 pm

Athelstan - Fighter

Athelstan stands on guard in the hall, watching for any potential ambush. He'll also frequently glance at our goblin allies to make sure they aren't doing anything stupid.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby Spanningtree » Fri Oct 19, 2012 12:14 am

Soldath - Mage

No guard, key in lock.... seems a bit out of place.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Fri Oct 19, 2012 1:10 pm

As Tret is searching the storeroom (results posted in next turn) and the rest of you are standing watch, you hear something down the hall. It sounds like a (demi?)human(oid?) voice.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby badams30 » Fri Oct 19, 2012 1:22 pm

Athelstan - Fighter

Athelstan listens intently, slowly moving toward the sound of the voice, sword drawn.
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