5. Viper (Jaggadash) Goblin Lair

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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Thu Oct 25, 2012 12:48 pm

Tret, a cursory check of the walls, by the light available from Soldath's staff, reveals nothing that would indicate a secret door. As to the contents of the backpack...

Let's see. You find two burlap sacks, both empty, an empty waterskin, a week's trail rations, and a bottle labeled "Bugman'sSpecial Brew XXX."

While I've been a stickler for the rules so far, there is NO WAY these two actions took one turn. Would you like to spend the rest of this turn advancing down the hallway?
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 25, 2012 4:25 pm

Tret, rogue

Tret transfers the backpack in whole to his own pack (if possible, if not, he will just take the wineskin and rations). He will look at the bottle an say, Soldath, do you think this is magical or merely alcoholic?

OOC: Items added to character sheet
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby badams30 » Thu Oct 25, 2012 5:15 pm

Athelstan - Fighter

Athelstan will fall back into marching order and await our advance, all the while cautiously eyeing the direction the noise is coming from.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby Spanningtree » Thu Oct 25, 2012 9:22 pm

Soldath - Mage

Soldath will take the container and sniff it... followed by a little taste. Unless he feels something he'll say: I'm not sure Tret but I would err on the side of the benign. I was never very good at alchemy.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Fri Oct 26, 2012 4:05 pm

Day 14, Moldain, Thaumont 14th, Viper goblin (Jaggadash) lair, after midnight, Turn 6

You've been ducking and skulking through the halls of the Viper goblins for almost an hour, so you take some time to rest. As you sit, or lean, or do whatever you need to do to get comfortable, your fatigue hits you full force. You've ridden hard across the moors through the rain. You're soaked; some of you are still wounded; and now you're keeping company with Redblade goblins. There's been no sign of any Viper goblins since you've arrived, either. All you hear now is that noise coming from down the hallway. Sometimes it moans, sometimes it taps, sometimes it goes silent for a few minutes.

But it always returns.

Tret removes the contents from the backpack, folds it up, and then places everything into his pack. Soldath, while still exhausted as the rest of you, feels for a fleeting moment that he could take on all the tribes of the Dymrak forest with both hands over his mouth. It must be the special brew.

The goblins sit on the floor, talking to themselves in their crude tongue. One of them produces a pair of dice, and the two start playing some sort of game. Occasionally, one will curse and shove as the other falls over laughing.

As you blink your eyes to stay awake, you realize that if you don't get moving now, you might wake up to find yourselves prisoners, or dead! Pulling yourselves to your feet, you shoulder your packs and move on...
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 » Fri Oct 26, 2012 4:07 pm

What day is it again?, Viper goblin (Jaggadash) lair, you've lost track of time, Turn 7

You make your way down the hall, and soon come to the intersection that Athelstan described earlier. Straight ahead, the path continues. To your left is a door. Beyond the door, you hear tap...tap tap.

Image

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 » Fri Oct 26, 2012 4:54 pm

Athelstan - Fighter

"By all means, let's investigate this tapping. It's driving me mad." Athelstan is at the back, but anxious to get the party going.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby greyarea » Fri Oct 26, 2012 5:56 pm

Tret, rogue

Tret checks the door for traps, which he will remove if he discovers them. He also investigates the lock. Does it appear to be locked? If so, does it appear to be pickable? If so, he attempts ot pick the lock.

He also listens at the door to see if he can hear anything other than the tap tap tapping.
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby kipper » Fri Oct 26, 2012 6:12 pm

Renardius (Cleric)

"If all the goblins are gone, could be a prisoner they left behind."
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Re: 5. Viper (Jaggadash) Goblin Lair

Postby tumblingdice » Sat Oct 27, 2012 11:03 pm

Viper goblin (Jaggadash) lair, Turn 8

Tap...tap tap.

Tret approaches the door. It's solid wood, damp to the touch. It hangs on iron hinges, orange rust visible by the light of Soldath's staff. A lock in similar condition rests a little lower than waist height for a human.

Tap...tap tap.

No traps that he can see.

The thief (or lightly armored adventurer) produces a needle, crouches down, and starts to pick the lock. You can hear the crunch of pebbles underfoot as he shifts about on the dirt floor. The two goblins forget themselves for a moment and lean forward to watch Tret at work, despite any angry looks from Athelstan and Renardius.

You hear a noise. Not so much a click, but the sound of rusty metal grinding against rusty metal. Success?

The tapping stops.

Actions?
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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