Jyps
The six of you are huddled in front of the drawbridge that leads to Castle Grimace.

Now, “ Castle ” is a generous term here.

More accurate words could be used to describe it, such as wreckage, ruins, or simply... dump.
In fact, the building appears to have survived its own demolition.
For starters, the drawbridge is in shambles!
It is lowered down, sure, but the end point has collapsed! And the whole thing really doesn’t bring the word “sturdy” to mind.

With the collapsed part, there is a 10-ft gap between you and the remaining part of the bridge.
Of course, there is a mote below. And the water must be freezing cold.
Besides the cold, you think you saw a couple of nasty leeches swimming there… Some leeches have medicinal benefits, others are a fine delicacy. Not these ones, though. They're the bad type.

 
 Spoiler: Swim or Jump 

You can swim across the mote, no skill check is necessary.
But you'll suffer 1 point of cold damage and deal with the leech.

Jumping across would be an automatic success  if  the landing area was ok.
But it is falling apart, so you'll need to pass an acrobatic check, DC 10, to land safely.
A failure equals a big splash into the water, suffering 2 points of cold damage.

 Note:  I wrote this beforehand and didn't take into account someone bringing a Harengon to the game.
I'm not familiar with their jumping power, please talk me through it.
 


On the plus side, you got a donkey and a cart!
This will prove useful to haul treasure (granted you find any).
On the road, a nice old man gave you the cart and donkey.
Although.. Maybe he didn’t really mean to?
Ok, what happened was.. This nice old man was traveling on the road, then he saw your party. With a loud scream, he dropped everything and bolted running away as far as he could.
In these strange lands, people have unusual ways… Maybe this is how people offer gifts? Just scream, run, and leave behind a nice cart and donkey.
Or maybe the old timer was  afraid  of goblins.
In any case, you can always return the cart afterwards, right? No harm, no foul.

 
 Spoiler: time and weather 
It is late afternoon, the day is cold and cloudy. A light drizzle is falling.
The donkey looks happy and well-fed.
 
Talivan
Gobbert look at the bridge remains and with a smile he tell the group   C'mon Gobs we should be fine, I bet you 1 gold who can jump fartest  , and proceeds to jump over the bridge:

 
 Spoiler: Acrobatics Check 

 (1d20+3)[ 12 ] 
 


Gobbert Pass the bridge remains with an acrobatic jump with some effort, but he did the recovery and landed in one foot with wide open arms:   "Tadaaa!!"  ,   That was close...  
Darius Vibrtrar
 
 Spoiler: jumping power 

Rabbit Hop. As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 


The Commodore looks at the gap, mentally measuring it and nods.
 
"I've got pew, and will help pick off leeches of who ever will bring the donkey through the moat."
 

The medium sized harengon picks up the small goblin cleric, allowing them to attach themselves to his back pack.
 
"Just like old time eh?" 

He then does several practice thumps with his left foot before springing across the gap and landing without effort, and setting the cleric down.
JNAProductions
Lilith incants a quick spell, aiding her leap. And, with as much prep as she can reasonably do done, she leaps!

 
 Spoiler: OOC 
 (1d20+1)[ 3 ]  Acrobatics
 (1d4)[ 2 ]   Guidance 
 


She makes it! And immediately tumbles backwards, dropping into the frigid water. Her teeth chatter and she splashes for the shore, dragging herself up.  "I do NOT recommend that! It's cold!" 
AvatarVecna
Miik goes for a careful jump and...

 
 Spoiler 
Acrobatics:  (1d20+2)[ 6 ] 
 


...plunges into the freezing waters, much to his embarrassment!

"No worries. Ain't my first dunk in the drink, won't be my last." He cackles quietly to himself as he follows Lilith onto dry land.
agignac
Pew holds tight to the Commodore, and cries out,   "Wheeee!"   as they sail effortlessly over the gap. They scramble off and go to help their less fortunate cousins out of the moat.   "Come on, you can do it, here, take my hand!"  

That left Trazz on the other side.   "Give that donkey a whack, Trazz!"   Pew stands on the other side, grinning in what they thought was a welcoming manner, and called out,   "Here, donkey donkey donkey!"  
  animal handling  - (1d20+3)[ 19 ] 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  12/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

"Time to go," Trazz says to the donkey before attempting to leap over the moat.

 
 Spoiler 
Acrobatics check:  (1d20+5)[ 19 ] 
 
Jyps
Against his better judgement, the donkey jumps over.

You find a nice little spot to tie him up, safe from the rain that might come. And you find a bunch of hay straw at the cart, that he gladly eats.

~ ~ ~ ~ ~ ~ ~

Now the party moves over to the doors of the castle.

You stand in front of gigantic wooden doors built into a stone frame shaped like a mouth with sharp teeth.
Above the doors, there is an ugly sculped stone nose and, higher up, two arrow slits shaped in a way to resemble a pair of menacing eyes.

The doors are unlocked, and it is easy to enter.

The first room is a rather small dusty vestibule with no remarkable features.
Except, of course, for the skeletal remains of somebody lying in the center of the room.

The skeleton has a bag, and the bony hands wear an interesting ring.

 
 Spoiler: Gobbert 
Watch out! You notice there is a pressure plate on the floor, where the skeleton lies.
At the walls, you notice two opposing slits from which you imagine something could slide violently.
 
Darius Vibrtrar
The Commodore looks at the skeleton and begins looking around the room for possible traps that could have killed this individual. And works towards possibly disarming any traps.

 "I dont like the look of this" 
 (1d20+3)[ 13 ]  Perception [14 with +1 from Guidance]
 (1d20+7)[ 25 ]  Thieves Tools
agignac
Pew slaps the Commodore on the back, saying,   "Hoar help you!"   They then hurry over to the skeleton, wondering how it died. They examine the body carefully, hoping to gain some clues about their current situation. Pew also says,   "Hoar old buddy, any magic in here?"  
 
 Spoiler 

Casting guidance on Commodore, and then detect magic
  medicine  - (1d20+5)[ 19 ] 
 
Talivan
  Watch out gobs, don't step on the skeleton's plate!!!  , he shout to the two rushing for the sheleton.
JNAProductions
 "What plate?"  Lilith asks, but does stand back. She trusts her family.
Jyps
With magical aid from Pew, it’s easy for Commodore to remove the pressure plate and cut the wires. With a loud clunking sound, two sharp blades appear harmlessly from the slits on the wall.

The vestibule is now safe to walk around. Across the room, opposite from the entrance, there are stairs leading down to a dark corridor. It’s pitch black down there!

You don’t find any other set of stairs or passages leading upwards.

 
 Spoiler: Pew 
Pew
It seems to be the skeleton of a halfling. Good chance they didn’t die of natural causes!
They have a normal, regular, mundane bag. And the ring has a strong magical aura.
 
agignac
Pew takes the bag and tosses it to Miik.   "Miik! Possible loot! Shouldn't be dangerous."  

They carefully remove the ring and examine it more closely, trying to tell what type of magic it contains.
Jyps
In the bag, Miik finds a fancy envelope containing a letter.
Nothing else of value.

The letter:

 “Dear Lord Grimace,

With great pleasure, we announce our daughter, Dryhza, will be married this Summer. It would honor us deeply if your lordship could attend the ceremony.
It has been far too long since we last enjoyed your company and we crave to hear more of your scientific experiments.

Your loyal friend,
Lord Ruzmull

P.S. The egg you sent us didn’t hatch. What should we do?” 
 
 Spoiler: Pew and the ring 
Pew will need to fidget with the ring longer to understand its properties.
Please let me know if you wear it.
 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  12/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

"Just don't wear it until you figure out what it does," Trazz warns, pulling her bow ready in case of further danger before searching the room for a way forward.
Darius Vibrtrar
The Commodore looks around nervously as the trap is successfully disarmed and the skeleton is looted.

 "As it gets darker, I will need help seeing in the dark..." 

Hoppington begins looking through his burgurlers kit for any torches
AvatarVecna
 
 Originally Posted by Jyps 
 In the bag, Miik finds a fancy envelope containing a letter.
Nothing else of value.

The letter:

 “Dear Lord Grimace,

With great pleasure, we announce our daughter, Dryhza, will be married this Summer. It would honor us deeply if your lordship could attend the ceremony.
It has been far too long since we last enjoyed your company and we crave to hear more of your scientific experiments.

Your loyal friend,
Lord Ruzmull

P.S. The egg you sent us didn’t hatch. What should we do?” 
 
 Spoiler: Pew and the ring 
Pew will need to fidget with the ring longer to understand its properties.
Please let me know if you wear it.
 
 
 

Miik pockets the ring; he's already wearing one ring, a second would just be gaudy.
agignac
  "Hey! I'm not done with that!"   Pew grabs the ring out of Miik's pocket. They want to examine it more closely next time they have a sit down.

Picking up a fingerbone from the halfling's skeleton, Pew waves it around saying,   "Glowstick!"   The bone starts to glow like a torch. They hand it to the harengon, saying,   "I'll glow it up again when it goes dark. Now, scope out that spooky staircase, will ya?"  
Darius Vibrtrar
The Commodore visibly trembles as he takes the fingerbone, glowing in his hand. He slowly approached the stairs and gathered up some dust and cast it towards the stares, observing for anything that may give a clue to any traps or trips.

 (1d20+3)[ 8 ]  perception
 (1d20+7)[ 12 ]  thieves tools to disarm
Jyps
At the end of this long and dark corridor, you find a small humanoid figure sitting on a chair, arms crossed at chest height and the head leaning back, snoring in deep slumber.

The creature has scaly skin and a tail. Its head has two small horns and a crocodile-like jaw.
It wears a belt with a key ring and a tiny bell. Near it, at the wall, there is a spear. (His weapon of choice, probably).

Besides the creature, there is a closed door, leading to the next room.
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  12/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

"Don’t fret Mr. Rabbit,” Trazz says, “We’ll check it out together an’ if I see anything I’ll tell you.”

 
 Spoiler 
Perception check:  (1d20+6)[ 18 ] 
 
Darius Vibrtrar
Filled with dread, the prey like mentality causes adrenaline to rush through the Commodores blood stream as he puts a finger up to his lips. He will attempt to sneak down the hallway, and steal the spear of the guard to disarm him before the goblyns can engage him.

 (1d20+7)[ 23 ]  stealth
 (1d20+5)[ 14 ]  slieght of hand
JNAProductions
Lilith brings up the rear.
Jyps
With one swift motion, Commodore grabs the weapon.

The kobold guard remains fast asleep in his chair.
Darius Vibrtrar
Moving back to the group the Commodore motions to the goblins that he is leaving the next part up to them.

 "Unless he's got a scorpion on the end of a fishing pole, I think you guys can take him. Could even trade his life for those keys. 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  12/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

Trazz quietly pulls out the rope from her backpack and gently ties the kobold (she thinks she’s heard of these and that’s what they’re called) to the chair so it can’t move. Once she has done this, she’ll hold the kobold’s maw shut and wake it up.

She will whisper quietly enough that the others can’t hear her: “You are only alive because they would not like to see what I do to captured prey, so play nice or I’ll show them.”

 
 Spoiler 
If you need it, a dexterity / sleight of hand check:  (1d20+3)[ 6 ] 
 
Jyps
The tied-up Kobold squirms and struggles to no avail.

The tiny bell on his belt rings ever so softly, did anyone hear?

With his maw held shut, he stares at you with angry eyes.

 
 Spoiler: What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.

 What else is in this room?  A closed door.
 
Darius Vibrtrar
With the kobold tied up, the Commodore will take the ring of keys and look them over for one that will match the door.

 "I assume one of these will work, but we don't want to alert anyone on the other side that we don't know which key is which by randomly trying, sometimes keys are made with the same batch of metal as the lock, so you can guess which key will fit witch lock by metal colors.... let's see... hrm.... 

The Commodore will take his best guess at which key looks the most similar to the lock and try to open the door quietly.

 (1d20+7)[ 16 ]  stealth
Jyps
The dexterous Harengon finds the correct key with ease.

You walk into a room that seems to function as a mess hall.
There are tables, chairs, cabinets filled with assorted pots and pans.
In the far corner, a small brazier server as a stove.

Sitting at a table, there are four  Kobolds!  They were playing some sort of card game.
Copper pieces, cards, food and drink are scattered at the table.


When you arrive, they screech, ready to fight!

 
 Spoiler: The Kobolds 
These are the Kobolds:
One of them wears a nice pair of boots!
One of them has slimy green scales.
One of them is wearing a kitchen apron.
One of them is short and chubby.
 

 
 Spoiler: Initiative rolls: 
Nice boots Kobold:  (1d20+2)[ 6 ] 
Green and slimy Kobold:  (1d20+2)[ 14 ] 
Kitchen apron Kobold:  (1d20+2)[ 18 ] 
Chubby Kobold:  (1d20+2)[ 16 ] 
Gobbert:  (1d20+3)[ 22 ] 
Trazz:  (1d20+3)[ 17 ] 
Pew:  (1d20+2)[ 12 ] 
Lilth:  (1d20+1)[ 4 ] 
Miik:  (1d20+2)[ 4 ] 
Commodore:  (1d20+5)[ 19 ] 
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You went into the Mess Hall where there are enemy Kobolds.
 What else is in this room?  A small green door to the left. A large blue door straight ahead.
 
Darius Vibrtrar
The Commodore drops the glowing fingerbone and pulls out his shortbow, taking aim vs the Kobold with a kitchen apron.

 "I'm not on the menu" 
 (1d20+5)[ 23 ]  attack
 (1d6+3)[ 4 ]  damage
 (1d6)[ 6 ]  sneak attack if applicable for going first.
Jyps
" Yaaarrk! "

The apron kobold is hurt by the arrow attack! But still up and ready to fight.

 
 Spoiler: Round 1 - It's Gobbert's turn! 
     Character  
  Initiative  
  Conditions  
 
   Gobbert  
 22 
 - 
 
   Commodore Hoppington  
 19 
 - 
 
  Apron 
 18 
 hurt 
 
   Trazz  
 17 
 - 
 
  Chubby 
 16 
 - 
 
  Slimy 
 14 
 - 
 
   Pew  
 12 
 - 
 
  Nice Boots 
 6 
 - 
 
   Lilith  
 4 
 - 
 
   Miik  
 4 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You went into the Mess Hall where there are  enemy Kobolds! .
 What else is in this room?  A small green door to the left. A large blue door straight ahead.
 
Jyps
The kobold wearing the apron shouts something indistinguishable and kicks one of the lower cabinets open.
Quickly, a small skunk rushes out of it, running towards the party of goblin-heroes.


 
 Spoiler: Round 1 - It's Trazz's and Gobbert's turn! 
     Character  
  Initiative  
  Conditions  
 
   Gobbert  
 22 
 - 
 
   Commodore Hoppington  
 19 
 - 
 
  Apron 
 18 
 hurt 
 
   Trazz  
 17 
 - 
 
  Chubby 
 16 
 - 
 
  Slimy 
 14 
 - 
 
  Little Skank 
 13 
 - 
 
   Pew  
 12 
 - 
 
  Nice Boots 
 6 
 - 
 
   Lilith  
 4 
 - 
 
   Miik  
 4 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You went into the Mess Hall where there are  enemy Kobolds! .
 What else is in this room?  A small green door to the left. A large blue door straight ahead.
 
Talivan
Gobbert already aware of the rushing Skank, his Magic staff start glowing as a torch and a small ball of fire is hurled at the said Skank, after that Gobbert moved back to keep distance from the enemies.

  "Party started Gobs!, everyone find your dance-other-half!!"  
 
 Spoiler: OOC 

Attack Action: Firebolt:  (1d20+5)[ 20 ] , Damage: (1d10)[ 10 ] 
Move Action: 30 ft behind goblin group
 
Jyps
The skunk is reduced to a pile of smoldering ashes!

 
 Spoiler: Round 1 - It's Trazz's turn! 
     Character  
  Initiative  
  Conditions  
 
   Gobbert  
 22 
 - 
 
   Commodore Hoppington  
 19 
 - 
 
  Apron 
 18 
 hurt 
 
   Trazz  
 17 
 - 
 
  Chubby 
 16 
 - 
 
  Slimy 
 14 
 - 
 
   Pew  
 12 
 - 
 
  Nice Boots 
 6 
 - 
 
   Lilith  
 4 
 - 
 
   Miik  
 4 
 - 
 
  
 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  12/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

"I've got the big one," Trazz calls out, then attacks Chubby with her two short swords.

 
 Spoiler 
Move to Chubby.
Action to attack. To hit:  (1d20+5)[ 9 ] , to damage:  (1d6+3)[ 6 ] 
Bonus action attack. To hit:  (1d20+5)[ 19 ] , to damage:  (1d6)[ 3 ] 
 
Jyps
The first blow misses, but the second sword slashes the enemy!
 “Gff—yaaak!”  The Chubby kobold shouts, its eyes burning with a murderous look.

In return, he grabs a stick with a scorpion tied to the end and whips it at Trazz!
 He misses!  The string snaps and the scorpion splatters against the wall.

 
 Spoiler: Scorpion on a Stick, against Trazz 
Melee weapon attack:  (1d20+4)[ 11 ] 
Damage:  1  point of piercing damage.
And Trazz makes a Constitution saving throw:  (1d20+2)[ 13 ]  against a DC of  9 .
On a failed save:  (1d8)[ 4 ]  poison damage. A success halves the damage, but doesn’t prevent it.
 



Meanwhile, the greenish slimy Kobold grabs a small flask of acid and hurls it at the ranger Trazz!
 It hits! 
 
 Spoiler: Acid bomb 
Ranged weapon attack:  (1d20+4)[ 24 ] 
If it hits:  (2d6)[ 7 ]  acid damage.
 

 
 Spoiler: Round 1 - It's Pew's turn! 

 It's Pew's turn! 
     Character  
  Initiative  
  Conditions  
 
   Gobbert  
 22 
 - 
 
   Commodore Hoppington  
 19 
 - 
 
  Apron 
 18 
 hurt 
 
   Trazz  
 17 
 - 
 
  Chubby 
 16 
 Slightly hurt 
 
  Slimy 
 14 
 - 
 
   Pew  
 12 
 - 
 
  Nice Boots 
 6 
 - 
 
   Lilith  
 4 
 - 
 
   Miik  
 4 
 - 
 
  
 
agignac
Pew leaps forward, putting their well-armoured body between the kobolds and some of their squishier cousins. Grabbing their holdy symbol (a crude carving of a dismbodied arm flexing its biceps), Pew cries out,   "Hoar says, you're fired!"   They point at the chubby kobold, and a sacred flame descends from seemingly nowhere.

 
 Spoiler 

Sacred flame, DC 13 Dex save to avoid.
  damage  - (1d8)[ 8 ] 
 
Jyps
The chubby Kobold is engulfed by the full power of Hoar’s flame! But he survives.

Now, the Kobold wearing nice boots also opens a cabinet, releasing a big fat skunk into the room!
 ”Csssss!”  says the skunk, menacing!

 Lilith an Miik can act now, in any order. 
 
 Spoiler: Round 1 - Initiative 

     Character  
  Initiative  
  Conditions  
 
   Gobbert  
 22 
 - 
 
   Commodore Hoppington  
 19 
 - 
 
  Apron 
 18 
 hurt 
 
   Trazz  
 17 
 - 
 
  Chubby 
 16 
 Hanging by a thread! 
 
  Slimy 
 14 
 - 
 
   Pew  
 12 
 - 
 
  Nice Boots 
 6 
 - 
 
   Lilith  
 4 
 - 
 
   Miik  
 4 
 - 
 
  Big fat skunk 
 3 
 - 
 
  
 
AvatarVecna
Miik aims for the skunk!

 
 Spoiler: OoC 
Eldritch Blast!

Atk:  (1d20+5)[ 10 ] 
Dmg:  (1d10)[ 2 ]  (+ (1d10)[ 10 ]  if crit)
 
JNAProductions
Lilith targets whichever kobold is wielding a weapon with some artic chill!

 
 Spoiler: OOC 
 Frostbite 
 (1d20)[ 8 ]  DC 13 Con Save, add modifier as appropriate.
 (1d6)[ 1 ]  Cold Damage if the save is failed, and disadvantage on the next attack.
 
Jyps
The big fat skunk explodes in zap of magical energy, skunk guts fly everywhere!

The greenish slimy kobold is hurt by a frosty bolt from the druid Lilith.

 Gobbert an Commodore can act in any order. 
 
 Spoiler: Round 2 - It's Gobbert's and Commodore's turns 

     Character  
  Initiative  
  Conditions  
 
   Gobbert  
 22 
 - 
 
   Commodore Hoppington  
 19 
 - 
 
  Apron 
 18 
 hurt 
 
   Trazz  
 17 
 - 
 
  Chubby 
 16 
 Hanging by a thread! 
 
  Slimy 
 14 
 Frosted! Disadvantage 
 
   Pew  
 12 
 - 
 
  Nice Boots 
 6 
 - 
 
   Lilith  
 4 
 - 
 
   Miik  
 4 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You went into the Mess Hall where there are  enemy Kobolds! .
 What else is in this room?  A small green door to the left. A large blue door straight ahead.
 
Darius Vibrtrar
Drawing another arrow, the Commodore aims at the Chef once again, loosing his arrow.

 (1d20+5)[ 23 ]  attack
 (1d6+3)[ 5 ]  damage,  (1d6)[ 6 ]  Crit damage
Talivan
Gobbert dodges a skunk gut with a digusting face "  That's uglier than my leftovers from the morning!  ", Once more, Gobbert lits the magic staff and hurls another firebolt, but this time to the Apron kobold

 
 Spoiler: OOC 

Attack Action: Firebolt:  (1d20+5)[ 12 ] , Damage: (1d10)[ 1 ] 
 
Jyps
Hoppington’s arrow strikes true and the apron wearing Kobold falls down dead.
With so many magic bolts flying around the room, it’s almost weird to see an enemy slain by mundane ammunition.

Speaking of which, another firebolt flies straight towards the apron kobold, but just when it was about to connect, the enemy falls and the fire magic hits Nice Boots instead!

 It's Trazz's turn! 
 
 Spoiler: Round 2 - It's Trazz's turn 

     Character  
  Initiative  
  Conditions  
 
   Gobbert  
 22 
 - 
 
   Commodore Hoppington  
 19 
 - 
 
   Trazz  
 17 
 - 
 
  Chubby 
 16 
 Hanging by a thread! 
 
  Slimy 
 14 
 Frosted! Disadvantage 
 
   Pew  
 12 
 - 
 
  Nice Boots 
 6 
 hurt 
 
   Lilith  
 4 
 - 
 
   Miik  
 4 
 - 
 
  
 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  5/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

Trazz attacks the chubby kobold once again and, if she downs them, she goes after the slimy kobold that attacked her.

 
 Spoiler 
Shortsword attack vs Chubby. To hit:  (1d20+5)[ 25 ] , to damage:  (1d6+3)[ 8 ] 
Move to Slimy if Chubby is dead.
Bonus action attack vs Chubby (or Slimy if Chubby is dead). To hit:  (1d20+5)[ 24 ] , to damage:  (1d6)[ 4 ] 
 
Jyps
With one swift motion, Trazz decapitates the chubby kobold, his head is sent bouncing over the table scattering the copper coins and cards.

Seeing his allies down, the slimy kobold tries to run for the small green door.

 Trazz gets an attack of opportunity against the Slimy kobold! 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  5/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

"Where do you think you're going?!"

 
 Spoiler 
Opportunity attack vs Slimy. To hit:  (1d20+5)[ 13 ] , to damage:  (1d6+3)[ 6 ] 
 
Jyps
Slimy escapes through the small green door.

But not before Trazz’s sword cuts off his tail, leaving it wiggling on the ground in a pool of dark green blood.

 It's Pew's turn! 
 
 Spoiler: Round 2 - It's Pew's turn 

     Character  
  Initiative  
  Conditions  
 
   Gobbert  
 22 
 - 
 
   Commodore  
 19 
 - 
 
   Trazz  
 17 
 - 
 
   Pew  
 12 
 - 
 
  Nice Boots 
 6 
 hurt 
 
   Lilith  
 4 
 - 
 
   Miik  
 4 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You went into the Mess Hall where there are  enemy Kobolds! .
 What else is in this room?  A small green door to the left. A large blue door straight ahead.
 
agignac
Pew's instinct is to race after the escapee, but knows better than to leave the relative safety of their family. They call upon Hoar a second time, and a sacred flame fills the space where the final kobold stands.

  damage  - (1d8)[ 5 ] 
Jyps
Nice Boots burns under the flames of Hoar! But he survives...

He will also run to the green door, granting  Trazz another attack of opportunity !
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  5/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

"Sure, everyone just run right past me!" Trazz sighs.

 
 Spoiler 
Opportunity attack vs Nice Boots. To hit:  11  (rolled in OOC), to damage:  (1d6+3)[ 8 ] 
 
Jyps
This time around, Trazz isn’t so accurate, missing the target by an inch!

Both Kobolds, the one wearing nice boots and the slimy one, escaped.

The party is now alone at the small mess hall, surrounded by the remains of the slain enemies.

Amongst the dead, there is the kobold wearing the apron, shot with two arrows; a smoldering ash pile that used to be a little skunk; exploded bits of the big fat skunk; the chubby kobold, persuaded to death by Trazz's swords.. and of course, the wiggly tail from Slimy, still wiggling.

The table has a few copper pieces scattered around playing cards.

Straight ahead, there is a big blue door. To the left, there is a small green door, where the kobolds fled.



 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You went into the Mess Hall where you fought some kobolds.
 What else is in this room?  A small green door to the left. A large blue door straight ahead.
 
Darius Vibrtrar
The Commodore moves to keep his distance away from the green door, He keeps an arrow knocked as he cuts the angle to be able to look through the doorway at a distance.

 "Actually ran... or... waiting to ambush?" 
Jyps
Peeking through the small green door, Commodore doesn’t see any signs of ambush.

The door leads to a small area that looks like a kitchen. There are pans, pots, buckets of weird looking water, and at the wall there is a hole that looks like a trash shoot.

Looks like the fleeing kobolds jumped in the trash shoot... You can tell by the droplets of green blood from the slimy kobold.

On a table, there are strange small creatures squirming, they look like big caterpillars. There are also bottles of a gooey yellow liquid.

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You went into the Mess Hall where you fought some kobolds.
 What else is in this room?  A small green door to the left. A large blue door straight ahead.
 
Darius Vibrtrar
The Commodore releases the catapillars into the trash shoot.

 "You should eat those bleeding creatures. have fun."
 
The commodore inspects the green slime bottles for any use.
 (1d20+1)[ 14 ]  arcane
JNAProductions
 "We did it!"  Lilith says.  "What now?" 

She follows the others into the kitchen, and checks to see if there's anything tasty in the cupboards.
Darius Vibrtrar
The Commodore looks to Lillith

 "Well, there is a trash shoot in here that they fled down, and there is the blue door in the other room, Id really prefer the blue door." 
agignac
Pew enters the kitchen just in time to see the Commodore throw perfectly good food away!   "Hey! Don't waste snacks!"   Their stomach growls with disappointment.

Staring down the trash shoot, they say,   "Blue door it is!"  
Jyps
 
 Spoiler: Trazz's Nature skill: 
The caterpillars that Commodore sent down the trash shoot are known as Sickla worms. They grow up into a species of carnivorous butterflies (very dangerous!), but in this larva stage they are harmless.

The Sickla worms can be milked to extract a gooey yellow substance known as Sickla Honey.

To the goblins, Sickla honey is delicious and nurturing (eating it restores 1 hp, but you can’t eat more than one portion per day without getting sick).
To Commodore, it smells foul and is slightly poisonous. (Harengon will suffer damage instead of regaining health).
 


The kitchen has nothing else worth of note.

 From the mess hall , there is a door to the kitchen and a large blue door leading elsewhere.
 From the kitchen , there is an exit to stairs leading down to another room.
There is also the trash shoot (a hole in the wall, leading down to a dark smelly place)
agignac
As Trazz sniffs at the jars, Pew heads over to the blue door.   "Don't want any of these guys popping up behind us!"   Uncle Snoot had always warning them to clear an area before going up or down the stairs. They open the door cautiously.
Jyps
The large blue door leads to a dining room.

It has three long tables, that you imagine could seat up to sixty people combined.
Beyond the tables, there is a small set of steps leading to a more reserved area with a smaller table that would perhaps be fitting to someone of higher stature presiding over the dinner.

Overall, the room is empty and poorly kept. The tables are dusty, the plates are chipped and there is food spill here and there.

On the wall, looking over the tables, there is an enormous painting of a stern looking elvish man. He wears a black robe, has long silver hair and black eyes that pierce you with violent hatred.

 Exits: 
To the left, there is a brown door.
To the right, there is a grey door.
Behind the president’s table, there is a fancy looking door.


 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room.
 What else is in this room? 
An enormous painting of Lord Grimace.
 3 exits:  Brown door, Grey door, or Fancy door
 
Darius Vibrtrar
The Commodore peers around the room looking for traps before making his way to the fancy door, once again looking for traps before pulling out his tools to possibly unlock the fancy door of its locked.

 (1d20+3)[ 11 ]  trapped dining room?

 (1d20+3)[ 14 ]  trapped fancy door?

 (1d20+7)[ 13 ]  pick a locked door?

The Commodore would then open the fancy door.
Talivan
Gobbert stares at the Paiting with suspicion, he looks for hidden parts in the frames of the painting and behind it for secret places:

 
 Spoiler: OOC Perception checks 

Paint 1:  (1d20+3)[ 16 ] 
 Paint 2:  (1d20+3)[ 19 ] 
Paint 3:  (1d20+3)[ 23 ]  
EDIT: sorry I read 3 paitings 😛
 
JNAProductions
 "Hey, can I burn the painting? It's judging me,"  Lilith asks.
agignac
 
 Originally Posted by JNAProductions 
  "Hey, can I burn the painting? It's judging me,"  Lilith asks. 
 

  "Sure, once Gobbert says you can."   Pew looks around the fancy chair, wondering if there were a few gold pieces under a cushion. Who knows what fancy elves had in their pockets at dinner time.

  perception  - (1d20+5)[ 16 ] 
  "Harrington? That door clear? I want to see what's in there."  
Jyps
The Commodore finds nothing trapped or dangerous in the room.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Pew finds no trasure under the chair.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

Investigating the portrait of Lord Grimace, the wizard Gobbert finds nothing unusual.

Well.. Nothing palpable in the material realm.

As Lilith approaches with her torch, setting ablaze the judgmental painting – and does it catch fire, indeed -, both Gobbert and Lilith feel something invasive inside their heads.

It starts as a quiet whisper in the back of your brain.

But it develops quickly into a horrid and painful screech!

 Gobbert  and  Lilith  need to roll  Charisma saving throws .

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room.
The Commodore scanned it for traps – it’s clean.
Lilith set the painting on fire – the portrait of Lord Grimace.
 What else is in this room? 
An enormous painting of Lord Grimace, currently on fire.
 3 exits:  Brown door, Grey door, or Fancy door
 
JNAProductions
 
 Spoiler: Charisma Save 
 (1d20)[ 16 ] 

Oh boy! I'm screwed! :P
 
Jyps
Lilith feels the invasive presence probing and poking at every corner of her mind.

   “I’m going to find your secrets, little goblin.. I’ll unearth your darkest deepest thoughts!
…Wait… What nonsense is this? …Making moonshine… with friends… Aaarrghh! I Hate Moonshine!!”   

Through sheer force of will, Lilith repels the invasion!

 Lilith earns 1 inspiration point.

Gobbert needs to make a Charisma saving throw. 
Talivan
 
 Spoiler: OOC: Charisma Save 

 (1d20-1)[ 0 ] 
 

Gobbert start to turn paranoid looking back with eyed wide open "  You won't get meh Mojoh Gobs!!!!!  "
Jyps
Gobbert succumbs to the intrusive thoughts in his mind.

   “Ah, yes.. A wizard, of sorts.. Much better intellect... Still a long way to go in wizardry, but for now you shall suffice… Become my vessel, and once again I will strike fear in the hearts of my enemies!”   
 Gobbert is possessed by the ghost of Lord Grimace! 
 He will draw his dagger and attack Lilith, if no one stops him! 

Gobbert and Lilith are in melee range of each other, near the burning portrait.
Hoppington and Pew are further away, at the fancy area.
Miik and Trazz are anywhere in this room.

 
 Spoiler: Initiative Rolls 
Gobbert –  (1d20+3)[ 15 ] 
Trazz –  (1d20+3)[ 15 ] 
Pew –  (1d20+2)[ 13 ] 
Lilith –  (1d20+1)[ 4 ] 
Miik –  (1d20+2)[ 20 ] 
Hoppington –  (1d20+5)[ 12 ] 
Lord Grimace –  (1d20+1)[ 7 ] 
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room.
The Commodore scanned it for traps – it’s clean.
Lilith set the painting on fire – the portrait of Lord Grimace.
The Ghost of Lord Grimace possessed Gobbert!
 What else is in this room? 
An enormous painting of Lord Grimace, currently on fire.
 3 exits:  Brown door, Grey door, or Fancy door
 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  5/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

"Put that knife down before you hurt yourself," Trazz says to Gobbert, intercepting him.

 
 Spoiler 
Can Trazz attempt to disarm Gobbert?

According to the Dungeon Master's Guide:

"A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item."

So if that's allowed... Attack roll to disarm!  (1d20+5)[ 19 ] 

Gobbert's Acrobatics check (it's higher than their Athletics):  (1d20+3)[ 15 ] 
 
agignac
Pew, busy rummaging for loose coins and finding none, is completely unaware of what's happening over by the portrait.
Darius Vibrtrar
The Commodores ears itch and twitch, hearing another voice come from Gabbert he turns and raises his bow.

 "lookout! Gobberts possessed!  
 (1d20+5)[ 7 ]  shooting gobbert
 (1d6+3)[ 9 ]  arrow damage
agignac
  "What?!"   Pew tries to stand too quickly and bonks their head. They see Harrington about to shoot at Gobbert and yells,   "Don't shoot! We just need to slap some sense into him!"  

(Will try to interfere with the arrow, though technically he's after me in init)
Jyps
After having the dagger knocked out of his hands by Trazz, Gobbert shouts in a jagged ghost voice:

   “Rats! I needed that for murdering!”   

His eyes are pure evil! Even evil-er than before.
   “I might have lost my deadly weapon, but I’m not short of means to hurt you. Watch!”   

He lunges at Trazz, attacking her with bare hands scratching and clawing.
 
 Spoiler: Attack! 
Attack:  (1d20-1)[ 18 ] 
Damage: 1
 


The Commodore shoots an arrow! But misses, after being distracted by Pew.

 It's Pew's turn! 
 Miik can act now in any order 
 
 Spoiler: Round 1 - It's Pew's turn 

     Character  
  Initiative  
  Has Inspiration?  
  Conditions  
 
   Miik  
 20 
 - 
 - 
 
   Gobbert  
 15 
 - 
 Possessed by a Ghost! 
 
   Trazz  
 15 
 - 
 - 
 
   Pew  
 13 
 - 
 - 
 
   Commodore  
 12 
 - 
 - 
 
  Lord Grimace 
 7 
 - 
 - 
 
   Lilith  
 4 
 Has Inspiration 
 - 
 
  
 
Jyps
Frustrated by the minimal damage caused by his efforts, the ghost exclaims:

   “Curse you and your flimsy muscles! I deem you not worthy of being my vessel!”   

A spectral figure of Lord Grimace pops out of Gobbert’s body and is now floating in the air.
It locks eyes with Miik and targets it for a withering touch attack!

 
 Spoiler: Withering touch against Miik 
Attack:  (1d20+4)[ 14 ] 
Damage:  (1d6+3)[ 4 ]  Necrotic damage
 

 It's round 2! The characters bellow can act in any order: 
 Miik (can take two actions) 
 Trazz 
 Pew (can take two actions) 
 Commodore 
 Lilith (can take two actions) 
 Gobbert is stunned. He cannot take any actions this round. 
 
 Spoiler: Round 2 - It's Miik's turn 

     Character  
  Initiative  
  Has Inspiration?  
  Conditions  
 
   Miik  
 20 
 - 
 - 
 
   Gobbert  
 15 
 - 
 Stunned 
 
   Trazz  
 15 
 - 
 - 
 
   Pew  
 13 
 - 
 - 
 
   Commodore  
 12 
 - 
 - 
 
  Lord Grimace 
 7 
 - 
 - 
 
   Lilith  
 4 
 Has Inspiration 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room.
The Commodore scanned it for traps – it’s clean.
Lilith set the painting on fire – the portrait of Lord Grimace.
The Ghost of Lord Grimace possessed Gobbert!
 What else is in this room? 
An enormous painting of Lord Grimace, currently on fire.
 3 exits:  Brown door, Grey door, or Fancy door
 
Darius Vibrtrar
The Commodore changed his aim to the now floating ghost as it was now attacking an ally directly.

 "You should rest,  your a bit angry, you always get angry when you are sleepy." 
 (1d20+5)[ 14 ]  to hit
 (1d6+3)[ 6 ]   damage
 (1d6)[ 6 ]  possible crit damage
Jyps
   “Aaarrgh! How dare you!!”   
If the ghost was angry before, now it is mad.

 It's round 2! The characters bellow can act in any order: 
 Miik (can take two actions) 
 Trazz 
 Pew (can take two actions) 
 Lilith (can take two actions) 
 Gobbert is stunned. He cannot take any actions this round. 
 
 Spoiler: Round 2 - It's Miik's turn 

     Character  
  Initiative  
  Has Inspiration?  
  Conditions  
 
   Miik  
 20 
 - 
 - 
 
   Gobbert  
 15 
 - 
 Stunned 
 
   Trazz  
 15 
 - 
 - 
 
   Pew  
 13 
 - 
 - 
 
   Commodore  
 12 
 - 
 - 
 
  Lord Grimace 
 7 
 - 
 - 
 
   Lilith  
 4 
 Has Inspiration 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room.
The Commodore scanned it for traps – it’s clean.
Lilith set the painting on fire – the portrait of Lord Grimace.
The Ghost of Lord Grimace possessed Gobbert!
 What else is in this room? 
An enormous painting of Lord Grimace, currently on fire.
 3 exits:  Brown door, Grey door, or Fancy door
 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  4/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

Trazz is merely amused by how Gobbert's flailing tickles, but regains her serious composure when the ghost appears. She takes aim, firing a shot at it.

 
 Spoiler 
Shortbow attack vs ghost. To hit:  (1d20+5)[ 22 ] , to damage:  (1d6+3)[ 5 ] 
 
Jyps
   “Damn you! I shall feast on your rotting corpse!”   
With each new attack, the ghost begins to fade, ever so slightly.

 It's round 2! The characters bellow can act in any order: 
 Miik (can take two actions) 
 Pew (can take two actions) 
 Lilith (can take two actions) 
 Gobbert is stunned. He cannot take any actions this round. 
 
 Spoiler: Round 2 - It's a bunch of people's turn 

     Character  
  Initiative  
  Has Inspiration?  
  Health  
  Conditions  
 
   Miik  
 20 
 - 
   5  /9 
 - 
 
   Gobbert  
 15 
 - 
 8/8 
 Stunned 
 
   Trazz  
 15 
 - 
   4  /12 
 - 
 
   Pew  
 13 
 - 
 10/10 
 - 
 
   Commodore  
 12 
 - 
 9/9 
 - 
 
  Lord Grimace 
 7 
 - 
 bruised 
 - 
 
   Lilith  
 4 
 Has Inspiration 
 9/9 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room.
The Commodore scanned it for traps – it’s clean.
Lilith set the painting on fire – the portrait of Lord Grimace.
The Ghost of Lord Grimace possessed Gobbert!
 What else is in this room? 
An enormous painting of Lord Grimace, currently on fire.
 3 exits:  Brown door, Grey door, or Fancy door
 
JNAProductions
Lilith summons her arctic chill, trying to get the ghost to leave Gobbert!  "Hey! Get out of there, you stinky butthead!" 
 
 Spoiler: OOC 
 Frostbite  will be used, twice!

DC 13 Con save.

 (1d20)[ 18 ]  for  (1d6)[ 3 ] 
 (1d20)[ 13 ]  for  (1d6)[ 1 ] 

On a failed save, also has disadvantage on their next attack.
 


However, Gobbert is made of stern stuff, and so resists without an issue.
Jyps
   “I’ve come to battle you from the cold depths of my grave. You think this chilled breeze will harm me? Hahahaha! I laugh at your feeble attempt!”   

After the first wave of frostbite, Lilith realizes that the ghost is immune to cold damage.

She may reconsider her second action!

 It's round 2! The characters bellow can act in any order: 
 Miik (can take two actions) 
 Pew (can take two actions) 
 Lilith 
 Gobbert is stunned. He cannot take any actions this round. 
 
 Spoiler: Round 2 - It's Miik's turn 

     Character  
  Initiative  
  Has Inspiration?  
  Health  
  Conditions  
 
   Miik  
 20 
 - 
   5  /9 
 - 
 
   Gobbert  
 15 
 - 
 8/8 
 Stunned 
 
   Trazz  
 15 
 - 
   4  /12 
 - 
 
   Pew  
 13 
 - 
 10/10 
 - 
 
   Commodore  
 12 
 - 
 9/9 
 - 
 
  Lord Grimace 
 7 
 - 
 bruised 
 - 
 
   Lilith  
 4 
 Yes 
 9/9 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room.
The Commodore scanned it for traps – it’s clean.
Lilith set the painting on fire – the portrait of Lord Grimace.
The Ghost of Lord Grimace possessed Gobbert!
 What else is in this room? 
An enormous painting of Lord Grimace, currently on fire.
 3 exits:  Brown door, Grey door, or Fancy door
 
JNAProductions
Seeing the coldness do absolutely nothing, Lilith changes tact, and summons nearly a dozen berries! She then distributes them to Miik and Traaz, four and six respectively.  "Well, I can't do much to hurt this dingbat. Here, eat up!" 
 
 Spoiler: OOC 
 Goodberry! 

Each berry heals 1 HP.
 
agignac
Everything was happening so fast! Pew stopped the Commodore from firing at Gobbert, but suddenly a ghost popped out of their cousin! Pew pointed at the ghost and shouted,   "You're fired!"   Hoar's sacred flame fills the area.

  damage unless make dex save dc 13  - (1d8)[ 7 ] 

Pew then changed tactics, summoning the sound of horrible bells to bug and bother the ghost.   "Hoar's gonna ring your bell!"  
  toll the dead damage unless make wis save dc 13  - (1d12)[ 5 ] 
Jyps
The evil ghost swiftly avoids the sacred flame. And the tolling of bells appears to have no effect!

  “ No need to mourn me. I died too long ago! ”  

The ghost then throws a horrifying look at Lilith! Flashing in her mind an appalling visage of nightmarish terrors!

 
 Spoiler: Lilith's saving throw 
Lilith’s saving throw against “Horrifying Visage”:  (1d20+3)[ 11 ] 
 
Jyps
It's round 3! The characters bellow can act in any order:
(Remember " fury of the small " applies)

 Miik (can take three actions) 
 Gobbert 
 Trazz 
 Pew 
 The Commodore 
 Gobbert is all recovered now, ready to act. 
 
 Spoiler: Round 3 

     Character  
  Initiative  
  Has Inspiration?  
  Health  
  Conditions  
 
   Miik  
 20 
 - 
 9/9 
 - 
 
   Gobbert  
 15 
 - 
 8/8 
 - 
 
   Trazz  
 15 
 - 
   10  /12 
 - 
 
   Pew  
 13 
 - 
 10/10 
 - 
 
   Commodore  
 12 
 - 
 9/9 
 - 
 
  Lord Grimace 
 7 
 - 
 bruised 
 - 
 
   Lilith  
 4 
 Yes 
 9/9 
 - 
 
  
 
agignac
  "Hey! Hold still!"   Pew demands, as the ghost whooshes around, avoiding their spells. They clap their hands together, pointing the clapped fingers towards the ghost, and a bolt of light streaks towards the ghost.

  guiding bolt  - (1d20+5)[ 10 ] 
  damage  - (4d6)[ 13 ] 
Darius Vibrtrar
Of the ghost still exists, Commodore takes advantage of the guidence from the guiding bolt.

 (1d20+5)[ 21 ]   vs  (1d20+5)[ 7 ]  take the better of the two

 (1d6+3)[ 8 ] 
 (1d6)[ 1 ]  sneak attack

 (2d6)[ 9 ]  crit damage
JNAProductions
 
 Spoiler: OOC 

 
 Originally Posted by Jyps 
  JNAProductions:  Let me know if you want to use your inspiration for this saving throw.
11 is a failure - The effect is getting the " frightened " condition for 1 minute. 
 

I will not-I don't think I can contribute enough to make it worth using.
 

 "Ack!"  Lilith lets out, horrific visions flashing behind her eyes.  "Nope nope nope nope!" 
Jyps
Pew’s guiding bolt misses the target!

The radiant energy flies wild, crackling and sparkling at the ceiling, at the tables and furniture around, almost at a random, becoming a prism of deflected magic.

Hoppington’s aim, on the other hand, is much more accurate!
Sadly, his arrow manages to disperse only a tiny bit of the ectoplasmatic ghostly matter.

   “Ouch! That hurts a bit.
Quit it!”   


It's round 3! The characters bellow can act in any order:
Remember " fury of the small " applies.
 Miik (can take three actions) 
 Gobbert 
 Trazz 
 Gobbert is all recovered now, ready to act. 
 
 Spoiler: Round 3 

     Character  
  Initiative  
  Has Inspiration?  
  Health  
  Conditions  
 
   Miik  
 20 
 - 
 9/9 
 - 
 
   Gobbert  
 15 
 - 
 8/8 
 - 
 
   Trazz  
 15 
 - 
   10  /12 
 - 
 
   Pew  
 13 
 - 
 10/10 
 - 
 
   Commodore  
 12 
 - 
 9/9 
 - 
 
  Lord Grimace 
 7 
 - 
 hurt 
 - 
 
   Lilith  
 4 
 Yes 
 9/9 
 - 
 
  
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room.
The Commodore scanned it for traps – it’s clean.
Lilith set the painting on fire – the portrait of Lord Grimace.
The Ghost of Lord Grimace possessed Gobbert!
 What else is in this room? 
An enormous painting of Lord Grimace, currently on fire.
 3 exits:  Brown door, Grey door, or Fancy door
 
Jyps
In a last ditch effort, the ghost attacks Lilith with the withering touch!

 
 Spoiler: withering touch 
 (1d20+5)[ 20 ] 
Damage:  (1d6+3)[ 4 ]  necrotic damage.
 


It then becomes completely ethereal and disappears into the unknown mists of the afterlife.
 The ghost is gone! 

The party of goblins is now alone at the dining room.
The enormous painting on the wall is burnt to a crisp, completely unrecognizable now.

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room and fought a ghost!
 3 exits:  Brown door, Grey door, or Fancy door
 
JNAProductions
 "..."

"Is it gone? I'm in pain,"  Lilith says.
Jyps
Commodore carefully opens the fancy door leading the party into a new area.
The group enters a dark room. If Commodore still has the skeleton-finger with the light spell, he can see fine, otherwise, he doesn’t see anything.

At first glance, this room appears to be a study or reading room of sorts. The opposite wall is lined with bookshelves crammed full of old books.

The other walls have sofas and comfortable chairs shouldered by small tables and candle sticks (not lit).

All around the room, atop the tables or even scattered on the floor, there are a lot of stuffed or embalmed animals! Specifically, Ant-Eaters! The embalmed ant-eaters are of varying sizes and have been preserved into different action poses, always with building fierce eyes and menacing claws ready to slash.

On one of the walls there is an enormous mounted head of a huge Ant-Eater, like a hunting trophy. Its long snout looking over the room with its tongue sticking out.

Underneath the wooden frame, there is something written in a foreign language. Definitely not elvish.

At the center of the room, there is a glass tank with a pet colony of fire-ants. It seems to be the centerpiece. All the surrounding furniture is placed so that people sitting would face the colony.

The colony looks well kept. The ants are happy and healthy, busy at work.

The only exit from this room is the fancy door, back to the dining hall.

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room and fought a ghost!
Then you went into the Ant-Eater mausoleum.
 exits: Fancy door – Back to the dining hall
 
Talivan
Gobbert is conscious now and look aroud to recognize were he was, then he look at the goblin party: "  Why dah you Gobs looking meh like that, like i'm possess or something??  "
Darius Vibrtrar
The Commodore looks in wonder at the room before he begins looking for traps throughout, a constant fear in his mind.

 (1d20+3)[ 13 ]  perception.

Afterwhich if there are no traps he does a full walk around the room looking for further valuable.
 
"Lilith can take a short rest in here.  Is very comfortable. While everyone else can look for valuables. Books and taxidermy are not cheap, we could just haul out this room for today's profits." 
JNAProductions
 "You were. And your ghost HURT!"  Lilith says.  "But all is forgiven. I know it wasn't you." 
 
 Spoiler: OOC 
Short rest would be nice. I really don't want to use my only remaining slot on more healing just yet.
 
AvatarVecna
"Only one way in makes this a good place to lick our wounds," Miik mutters.
Jyps
Searching the room, the Commodore finds two things worth of note:

* a tiny glass jar with a black almond inside.
* behind the book shelf, there is a hidden strong box! (it’s built into the wall and locked by a complex mechanism).
However.. With an average strength score of 9 between the six of you, you can’t move the shelf enough to get a good angle to work on the lock. At this point, it’s impossible to get to the strong-box.

Under one of the tables, you find a board of backgammon filled with the full set of pieces (which are little ants carved of bone).

Two characters can play backgammon during the short-rest! The character that wins the match, earns 1 inspiration point. The short-rest only allows time for one single match.

The remaining characters can bet on the match. If you win at least 5gp from a bet, you’ll also earn 1 inspiration point.

 
 Spoiler: How do we play that? 
Both players make an intelligence check, whoever scores higher wins.
If you are proficient with a game, you can add your proficiency bonus.
If you choose to cheat, you will roll at advantage!
Please send your rolls to me via private message, so that the other player doesn’t know whether you were cheating or not. Even if you’re being honest, just send me the roll via private message.
 

 
 Spoiler: Trazz and Lilith 
You’re hurt! Roll your hit die, if you want to recover some health.
 

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room and fought a ghost!
Then you went into the Ant-Eater mausoleum.
 exits: Fancy door – Back to the dining hall
 
Darius Vibrtrar
Thinking about what tools are available, the Commodore pulls out a crowbar! And a hammer! And attempts to get at the lock for the lock box with his tools during the short rest,  willing to use the weight of goblins to aid him.
Jyps
As infuriating and frustrating as it might be, the bookshelf is too big and heavy. It just won’t budge!
The Commodore can’t find a good angle to work on the mechanism.
Darius Vibrtrar
With the shelf too heavy, the Commodore has the idea to pull all the books off the shelf to make the shelves lighter to possibly move the shelf. He looks at the titles as he removes books during the short rest.
JNAProductions
Lilith looks around, but ends up fitfully dozing for a bit against the back wall. When she wakes up, she feels much better.

 
 Spoiler: OOC 
Back to full HP!
 
agignac
Pew looks at all the ant-eaters, a bit conflicted. They're cute, in an ugly way, but some of them look big and scary. Those claws....  Looking away, Pew tries with the others to move the bookshelf, but the goblins just aren't built for might.   "We need to hire an orc next time."  

Pew looks at the black almond but gets distracted by the game board.   "Hey! Who wants to play with me?"   Pew sits down and moves their pieces into position.
Jyps
The  Commodore  hops atop the bookshelf and starts dropping books to make the whole thing easier to move.
This will take a bit of time, for there are many books!
While at it, the harengon rogue glances at the covers and backs of some of the volumes. There are way too many anatomic manuals concerning the biology of ant-eaters! None shine up to him as particularly valuable. But then again, the Commodore is not as skilled in history or the arcane mysteries as he is at thieving.

Longing at a comfortable sofa,  Lilith  gets some well deserved rest.

 Pew  is spoiling for a good match of backgammon! But a challenger is yet to step up.

 
 Spoiler: Where are we, What's going on? 
You are exploring Castle Grimace (a dungeon) looking for treasure.
In the first room, you found skeletal remains of a halfling, found and disarmed a trap.
Found a letter to Lord Grimace and a magic ring.
From there, you went down a long corridor and found a sleeping guard.
Trazz tied him up.
You defeated the kobolds at the mess hall.
Then you went into the dining room and fought a ghost!
Then you went into the Ant-Eater mausoleum.
 exits: Fancy door – Back to the dining hall
 
Infernally Clay
      
  Trazz 
  Goblin Ranger 1 
 AC:  16  | HP:  4/12  | Initiative:  +3
 Passive Perception:  16

 Active Effects:  None
 Conditions:  None  
 
  

Trazz sits down opposite Pew and says with a mischievous grin "You know I never back down."

 
 Spoiler 
Short rest to recover  (1d20+2)[ 12 ]  hit points and Trazz will play the game.
 
Darius Vibrtrar
The Commodore, after emptying the bookshelf tries to move the bookshelf again with the use of the crowbar.
Talivan
  "Yeh know Commodore Gobs, I would help yah, but Gobbert is more a tinker than a brawler"  , Gobbert looks at Commodore's actions with the intent to help, but known Gobbert is not strong  enough for heavy work