[IC] Into the Darkness
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In those days, the land of Saleska had no king. History left sparse records of previously notable conquerors and rulers, but these records weren't to be found sequestered in libraries and collections of scrolls. They were recorded as features in the land itself; cairns, tombs, old buildings, and such like, left to stand as silent witnesses to ages and civilizations gone by, now reclaimed by the dust of the Earth.
Kel-Berran's tomb now stands as one such monument, and probably the closest to the town of Finn's Crossing. It's carved into the recessed side of a canyon between two of the larger hills. Twin stone pillars frame the large double doors barring the passage into the ancient king's resting place; above them a large mural is cut from the red and white marbled sandstone of the cliff itself. It presumably once depicted the king in all his majestic glory, but time -- and possibly vandals -- has taken its toll. The figure in the deep-cut and larger-than-life mural has been missing its head and one arm since before anyone can remember.
Magnus, however, has other things on his mind as he pulls up his horse and signals the expedition to dismount. The shadows are growing long, but the light of day hasn't yet abandoned our trio to the night and its assorted dangers, leaving the huge doors clearly visible. Magnus is staring at them.
"Uh, guys? Remember that bit I told ye about the tomb being sealed up for ages because I didn't figure anyone besides us would be dumb enough to open it?" He gestures toward the two stone doors.
One of them is ajar.

The tomb of Kel-Berran is no longer sealed.
"That doesn't bode well." Mart concludes when Magnus points out the open door. "Who else knew we were coming here?" What did this mean? Was someone on to their plan and trying to stop it? Was there another person with the same idea as Magnus? "Best be on our guard."
He dismounts and does a quick check of the area in front of the tomb.
I don't think I have any skill or gear to aid me or hinder me. So I'll just roll a straight D6.
Hope it's fine that I'm rolling without the GM asking. Let me know if not or feel free to ignore the roll.
Rolls
Search for prints - (1d6)
(4) = 4
Then he approaches the portals carefully, making sure there are no traps or similar mechanisms. And he tries to see if he can glean any information from the structure of the mechanisms that kept the doors closed. After all, that's what Hastali is all about: mechanisms.
Meanwhile, Hastali's search reveals no new surprises; the doors and hinges remain largely undamaged, but bits of the clay and mortar sealing it have flaked off into the dust below. The bit of rope bearing the mark of whoever sealed it lay off to one side, forgotten.
Having tied off the horses, Magnus glowers into the gloom for some moments, contemplating. "The Alderman wanted to keep the plan hush-hush," he says in answer to Mart. "Only the elders and a few higher-ranking officials knew we even spoke of it."
He sets his pack down and slides a torch free from the bundle roped to one side. "We'd better strike a light and have a look. If we're lucky, maybe whoever broke in wasn't after the same thing we're after."
"I can hold the torch." He offers when Magnus offers. "If it comes to a fight, you two will likely need both hands." Mart, not being much of a fighter himself doesn't mind staying in the back to supply the others with light. Although, right now it meant that he was walking in first to light the way.
With weary hesitation he steps inside after Hastali confirms there are no traps.
As the doors are pushed further open, the fading light of day partly reveals the main tomb chamber, a somewhat modest size at 9x12 feet, give or take. An ornate sarcophagus sits in the center: polished stone with some inlaid silver, gold, and copper. The raised likeness on the lid was likely meant to resemble the king entombed within. There are a few recent scratches on the lid, but not enough to suggest it has been recently moved.
An empty groove bored into the lid is probably where the king's scepter once rested. While there are no other exits immediately evident, the shadows of an alcove at the far end of the chamber could bear further investigation.
Magnus enters the chamber last, his knife drawn in an overhand grip. He glances at the sarcophagus, curses under his breath, then adds: "I don't think this is quite what Arias had in mind."
A nagging thought also tells him that the tomb can't be that small. And perhaps this is a dummy burial chamber. Near the lands where he comes from, there are people who have turned construction into a true art, creating enormous structures. And one of the techniques they use is to deceive tomb raiders with dummy burial chambers.
He also shares this thought with his traveling companions.
Then he says, "I would check the area for traps or mechanisms for opening secret doors. I ask you instead to take a general look at the room and specifically determine what might be hidden in that niche."
I make a roll to search for traps or mechanisms for hidden doors. I use the mechanism builder descriptor, so I roll two dice. Obviously, approval of this is subject to the GM's approval. In the meantime, I roll to speed up the game.
Rolls
Search for traps or hidden doors - (1d6+1d6)
(3) + (4) = 7
As Hastali checks for hidden doors he uses the light of the torch to find out more about the alcove in the back. He approaches somewhat carefully as there could be clawed creatures about.
What does Mart see?
The alcove is styled like a recessed shrine, but there are no statues, icons, or candles here; a closer examination reveals that the dust has been disturbed. Not only that, but the torch flickers as it catches a draft when brought closer to the stone panel, which sits slightly to one side like a panel that was improperly closed.
Had whoever - or whatever - came this way been more cautious or less hurried, the door might have been difficult to find, with the scarcely visible joint hidden in shadow.
Then he invites Magnus to continue, trying to convince him that they can't return to Finn's Crossing empty-handed, given the dire situation in the city.
Hastali truly believes they'll find treasures down there. But his thoughts are also turning to his hidden goal: the ancient metal!
Then he turns to Mart and asks, "What do you think?"
He walks up to the stone panel. "You both get ready to attack whatever comes out. I'll open the way forward." He holds the torch in a way that will light up the inside and uses his other hand to pull at the panel. He tries his best to stay out of danger himself.
Rolls
Open the panel - (1d6)
(5) = 5
Sliding a hand over the sarcophagus, he then turns his attention to the alcove panel. The door is situated such that it slides to one side on some kind of track. It opens easily enough, at first, with the quiet scrape of stone against stone. Then it jams.
Magnus mutters and then shoulders his way into the alcove to help Mart force the door. It's cramped; not quite wide enough for the two to stand abreast, but they make it work. The panel resists at first, sliding partially back into place when the pressure lets up. It's as though something were pushing back.
A concerted heave convinces the panel to slide far enough open to admit them; as it gives way the party can hear a wet flop from the other side like a sack of something heavy hitting the floor. Torchlight spills into a large chamber, wider than the first. The walls and floor are too perfectly straight for this to be a natural cavern.
There appears to be a door to the far left. The misshapen body of a diminutive humanoid lays on the floor nearest to the now-open alcove door. And something in the periphery, where the shadows dance beyond the torchlight, skitters away. Heard rather than seen.
Before going in, he searches for a loose brick or piece of wood to put in the opening of the panel. If it were to slide closed again, at least there will be a sliver left to grab hold of.
"This place is starting to give me the creeps." He says quietly to the other two after hearing the sound of something scurrying away. Was it the clawed creature or just a rat? "I suppose that's to be expected from a tomb. None the less, I don't like it."
"Looks like there's a door in the back. I'll light the way." He says, torch in hand.
Then, turning to Magnus and Mart, he tells them to advance cautiously toward the area where the creature disappeared. He does so, swinging his hammer at the ready.
"We can check what the corpse is carrying once we're sure we're not at risk of attack."
There is little in the way of loose debris near the doorway, but a loose bit of stone suffices. Whatever was in the shadows continues to retreat with the receding darkness, even as Mart holds the torch aloft. As the light spreads further into the room, the party can see that there is definitely a doorway on the left wall of the chamber, closed by a solid oak door. Aside from the previously secret alcove passage, it's the only other apparent exit from this chamber.
There appears to be some writing chiseled into the otherwise smooth floor of the chamber.
The skittering thing appears to be a spider the size of a small dog; it's halfway up the wall and makes a low hissing noise as the light draws closer.
Magnus freezes, stifling another half-mutter curse as his gaze shifts from the engraving to the spider-thing. "Never seen one of those before. Think it'll bother us if we leave it alone?"
He brings the light a bit closer to take a good look at the color and markings on this creature.
Hmm, I should have rolled the d6 separately maybe. This result is a bit confusing since it's saying 6 as the result. But it should be 5.
So it's a 'No, but...' if I'm not mistaken.
Rolls
Get info on the spider. Using "Practical Biologist" - (2d6)
(15) = 6
It's not the first time Hastali has seen a giant spider. In one of the Hittish Empire's campaigns against the steppe tribes, he even saw them used as mounts. What spells those people used to control them has always remained a mystery.
But even if he's seen larger ones, that doesn't mean the bite of a spider that size isn't deadly. Perhaps it's also the cause of the death of the humanoid in the room.
Hastali remains on guard and doesn't approach the beast, waiting for Mart to say something about how to deal with the spider. But at the slightest sign of attack, he's ready to unleash the full force of his hammer upon the creature.
Meanwhile, he remains near the torchlight; apparently, the spider doesn't like fire. Hastali turns to Mart: "You, who are an expert on beasts and animals, can you tell us something about this creature? How dangerous is it? Is there a way to handle it without having to fight it?"
It's not the first time Hastali has seen a giant spider. In one of the Hittish Empire's campaigns against the steppe tribes, he even saw them used as mounts. What spells those people used to control them has always remained a mystery.
But even if he's seen larger ones, that doesn't mean the bite of a spider that size isn't deadly. Which is perhaps also the cause of the death of the humanoid in the room.
Hastali remains on guard and doesn't approach the beast, waiting for Mart to say something about how to deal with the spider. But at the slightest sign of attack, he's ready to unleash the full force of his hammer upon the creature.
Meanwhile, stay close to the torchlight; apparently, the spider doesn't like fire.
As Mart brings the light closer, the spider backs further up the wall toward the darkened recesses of the ceiling. It looks black and wicked in the semidarkness, though rust colored streaks can be glimpsed on either side of its body.
Magnus steps forward as well, staying within the circle of light. "Crypt Spider," he intones. "Got so used to living in the dark that they can't stand the light. Probably best to keep an eye on it just to be safe. Can't say as I've ever seen one that big before." He shudders as the thing creeps further up the wall. "And don't let that torch go out; it might see that as an opportunity for a three course meal!"
Giant Crypt Spider
Gear: Large Fangs
Conditions: None yet
Notes: Its poison can paralyze. Use caution.
It won't aggro while the torch burns, but if the light goes out, we might have problems.
Then he pauses for a moment to see if there are any nearby elements that could trap it, or something he could exploit to prevent it from being followed.
Talking to his companions, he then says that if none of these solutions are possible, perhaps the best thing to do is rely on his fear of the torch and continue, hoping it has no way of following us once we close the oak door.
"What do you think?"
Of course, Hastali doesn't forget that it's time to explore the room and, of course, search the humanoid's body. But first, he waits to see what his companions plan to do with the spider.
I'll try to say, stretching the meaning of the descriptor a bit, that I use the "mechanism builder" edge to determine if there's something to trap the beast with.
So I roll 2d6. The first die represents the basic roll, the second the descriptor. So if docleadfoot deems the use of the edge improper, we still have the result with just one die.
Rolls
Understanding how to trap the spider - (1d6, 1d6)
1d6 : (6) = 6
1d6 : (2) = 2
"Perhaps we can drag the body back a bit so we can inspect it safely." Mart hands the torch to Magnus and tries to pull the body towards them and away from the spider.
That's not a good roll :/
Rolls
Pull the body to a safer place - (1d6)
(1) = 1
Meanwhile, Mart has scarcely touched the unfortunate humanoid's body when he notices a second shadowy spider-form perched above the formerly secret entrance the party just came through. Like the other spider, the single torch appears to be giving it pause, but that's not going to last forever.
"Might be time for another torch..."
Giant Crypt Spider (Far left corner of the chamber)
Gear: Large Fangs
Conditions: None yet
Notes: Its poison can paralyze. Use caution.
It won't aggro while the torch burns, but if the light goes out, we might have problems.
Gear: Large Fangs
Conditions: None yet
Notes: Its poison can paralyze. Use caution.
It won't aggro while the torch burns, but if the light goes out, we might have problems.
"Let's follow Hastali's idea and get into the next room, then close the door." He proposes.
In the mean time, he checks the body to see what killed it and if there's anything noteworthy on its person.
Tartarosso, I feel a bit bad doing this since it was your idea to look at the body, but I want you to know that I'm not a loot-hog. So anything I find in game I will let you know unless Mart has a specific reason to keep it secret. :)
Rolls
Check the body - (1d6, 1d6)
1d6 : (2) = 2
1d6 : (4) = 4
This way, they should be able to defend themselves from any spider attacks without turning their backs on them, while also protecting themselves from whatever they might find in the next room.
Before proceeding, however, Hastali waits for Mart to finish searching the corpse. He also waits for Mart to strip him of anything that might be useful as loot or for the continuation of the mission.
After this, he waits to hear what his companions think of his proposal.
If the answer is yes, before entering the new room, Hastali checks the wooden door for any traps.
The creatures do indeed inch along the walls toward the party as the pool of torchlight moves toward the side of the room with the door, but the fresh torch continues to hold them at bay.
Meanwhile, Hastali's check of the door reveals no evidence of traps, but it's locked shut. Options include:
• Spending some time to pick the lock (could burn an additional torch)
• Breaking the door down (could alert whatever's on the other side; can't shut a broken door)
If I understand correctly, if the roll is successful, we don't waste the torch.
Obviously, I'm also waiting for the opinion of @TheGenerator
He also says that with his experience working with mechanisms, he might be able to open the door without wasting too much time and therefore without wasting a torch.
"What do you think?"
He takes the new torch from Magnus. "Give me that old torch too. I can use it as a cudgel." He tells him, taking the sputtering torch into his good hand. Having no real weapons himself, it'll might prove useful to him.
"A locked door?" Mart asks to confirm. "Here, try this key I just found on this person. It appears he's got big fang marks. I'd conclude that these spiders are indeed not friendly! But they do already have a meal ready for them. So they may leave us alone if we leave them with the body."
He hands the key to Hastali for him to try on the door. "Otherwise, if you think you can pick the lock, we'll try to buy you some time for it."
He jabs the torch at one of the spiders that had gotten a little too close for comfort.
Should I roll for that?
Torchlight spills into a much smaller unadorned chamber. The floor is hewn from a similar stone as the previous chamber, but unpolished. The room appears to be empty save for a simply chiseled stone casket in the corner, much smaller and less decorated than the one in the antechamber.
There's a closed wooden door on the wall to the right as the party enters.
Directional note:
I've updated the map. Gonna let Hastali act first.
If we understand that there are no threats, perhaps it would be helpful to put out one torch to avoid using too much of it. Obviously, if it makes sense to put it out and then reuse it.
"Is it safe in there?" He asks the others, but he doesn't wait for an answer. Slowly he backs his way into the other room before trying to close the door with his foot.
Nothing appears to be skulking around in the shadows or waiting to bite the party.
It comforts me that I'm not the only one who doesn't read carefully :D
@DocLeadfoot do I need to roll anything to keep the spiders at bay?
@DocLeadfoot do I need to roll anything to keep the spiders at bay?
Then Mart turns his focus to the new casket. "Perhaps this one holds the artifact we're looking for." He brings his torch closer to get a good look. He searches for any interesting looking markings.
Also, there are no apparent traps or mechanisms; the casket isn't even locked.
Mart takes a step back before anyone opens the casket.
The box contains contains eighteen silver coins stamped with the unfamiliar engraving of a half-forgotten king.
Two small potion vials, wax seals still intact.
One garlic necklace (advantage vs ghouls and vampires)
One holy symbol (advantage vs undead and profane things)
He patiently waits before taking the items. Magnus is the expedition leader and he doesn't want to step on any toes.
We can split items among the players then.
What do you think, Tartarosso?
Do I need to roll anything to inspect the potions?
Then he suggests dividing the coins into three parts. As for the rest, he suggests that he and Mart divide the other items fairly randomly, since they might always come in handy, but mainly to spread out the weight. Specifically, he says he’ll take the garlic necklace (in Hittish tradition, vampire stories are among the scariest) and a potion.
Of course, he lets Mart analyze the potions before taking one.
@DocLeadfoot Can you remind me or quickly link me to the rules on carrying capacity because, as always :'( , I’m on my phone and it’s hard for me to find them.
"Spreading out the weight sounds like a good idea," Magnus remarks. "No good hauling a fat pack around if you wind up tripping over your own shadow under the weight." He examines the room, content to let the other two work out how to split the treasure. Best to ensure nothing surprises them while their focus is on the box, after all.
The room for its part seems otherwise unremarkable. He leans against the wall, causing a loose brick to shift ever so slightly. The quiet rumble of stone sliding aside might or might not be audible behind the discussion around the treasure discovery.
+1 Will point to Mart's total, bringing it to 4.
My understanding of the currently suggested loot split:
• Everyone takes 9 coins
• Hastali takes the garlic necklace and one potion
• Mart takes the holy symbol and one potion
ENCUMBRANCE
===========
We're assuming your character carries a standard knapsack than can hold ten items. This is in addition to your primary weapon and any armor you might wear. One spot in your pack can hold 3 consumable items (rations, torches, etc).
Coins go into their own pouch, we're not worried about their weight at the moment but if we wind up carrying over 100 per person I'll probably rule something like 300 coins takes up one inventory slot.
The rest is fine for me. Mart will take the holy symbol and one potion.
I'll use disadvantage since I was busy with the loot.
Edit: result = "no"
Rolls
Do I hear it? (worst result wins) - (2d6)
(34) = 7
It turns out that a large trap door has opened up in the far corner of the room, revealing a stairwell down to a previously hidden level of the crypt. There is also still the matter of the heavy wooden door to the right (the party was facing when we came in). In either direction may lie the scepter... or merely the harbingers of death.
Now deciding where to go will be complicated.
Hastali's methodical nature would lead him to continue exploring the entire upper level to "complete" it.
He shares this thought with his other two companions. But he says he's absolutely willing to proceed toward the hatch if the others offer good reasons.
Mart walks over and tries to see if the door will open easily. If it needs more strength, he's probably not the one to handle it.
"What do you say, Hastali?" He asks his companion. "This way, or the hatch?" He's happy to leave the decision up to him.
He's realizing that exploring dungeons isn't like working with metals and mechanisms.
"I honestly can't find a good reason to continue one way or the other!"
"I suggest we continue through this door for now, simply because it's the official route."
"Mart, since you're mapping our route, also mark the secret trapdoor."
Then he tells the others that he'll go first. He suggests they form up again: himself, Mart, and Magnus (the other "beaten king") at the back, bringing up the rear.
The next paragraph is written assuming the others agree with the proposed plan of action. Otherwise, we'll change it later.
Lining up as Hastali suggested, the party ventures down the stairs past the door Mart just opened. It is, perhaps unsurprisingly, quiet save for the slap and scraping of their leather soles against the wrought stone under their feet. The stairwell takes them slightly past the pile of bones at the bottom. They appear to be human; other partial skeletons litter the chamber besides, tangled with knots of old spider webbing.
The chamber is wide, somewhat resembling the previous chamber with the text inlaid across the floor. This one, however, has no such text carved into the floor and its original purpose is, at first glance, unclear. An initial assessment of the chamber will reveal two immediate details: there is another heavy wooden door set in the wall straight across from the stairwell, and a second set in the wall to the right.
The first door is notable for being the evident site of a recent scuffle, with a familiar-looking giant spider laying curled up not four feet away from it. A flamberge style dagger protrudes from between its mandibles; the beast is quite apparently dead.
The dust in front of the other door is, by comparison, relatively undisturbed.
Magnus trails down the stairs behind the other two, peering into the gloom past the torchlight. Upon catching sight of the tableau near the far door, he exclaims: "What in the abrogated city of dust did THAT?"
GM Note: Magnus's reaction is meant to land after the party takes stock of the room's content and isn't intended to pre-empt whatever the two PCs would be doing during the initial examination of the area.
Rolls
Inspect the bones (+Practical Biologist) - (1d6, 1d6)
1d6 : (5) = 5
1d6 : (4) = 4
The chamber is wide, somewhat resembling the previous chamber with the text inlaid across the floor. This one, however, has no such text carved into the floor and its original purpose is, at first glance, unclear. An initial assessment of the chamber will reveal two immediate details: there is another heavy wooden door set in the wall straight across from the stairwell, and a second set in the wall to the right.
The first door is notable for being the evident site of a recent scuffle, with a familiar-looking giant spider laying curled up not four feet away from it. A flamberge style dagger protrudes from between its mandibles; the beast is quite apparently dead.
The dust in front of the other door is, by comparison, relatively undisturbed.
Mart is at first more interested in the bones than anything else. "Why are all these bones here? Did these people get trapped down here?" He inspects them more closely as they move past. When he notices the torch sputtering, he takes another from his backpack to light it.
Magnus trails down the stairs behind the other two, peering into the gloom past the torchlight. Upon catching sight of the tableau near the far door, he exclaims: "What in the abrogated city of dust did THAT?"
"Magnus, do you have any idea how deep this tomb goes? At this rate we could be here for days."
Magnus, examining the scene of the apparent spider attack, looks up, frowns, and considers the question. "Historically, these tombs tended to vary in size and complexity, I think. Probably depending on the importance of who was being buried. Depending on the time frame, we should be looking at a single floor or a split level with several connecting chambers. The single floor theory is out, since we already found stairs in two places." He nudges a bone with his foot. It tumbles from the pile.
"I'd say this tomb's king ranks up there with the important ones, so that tracks. We may have to search two levels. No more than three tops if I know anything about these musty old tombs. I've never been in one, of course, but I've read a couple of books."
Roll: Mart's examination reveals that the bones are human, too old to be part of any recent events. Possibly servants entombed with their king or past spider victims. A glimmer during the search catches his eye and he discovers a green gem likely worth 170 coins if sold to a respectable merchant. Aside from the spider itself, none of the corpses present are recent enough to have been part of the fight.
Mart, +1 gem worth ~170 coins pending a proper barter. Mart can attempt to pocket it without being noticed or it can be distributed however the party decides.
"Three floors, huh? That's quite a bit. And we'll have to keep watching our backs from now on." He says to himself somewhat worriedly.
"These bones are definitely not recent additions. Likely that they were buried here when the tomb was built." He concludes from inspecting the bones. "Found anything over there?" He asks his companions.
Magnus eyes the dead spider askance on his way past. "I suspect whoever broke into the tomb ahead of us is after the same thing we are. If so, I imagine we'll have to deal with them sooner or later... if the spiders don't."
The door opens easily enough, revealing a wide chamber much like the previous one, but this one features stacked wooden coffins lining two of the walls. A few of the stacks have been pushed over and broken, but what draws the party's attention is the room's other contents: a trio of humanoids similar in appearance to the corpse found upstairs: about half the size of a man, slightly bent or hunched, with green-black and slightly oily skin. Two of them have fallen; the remaining one stands against what appears to be another trio of living mushrooms. Its dagger flashes in the dim torchlight and it's staring in disbelief at its fallen comrades.
The fungoid nearest the creature makes a rude burbling noise and takes a swipe with a root-like claw. The creature dodges, attempts a draw cut with the knife which misses, then emits a gibbering shriek as the other mushrooms move in. Apparently realizing it's outnumbered, it makes a break for the door... barreling right toward the party now standing in front of the door.
What is the party's reaction?
Descriptors: Humanoid, agile, charging
Gear: dagger
Conditions: None yet
Notes: Cruel and cunning creatures of the night. This particular goblin is charging straight toward the party!
Descriptors: Mushroom shaped, vaguely humanoid if you squint.
Gear: Root-like claws and talons.
Conditions: None yet
Notes: Aggressive. Already engaging the goblin party.
Perhaps this fleeing goblin could become an asset to them. "We have been sent here to help you." He speaks out loud to the goblin. "Stand with us and we will be victorious!" He tried his best to bring resolve into his voice. Even if the creature didn't understand the words, it might understand the sentiment. To help with that sentiment, he makes a fist with his free hand and points his torch at a fungoid.
If not, then just take my first roll only.
Rolls
Persuade the goblin - (1d6)
(3) = 3
In case my descriptor applies, an extra d6 - (1d6)
(4) = 4
You can spend your Will points to skew a die result if desired. This generally applies to the person making the roll:
Will Points are a resource that you spend to improve a character’s chance of success at an action. They can be used in two ways;
Bonus Die: Spend a Will Point before a beat the odds roll to add a single bonus die. This works like any other bonus die. You can add as many bonus dice as you have Will Points, but they must all be declared at the same time.
Re-roll: Spend a Will Point after a beat the odds roll to re-roll a single die. The second result must stand - you cannot re-roll a re-roll. You can re-roll as many dice as you have Will Points, but they must be declared them all at the same time, before the first die is re-rolled.
You can spend multiple Will Points on any given action, and for either or both effects. It is completely within the rules to spend a Will Point to add a bonus die before a roll, then another Will Point to flip a pip afterwards.
Flip a Pip
Spend a Will Point to adjust a single die up or down by one pip. Spend multiple Will points to adjust a die multiple pips. This option is more reliable than a re-roll as you will always be able to turn a "no" into a "yes" (assuming you have the point(s) needed).
In this scenario a goodwill gesture (such as distracting the fungoids or interposing, for example) might be possible where a direct parlay assist probably isn't.
Considering the dice pool, I'd say the Filled with BS/Good at Talking character trait is a point of advantage for Mart. There's also a language barrier assuming no one knows the goblin tongue. This creature is also not thinking about parlay, it's moving at speed away from the fungus creatures. This cancels out to one die, I think. So CONDITIONALLY, we will use the three (no), HOWEVER...
If Hastali can add a detail to the scene that would assist, I'll assess the roll with both dice and we'll use the four (yes). Tartarosso, I recommend that you work out your move proposal before looking at the spoilers at the bottom if you can help it (not a hard rule, it's just what I think is probably the most fun way to play it). Do read the ones up top, though; those lay out the options.
I'm willing to spend 1 or 2 will points in this case. It sounds like a fun plot twist to have the goblin join us, kinda.
Do I still need to do extra rolls?
You both currently have four Will points.
Magnus shoots the goblin a skeptical glance, but after satisfying himself that it isn't stabbing Mart in the back, turns his attention to its former assailants.
The fungoids, which were chasing the goblin, are now waddle-hopping toward the party.
While thinking about it, he waves the torch in front of him to hopefully deter the creatures.
Then I'll wait for Tartarosso to make a move.
Rolls
Do I know anything about fungoids? - (1d6)
(6) = 6
Among the few who know, they're known to be hostile toward surface dwellers. They can use their root-like appendages to grasp or attack. These appendages are capable of growing back if the creatures are not dispatched soon after being wounded.
Like most underdwellers, they are thought to have a severe aversion to fire and light. Though the creatures aren't in melee range yet, the torch would likely give them pause if brandished in close proximity to them.
A glance around the chamber reveals a large stone vaulted architecture style similar to the tomb's other chambers scouted by the party. The wooden coffins stacked along certain walls might have made for handy obstacles with time to prepare. With hostile creatures only a few strides from attacking the party, however, the most likely immediate courses of action are engaging the fungoids or exiting the way the party came in.
As the fungoids get closer, Mart tries to jab one of them with his lit torch. "let's see if they're flammable."
Rolls
Jab with a torch - (1d6)
(4) = 4
+1 advantage to party rolls since the fungoids are reacting to torch Mart brandished at them.
+1 advantage to any attacks that are fire/light based.
The creatures' root/claw appendages will cancel the bonus die from a single weapon.
Reminder Note: if everything cancels out to zero, that's a neutral (one die) roll. We only roll with disadvantage if there are one or more disadvantages remaining after everything else cancels out.
Magnus mutters an oath under his breath and raises his knife, stepping away slightly to give himself and Mart some room to move.
Of course, if you want to try a fancy parry and counter maneuver I'm not going to stop you. :D
Rolls
defensive stance - (1d6)
(3) = 3
Mart manages to keep his torch aloft for the moment but the creature's root-like "hand" closes around his wrist, grappling him for control of it.
As the melee is joined, the goblin lets out a strangled cry, its feet slapping on the dusty stone as it charges... toward the exit. With its comrades down, it apparently has no intention of continuing the fight.
Luckily he was still holding the flaming torch. With the mushroom so close to him, he jabbed the torch in its direction again, pressing it firmly under its mushroom cap head where the flames can easily burn its spores. Surely those would burn well. "Let go of me you fiend!"
+1 from using fire
+1 from biological knowledge
-1 from being grappled
= 2 dice
I'll roll them separately so you can decide differently if needed
Rolls
burn the shroom - (1d6)
(1) = 1
extra die - (1d6)
(4) = 4


