The assassin and familiar have little problem making their ways past the goblins further into the cavern system as these goblins seem much more involved with the visions they are experiencing.
OOC wrote:Goblin's Kiara is sneaking by (with Disadvantage): _: 1D20+9 = [14]+9 = 23
1D20+9 = [8]+9 = 17, so lucky are you.
Goblin's Kai is sneaking past: _: 1D20+9 = [3]+9 = 12
1D20+9 = [1]+9 = 10.
As for where the two of them are, I'd say the square filled with a 7 and on their next turn they will be in room 9.
So no problems there, that will bring us to Jarrak's turn.
OOC wrote:
Room 1: no traps here.
Room 2: Chief’s room, not much else known as he never allows anyone in it.
Room 3: “dinning room”. Broken wood benches are scattered against the walls, with a few useable benches set up in between the columns.
Room 4: Practice room (goblins hone fighting skills – small archery range &
Room 5: Kitchen (star marks “stove”), very old and worn plates and eating utensils are kept here along with equally worn cooking pots.
Room 6: Cold storage for food.
7: Long, connecting hallway. Has a pit trap at the dead end, and a trip wire that releases poison darts at bottom of right staircase.
Room 8: Prize room. Anything taken that has been deemed “for the clan” is kept here. Mostly coins (gold, copper & silver), gems (run the gamut of variety), small items such as silver & gold made drinking cups, small statutes of various levels of craftmanship made of various materials.
Room 9: Trapped room – there are 2 sets of crossbows that are triggered by pressure plates that are walked on. Nothing of value here.
10: Another long hallway, about ready to collapse halfway through.
Room 11: Clan sleeping space.
Room 12: Slave sleeping space.