This is an old revision of the document!
Session 2026.4.25
Players
Nick
Paul
Steve
Jacob (GM)
Session
Recorded Audio
AI Summary
Setup and Goblin Crew
The Goblin King sends a large mob of goblins to loot the newly uncovered Tomb of the Serpent King, with replacement goblins rotating in as others die.
Players briefly establish that they can “stack” goblins for extra dice at the cost of shared consequences, and that running out of goblins ends the delve.
Goblin personalities are introduced: Stumble the weak willed chatterbox proselytizer; Goth Root Licker, a peg leg addict who hands out cursed root; Scholar/“Swindler,” a pompous astrologer orator in shiny armor; plus other bench goblins in reserve.
Entering the Tomb
The goblins arrive at the tomb entrance: a 10 foot wide corridor with sunlight extending about 30–40 feet, then shadow and two open doorways to the north and south.
Scholar grandly declares this a glorious mission for empire and king, while Goth loudly rhymes badly and stomps inside, making stealth impossible.
First Coffins and Poisoned Snake Statues
The party reaches two side rooms, each with a human sized wooden coffin holding a clay statue of a snake man (human torso, serpentine lower body).
Goth smashes the first statue; it bursts, revealing a gold amulet and a dried snake skeleton, but also releases a cloud of poison gas that hits nearby goblins for significant damage.
Scholar slyly pockets the first gold amulet during the chaos, beating Goth on a contested roll.
In the second room, Stumble opens the coffin and finds an identical statue; another goblin hurls the statue down the hallway, where it explodes near Scholar, killing that goblin and exposing a second amulet.
A surviving goblin loots Scholar’s corpse, taking the matching amulet and starting a growing hoard of snake king jewelry.
Scholar’s Side Tomb and the Enchanted Ring
At the next junction, the corridor branches to a “scholarly” tomb to the north (star charts and scholar iconography) and a “sorcerous” tomb to the south.
Scholar explores the northern “scholar” tomb, prying open a coffin and finding only another snake statue and crumbled, dust like scrolls; he searches carefully to avoid another poison burst but finds no treasure.
In the southern “sorcerer” tomb, a robed snake man statue bears a silver ring; the goblins hurl the statue into the hallway to trigger its poison safely, revealing another amulet, the ring, and a snake skeleton in the rubble.
Goth claims the silver ring; when he wears it, a fingernail elongates and splits into a forked, poisoned fang, effectively turning his finger into a venomous stabbing weapon.
Goth immediately tests the new “snake finger” on Scholar, stabbing him and forcing a failed CON save that deals poison damage and provokes a wrestling match as Scholar tries to disarm him.
The Great Stone Door and the Hammer Trap
The goblins reach a massive stone door barred by a heavy stone beam resting on iron pegs; it clearly requires all three goblins to lift.
As they heave the bar free, the iron pegs start rising ominously; finishing the lift triggers a giant stone hammer trap that swings down behind them.
All goblins attempt to dodge, with one using a companion as a springboard; rolls go badly, and the hammer smashes at least one goblin (Scholar) for lethal damage, scattering gear into the corridor and marking the first clear fatality.
The door swings open as the hammer resets, leaving the survivors bruised but through, and triggering the appearance of a new goblin (Timmy the fiddler/looter) to replace the fallen Scholar.
Serpent King’s Antechamber and Snake Skeleton Guardians
Beyond the door lies a grand 40×80 chamber with a high dome and three ornate coffins on the north wall, the central one larger and finer, all painted with stylized sleeping snake men.
Stumble and Goth immediately try to open the central coffin; as they do, all three coffin lids explode outward and three skeletal snake men rise, one from each coffin.
A brutal melee ensues:
Stumble uses a shovel to shatter one skeleton with a critical hit.
The remaining skeletons claw goblins for significant damage, killing Stumble and forcing new goblin leaders to rotate in.
Timmy arrives with a bow, then later a sword, and helps finish off the last skeleton after multiple rounds of misses, crits, and broken weapons.
After the fight, the goblins search the coffins and skeleton remains but find no additional treasure, grumbling that these honored snake dead were “weak and poor.”
The Hideous Snake God Statue and Secret Trapdoor
The party proceeds south into a new chamber dominated by a grotesque statue of a snake god described as part toad, part heap of intestines, and part melted candle; water trickles through the room, under the statue.
As the goblins approach, all their torches sputter out simultaneously, plunging them into darkness except for dying embers.
Timmy uses the embers to light a candle and surveys the room; the candlelight reflects off the water and reveals that it is feeding into a hidden trapdoor in the floor beneath the statue.
They pry open the concealed hatch and descend into a damp, narrow passage leading to a long hall filled with massive, heavily armed snakeman statues.
Statue Hall and the Secret Guardroom
The goblins advance into the statue hall and notice that one large snake guard statue is slightly twisted out of alignment.
Two goblins push on the misaligned statue; instead of toppling, it slides aside, grinding stone and revealing a secret door behind it.
Beyond lies an ancient guardroom with rotten furniture, two usable hooked polearms on the wall, and a heavy silver icon depicting a scowling snake king between them.
Goblins loot the room: one takes a polearm as a two handed weapon; another claims the silver snake icon, which is heavy enough to be worth several thousand coins back home.
The Great Statue Chamber and Oily Pool of “Holy” Water
Continuing onward, the goblins emerge into a large, statue ringed chamber with many doors (most heavy stone, one wooden) and a central pit full of dark, oily water that reeks of licorice and corruption.
Despite warnings, Bogfoot rushes to the pool and is immediately attacked by two disembodied, rotting hands that leap from the water; one latches onto his throat and claws him, the other skitters across the floor toward another goblin.
A tense combat with the hands follows:
Multiple goblins are grabbed and strangled, taking repeated damage as the hands cling to their necks.
Allies attempt to hammer, shovel, and sword the hands off, often injuring the grabbed goblin due to bad rolls and partial successes.
Eventually the group wears the hands down: one is smashed by Bogfoot’s shovel, the other is pinned and hacked apart by Timmy and a new goblin, though not before several goblins are badly mauled and another dies.
After the fight, the goblins notice glittering shapes at the bottom of the oily pool; Bogfoot eagerly drinks the water, which tastes like licorice and infuses him with a foul power, marking him to rise as a venomous mummy when he eventually dies.
Inspired, Bogfoot dives in and discovers: a screaming mummy head, a heavy gold chain, a silver ring, and a sealed bottle.
He retrieves the gold chain first; as he surfaces, another goblin secretly casts a spell to teleport the chain into his own hand, successfully stealing it without Bogfoot noticing.
Bogfoot and Timmy jointly dive again; they collect the silver ring and the strange fuchsia, cream of wheat like potion in a bottle, carefully avoiding the hostile mummy head.
Bogfoot puts on the ring: his left eye turns to glass, pops out, rolls away, and remains usable as a remote camera; he reinserts it, realizing he now has a detachable “ring of eyesight.”
Timmy drinks the fuchsia potion; it smells like a clean newborn and heals two of his severe wounds, which are replaced by two extra arms, giving him four arms for future combat and carrying capacity.
Exploring Side Doors and Mapping Threats
Before descending deeper, Timmy systematically opens the various doors around the statue chamber to “mark” future loot and threats:
One chamber holds a valuable metal disc and another coffin with an unreadable plaque.
Another is partially collapsed with sounds of something skeletal moving behind rubble; the goblins slam this door shut and leave it.
A rough stone room contains a plain coffin with a plaque, possibly an unfinished tomb.
A priestly dormitory room has old beds and shelves but little of immediate value.
A corridor with rows of clay snakeman statues and rusted swords is also discovered, foreshadowing more guardians or traps.
Deep Stairs and Clay Snake Statues
Through an ornate door carved with images of snakes raining from the sky, the goblins find stairs descending further into darkness; this becomes their chosen route after scouting the side rooms.
Stairs turn into a slide with spikes at the bottom. Goblins survive being inpelled
In the lower halls, they encounter life sized clay snake warrior in a room filled with shields…
The Snakeman Guardian and Cascading Goblin Deaths
Ultimately the group reaches the lair of a powerful clay snakeman warrior (likely a serpent king guardian), who rises from a central position and immediately attacks the front line goblins.
Combat with the warror is vicious and attritional:
The warriror’s claws hit extremely hard, often dealing 6–9 damage per attack and shredding goblins in single blows.
Goblins cycle through rapidly: several die in consecutive rounds, their gear spilling across the floor, while replacements sprint in from the back ranks.
Bogfoot’s pre marked curse eventually triggers; after dying, he reanimates as a venomous goblin mummy, forcing his former allies to fight him as well.
In a desperate bid, a blind goblin throws holy water at the mummy and misses; another armored goblin with a puppet and chain and padlock weapon joins the fray late to tank hits.
The fight devolves into a revolving door of new goblins versus an almost boss like mummy, with many goblins cursing, bleeding out, or having their items shattered while slowly whittling the creature down.
In the end, the blind goblin Yoso lands a crucial hit with his sickle despite disadvantage, dealing enough damage to finally destroy the mummified Bogfoot, whose desiccated form collapses into a pile of sand and wrappings.
The surviving goblins gather what treasure they can carry: multiple gold amulets, the stolen gold chain, the silver snake king icon, rings, and miscellaneous gear scavenged from the many dead comrades.
The table wraps with post game chatter about character sheets, weird goblin traits (smelly, deaf, food addicted, vampire phobic), and future travel plans