Activating his flame tongue, Yurgojin jumps back in towards the slaad and starts poking the rapier into it. Attack 1: 31 to hit, damage is 11 piercing, 12 sneak and 11 fire Attack 2: 15 to hit, damage is 11 piercing and 9 fire
To-hit 15 will miss. DS1 takes 11, 12, half 11 (5) fire, total 28 damage. DS1 (73/170, incapacitated until the start of Bridgette's next turn, cannot regain hitpoitns until start of Talorin's next turn)
Trystane continues his onslaught on the slaad that had been incapacitated by Bridgette. 1st Unarmed Strike @DS hit 24+4 for 16 magical slashing damage and 6/2 lightning damage 2nd Unarmed Strike @DS hit 29+4 for 17 magical slashing damage and 4/2 lightning damage Unarmed Strike@DS hit 20+3 for 15 magical slashing damage and 4/2 lightning damage
DS1 takes 19, 19, 17, total 55 damage. DS1 (18/170, incapacitated until the start of Bridgette's next turn, cannot regain hitpoitns until start of Talorin's next turn)
Round 2 Bridgette, Necyra << your turn Death Slaad DS1 Talorin, , Yurgojin
This post has potentially manipulated dice roll results.
Necyra, her eyes fixed on the Death Slaad (OOC: in my mind, I keep saying Death Salad), maintained her concentration on the Bless spell, its protective aura enveloping the party. With a swift gesture, she channeled her divine energy, a chilling aura emanating from her. The Toll the Dead spell took effect, a single, dolorous chime echoing through the stateroom.
The Death Slaad/Salad pass make a DC17 WIS saving throw or suffer from 10 Necrotic damage.
Bridgette will try to finish off the slaad now that it's taken a ton of damage. She's going to go ahead and use her magic quarterstaff, casting shillelagh with her bonus action and true strike with her action. For a guaranteed hit, she uses the charge from one of her clockwork amulets to have a 10 on the die roll.
Magic Shillelagh True Strike Quarterstaff: Attack: 21 (10 from the amulet, +9 ability modifier/proficiency, +2 from the magic weapon); Damage: 11 (9 + 2 force, +2 mod from the magic quarterstaff), + 6 (I guess also force), for 17 total.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Necyra watched Bridgette's attack with a mixture of admiration and respect. "A well-placed strike," she said, her voice filled with genuine praise. "That creature was no pushover."
With the Death Slaad defeated, Necyra turned her attention to the stateroom, her curiosity piqued. She began to explore the room, her eyes scanning the shelves and drawers, searching for any clues or hidden compartments.
Magic Shillelagh True Strike Quarterstaff: Attack: 21 (10 from the amulet, +9 ability modifier/proficiency, +2 from the magic weapon); Damage: 11 (9 + 2 force, +2 mod from the magic quarterstaff), + 6 (I guess also force), for 17 total.
This post has potentially manipulated dice roll results.
As the Slaad falls, Figaro jumps down from the table. "My mind is clear, you've lifted the fog. Come quick, gather the rest of the crew. It's time to go save the captain."
A glorious scene plays out of teary reunions. Figaro, feeling himself, once again, tells the rest of the sailors to gear up as he plans to march to the next section of the ship.
In the triumphant celebration, the first mate turns to your party, "You see, my secret is that this, all of this, is my fault. I know of the hazards in this region and I told the captain to head this way without regard. Now it's time for me to make things right."
You have gained Figaro's Secret
Figaro explains how Ward Runes work on this ship. "They are invisible and work in pairs. You must deactivate both Ward Runes to gain access to the sections of the ship that are magically blocked." The first Ward Rune is here in this part of the ship, with see invisibility and dispel magic, it is turned off before you leave.
While gathering the crew, you meet Daveras who has lost his blink dog Ikasa when his lifeboat crashed on the deck.
With Figaro leading the way, you leap from the Steancastle Deck, towards the Starboard Segment, defending against the flying sharks who have mostly dispersed since you dealt with their leader the Death Slaad.
The Starboard Deck has a treant, a member of the Verdant Branch crew,now growing roots all over the deck. The Treant asks the party to defeat six grells handily (no need for that combat, 6x Challenge 3, 55 hp each?) Once you defeat the Grells, the Treant named Rosebud opens the way to the second Ward Rune. If you deactivate this one then there is only one ward remaining.
You reunite Ikasa the blink dog with her friend Daveras. Ikasa has a magical collar and can speak common. Ikasa tells you a secret that their halfling friend Palenna escaped the ship they fled called the Verdant Branch only to be cast out into the astral sea. Ikasa is afraid to tell Daveras this secret, in case he wants to return to try to save him.
You have gained Ikasa's Secret
You find the captain's journal in a lockbox with a potion of mind reading. When you read the journal, you learn the passphrase, "The moon sings a song for the lost.”
Floating to the final segment of the Zennith you find Inda the captain, wounded and repairing her mechanical limbs. "I've seen a monster living in the heart of Havock. Under the bridge you will find a warded room with a secret passphrase you can enter." She tells you the passphrase but also that the worm monster broke into the Bridge, from beneath and must have eaten the magic rod that they were experimenting with to try and harness it's immense power. She says that the wards are invisible and you will need a Lantern of Revealing to see it. She happens to have one and hands out all the following items.
You travel to the bridge, you say the catchphrase, just to find that the monster has burrowed beneath the bridge and taken the next piece of the rod of seven parts.
An overwhelmingly foul stench fills this destroyed and empty room. Where the prow should be is a gaping hole leading into the putrid core of Havock’s heart.
Entering the heart of Havock it is filled with Foul Air and poisonous.
Foul Air. The air throughout the heart is foul. Any creature that breathes the foul air has the poisoned condition until it breathes fresh air again. Tracking down the monster brings you into the heart of Havock where a monster has consumed the rod piece, [Tooltip Not Found] HL1 init 7
Once you read my longest post to date you should have some loot, some secrets, lots of missed or sped up roleplaying with unmentioned NPCs. The few I mentioned lead you to find the missing crew members of that other ship and then the captain of the Zenith. This all leads you to leave the ship and enter the organ of the dead god Havock where a Challenge 17 waits for you in a room with poisonous air.
The direct approach is to fight the monster and kill it. The indirect approach is to start fighting the monster and then somehow surgically remove the rod from inside the monster and then search for a quick get-away which there are two arteries of escape. I'm up for either option. Good Luck.
OOC: I vote for the direct approach, but maybe that's just being a little too risky? I'll throw healing spells out like Halloween trick-or-treat candy to keep everyone topped up. In case we opt for the direct approach, Necyra's initiative is: 9.
Yurgojin takes the Ring of Evasion and slips it on his finger. He considered having the backup flame tongue and is still willing to but will see if the weapon would benefit others before taking it, same with the lantern. The lantern woukd clearly be needed and useful, but Yurgojin's hands were getting full. He still would carry it if other choose not too.
Bridgette shrugs and takes the lantern. She's a caster anyway; most items won't be particularly useful for her.
Initiative: 18
Question: Is there a chance we could have gotten a short rest in before the fight? If so, Bridgette would have used the opportunity to cast death ward on herself and one other person before getting back all her spell slots.
Also, since it looks like we get to decide when we go in, Bridgette can use Tasha's bubbling cauldron to get us a few useful potions before the actual fight begins. Bottled breath seems like it would be useful for those of us who need to breathe (Bridgette does not because of a class feature) to avoid being poisoned while fighting this thing.
Question: Is there a chance we could have gotten a short rest in before the fight? If so, Bridgette would have used the opportunity to cast death ward on herself and one other person before getting back all her spell slots.
Everything in my last post took two days to accomplish and once you find the passageway to Havock's Heart, you can technically take as long as you like before chasing the monster. The Hertilod is a unique monster to VEoR, made for this module and made for this chapter/encounter. It has three Legendary Actions and the Heart is it's Lair. If you leave and come back days from now, it will still be here. With that said, take your time to prepare. This is a Challenge 17 and the environment causes the condition poisoned and I'm not really sure how to gain immunity to this.
(I forgot Yurgojin bought a lantern of revealing last time!
Yurgojin would like a bottled breath since the disadvantage kills his sneak attack ability)
I'm up for suggestions. I guess with the flying sharks out of the way, you could float up to the portal, hundreds of feet above Havock's Body, to return to the Sigil Sanctuary and collect bottled breath for each breathing character. That seems to work for me. I'm sure the caretaker even has them on hand.
(I forgot Yurgojin bought a lantern of revealing last time!
Yurgojin would like a bottled breath since the disadvantage kills his sneak attack ability)
I'm up for suggestions. I guess with the flying sharks out of the way, you could float up to the portal, hundreds of feet above Havock's Body, to return to the Sigil Sanctuary and collect bottled breath for each breathing character. That seems to work for me. I'm sure the caretaker even has them on hand.
Bridgette's Mystic Arcanum gave her a spell that lets her create up to 5 common or uncommon potions. As worded in your post, if you don't need to breathe it doesn't look like the environment poisons you. Bridgette will probably grab a potion of poison resistance, which will leave four potions to distribute among her companions (maybe everyone who didn't get Bridgette's additional death ward before the short rest?). Also, who's names are written in Bridgette's book right now? There can be up to three names in the book besides hers.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
OOC: Necyra has a Charm of Restoration which lets her cast Lesser Restoration a whopping two times- so she can remove a poisoned condition twice. My guess is that in this environment, that’ll last a single round, and then you’ll be right back to being poisoned again. Pretty useless in this situation! Necyra would love a potion of poison resistance, if they’re available! And Necyra would also love to have her name written in Bridgette’s book, however, let the front line melee attackers get in there first as Necyra will be slinging spells from a distance.
Maybe holding your breath for 1 minute plus a minute for each point of Con Mod. Con score 14 means 3 minutes and a con score of 8 means a minimum of 30 seconds.
Activating his flame tongue, Yurgojin jumps back in towards the slaad and starts poking the rapier into it.
Attack 1: 31 to hit, damage is 11 piercing, 12 sneak and 11 fire
Attack 2: 15 to hit, damage is 11 piercing and 9 fire
To-hit 15 will miss. DS1 takes 11, 12, half 11 (5) fire, total 28 damage. DS1 (73/170, incapacitated until the start of Bridgette's next turn, cannot regain hitpoitns until start of Talorin's next turn)
DS1 takes 19, 19, 17, total 55 damage. DS1 (18/170, incapacitated until the start of Bridgette's next turn, cannot regain hitpoitns until start of Talorin's next turn)
Round 2
Bridgette, Necyra << your turn
Death Slaad DS1
Talorin, , Yurgojin
Round 3
Bridgette, Necyra, Trystane
Death Slaad DS1
Talorin, , Yurgojin
Necyra, her eyes fixed on the Death Slaad (OOC: in my mind, I keep saying Death Salad), maintained her concentration on the Bless spell, its protective aura enveloping the party. With a swift gesture, she channeled her divine energy, a chilling aura emanating from her. The Toll the Dead spell took effect, a single, dolorous chime echoing through the stateroom.
The Death Slaad/Salad pass make a DC17 WIS saving throw or suffer from 10 Necrotic damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Bridgette will try to finish off the slaad now that it's taken a ton of damage. She's going to go ahead and use her magic quarterstaff, casting shillelagh with her bonus action and true strike with her action. For a guaranteed hit, she uses the charge from one of her clockwork amulets to have a 10 on the die roll.
Magic Shillelagh True Strike Quarterstaff:
Attack: 21 (10 from the amulet, +9 ability modifier/proficiency, +2 from the magic weapon); Damage: 11 (9 + 2 force, +2 mod from the magic quarterstaff), + 6 (I guess also force), for 17 total.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Necyra watched Bridgette's attack with a mixture of admiration and respect. "A well-placed strike," she said, her voice filled with genuine praise. "That creature was no pushover."
With the Death Slaad defeated, Necyra turned her attention to the stateroom, her curiosity piqued. She began to explore the room, her eyes scanning the shelves and drawers, searching for any clues or hidden compartments.
Perception: 19 / Investigation: 10
Last to know and first to be blamed...
As a free action, can I regret my life choices?
"So how about ghat crazied captin?" Yurgojin putting the flame tongue out and back in its scabbard.
DS1 adv Wisdom DC 17 vs 6
DS1 takes 17 damage.
As the Slaad falls, Figaro jumps down from the table. "My mind is clear, you've lifted the fog. Come quick, gather the rest of the crew. It's time to go save the captain."

A glorious scene plays out of teary reunions. Figaro, feeling himself, once again, tells the rest of the sailors to gear up as he plans to march to the next section of the ship.
In the triumphant celebration, the first mate turns to your party, "You see, my secret is that this, all of this, is my fault. I know of the hazards in this region and I told the captain to head this way without regard. Now it's time for me to make things right."
You have gained Figaro's Secret
Figaro explains how Ward Runes work on this ship. "They are invisible and work in pairs. You must deactivate both Ward Runes to gain access to the sections of the ship that are magically blocked." The first Ward Rune is here in this part of the ship, with see invisibility and dispel magic, it is turned off before you leave.
While gathering the crew, you meet Daveras who has lost his blink dog Ikasa when his lifeboat crashed on the deck.
With Figaro leading the way, you leap from the Steancastle Deck, towards the Starboard Segment, defending against the flying sharks who have mostly dispersed since you dealt with their leader the Death Slaad.
The Starboard Deck has a treant, a member of the Verdant Branch crew, now growing roots all over the deck. The Treant asks the party to defeat six grells handily (no need for that combat, 6x Challenge 3, 55 hp each?) Once you defeat the Grells, the Treant named Rosebud opens the way to the second Ward Rune. If you deactivate this one then there is only one ward remaining.
You reunite Ikasa the blink dog with her friend Daveras. Ikasa has a magical collar and can speak common. Ikasa tells you a secret that their halfling friend Palenna escaped the ship they fled called the Verdant Branch only to be cast out into the astral sea. Ikasa is afraid to tell Daveras this secret, in case he wants to return to try to save him.
You have gained Ikasa's Secret
You find the captain's journal in a lockbox with a potion of mind reading. When you read the journal, you learn the passphrase, "The moon sings a song for the lost.”
Floating to the final segment of the Zennith you find Inda the captain, wounded and repairing her mechanical limbs. "I've seen a monster living in the heart of Havock. Under the bridge you will find a warded room with a secret passphrase you can enter." She tells you the passphrase but also that the worm monster broke into the Bridge, from beneath and must have eaten the magic rod that they were experimenting with to try and harness it's immense power. She says that the wards are invisible and you will need a Lantern of Revealing to see it. She happens to have one and hands out all the following items.
Flame Tongue shortsword
Ring of Evasion
Lantern of Revealing.
Spell Scroll of Flame Strike
You travel to the bridge, you say the catchphrase, just to find that the monster has burrowed beneath the bridge and taken the next piece of the rod of seven parts.
An overwhelmingly foul stench fills this destroyed and empty room. Where the prow should be is a gaping hole leading into the putrid core of Havock’s heart.
Entering the heart of Havock it is filled with Foul Air and poisonous.
Foul Air. The air throughout the heart is foul. Any creature that breathes the foul air has the poisoned condition until it breathes fresh air again.
Tracking down the monster brings you into the heart of Havock where a monster has consumed the rod piece, [Tooltip Not Found] HL1 init 7
Once you read my longest post to date you should have some loot, some secrets, lots of missed or sped up roleplaying with unmentioned NPCs. The few I mentioned lead you to find the missing crew members of that other ship and then the captain of the Zenith. This all leads you to leave the ship and enter the organ of the dead god Havock where a Challenge 17 waits for you in a room with poisonous air.
The direct approach is to fight the monster and kill it. The indirect approach is to start fighting the monster and then somehow surgically remove the rod from inside the monster and then search for a quick get-away which there are two arteries of escape. I'm up for either option. Good Luck.
Hertilod init 10
Necyra will have grabbed the Spell Scroll of Flame Strike. Others can grab the Potion of Mind Reading, Flame Tongue Shortsword, Ring of Evasion, and Lantern of Revealing.
OOC: I vote for the direct approach, but maybe that's just being a little too risky? I'll throw healing spells out like Halloween trick-or-treat candy to keep everyone topped up. In case we opt for the direct approach, Necyra's initiative is: 9.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Yurgojin takes the Ring of Evasion and slips it on his finger. He considered having the backup flame tongue and is still willing to but will see if the weapon would benefit others before taking it, same with the lantern. The lantern woukd clearly be needed and useful, but Yurgojin's hands were getting full. He still would carry it if other choose not too.
Init: 9
Bridgette shrugs and takes the lantern. She's a caster anyway; most items won't be particularly useful for her.
Initiative: 18
Question: Is there a chance we could have gotten a short rest in before the fight? If so, Bridgette would have used the opportunity to cast death ward on herself and one other person before getting back all her spell slots.
Also, since it looks like we get to decide when we go in, Bridgette can use Tasha's bubbling cauldron to get us a few useful potions before the actual fight begins. Bottled breath seems like it would be useful for those of us who need to breathe (Bridgette does not because of a class feature) to avoid being poisoned while fighting this thing.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
(I forgot Yurgojin bought a lantern of revealing last time!
Yurgojin would like a bottled breath since the disadvantage kills his sneak attack ability)
Everything in my last post took two days to accomplish and once you find the passageway to Havock's Heart, you can technically take as long as you like before chasing the monster. The Hertilod is a unique monster to VEoR, made for this module and made for this chapter/encounter. It has three Legendary Actions and the Heart is it's Lair. If you leave and come back days from now, it will still be here. With that said, take your time to prepare. This is a Challenge 17 and the environment causes the condition poisoned and I'm not really sure how to gain immunity to this.
Good Luck!
I'm up for suggestions. I guess with the flying sharks out of the way, you could float up to the portal, hundreds of feet above Havock's Body, to return to the Sigil Sanctuary and collect bottled breath for each breathing character. That seems to work for me. I'm sure the caretaker even has them on hand.
Bridgette's Mystic Arcanum gave her a spell that lets her create up to 5 common or uncommon potions. As worded in your post, if you don't need to breathe it doesn't look like the environment poisons you. Bridgette will probably grab a potion of poison resistance, which will leave four potions to distribute among her companions (maybe everyone who didn't get Bridgette's additional death ward before the short rest?). Also, who's names are written in Bridgette's book right now? There can be up to three names in the book besides hers.
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
OOC: Necyra has a Charm of Restoration which lets her cast Lesser Restoration a whopping two times- so she can remove a poisoned condition twice. My guess is that in this environment, that’ll last a single round, and then you’ll be right back to being poisoned again. Pretty useless in this situation! Necyra would love a potion of poison resistance, if they’re available! And Necyra would also love to have her name written in Bridgette’s book, however, let the front line melee attackers get in there first as Necyra will be slinging spells from a distance.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
https://www.dndbeyond.com/sources/dnd/phb-2024/rules-glossary#SuffocationHazard
Maybe holding your breath for 1 minute plus a minute for each point of Con Mod. Con score 14 means 3 minutes and a con score of 8 means a minimum of 30 seconds.
That's why Bridgette is planning to hand out bottled breath... so that everyone can hold their breath for an hour instead of a minute :)
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
(How long between entering the poison air and the fight? Might eat up most of that hour in just travel time.)