Khessa opens the trapdoor and enters the hold. This deck runs the length of the ship and features no bulkheads or walls. Dark, murky seawater fills it to a depth of three feet at the north end, sloshing against old, moldering crates piled against the ship's port hull. Nothing happens as she descends and stands at the south end. (Light might be important here. Remind me how you are seeing.)
Khessa will keep a small piece of wood that emanates a warm orange light tucked into her belt to ensure she can always see clearly.
The blonde arcane warrior tries to keep all her senses alert as she approaches the edge of the water. If nothing happens before then, she switches the Greatsword for the Pike, so she can test the depth of the water and the consistency of the ship's bottom.
If it seems that it can support her weight, the tall adventuress proceeds towards the crates, intending to carry them one by one to dry land so she can examine them at her leisure with her companions.
Is the entire cargo hold filled with water that's as deep as 3 feet at the north end? Or is the south end of the hold dry, and there's just water in the northern half? I think that Khessa's plan to bring the crates to a dry area assumes the latter.
Were there stairs or a ladder from the galley down to the hold? Getting back up out of the cargo hold is at least as important as getting down!
Once Khessa checks the integrity of the floor, is the whole party in the hold with Khessa now (per the plan in post #3668)? Or do you mean that Khessa is currently the only one in the hold, and Avery is still on his way down?
Regarding light:
Theldrin tossed a glowing piece of of wood down the grate toward the north end of the hold. That should light up the whole north end in dim light or, closer to the piece of wood, bright light.
Khessa carries her own glowing piece of of wood, which will put the whole party in bright light near the south end of the cargo hold.
I think that Syllen still has his Chalice Starry Form active from the previous encounter, so he should also be radiating light for the next few minutes.
We may still have a couple of lit torches. Coriana and Theldrin had been using Mage Hand to send them ahead of the party into the hallway or into the Max Demons' room, but I think that we stopped tracking them carefully after the fight with the Maw Demons.
Coriana will summon a mage hand and light a torch before taking her turn going down into the hold.
Xanrym offers to light the torch for Coriana so that she doesn't have to fuss with her tinderbox.
Then, as I said before (post #3668), Xanrym will go through the trapdoor last, joining the rest of the Company in the cargo hold. He'll help with the search for Aubrek's chest of papers and deeds. He reminds everyone that the chest should be inside a crate marked with the letter 'A.'
Xanrym - It's just the north end of the cargo hold that is wet. A rope ladder leads down from the trapdoor on the galley. I assumed you'd all follow Khessa into the hold, but let me know if that was not the plan.
As Khessa approaches the north end of the hold, a putrid stench emanates from the water, and she starts to feel someone naucous. When she gets right to the edge, four decrepit undead jump out from the water, giant tongues hanging from their bluish hued mouths and long sharp claws and teeth swiping at her. Those of you with knowledge of these things recognise them as Ghasts, kind of upgraded versions of ghouls, with a stench to match their ferocious appetite for humanoid flesh. Initiative:
Group 1: Avery, Khessa, Syllen, and Xanrym
Group 2: Ghasts
Group 3: Coriana and Theldrin
Group 1 is up. The four ghasts are standing up out of the water, making their way toward Khessa with claws and jaws gnashing, their stench becomes overpowering as they step closer.
Xanrym says, "We've found Krell's undead! Ghouls, or something like it!" Since Avery is near the front and already wounded, Xanrym steps lightly forward and touches his arm. He casts a spell whose words seem to bolster the knight. Then Xanrym falls back to keep behind Khessa and Avery and gets out his crossbow.
Movement: Move 15-ft up to Avery to cast his spell. Then moving east to end his turn just north of Theldrin. Action: Cast a spell (LVL 1 slot) Heroism on Avery. Avery is immune to being frightened for the duration of the spell. Avery gains 4 THP. Free Action: Talking. Item interaction - equip crossbow
Khessa, already suspicious of the unusually revolting odor, is ready to react as soon as the threat looms! She puts away the Pike and utters dry words of power, while tracing an elegant glyph in the air with the rod that allows her to focus magical energy.
Now warded against the undead, the blonde arcane warrior switches the Pike for the Greatsword and places herself in front of the most advanced of the enemies, in a position that should allow her to block most of them - allowing fellow party members who are behind ample freedom of action.
[[ OOC: Khessa uses her Action to cast Protection from Evil and Good (undeads' attacks against Khessa have Disadvantage), her free object interaction to wield the Greatsword and her Movement to place herself in the desired position. ]]
This post has potentially manipulated dice roll results.
Khessa and Avery move in to engage the Ghasts after some preparatory spells, with Avery and Syllen's attacks hitting the lead Ghast. The Ghasts then move in and engage the two fighters:
Ghast 1 Claw against Khessa Attack: 17 Damage: 11 Slashing, and on a hit Khessa makes a DC 10 CON Save or is Paralyzed till the end of her next turn: 11
Ghast 3 Claw against Avery Attack: 23 Damage: 8 Slashing, and on a hit Avery makes a DC 10 CON Save or is Paralyzed till the end of her next turn: 9
(Accidently referred to Avery as her by mistake, sorry.)
Both attacks hit, and Avery feels a numbness from the claw seep into his body, Paralyzing him till the end of his next turn. The remaining two Ghasts bite at their targets:
Ghast 2 Bite against Khessa Attack: 17 Damage: 11 Piercing and 9 Necrotic
Ghast 4 Bite against AveryAttack: 13 Damage: 5 Piercing and 12 Necrotic
You all are up. Those next to the Ghasts when they start their turn must make a DC 10 CON save or be Poisoned until the start of their next turn. They are immune form that Ghast's stench if they save (Likely Khessa and Avery. If you forget to roll I'll try to retroactively do it for you)
(Sorry, just realized how high Khessa's AC is, neither attack actually hit her. Also, hitting the Ghast with the lightning bolt over it's head would be with Advantage the first time.)
Avery nods he is ready
Khessa opens the trapdoor and enters the hold. This deck runs the length of the ship and features no bulkheads or walls. Dark, murky seawater fills it to a depth of three feet at the north end, sloshing against old, moldering crates piled against the ship's port hull. Nothing happens as she descends and stands at the south end. (Light might be important here. Remind me how you are seeing.)
Khessa will keep a small piece of wood that emanates a warm orange light tucked into her belt to ensure she can always see clearly.
The blonde arcane warrior tries to keep all her senses alert as she approaches the edge of the water. If nothing happens before then, she switches the Greatsword for the Pike, so she can test the depth of the water and the consistency of the ship's bottom.
If it seems that it can support her weight, the tall adventuress proceeds towards the crates, intending to carry them one by one to dry land so she can examine them at her leisure with her companions.
(OOC: @drumdigby - A few clarifications:
Regarding light:
)
Avery scans for danger-Perception: 9
Coriana will summon a mage hand and light a torch before taking her turn going down into the hold.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Xanrym offers to light the torch for Coriana so that she doesn't have to fuss with her tinderbox.
Then, as I said before (post #3668), Xanrym will go through the trapdoor last, joining the rest of the Company in the cargo hold. He'll help with the search for Aubrek's chest of papers and deeds. He reminds everyone that the chest should be inside a crate marked with the letter 'A.'
Theldrin stands by with crossbow ready.
Xanrym - It's just the north end of the cargo hold that is wet. A rope ladder leads down from the trapdoor on the galley. I assumed you'd all follow Khessa into the hold, but let me know if that was not the plan.
As Khessa approaches the north end of the hold, a putrid stench emanates from the water, and she starts to feel someone naucous. When she gets right to the edge, four decrepit undead jump out from the water, giant tongues hanging from their bluish hued mouths and long sharp claws and teeth swiping at her. Those of you with knowledge of these things recognise them as Ghasts, kind of upgraded versions of ghouls, with a stench to match their ferocious appetite for humanoid flesh. Initiative:
Group 1: Avery, Khessa, Syllen, and Xanrym
Group 2: Ghasts
Group 3: Coriana and Theldrin
Group 1 is up. The four ghasts are standing up out of the water, making their way toward Khessa with claws and jaws gnashing, their stench becomes overpowering as they step closer.
Xanrym: Round 1
Xanrym says, "We've found Krell's undead! Ghouls, or something like it!" Since Avery is near the front and already wounded, Xanrym steps lightly forward and touches his arm. He casts a spell whose words seem to bolster the knight. Then Xanrym falls back to keep behind Khessa and Avery and gets out his crossbow.
Movement: Move 15-ft up to Avery to cast his spell. Then moving east to end his turn just north of Theldrin.
Action: Cast a spell (LVL 1 slot) Heroism on Avery.
Avery is immune to being frightened for the duration of the spell.
Avery gains 4 THP.
Free Action: Talking. Item interaction - equip crossbow
Concentration: Heroism round 1 of 10
Round 1
Khessa, already suspicious of the unusually revolting odor, is ready to react as soon as the threat looms! She puts away the Pike and utters dry words of power, while tracing an elegant glyph in the air with the rod that allows her to focus magical energy.
Now warded against the undead, the blonde arcane warrior switches the Pike for the Greatsword and places herself in front of the most advanced of the enemies, in a position that should allow her to block most of them - allowing fellow party members who are behind ample freedom of action.
[[ OOC: Khessa uses her Action to cast Protection from Evil and Good (undeads' attacks against Khessa have Disadvantage), her free object interaction to wield the Greatsword and her Movement to place herself in the desired position. ]]
Avery will engage the closest foe: attack 15, damage 10
Syllen will send a Guiding Bolt at the same one as Avery.
Guiding Bolt Hit: 17 Damage 14 Radiant
Next attack has advantage if it hits.
Khessa and Avery move in to engage the Ghasts after some preparatory spells, with Avery and Syllen's attacks hitting the lead Ghast. The Ghasts then move in and engage the two fighters:
Ghast 1 Claw against Khessa Attack: 17 Damage: 11 Slashing, and on a hit Khessa makes a DC 10 CON Save or is Paralyzed till the end of her next turn: 11
Ghast 3 Claw against Avery Attack: 23 Damage: 8 Slashing, and on a hit Avery makes a DC 10 CON Save or is Paralyzed till the end of her next turn: 9
(Accidently referred to Avery as her by mistake, sorry.)
Both attacks hit, and Avery feels a numbness from the claw seep into his body, Paralyzing him till the end of his next turn. The remaining two Ghasts bite at their targets:
Ghast 2 Bite against Khessa Attack: 17 Damage: 11 Piercing and 9 Necrotic
Ghast 4 Bite against AveryAttack: 13 Damage: 5 Piercing and 12 Necrotic
You all are up. Those next to the Ghasts when they start their turn must make a DC 10 CON save or be Poisoned until the start of their next turn. They are immune form that Ghast's stench if they save (Likely Khessa and Avery. If you forget to roll I'll try to retroactively do it for you)
(Sorry, just realized how high Khessa's AC is, neither attack actually hit her. Also, hitting the Ghast with the lightning bolt over it's head would be with Advantage the first time.)
Avery continues his attack against the ghast: Attack 18, damage 7
Theldrin sends a Magic Missile blast at the injured lead Ghast.
2
5
5