Angus turns from his downed enemy and scans the room. He is unable to get to the new hobgoblin so advances on Sanbalet.
Really want to make some joke about skewers and cooking his goose now he is covered in oil, but I fear I do not have Josh's skills. Nor a flame for now.
Angus swings his sword at Sanbalet determined to quickly stop the magic attacks
Attack: 6 Damage: 9
If necessary, kick Sanbalet in the hope of disabling him/dropping him to the floor and the puddle of oil
Angus steps forward as Sanbalet shouts, fire is beginning to build again within his hands, "Now you shall witness the full magical power of Sanbalet!" Unfazed, Angus cleanly slices Sanbalet's head off.
Zi drops her long sword onto the ground, pulls out a Javelin and throws it towards the Hobgoblin:
Javelin Attack: 8 Damage: 4
The javelin clatters off the cavern low cavern ceiling. Zi mutters,"Crap"
Tiffany has a turn before the hobgoblin, then back at the top.
The short sword slashes out, finding a small gap in the Hobgoblin's armor. The scimitar is easily deflected. The hobgoblin sneers back at Caspia as he raises his longsword to strike.
Long sword Attack: 8 Damage: 2
The attack is clumsy and scrapes off a nearby rock jutting out from the cavern walls. Caspia dodges it easily.
"Ugh, won't this ever end!" Zi remarks as she prepares to cast toll the dead.
Hobgoblin Wisdom Saving Throw (DC 13): 11
Toll the Dead Damage (raised to 1d12 due to Hobgoblin missing hitpoints): 1
A small bell rings, but it appears to have little to no effect on the hobgoblin. Zi with a look of disgust on her face puts her javelins away and gets ready to pick her own sword back off the ground.
The lone remaining hobgoblin sneers as he dodges Gulin's blow.
Meanwhile, Angus begins searching the room:
Angus McTavin:
On Sanbalet's corpse you find a set of masterfully crafted loaded gaming dice and a pipe. The pipe is wooden. It appears to be long and delicate and features a bowl made from smooth river stone on one end.
Looking at his Hobgoblin bodyguard's corpse you find a set of scale mail. The armor is decorated with fish and shell motifs.
Elsewhere in the room you find five bolts of silk and eight casks of brandy. The bolts of silk are each about a square yard in size and could be transported be yourself, albiet haphazardly. The full casks on the other hand are incredibly heavy. You shiver a little of the thought of attempting to carry them all the way back to Saltmarsh.
You also find 12 copper, 18 silver, and 9 gold on the bodies in the room.
This post has potentially manipulated dice roll results.
Caspia's first attack misses as the Hobgoblin deftly parries with his own longsword. Sensing an opening, her scimitar slashes the Hobgoblin's side. The Hobgoblin, seeing his boss and fellow compatriots dead senses the tide of this battle has turned and attempts to flee.
Hobgoblin takes the dash action.
Caspia Opportunity Attack: 21 Damage: 8
Gulin Opportunity Attack: 12 Damage: 6
Both attacks glance off the armor. You hear panting echo throughout the caves as the Hobgoblin tucks tale and runs as fast as he can. With the battle over, you feel your power increase.
All characters advance to level 2. You gain all passive abilities associated with your class and the below hitpoints. However, spent abilities and spell slots are not refreshed until you long rest.
By default I give advantage on hit dice rolls. I had to re-run the rolls for Angus and Zi because I forgot to give them advantage. Also, remember that you will get hitpoints associated with your constitution modifier in excess of what is below.
Angus Hitpoints : 5
Caspia Hitpoints: 10
Gulin Hitpoints: 6
Zi Hitpoints: 6
Ugh I give up, every time I do a grammar change the hitpoints change and I don't want to edit Zi again. The below is hard coded. If anyone feels heartburn let me know and I can replace it with another set of rolls.
After regaining your strength you continue to explore the remainder of the caves, heading down the passage to the south. The incline of this passage is perceptibly greater in this area. Coarse matting has been laid in places on the floor negating some of the slope's slipperiness. The passage widens to the south at this point to form a small cavern. There are three bolts of cloth and five small casks in the middle of the floor, resting on a piece of coarse matting. The bolts of cloth and small casks appear to be the same quality as the ones Angus discovered in the previous room. On the other end of this cavern is another passage.
This second passage leads into a cave that opens directly to the sea. The tide is out at present, and there is little water in the cave, but there is an obvious high water mark three feet above the floor. Pulled up onto the sloping cave floor is a small boat, perhaps large enough for eight people, with oars, a step-down mast, and a neatly furled sail. A rope tied to the bow is being held down by a large boulder that serves as an anchor.
"Well, up for a little sail? I say we find out what is in that last door down here. If we still haven't found the alchemical and herbal supplies we need, then take a quick jaunt upstairs to check. Once we have cleared out this Moradin-forsaken house, load up the boat with all that cloth and other goodies and take it to Saltmarsh to sell. Maybe find Sanbalat's spellbook as well... "
"And then I'll launch a dozen firebolts at the place as we sail away and the land will be done with it for good."
"Give everything a good once over in here, Angus. I'm going to alarm the door, so we know if anyone tries to take our new boat or comes in from the bay. Zi, care to join, incase some nasty critter has found there way back inside?"
Gulin returns to the secret door that lead into the cavern, taking out his spellbook and opening up to the Alarm page. He unreels a silver wire from his component pouch, spreading it along the door. A few minutes pass as Gulin performs the ritual, and a surge of magic energy passes through the wire. At the same moment, the abjuration energy forms a bubble around Gulin himself, shimmering in the air for only a moment. He then reels the wire back onto its holder and returns it to his pouch.
Silent alarm set for any non-party member who crosses the threshold.
Arcane Ward: +8 special HP
How to level:
1. Go check out your class page so you know what all new features you get.
2. Go to your character sheet.
3. Click the little red down arrow next to your name, then click manage levels.
4. Go to the drop down and change your level to 2. New stuff and selections should highlight below if applicable.
5. Go to manage HP. In the rolled HP column there is a number. Add the number from Steve's post above (for example, I went from 6 to 12.) It will auto calculate HP with your constitution mods.
6. Go to the spells tab (next to abilities). If you get new spells that you can learn or prepare, select them here.
It appears that the bar with the words danger scrawled across securing the door could be easily lifted from this side. You deduce that this was a hasty attempt to prevent passage from the other side of the door, and do not detect any traps or further impediments. There is no light emitting from the cracks in the door and you hear nothing on the other side.
Caspia inspects the small boat briefly for its seaworthiness before following Gulin into the cavern towards the door marked danger.
"Do you hear or sense anything, Gulin?"
FYI Steve is working some extra hours this week, so not sure when he'll be able to update. Knowing him, he'll find time to update, but it might be a little longer than usual.
Still getting crushed at work, apologize for how this has slowed down!
The bar securing the door is easily lifted. Light spilling in from the large room behind you barely shows that the chamber is only about twelve feet across and the corners are filled with shadow. What little you can see is dingy and dirty. You watch as six old skeletons rise from the floor in the shadows in the back of the room. Zi draws her longsword, "Wait, so this house actually is haunted?!?"
Gulin's warhammer crushes down on the skeleton sending an arm flying. Caspia follows up with a thrust from her short sword, causing the skeleton to collapse into the ground. She moves forward and attacks the next skelton with her scimitar, but it is a glancing blow dealing no damage.
Gulin Runehammer Arcana: 21
The skeletal bones are sturdier than you would expect despite the skeleton's appearing to be quite old. You know from your studies that bludgeoning damage should be very effective against these sorts of constructs; however, it felt as if you landed yet another ordinary blow. You watch as Caspia cleaves apart the skeleton. Either her damage type or the order of events must have made a difference.
Andrew needs to go, then I'll post the skeletons turn.
This post has potentially manipulated dice roll results.
I've been slacking and enjoying not trying to be creative.
Angus moves north to attack the nearest skeleton swinging his sword with glee hoping to see if he can lop off a skeleton head as easily as Sanbalet's.
Attack: 18 Damage: 6
I'm convinced having read things my short sword doesn't count as a monk's weapon that I should get an unarmed attack from, but as we've let me do it so far, I'm going to keep doing it.
If Angus doesn't kill the skeleton, he would attempt to smash it against the wall to shatter the tenuous threads holds it together.
This post has potentially manipulated dice roll results.
It is a monk weapon. Monk weapons are shortswords or simple weapons without the heavy or two-handed properties.
Angus' shortsword is parried by the skeleton and his fist sails wide over the skeleton's head. Zi steps forward with her shield. She shouts, "Procan banish these foul remains from this place! May their restless bodies carry them with all haste! Let them no longer desecrate this house!"
Channel Divinity Turn Undead DC 13:
Skeleton 1 Save: 0
Skeleton 2 Save: 9
Skeleton 3 Save: 13
Skeleton 4 Save: 1
Skeleton 5 Save: 19
You watch with amazement as the skeletons pack in towards the back corner of the room.
Angus Opportunity Attack: 17 Damage: 8
Caspia Opportunity Attack: 17 Damage: 7
In a rush, Caspia and Angus try to slash at one of the skeletons as it moves out of range. However, the skeleton is driven with a supernatural speed and their blades only catches air. With nowhere left to run, the skeletons cower in the back end of the room.
All Skeletons take the Dodge Action, attacks against them will be made with disadvantage.
Angus Passive Perception:
Strangely, a very faint blue light begins to emit from the border of the eastern wall.
Angus turns from his downed enemy and scans the room. He is unable to get to the new hobgoblin so advances on Sanbalet.
Really want to make some joke about skewers and cooking his goose now he is covered in oil, but I fear I do not have Josh's skills. Nor a flame for now.
Angus swings his sword at Sanbalet determined to quickly stop the magic attacks
Attack: 6 Damage: 9
If necessary, kick Sanbalet in the hope of disabling him/dropping him to the floor and the puddle of oil
Attack: 6 Damage: 5
Angus steps forward as Sanbalet shouts, fire is beginning to build again within his hands, "Now you shall witness the full magical power of Sanbalet!" Unfazed, Angus cleanly slices Sanbalet's head off.
Zi drops her long sword onto the ground, pulls out a Javelin and throws it towards the Hobgoblin:
Javelin Attack: 8 Damage: 4
The javelin clatters off the cavern low cavern ceiling. Zi mutters, "Crap"
Tiffany has a turn before the hobgoblin, then back at the top.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia faces off against the hobgoblin with her weapons drawn.
"You will regret taking us on today, hobgoblin. I may be a creature of the ocean, but I can destroy you on land just as easily."
She attacks with her scimitar and short sword, swiping at the strange warrior.
Short Sword: Attack: 20 Damage: 4
Scimitar: Attack: 9 Damage: 1
Now, let's hope for a decent roll.
The short sword slashes out, finding a small gap in the Hobgoblin's armor. The scimitar is easily deflected. The hobgoblin sneers back at Caspia as he raises his longsword to strike.
Long sword Attack: 8 Damage: 2
The attack is clumsy and scrapes off a nearby rock jutting out from the cavern walls. Caspia dodges it easily.
"Ugh, won't this ever end!" Zi remarks as she prepares to cast toll the dead.
Hobgoblin Wisdom Saving Throw (DC 13): 11
Toll the Dead Damage (raised to 1d12 due to Hobgoblin missing hitpoints): 1
A small bell rings, but it appears to have little to no effect on the hobgoblin. Zi with a look of disgust on her face puts her javelins away and gets ready to pick her own sword back off the ground.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
As Angus deals with the mage, Gulin shouts "Nice swing, lad!"
Gulin whirls around, hammer in his hands as he squares up against the new threat.
Attack: 10 Damage: 5
Booming Blade (on Move): 7
Nope.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Angus scans the room and sees the last hobgoblin occupied by Gulin and Zi, and no way to help.
Instead he starts stripping the corpses, starting with Sanbalet as he searches for any usable goods.
Investigation roll: 1
Well **** my luck. It was a 1 (in case it changes). Time to crack out the lucky skill.
Investigation roll: 14
The lone remaining hobgoblin sneers as he dodges Gulin's blow.
Meanwhile, Angus begins searching the room:
Angus McTavin:
On Sanbalet's corpse you find a set of masterfully crafted loaded gaming dice and a pipe. The pipe is wooden. It appears to be long and delicate and features a bowl made from smooth river stone on one end.
Looking at his Hobgoblin bodyguard's corpse you find a set of scale mail. The armor is decorated with fish and shell motifs.
Elsewhere in the room you find five bolts of silk and eight casks of brandy. The bolts of silk are each about a square yard in size and could be transported be yourself, albiet haphazardly. The full casks on the other hand are incredibly heavy. You shiver a little of the thought of attempting to carry them all the way back to Saltmarsh.
You also find 12 copper, 18 silver, and 9 gold on the bodies in the room.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia stands next to Gulin and prepares to attack the remaining hobgoblin warrior again.
"You will not be able to escape both of us."
She attacks with her scimitar and short sword.
Short Sword: Attack: 17 Damage: 4
Scimitar: Attack: 18 Damage: 2
Good rolls, poor damage.
Caspia's first attack misses as the Hobgoblin deftly parries with his own longsword. Sensing an opening, her scimitar slashes the Hobgoblin's side. The Hobgoblin, seeing his boss and fellow compatriots dead senses the tide of this battle has turned and attempts to flee.
Hobgoblin takes the dash action.
Caspia Opportunity Attack: 21 Damage: 8
Gulin Opportunity Attack: 12 Damage: 6
Both attacks glance off the armor. You hear panting echo throughout the caves as the Hobgoblin tucks tale and runs as fast as he can. With the battle over, you feel your power increase.
All characters advance to level 2. You gain all passive abilities associated with your class and the below hitpoints. However, spent abilities and spell slots are not refreshed until you long rest.
By default I give advantage on hit dice rolls. I had to re-run the rolls for Angus and Zi because I forgot to give them advantage. Also, remember that you will get hitpoints associated with your constitution modifier in excess of what is below.
Angus Hitpoints : 5
Caspia Hitpoints: 10
Gulin Hitpoints: 6
Zi Hitpoints: 6
Ugh I give up, every time I do a grammar change the hitpoints change and I don't want to edit Zi again. The below is hard coded. If anyone feels heartburn let me know and I can replace it with another set of rolls.
After regaining your strength you continue to explore the remainder of the caves, heading down the passage to the south. The incline of this passage is perceptibly greater in this area. Coarse matting has been laid in places on the floor negating some of the slope's slipperiness. The passage widens to the south at this point to form a small cavern. There are three bolts of cloth and five small casks in the middle of the floor, resting on a piece of coarse matting. The bolts of cloth and small casks appear to be the same quality as the ones Angus discovered in the previous room. On the other end of this cavern is another passage.
This second passage leads into a cave that opens directly to the sea. The tide is out at present, and there is little water in the cave, but there is an obvious high water mark three feet above the floor. Pulled up onto the sloping cave floor is a small boat, perhaps large enough for eight people, with oars, a step-down mast, and a neatly furled sail. A rope tied to the bow is being held down by a large boulder that serves as an anchor.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Well, up for a little sail? I say we find out what is in that last door down here. If we still haven't found the alchemical and herbal supplies we need, then take a quick jaunt upstairs to check. Once we have cleared out this Moradin-forsaken house, load up the boat with all that cloth and other goodies and take it to Saltmarsh to sell. Maybe find Sanbalat's spellbook as well... "
"And then I'll launch a dozen firebolts at the place as we sail away and the land will be done with it for good."
"Give everything a good once over in here, Angus. I'm going to alarm the door, so we know if anyone tries to take our new boat or comes in from the bay. Zi, care to join, incase some nasty critter has found there way back inside?"
Gulin returns to the secret door that lead into the cavern, taking out his spellbook and opening up to the Alarm page. He unreels a silver wire from his component pouch, spreading it along the door. A few minutes pass as Gulin performs the ritual, and a surge of magic energy passes through the wire. At the same moment, the abjuration energy forms a bubble around Gulin himself, shimmering in the air for only a moment. He then reels the wire back onto its holder and returns it to his pouch.
Silent alarm set for any non-party member who crosses the threshold.
Arcane Ward: +8 special HP
How to level:
1. Go check out your class page so you know what all new features you get.
2. Go to your character sheet.
3. Click the little red down arrow next to your name, then click manage levels.
4. Go to the drop down and change your level to 2. New stuff and selections should highlight below if applicable.
5. Go to manage HP. In the rolled HP column there is a number. Add the number from Steve's post above (for example, I went from 6 to 12.) It will auto calculate HP with your constitution mods.
6. Go to the spells tab (next to abilities). If you get new spells that you can learn or prepare, select them here.
7. Enjoy your extreme ultimate power!
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
"Right, shall we?" Gulin raises a hand in the direction of the cavern. "Oi! Lets get moving! Don't want to spend more time here if I can help it."
Gulin proceeds up to the danger door, giving it a close inspection before putting his ear up to the door and listening for a moment.
Investigation 16
Perception 12
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
It appears that the bar with the words danger scrawled across securing the door could be easily lifted from this side. You deduce that this was a hasty attempt to prevent passage from the other side of the door, and do not detect any traps or further impediments. There is no light emitting from the cracks in the door and you hear nothing on the other side.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia inspects the small boat briefly for its seaworthiness before following Gulin into the cavern towards the door marked danger.
"Do you hear or sense anything, Gulin?"
FYI Steve is working some extra hours this week, so not sure when he'll be able to update. Knowing him, he'll find time to update, but it might be a little longer than usual.
"Naw, nothing yet Lass. Only one way to find out!"
With the party gathered, Gulin lifts up the wooden bar.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Still getting crushed at work, apologize for how this has slowed down!
The bar securing the door is easily lifted. Light spilling in from the large room behind you barely shows that the chamber is only about twelve feet across and the corners are filled with shadow. What little you can see is dingy and dirty. You watch as six old skeletons rise from the floor in the shadows in the back of the room. Zi draws her longsword, "Wait, so this house actually is haunted?!?"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin moves quickly to the side, attempting to slam the closest skeleton to the wall with his warhammer, and giving a quick laugh.
"That damn mage had literal skeletons in his closet!"
Move NE one square.
Attack: 24 Damage: 8
Booming Blade on Movement: 2
If that kills the skeleton, move S one square.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Caspia darts after Gulin, moving to strike the same skeleton with scimitar and short sword.
Short Sword: Attack: 19 Damage: 4
Scimitar: Attack: 12 Damage: 4
"Under the sea, such skeletons would be dissolved back into the ocean now or incorporated in the coral."
Gulin's warhammer crushes down on the skeleton sending an arm flying. Caspia follows up with a thrust from her short sword, causing the skeleton to collapse into the ground. She moves forward and attacks the next skelton with her scimitar, but it is a glancing blow dealing no damage.
Gulin Runehammer Arcana: 21
The skeletal bones are sturdier than you would expect despite the skeleton's appearing to be quite old. You know from your studies that bludgeoning damage should be very effective against these sorts of constructs; however, it felt as if you landed yet another ordinary blow. You watch as Caspia cleaves apart the skeleton. Either her damage type or the order of events must have made a difference.
Andrew needs to go, then I'll post the skeletons turn.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
I've been slacking and enjoying not trying to be creative.
Angus moves north to attack the nearest skeleton swinging his sword with glee hoping to see if he can lop off a skeleton head as easily as Sanbalet's.
Attack: 18 Damage: 6
I'm convinced having read things my short sword doesn't count as a monk's weapon that I should get an unarmed attack from, but as we've let me do it so far, I'm going to keep doing it.
If Angus doesn't kill the skeleton, he would attempt to smash it against the wall to shatter the tenuous threads holds it together.
Attack: 20 Damage: 7
It is a monk weapon. Monk weapons are shortswords or simple weapons without the heavy or two-handed properties.
Angus' shortsword is parried by the skeleton and his fist sails wide over the skeleton's head. Zi steps forward with her shield. She shouts, "Procan banish these foul remains from this place! May their restless bodies carry them with all haste! Let them no longer desecrate this house!"
Channel Divinity Turn Undead DC 13:
Skeleton 1 Save: 0
Skeleton 2 Save: 9
Skeleton 3 Save: 13
Skeleton 4 Save: 1
Skeleton 5 Save: 19
You watch with amazement as the skeletons pack in towards the back corner of the room.
Angus Opportunity Attack: 17 Damage: 8
Caspia Opportunity Attack: 17 Damage: 7
In a rush, Caspia and Angus try to slash at one of the skeletons as it moves out of range. However, the skeleton is driven with a supernatural speed and their blades only catches air. With nowhere left to run, the skeletons cower in the back end of the room.
All Skeletons take the Dodge Action, attacks against them will be made with disadvantage.
Angus Passive Perception:
Strangely, a very faint blue light begins to emit from the border of the eastern wall.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent