1. Giant Rats (75)
2. Skeletons (150)
3. Goblins from multiple rooms (400)
4. Rescuing Elky (50)
5. Calcryx (450)
6. Hobgoblins and goblins (1000)
7. Skeletons and Blights (150)
8. Bugbear and Rats (250)
9. Goblins (180)
TOTAL = 2705 (676.25 per PC)
Treasure:
1. From Skeletons : 30 sp, 27 gp, 3 +1 arrows
2. From Goblins : Object worth 50gp, ordinary key, 5 vials of oil
3. From Calcryx : A dragon-shaped, jade figurine (worth 20 gp), a crystal goblet (5 gp), and twenty-four pieces of fine silverware (1 gp each).
4. From Hobgoblins and Goblins : potion of healing and two vials of antitoxin. A spell scroll of faerie fire and another of expeditious retreat, a gold signet ring (worth 20 gp) and splint armor, which is identifiable by the Hucrele family crest worked into the chest pieces. Silver earrings set with moonstones (20 gp each) and matching necklace (50 gp). 231 pieces of gold and two onyx gems (worth 30 gp each).
Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70
The floor of this rough cavern is stained and smells of blood and animal musk. Light from glowing fungus reveals the eastern niche, which holds a pallet of matted furs, a wide wooden board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on a slender pole. To the edge of the niche are two large nests made of hair, dry fungus, and refuse.
Two spears, six javelins, one longsword, one greatsword are affixed to the weapon rack.
DC 15 Perception:
A box is hidden under one of the furs in the bedding.
Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70
To the eastern door then!
Two rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly open.
Perception DC 10:
Snores are audible from the doorway closest to you (along the northern wall of the chamber.
Completely unaware if his victim is naked or arrayed in a panoply of magical steel, Dave thrusts his greatsword confidently (and with advantage, PHB 292)
Assassinate w/Dagger!:1d20 + 4 ⇒ (10) + 4 = 14 for Damage:1d4 + 2 ⇒ (1) + 2 = 3 Is this a critical hit, as Dave suggested? If so: CRITICALNESS!:1d4 ⇒ 3Otherwise ignore.
Dave somewhat quietly (darn squeaky armor) strolls across the hall to the door in the Southwest corner. Upon seeing two pogs with pictures of goblins, he steps inside and goes to work.
Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70
I'm not sure you would have the movement to do all of that in one "round", however these guys were ready for you. I'm going to back you up to the door and roll initiative!
Dave clanks toward the door and sees two goblins standing barefoot next to a mashing-tun, where they had been squashing roots and fungi into pulp. A dirty straining bin stands nearby, as well as ten 2-gallon casks of the end product.
The two goblins scream out, sounding an alarm to the rest of the hall!
Dave quickly moves to silence one of the pulpfoot goblins! So #1 is dead anyway. I assume you want to accost the other goblin with the rest of your movement?
Male Dwarf, Hill Cleric of life 2 | HP 19 | AC 18 | Initiative -1 | Saves: ST +2 DX -1 CN +3 IN+0 WS+5 CR+3 | Perception +3 | Intimidation +3 | Investigation +1
Morgran moves to see if he could get a better view , but then he see more goblins in the opposite side room and rushes to hammer them
warhamer:1d20 + 4 ⇒ (10) + 4 = 14dmg Bludgeon:1d8 + 2 ⇒ (3) + 2 = 5
Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70
Morgran sees two more goblins preparing themselves for combat! The cleric then brings the melee to one of the poor gobbo's skulls and kill it instantly!
Waiting for Dave's retcon before I decide whom I'm attacking, but going to pre-roll my attack in case I'm swamped later on:
Versus Goblin-to-be-named-later:
Fire Bolt:1d20 + 5 ⇒ (16) + 5 = 21 for FIRE! Damage:1d10 ⇒ 8
Darn it, I forgot that. Could I retcon into a Shocking Grasp instead? Would just change the damage to Damage:1d8 ⇒ 8 but might allow me to get away from at least one of the baddies.
My general thought process is to try and get out of harm's way, if possible. So, for example, if Dave were to kill the goblin to my south, I would instead target the guy to my east (east? I don't have the map up currently), in hopes of being able to leave the area without getting targeted by an AoO.
So, with that in mind, I leave it to you, Mr. DM, to direct my attack at whatever mob seems more reasonable after Dave attacks.