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
Two goblins go down to the might of the party! The last one tries to strike the cleric!
Attack:1d20 + 1 ⇒ (9) + 1 = 10
He misses and then dies from sheer fright! He has no chance, obviously. Combat over!
The containers on the small tables in the main area hold mashed leaves, fungus, bark, and powdered roots.
DC 10 Intelligence (Nature):
A successful check identifies many common varieties of tree, shrub, and fungus, although all have a pronounced pallor, as if sun-starved.
DC 10 Perception:
One pile of herbs and supplies in the main chamber contains the ingredients of a healer’s kit. An assortment of tools and herbs can be salvaged to make up a herbalism kit and a set of alchemist’s supplies.
Southwest Chamber: The goblins here were using a crude mashing, straining, and casking facility to create goblin wine. A dirty straining bin stands nearby, as well as ten 2-gallon casks of the end product.
North Central Chamber: The two goblin commoners that were in here were currently repairing dirty goblin armor with cord, iron needles, leather patches, and other crude implements of tailoring.
South Central Chamber: There were three goblins in here to monitor the health of a diseased giant rat, which is strapped spread-eagled onto a wooden bench. The rat suffers from horrible tumors that look woody and fruit-like. On a stand in the corner is a fancy crystal vial (worth 5 gp) that contains some sort of elixir.
DC 10 Medicine:
Drinking the elixir exposes the drinker to the same disease that the diseased rat might now impart with its bite.
Northeast Chamber: Extra weapon stores include five battered scimitars, six shortbows, and forty arrows.
Southeast Chamber: The room stands empty, and the caved-in back wall leads to a natural rift in the earth.
You have a few choices to select from. What are you going to do?
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
Dave gives mercy to the rat as he is able to identify a couple of the items throughout the area. Seeing that Morgran is injured, Erky steps into the area and heals as best he can.
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
OK, sounds like you guys are heading down the rift. I've set you up like I believe you have intended, however I'm not sure what Feyce and Morgran are doing.
Lebris Only:
You arrive at an intersection of sorts, the debris-strewn floor of the rift is two feet below that of the north corridor. No phosphorescent fungus grows in the rift. The corridor continues south past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth hangs in the air.
Male Wood elf Rogue [2] HP 15 | AC 14 | Initiative +3 | Saves: ST +0 DX +5 CN +1 IN +2 WIS +1 CHA +1 | Perception +3 | Insight +1 | Investigation +2
After seeing we are back where we started, Lebris will move down to examine the rest of the rift, before heading for the paved walkway of the southern tunnel.
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
How far are you trying to go into the room, Lebris? Also be aware that there really isn't anything to hide behind, are you simply trying to be quiet as you move in?
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
1d20 ⇒ 11
Lebris looks for the source of the glow but doesn't seem ready when the source presents itself! What appears to be a fiery legless lizard leaps from one of the holes in the ground and attacks the hapless rogue! Despite not having stealth as a preferred skill he still gets the jump on you and has advantage.
Bite @ +3:2d20 ⇒ (6, 16) = 22 for Piercing:1d4 + 1 ⇒ (3) + 1 = 4 plus Fire Damage:1d6 ⇒ 6 Tail @ +3:2d20 ⇒ (11, 5) = 16 for Bludgeoning:1d4 + 1 ⇒ (3) + 1 = 4 plus Fire Damage:1d6 ⇒ 3
The rogue falls in a smoldering heap to the strange creature! The enemy then retreats further back into its lair!
DC 10 Arcana:
This is a fire snake. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg’s thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year.
If you rolled a 15 or higher:
You know that fire snakes are immune to fire and resistant to non-magical weapons. They are vulnerable to cold. A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes fire damage.
Dave dashes into the cavern, grabs (the lightly armored and less cumbersome than Morgran) Lebris, then retreats and dumps the smoldering elf at the cleric's feet.
Arcana:1d20 ⇒ 6
There's some kind of fiery snake back there... but I have no idea what it's called.
Arcana:1d20 + 2 ⇒ (13) + 2 = 15 It's a fire snake. It's immune to fire and resistant to non-magical weapons but vulnerable to cold. If you touch it or hit it with a melee attack within 5 feet of it, you will take fire damage.
DM, I can't see the fire snake. Is it the squiggly thing in Lebris's square? Or the red sort-of line in the room south of us?
Feyce enters the room and fires a Ray of Frost at it. Ray of Frost:1d20 + 5 ⇒ (19) + 5 = 24 for Cold Damage:1d10 ⇒ 5(damage should be doubled to 10--how do I do that on Paizo?) plus its speed is reduced by 10 feet until the start of my next turn.
Have an ice day. Feyce chuckles to himself at his "humor."
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
Just saying that damage is doubled and why is good enough.
The snake recoils slightly as the cold arcane magic strikes him! He doesn't seem to understand Feyce's joke, whether its because of a lack of understanding the Common tongue or he simply finds the quip to be more ridiculous rather than humorous is beyond the party's scope of abilities.
The snake then leaps forward to take revenge on the spellcaster!
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
OK, for some reason the snake did not stay in his position on the map, he should have been next to Feyce so he could attack him. Does that change anything for Feyce and Morgran? Feyce, you would be at Disadvantage if you still wish to cast your spell, if so I need another roll to hit. Morgran, you can move back to where you were if you like.
Dex:1d20 + 2 ⇒ (7) + 2 = 9
Morgran lands his spell! The snake hisses its displeasure!
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 hallway that leads north ends in a door. You can surmise that this door will lead into the original chamber that you fought the gardener skeletons in.
You can go south or head back out and back to where you fought the goblins and choose a path from there.