RandomWombat
 Previous Thread 
 The Climb 

Ducking, dodging and seeking cover, or climbing up the sides of the trail, the party avoids being flattened into pancakes. ALADIN and Faedryl unleash an arcane barrage as they step forward in a plume of mist. Four arcs of purple magic slam into the side of the nearest bee, which nosedives into the plateau not far from them with a sickly crunch. The other is chased down by determined missiles, and the echo of Faedryl's tone causes it to stutter and stagger in its flight. But soon its swift speed carries it beyond their sight, and beyond their range.

In the aftermath of the ambush, the party regroups on the plateau. It is not far now to the ravine's edge, but there is no doubt these insects have been keeping an eye on them - and preparing a welcome.

 
 Spoiler: Results 
ALADIN's barrage is exactly enough to drop the first bee, and after moving forward past the rocks Faedryl delivers  18  damage to the second bee with her spells.

The second bee escapes, but is wounded, and the hive is now down one more member.
 

 The Ship 

Sarith's clever words bring a contemplative look to the lead orc's face as he strokes his stubble. The orog's eyes try to pick out signs of deception, but fail to find anything to pick Sarith's story apart.   "Hah. Sure. Look skinny but not weak. Might make pirate of you yet."   Waving his hand to the other orogs, he guides a landing party onto one of their skiffs. Words in orcish are tossed back to the other robed orog and the two cannoneers, who remain behind - as does the arbalist in the gunnery position, though Sarith sees the readied crossbow lowered inside.

As the landing party of five orcs take their skiff to the beach, the rest drop anchor and watch the  Black Manta  - along with any that may or may not be below. The landing party begins climbing the slopes of the beach, eventually disappearing from view.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 20/34 MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

With a sigh, Faedryl allows the moment to end.  "They'll be prepared for us now, but whittling their numbers down is a good start. We should keep moving, before they have a chance to properly regroup." 
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 40/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions:   
 Concentrating:  

Sarith watches them go, allowing his smirk to remain, but dropping his voice quiet, so that only Topsy could hear.   "There. Not so hard. Just sent a bunch of them to kill themselves against a bunch of bees. No fighting for us, and will distract them from our group."   Could Faedryl have done it any better? Of course not. He had seen her pathetic attempts at diplomacy and deception in the past. She should rely on him more, since she was clearly incapable of anything without him. She would probably get them all killed if he didn't intervene like this, so really he should be the one who got all the credit for finishing this job, and no one else.

  "Hopefully the watchguards aren't stupid enough to get into a pointless fight here when our group returns and theirs doesn't, but you should use your twin telepathy to inform the other group either way."  
 
 
  
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Emerging from a pile of rubble, Ront seems strangely untouched, although he is covered in debris and his shield seems to have acquired a few new dents.  He takes in the situation quickly, and starts rushing the top of the ridge.

 
 Spoiler: OOC 
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
A slightly dusty ALADIN nods at Faedryl's words.  " If we can get a line of sight on the bee, we might yet be able to defeat it before it flees beyond our ability to hit it. "
Putting action to words, he begins sprinting, trying to reach a point where he can get a bead on the fleeting Bee.
 
 
  
RandomWombat
 The Climb 

Despite his best efforts, ALADIN finds the bees' top speed to be much greater than his own. His sprint brings him to the corpse of the fallen one, which is mostly intact besides the holes in its side and the crushed head that it landed on.

   "We all still live?"    the Dawnbringer's voice rings in their minds.    "Wonderful news. I feared for a moment that we would be buried under that rockslide."   
 The Ship 

Tucking her weapon back into her belt, Topsy leans on the railing and watches the orcs warily across the water.  "Twin telepathy?"  she asks, looking up at Sarith with a quirked brow. It's probably an order of magnitude more words than the two have ever exchanged up to now.  "If that can happen, we don't have it. Is it a drow thing?"  brushing some hair out of her face, she gets up and paces. Lowering her voice, she adds,  "I'm sure they can handle five orcs without breaking too much of a sweat. Good thinking with the slave ploy." 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara somehow jumps and rolls to avoid the falling avalanche. Once everyone has recovered, she sees a glimpse of the retreating bee in the distance before it drops behind a ridge.

  "Let's keep going. They know we're coming now, but we have no choice."  
 
 Spoiler: OOC 
Dex Save:  (1d20+2)[ 22 ] 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Portents: 5, 10
  
 
  

Turvy managed to avoid the rocks completely, but also cannot stop the fleeing bee.

  "Yes. Let's keep going"  
 
 Spoiler: OOC 
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Reaching the top of the ridge, Ront drops his shield, and levels his heavy crossbow at the retreating bee, taking a potshot.  ALADIN, standing besides him, reloads it almost instantly, letting him get a second shot off.
Sadly, due to the poor manufacture of the bolts, both miss, prompting a growl of unhappiness from Ront, before the duo continue towards the now alerted hive. 
 
  
Amnestic
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 40/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions:   
 Concentrating:  
  "Of...of course, it must be. No doubt yet another sign of drow superiority."   Sarith says, while mentally wondering just where  had  he heard that twins were telepathic, and who would pay for him making of a fool of himself. He wasn't sure, but he would think about it, then add their name to the list of people who must suffer before he dies.
 
 
  
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 25/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: Exhaustion [1] 
 Concentration: Find Beasts (Apis Queen) 

Falling from and being battered by rocks, Nilvae cannot help but feel anger at the blade.  Yeah, sure, YOU'RE not covered in mud, bleeding and tired already.  she says as she tries to readjust her partially undone braids. First by hand, then remembering she was a capable mage now, with the help of an invisible hand.

  Well, you wouldn't grab onto the silk.   Spide mentions casually redadjusting his monocle just to mock Nilvae.  Well, we should at least know where the queen is before searching the WHOLE hive.  Nilvae scoffs. As they are in a hurry, she exclaims her magic words to find the bee queen.  Regina Apis! 
 
 Spoiler 
Nilvae heals for 9. Casting Locate Beast for the Queen Bee.
 

 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 38/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped),  Inspired Leader [8/8 tHP] 
 Concentration: -  
 You oughta train harder, lass. A bit of climbing and a bunch of rocks should not dent you that badly.  Galdar says without an ounce of humor or sarcasm.  I assume the tunnels are vertical and horizontal. Nothing we can do here. Advance.  
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:44/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

By focusing his movements on defense, Borthan avoided the worst of the rockfall, but he was displeased to see others had taken boulders to the face. If anyone needs a hand up he offers it, then turns to encourage them to haul butt up this hill.  "Elara's right. The longer we give 'em the more of 'em we have to fight all at once. Let's get moving, people, we've got a war to win against some mutant insects."  He draws a battle axe and a warhammer and follows after Ront, pursuing conflict like a dog with a strong scent.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil had hoped to avoid using spells this early, but he simply could not abide being crushed by the sizable rock that had rolled his way.  "Onward and upward then, my friends. Onward and upward." 
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
With the desperate attempt to shoot the Bee down with long range fire from the heavy crossbow a failure, ALADIN simply continues along the way towards the hive, with Ront picking up his shield and following shortly thereafter. 
 
  
RandomWombat
 Rocks Fall, Aftermath 

In the wake of their Misty Steps, the party feels a tingling upon their skin, followed by a jolt like a brief electrical shock from touching something loaded with static seeking a place to go. Once the boulders have run down the mountain, the party finds a perfectly white perfect cube sitting where ALADIN was prior to his teleportation. The rocks that tumbled into it glanced off, unable to move it from its point in space.

The cube does not appear to be doing anything.

Attempting to mend some of her wounds and scrapes with a hex, Nilvae feels another jolt of shock run through her. In its wake, her tongue feels dry and she finds herself craving for the taste of blood.

ALADIN can still feel a sense that there is energy hovering around him, as if waiting for something else to set it off.

 The Climb 

Less of a climb now, truth be told, and more of a walk. The warm underground air is somewhat cooler up here, on a plateau that hangs among the mountainous pillars of the island like a table upon legs. Pale blue grasses grow in the soil here, intermittently interrupted by thickets of tall bamboo-like wood or patches of mushrooms - some growing from the remains of dead beasts. Mole rats, giant ants, giant bats, one patch is even entwined around a humanoid skeleton.

The ants are common up here, and surprisingly docile so long as the party keeps their distance, and move away calmly to another patch of grass rather than attack when approached. Each of them is the size of a large dog and has a rather plain dirt-brown carapace. They graze on the grasses and harvest pieces of the mushrooms, leaving the rest to regrow.

 
 Spoiler: Nature 
 
 Spoiler: DC 5 
Don't ants live underground?
 

 
 Spoiler: DC 10 
These giant ants are known as Flat Scuttlers or just Scuttlers, native species to the higher plateaus of the Northdark. They're grazing herbivores and an odd sort of scavenger, using 'dark vegetation as food but also 'farming' mushrooms by planting them on corpses they find, including their own fallen. When attacked, they prefer to flee rather than fight, but they can still be vicious if threatened while cornered.

They show no signs of mutation.
 

 
 Spoiler: DC 15 
Some communities keep Scuttlers as pets or livestock due to their docile nature, but domestic Scuttlers must be raised from eggs in captivity or the specimen simply never stop attempting to leave and return to their clutch, the clustered family units of individuals that form. These ants do not have a centralized queen. Individuals reproduce, and the females are capable of parthenogenesis similar to some species of lizard if no males are available.

Like other giant arthropods, their shells are resistant to slashing and piercing weapons, but blunt impacts will crack them open. Scuttlers are also naturally resistant to magic, which may be why the changes to the faerzress has not affected them at all so far.
 

 

 
 Spoiler: Medicine 
 
 Spoiler: DC 1 
There's a lot of mottled marks on their shells. They must have some kind of pox, best not to touch them in case it's transmissible between species.
 

 
 Spoiler: DC 5 
Doesn't look like anything wrong with the ants. The marks are probably old scars from predators.
 

 
 Spoiler: DC 10 
The scars on the ants' shells are caused by acid, which has resulted in uneven patches, and extensive discoloration. They lack any scars from bite marks, so it's probably not from the bees - and any predated upon by the flying beasts would probably not survive to get scars.

A good estimation is some kind of slime or ooze in the area is responsible.
 

 


Passing the unobtrusive wildlife by, the party eventually comes to the ravine. It's about eighty feet across, the other side visible - another plateau that stretches onwards. There may be more ravines like this in the area. Peering down the ravine, they find they cannot make out the bottom - while the faerzress improves visibility in the dark, it also makes things  fuzzy  over long distances, like the air is dancing and moving. ALADIN estimates visibility would fall off past a couple thousand feet. The drop goes deep.

At the cusp of the fall, Nilvae kneels down to focus, setting out some ritual components and communing with Spide's spidery senses.

 
 Spoiler: Nilvae 
When Nilvae performs her ritual, the magic in the air hums and shivers, making her hair rise on end as if static electricity just ran over her body. But it does not spiral out of control this time. She feels her senses ripple out across the landscape, swirling around things that do not match the named target. Then the magic swirls around something it recognizes as  the thing  she was seeking. Some  things .

About two miles down the ravine, at its bottom, she feels the large presence of an Apidae Faerza Queen. Not far from the Queen, but far enough they may not be in the same 'room,' she senses a smaller presence. An egg, still developing, which will one day hatch into a new queen.

 
 Spoiler: Nilvae (or anyone she tells) Nature DC 12 
Apidae Faerza Queens produce a new royal egg only when the hive is preparing to split and start a new colony, which happens when its population reaches capacity. Considering this, it the hive was likely thriving and becoming overfull prior to its recent losses. The party claims to have killed about a dozen bees before, and one more now, so there may be anywhere from six to nine warriors left, the Queen, and a few less-deadly male drones.
 

 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara walks along with the others. She sees that Faedryl is struggling and was hit hard by the rocks.

  "Let the light of the moon soothe you."  

A soft glow appears on her hand and lights up some of Faedryls wounds, closing them and easing the bruises.

 
 Spoiler: OOC 
1st level healing word  (1d4+3)[ 6 ] 
Nature  (1d20)[ 20 ] 
Medicine  (1d20+4)[ 6 ] 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Portents: 5, 10
  
 
  

Turvy first moves to investigate the white cube from Aladrin's misty step. He tries to push the cube. If it won't move, he's not sure if it is magically immobile or if he miss just too small.

  "Ront. Can you try to move this?"  

When we encounter the ants, Turvy suggests we leave them alone while rattling off an excessive number of facts about them.

  "These giant ants are known as Flat Scuttlers or just Scuttlers, native species to the higher plateaus of the Northdark. They're grazing herbivores and an odd sort of scavenger, using 'dark vegetation as food but also 'farming' mushrooms by planting them on corpses they find, including their own fallen. When attacked, they prefer to flee rather than fight, but they can still be vicious if threatened while cornered."

They show no signs of mutation.

Some communities keep Scuttlers as pets or livestock due to their docile nature, but domestic Scuttlers must be raised from eggs in captivity or the specimen simply never stop attempting to leave and return to their clutch, the clustered family units of individuals that form. These ants do not have a centralized queen. Individuals reproduce, and the females are capable of parthenogenesis similar to some species of lizard if no males are available."  
 
 Spoiler: OOC 
Arcana for cube:  (1d20+7)[ 21 ] 
Nature  (1d20+4)[ 24 ] 
Medicine  (1d20+5)[ 9 ] 
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
At Turvy's question, Ront shrugs, and gives the cube a shove.

 
 Spoiler: OOC 

 (1d20+8)[ 11 ]  Athletics
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN seems to ignore the cube, content in Turvy and Ront's investigation, choosing to observe the ants, and to try and match them to one of the texts he was familiar with.  Turvy pre-empts his discovery, and he instead remains silent, not having anything significant to add.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/34 MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

She nods in gratitude for the healing - it took some of the edge off her fall from earlier.

 "I don't suppose anyone has a quick and easy way to get down?"  She does not, of course, or she would have offered it already. No sense in holding back at this stage. The only other solution she saw was try to find an easy path down - a perilous climb to be sure, or start the flooding from up here and hope it drew the bees to them. Not that this seemed a particularly defensible position.

She certainly doesn't want the climb to be for nothing.
 
 
  
RandomWombat
 The Cube 

When Turvy lays a hand upon the cube, there is resistance. Pushing against it feels less like pressing against a surface, and more like pushing against a wall of air pressure. When he draws back, it doesn't look or feel like anything 'rebounds' back into shape, yet Ront's touch produces the exact same effect. Neither of them can press much more than a few inches into the cube, nor does it appear to be affected by gravity or inertia.

 
 Spoiler: Turvy 
While at first it seemed like an unusual force cage, it does not display any of the properties of a force construct. Given the wild magic at play here, there may not be any reasonable explanation for the cube at all; it could be a half-formed spell effect, or maybe an object that appeared on the ethereal plane and then bled through like a ghost or spirit? Its properties make taking a sample for later impossible.
 

 The Ledge 

As she speaks words of mending, Elara feels a static shock strike across her body, then she and everyone else hears a  pop  noise and Elara feels a rush of cool air. When she looks down, she finds that she is now wearing nothing but a swaddling of blue leaves wrapped around her torso and mercifully dangling down past her waist, her clothes and equipment vanished in an instant.

 
 Spoiler: Nature or Investigation 
 
 Spoiler: DC 5 
The leaves appear to be identical to the grass leaves growing on the plateau.
 

 
 Spoiler: DC 15, or DC 10 if succeeded at least DC 15 on ant check 
The Flat Scuttlers swaddle their larvae in leaves while they are in the nest. It's possible that the wild magic swapped her clothing with a random creature's 'clothing' and the creature it 'chose' happened to be an ant larva somewhere nearby.

Scuttler nests are dug into the ground, but are not very deep or large.
 

 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara heals Faedryl a little but then all of her equipment disappears, replaced by leaves that quickly fall to the ground. She's not embarrassed, but looks around frantically for her things, desperate to find her holy symbol above all else.

  "We need to find my gear or I won't be much help."  
 
 Spoiler: OOC 

Nature  (1d20)[ 19 ] 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Portents: 5, 10
  
 
  

Turvy is disappointed that he didn't prepare feather fall today. He wishes that spell were rattling around in his brain right now. He looks in shock as Elara's armor and equipment disappears, only to be replaced by a wrapping of leaves. He would die of embarrassment if that happened to him. He realizes what happened, which gives him an opportunity to tell everyone more about the ants.

  "The Flat Scuttlers swaddle their larvae in leaves while they are in the nest. It's possible that the wild magic swapped her clothing with a random creature's 'clothing' and the creature it 'chose' happened to be an ant larva somewhere nearby. Scuttler nests are dug into the ground, but are not very deep or large.

We need to go find her things."  

He then marches towards the ants to try to see where their larva are stored.

 
 Spoiler: OOC 
Investigation  (1d20+7)[ 15 ] 
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Ront glances over as Elara's equipment vanishes, then shrugs.  She wasn't the right color or large enough, and no one would expect him to help. 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN frowns at Elara's comment.  " That is inconvenient.  It will give the bees much more time to prepare for our arrival, but I suppose we have little choice.  I can begin casting detect magic, but it would be wise to search manually.  It is likely that your equipment is nearby. "  ALADIN's words remain utterly neutral, and completely ignoring the effects of the faerzress in his plan.  He also doesn't seem to care in the slightest about Elara's lack of dress.

He also starts the slow process of ritually casting Detect Magic.
 
 
  
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 12 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara, naked and unarmed, starts looking for the ant larva that stole her things.

  "Let's see what we find and try not to disturb the ants."  

She quickly spots a larva hill that seems to be newly pushed up more than the others.

  "It's that one. Can someone help me dig it up?"  
 
 Spoiler: OOC 

Survival  (1d20+7)[ 24 ] 
Animal Handling  (1d20+4)[ 15 ] 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Portents: 5, 10
  
 
  

Turvy walks along next to Elara, also looking for the larva.

  "OK"  

But really, he's more concerned with the wild magic here than he is in finding Elara's things.

 
 Spoiler: OOC 
Survival  (1d20+2)[ 8 ] 
Animal Handling  (1d20+2)[ 6 ] 
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/34 MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

Digging in the dirt by hand was decidedly beneath Faedryl, and she was already tired from the climb. Frankly, she's concerned she'd be more in the way than any actual help, without wanting to risk more wild magic - and if it could strip someone of all they wear and carry she didn't fancy that happening to her.

She opts to maintain a watch, for any bees or anything else, lest they try to catch her unawares.
 
 
  
 
 Spoiler: OOC 

Not that I'm expecting anything, but just in case.
Perception (Disadv, from exhaustion)  (1d20+3)[ 11 ]  (1d20+3)[ 10 ] 
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 25/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: Exhaustion [1] 
 Concentration: Find Beasts (Apis Queen) 

The witch grasps a bit of bee mucus and mixes it with dirt and suddenly some sort of ephemeral vision of the lair appears before her. She senses the queen is below, and she has an egg.  Well, the queen also laid an egg, and these fetch high prices. They are probably trying to split the hive. There are too many bees in this. That is why the bees swarm out. They need a new home. 

She watches Elara become nude in a puff of smoke short of some leaves to cover the Selunite's bits. She smiles.  Do you two need some privacy?  she can't help but gloat as she unclasps her basic cloak to cover Elara's essentials.  I just wanted to tell you that Spide and I have learned more than enough healing when we met a priestess of HIS faith that I would not squander Selûne's gifts for something so simple as wounds. Despite my friend's dark exterior, their deity is one of warmth and healing.  The black giant spider stands in awe.  Fire and Brimstone is also light, and torturers also heal their victims!  he says to regain some sort of dignity.
 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 38/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped),  Inspired Leader [8/8 tHP] 
 Concentration: -  
 Och, by Moradin's dirty behind, you are even worse at digging than the surface dwarves! Robot boy, don't you have a so-called allpurpose tool? Make it a shovel and hand me it!  The duergar starts digging with powerful arms, as the gauntlets on them shine in a strange light.

 
 Spoiler 
 (1d20+7)[ 19 ]  Athletics to dig for the larva. If I get the shovel, Galdar will not be gentle and pierce the larva in two before letting it get away.
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:44/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 "I'll keep watch while ya'll work on getting Elara's equipment. Can't let our guard down, even if it's just Scuttlers around right now. They might not take kindly to us disrobing their larva of Elara's armor and clothes."  Borthan patted the hilt of his warhammer.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (8hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil moves to help Elara. He knew from the prison how dehumanizing it can be to not have any of your equipment, and wouldn't wish it on anyone. Plus they would need a strong back.
 
 
  
RandomWombat
 
 Spoiler: Elara's Tattoo: History 
The tattoos on Elara's face are not often very visible. They are of winding rose vines wrapped around a crook-like scepter.

 
 Spoiler: DC 5 
She keeps it hidden when interacting with most people. Could it be a gang tattoo? Or perhaps a brand from her vampiric progenitor?
 

 
 Spoiler: DC 10 
The tattoo's style and content make it distinctly elvish, and it has a regal bearing to it. It may be an indicator of a noble line, much like the signet rings human nobles so fondly flaunt about. Given her claims to be from Cormanthyr, that's probably where Elara's noble heritage resides.
 

 
 Spoiler: DC 15 
It is the symbol of the Coronal-Elect of Cormanthyr, one chosen to be the protege and heir apparent of the current Coronal - the ruler of an elven nation. Coronals are not a hereditary position, though there is no specific rule against declaring one's own child as an heir apparent. Instead, a protege is chosen by the current Coronal to be educated and prepared for the position that will be handed down to them.

More than one Coronal-Elect is never chosen at one time, to reduce the odds of civil war over the position. A new elect can only be chosen when the previous elect is deceased. It is likely that the elves attempting to rebuild Cormanthyr are distraught over their missing heir.
 

 


Searching around the area, Elara soon finds a hump in the ground that signifies an ant burrow below. There are narrow holes around the raised mound, which scuttlers skitter in and out of - the holes are wide and flat, such that a human could not very effectively crawl inside, but the flat-bodied bugs have no issue. They seem wary of the group of creatures approaching their den, and the clutch of scuttlers backs away or else retreats inside, watching them in a circle like a ring of bystanders gawking at someone digging up a section of the street in the middle of a city. Some of their nearby 'neighbors' wander over to see what the fuss is about, watching from a little further away. Elara does her best to soothe them with soft sounds.

Taking up the task of digging, Galdar is none too gentle with the mound. The normally docile ants begin clacking their mandibles angrily, trying to convince him to leave without a fight. But when a shovel guided to Elara's magical gear by ALADIN's spell cleaves open the ceiling to the scuttler den and reveals a half dozen squishy larvae huddled together and swaddled in leaves (or in the case of one, encased in a mithral chestplate that the shovel clangs against), the scuttlers have had enough.

A rush of ants erupts from below, and the ring surrounding them closes in menacingly. The larvae wriggle around, distressed by the sudden commotion but bereft of any real understanding or much ability to fight back.

 
 Spoiler: Combat Log 
Elara's equipment is scattered around Larva B, which is curled up inside her armor's chestpiece.
New Roll20 map is updated.

Borthan is up if he wishes to use split initiative. Otherwise, some ants move in to swarm.
 

 
 Spoiler: Initiative 
Each player can choose on round 1 whether to use joint or split initiative for their characters, as usual.
Flat Scuttlers C/D - 21
Flat Scuttlers I/J - 21
Flat Scuttlers E/F - 20

 Borthan/Derendil  - 19
 Turvy  - 19
 Spide  - 18

??? - 18
??? - 17
Flat Scuttlers P/Q - 17

 Elara/Turvy  - 16
 Nilvae  - 16
 Faedryl  - 15

Flat Scuttlers G/H - 15

 Nilvae/Spide/Galdar/Charlotte  - 14
 Elara  - 14

Flat Scuttlers R/S - 13
Flat Scuttlers N/O - 12

 Galdar/Charlotte  - 10
 Ront  - 10
Dawnbringer - 10

Flat Scuttlers A/B - 9
Flat Scuttlers L/M - 7
Flat Scuttler Larvae - 6

 ALADIN/Ront  - 6
 ALADIN  - 3
 
RandomWombat
As the ants burst forth, they swarm around the ankles of Ront and Galdar. The two burly fighters are bowled over by the relentless teamwork of each pair of insects, which pick them up as though they were no lighter than cloth dolls. With the same strength they use to haul corpses of larger beasts to feed their shrooms, they hurl the two through the air, sending them sailing through the dark and then tumbling over the rocky plateau ground and spikey coarse grasses.

Faedryl is still in the midst of registering what's happening when a scuttler grabs her ankles with its mandibles and spins around rapidly, sending her flying head over heels like a ragdoll after them. She rolls to a stop just on the other side of another ant after bouncing off of its back. The small beast turns and snips its mandibles at her.

 
 Spoiler: Handle Animal DC 12 
The scuttler is not moving to attack Faedryl at the moment, but rather appears to be warning her to back away.
 


As its fellows hurl the intruding humanoids away from their nest, another ant nips at Charlotte's legs, the duergar's steeder receiving a bleeding cut for being too close to their young.

 
 Spoiler: Combat Log 
Scuttler C moves and attempts to Grapple Ront, but fails.
Scuttler D moves and attempts to Grapple Ront, but fails. Scuttler C takes its Swarm reaction to Grapple Ront, and succeeds. Scuttler D takes its Swarm reaction to Grapple Ront, and succeeds.
Scuttler C and D team-yeet Ront 60 feet away, dealing  11  bludgeoning damage from the fall and knocking him Prone.
Scuttler I Grapples Faedryl and yeets her 30 feet, dealing  9  damage from the fall and knocking her Prone.
Scuttler J attempts to Grapple Galdar, but fails.
Scuttler E Grapples Galdar. Scuttler J's Swarm reaction also Grapples Galdar.
Scuttler E and J team-yeet Galdar 60 feet away, dealing  10  damage and knocking him Prone.
Scuttler F bites Charlotte, dealing  6  damage and Lacerating her for 2 Bleed.

Borthan and Derendil are up. Turvy and Spide are also up if using split initiatives.

 Situational References 
Elara's equipment is scattered around Larva B, which is curled up inside her armor's chestpiece. Picking up her bag or a weapon is a use item action. Dumping the larva out of her armor while collecting it is an action.
 

 
 Spoiler: Initiative 
Each player can choose on round 1 whether to use joint or split initiative for their characters, as usual.
Flat Scuttlers C/D - 21
Flat Scuttlers I/J - 21
Flat Scuttlers E/F - 20

 Borthan/Derendil  - 19
 Spide  - 18

??? - 18
??? - 17
Flat Scuttlers P/Q - 17

 Elara/Turvy  - 16
 Nilvae  - 16
 Faedryl  - 15

Flat Scuttlers G/H - 15

 Nilvae/Spide/Galdar/Charlotte  - 14

Flat Scuttlers R/S - 13
Flat Scuttlers N/O - 12

 Galdar/Charlotte  - 10
 Ront  - 10
Dawnbringer - 10

Flat Scuttlers A/B - 9
Flat Scuttlers L/M - 7
Flat Scuttler Larvae - 6

 ALADIN/Ront  - 6
 ALADIN  - 3
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:44/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 
"We're here to deal with bees, not ants. Hurry up, grab the gear, and let's get the hell out of here!"  Borthan runs over to the larvae wearing armor and unceremoniously dumps the wormlike ant baby out of the mithral, doing his best not to hurt it.  "If we get involved in a fight for the death when we're outnumbered like this we might attract more attention than we can handle!" 
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil rushes to gather Elara's gear as well, leaving her weapon for the moment and picking up her bag.
 
 
  
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 25/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: Exhaustion [1] 
 Concentration: Find Beasts (Apis Queen) 
 Don't worry, milady!  Spide is a gentleman and attacks the opponent of his maiden in distress, Lady Charlotte. As the spider shoots a divine flame in the shape of a spider web at the opposing scuttler. Then it jumps and tries to find purchase a bit above.

 
 Spoiler 
For some reason I rolled attack instad of a save, but base  16  on a dex save vs an ant will probably fail vs DC 15
In the case it doesnt, it is  10  radiant damage.
 

 
 
  
RandomWombat
Stepping in around one of the ants, Borthan gently evicts the small larva from its mithral cocoon. It nips at his hand in a fright as it falls, but misses his fingers and tumbles into the dirt looking no worse for wear. Derendil's descent into the pit is met with a bite to the back of his thigh, as the scuttler near him tries to dissuade him from getting closer to the larvae. But it only manages to snag onto some fur and tear it out - painfully but ultimately harmlessly. He swiftly scoops up Elara's bag, stuffing any of her scattered odds and ends inside.

The ant doesn't give up so easily, and Derendil soon finds himself fending off two of them trying to grab hold of him. One on the ledge of the pit grabs him by the shoulder and flings him into the air, where he sails away from the squirming pile of juvenile ants. The sensation is almost enjoyable up until the landing.

Conjuring a sparkling web, Spide feels the air around him churn as he throws it at the ant menacing his hulking crush. The ant skitters out of the way, and no surge seems to have sparked in the Weave.

There is some movement spotted out of the corner of some party members' eyes.    "Hark! Yon bees menace from above!"    a telepathic voice announces.

 
 Spoiler: Perception 
Dawnbringer spotted the bees, so everyone succeeds with 18 if they wish.

 
 Spoiler: DC 10 
Something moved by the edge of the cliffs.
 

 
 Spoiler: DC 15 
Two Apidae Faerza flew up from the edge of the cliffs and are soaring above the party's position.
 

 
 Spoiler: DC 18 
The two insects' antennae had been poking out over the ledge just before they took flight, suggesting that they were lurking in hiding and waiting for the party to try something above the hive. Each of them is holding a head-sized stone in between their legs - they may mean to pelt the party with them from above.
 

 


ALADIN finds himself menaced by one of the ants, which tries to do what it did to Faedryl. But a brush of his finger sends some static from his gauntlets through a mandible and dissuades the ant from grabbing him, as it shakes its head to clear away the sensation.

 
 Spoiler: Combat Log 
Borthan grabs Elara's mithral armor, dumping the larva out. The frightened larva attempts to bite him when handled, but fails to.
Derendil moves into the pit and grabs Elara's bag and amulet. Scuttler P takes a bite at him as he drops into the larva nest. However, since he took no action this turn I gave Derendil the Dodge action which caused the ant to miss. The larvae are incapable of normal opportunity attacks.
Spide casts Sacred Flame, but Scuttler F evades.

Apidae B (wounded from previous encounter) and Apidae C move.
Scuttler P moves and attempts to Grapple Derendil, but fails. Scuttler J uses a Swarm reaction to Grapple him instead. Scuttler P tries to join in, but Derendil fends it off again. He finds himself hurled for  7  damage, and lands Prone.
Scuttler Q attempts to Grapple ALADIN, but he evades.

Elara, Turvy, Nilvae and Faedryl are up!

 Situational References 
Elara's equipment is scattered around Larva B, which is curled up inside her armor's chestpiece. Picking up her bag, shield or a weapon is a use item action. Dumping the larva out of her armor while collecting it is an action.

Bag - Collected by Derendil
Armor - Collected by Borthan

Apidae B and C are currently above the battlefield within ~80 feet for the purpose of ranged attacks.
 

 
 Spoiler: Initiative 
Each player can choose on round 1 whether to use joint or split initiative for their characters, as usual.
Flat Scuttlers C/D - 21
Flat Scuttlers I/J - 21
Flat Scuttlers E/F - 20

 Borthan/Derendil  - 19
 Spide  - 18

Apidae Faerza B - 18
Apidae Faerza C - 17
Flat Scuttlers P/Q - 17

 Elara/Turvy  - 16
 Nilvae  - 16
 Faedryl  - 15

Flat Scuttlers G/H - 15
Flat Scuttlers R/S - 13
Flat Scuttlers N/O - 12

 Galdar/Charlotte  - 10
 Ront  - 10
Dawnbringer - 10

Flat Scuttlers A/B - 9
Flat Scuttlers L/M - 7
Flat Scuttler Larvae - 6

 ALADIN/Ront  - 6
 ALADIN  - 3
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 12 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara nods thanks to those who grabbed her armor and bag.

  "Thanks. Let's get out of here. Hopefully once we leave the larvae alone, they'll stop pursuing us."  

She grabs her shield, dodges away from the ants next to her and moves south.

 
 Spoiler: OOC 
Object interaction to grab shield.
Action to disengage
Move south and a little east to end up just south of Derendil.
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Portents: 5, 10
  
 
  

Turvy sees the chaos and runs away. A little out of fear, but mostly for strategy.

  "Everyone flee. Either they stop following us, or they cluster and we can fireball them."  

He's still concerned with the wild magic here but knows he might need to risk it.

 
 Spoiler: OOC 
Dash south. I assume south his where we need to go.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 17/34 MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

Faedryl leaps to her feet, mind lashing out at the nearest bug. A desire to strike back against the bugs that are a clear and present danger is supplanted by Elara already moving to escape. With her magic on the fritz, she didn't want to be caught out alone.
 
 
  
 
 Spoiler: Actions 

 Bonus Action:  TK Shove the nearby bug.  (1d20)[ 12 ] +mods StrSave vs. DC16 or be pushed 5ft away.
 Action:  Dash
 Move:  Move to 'exit' the battlefield - I assume that's south, same as Elara. 45ft move total after standing up. Token's only been moved 40 since moving further results in  VOID 
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 25/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: Exhaustion [1] 
 Concentration: Flaming Sphere 

Nilvae invokes her new patron's powers. Spide's carapace glows with previously invisible glyphs and suddenly an orb of fire appears just north of Elara.  Borthan! Elara, push them into the fire! 
 
 Spoiler 
 (3d6)[ 11 ]  Flaming Sphere from a 3rd level slot.  (1d20)[ 5 ]  dex save for half.
 

 
 
  
RandomWombat
Shifting her way around the ant menacing her and Borthan, Elara grabs the shield and tumbles backwards, bumping into the looming form of Charlotte on her way out. A ball of fire manifests nearby and drops down onto one of the larvae, roasting it to a golden brown and then beginning to char it black. Enraged clicking raises up all around them. Two ants grab her by the legs and she finds herself swept off of them, slamming her shoulder into the ground. They hurl her head over heels, and she lands painfully on the ground. Two more surround her and crawl atop her, tearing into flesh with their mandibles. At some point she passes out, bleeding.

Fleeing the angry ants, Faedryl shoves the one standing above her back. The ant is startled by the shove from nothing and staggers backwards, allowing her to roll to her feet and join Turvy in running south away from the mound.

Charlotte is also swarmed by ants, which bite down on her legs and twist her mandibles painfully, making it difficult for her to bite down precisely.

 
 Spoiler: Combat Log 
Elara grabs her shield and moves south. She's unable to make it to Derendil since she had to scoot around an ant to reach the shield, but she's able to disengage from melee and get near Charlotte.
Turvy Dashes to the south. He is 2 spaces off of the map (added a boot icon to indicate so his token remains accessible).
Faedryl stands and moves away, shoving Scuttler H back to prevent an AoO. She's 1 space off the map to the south.
Nilvae casts Flaming Sphere and dunks it onto Larva F, dealing  11  fire damage and killing it.

Scuttler G bites Charlotte, dealing  5  damage and Crippling her mandibles, preventing her from using the Cripple ability this encounter. Scuttler F's swarm reaction bites her for  7  damage.
Scuttler H bites Charlotte, dealing  7  damage.
Scuttler R and S team grab Nilvae and toss her near Scuttler O. She takes  14  damage from the throw and is knocked Prone.
Scuttler O and N swarm and bite Nilvae for  14  damage, KOing her, and then dealing 2 failed death saves. She has been Lacerated and is Bleeding for 2.

Galdar/Charlotte are up! Charlotte suffers  2  Bleed damage at turn start.

 Situational References 
Bag - Collected by Derendil
Armor - Collected by Borthan
Shield - Collected by Elara

Apidae B and C are currently above the battlefield within ~80 feet for the purpose of ranged attacks.
 

 
 Spoiler: Initiative 
Each player can choose on round 1 whether to use joint or split initiative for their characters, as usual.
Flat Scuttlers C/D - 21
Flat Scuttlers I/J - 21
Flat Scuttlers E/F - 20

 Borthan/Derendil  - 19
 Spide  - 18

Apidae Faerza B - 18
Apidae Faerza C - 17
Flat Scuttlers P/Q - 17

 Elara/Turvy  - 16
 Nilvae  - 16
 Faedryl  - 15

Flat Scuttlers G/H - 15
Flat Scuttlers R/S - 13
Flat Scuttlers N/O - 12

 Galdar/Charlotte  - 10
Dawnbringer - 10

Flat Scuttlers A/B - 9
Flat Scuttlers L/M - 7
Flat Scuttler Larvae - 6

 ALADIN/Ront  - 6
 
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 38/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2 
 Sorcery Points: 3/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped),  Inspired Leader [8/8 tHP] 
 Concentration: -  

Disturbed by Nilvae's mental link going suddenly silent- she was singing in her mind up until now - Galdar yells at her before slashing at an ant.  Raise, dumb girl.  he shouts at her with the powers enhanced by Laduguer.

 
 Spoiler 
Twinned Healing Word to Charlotte and Nilvae  (1d4+2)[ 3 ] 
Surge 96
Advancement to the west.
Charlotte will be uncommanded and defend herself.
 

 
 
  
RandomWombat
Advancing back towards the mound, Galdar calls out. Divine magic and psionics wreathe through his words and descends into Charlotte and Nilvae, staunching their bleeding wounds. Nilvae gasps awake and kicks the ants off of her, for the moment. Surrounded and menaced, Charlotte pulls in her legs and uses them to shove away anything getting close, focusing on avoiding more wounds.

One of the ants slides its head under Spide's abdomen from behind and launches him spinning into the air.

 
 Spoiler: Combat Log 
Galdar stands and moves closer. He'll need a Dash to get in range for Healing Word on both targets, and heals Charlotte for  3  and Nilvae for  4 , curing Bleed as well.
Charlotte Dodges.

Scuttler A and B move closer.
Scuttler L Grapples and throws Spide, who takes  10  damage and falling Prone.
Scuttler M attacks Derendil, but his Dodge action negates the Advantage and it misses.
Scuttler Larvae wriggle away from the fighting.

ALADIN and Ront are up.

 Situational References 
Bag - Collected by Derendil
Armor - Collected by Borthan
Shield - Collected by Elara

Apidae B and C are currently above the battlefield within ~80 feet for the purpose of ranged attacks.
 

 
 Spoiler: Initiative 
Each player can choose on round 1 whether to use joint or split initiative for their characters, as usual.
Flat Scuttlers C/D - 21
Flat Scuttlers I/J - 21
Flat Scuttlers E/F - 20

 Borthan/Derendil  - 19
 Spide  - 18

Apidae Faerza B - 18
Apidae Faerza C - 17
Flat Scuttlers P/Q - 17

 Elara/Turvy  - 16
 Nilvae  - 16
 Faedryl  - 15

Flat Scuttlers G/H - 15
Flat Scuttlers R/S - 13
Flat Scuttlers N/O - 12

 Galdar/Charlotte  - 10
Dawnbringer - 10

Flat Scuttlers A/B - 9
Flat Scuttlers L/M - 7
Flat Scuttler Larvae - 6

 ALADIN/Ront  - 6
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 40/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Thrown well out of the fight by the ants, it takes Ront a few moments to get his bearings as his roll comes to a stop, shaking his head to cast off the effects of the impact.  It takes another few moments past that for him to gather himself, to stand, and then to comprehend the sword's warning about the bees.  With that in mind, he drops the Sunblade(Attached via the vambrace), choosing instead to hurl a pair of javelins at the closer of the pair of creatures, figuring that everyone else could just run away from the ants.

 
 Spoiler: OOC 

Move:  Stand from prone.
Action:  Attack twice.
 (1d20+8)[ 10 ]   Attack  (1d20+8)[ 23 ]  Disadvantage
 (1d6)[ 4 ]  +  (1d4+5)[ 7 ]  Damage

 (1d20+8)[ 21 ]   Attack  (1d20+8)[ 13 ]  Disadvantage
 (1d6)[ 2 ]  +  (1d4+5)[ 8 ]  Damage
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the equipment retrieved, ALADIN slowly backs away from the ant nest, not making any sudden moves, making it clear that he was not a threat.  As he walks, he calls out " I recommend we leave, and try not to injure any of the ants.  They may accept their victory. "  Once clear of the ants, he raises his tool, neatly shaping it into a pointer, before a pair of purplish energy blasts lance out at the more injured(Or closer) bee.

 
 Spoiler: OOC 

Move:  Back away from the hive, hope that Mr. Q doesn't take offense to this action.
Action:  Eldritch Blast the same Bee as Ront is trying to hit
 (1d20+9)[ 15 ]  Attack
 (1d10)[ 3 ]  Damage

 (1d20+9)[ 11 ]  Attack
 (1d10)[ 10 ]  Damage
 

 
 
  
RandomWombat
The Dawnbringer dangles indignantly from Ront's wrist as he hurls a pair of javelins up into the air. His target swerves around the projectiles with ease as they struggle to climb against gravity, and descend to spear into the ground nearby. But a ray of purple energy from ALADIN's tool strikes it in the side, leaving a glowing mark.

In spite of his careful movements, ALADIN finds that the ants are far more aggressive with the smell of burning larva in the air - but its fangs clink off of his armored shin, unable to find his vulnerable joints.

As he's in the midst of preparing for his retreat, Borthan is beset upon by two of the creatures. They claw and grab at him until they bowl him over together and heave him up, then toss him straight at Derendil. Their heads collide in the midst of Derendil trying to sit up, and Borthan goes tumbling overtop of the quaggoth prince. Elara's fate is similar, with two ants flipping her into the air. She sails over the crouching steeder and her naked body falls on Galdar's shoulders, rolling down his back onto the hard dirt. The shimmering barrier lingering around her seems to have dampened the fall, at least.

Two of the ants surrounding Charlotte begin attempting to get leverage to toss the steeder away, but she dodges and shoves them away before they can get a grip.

 
 Spoiler: Combat Log 
Ront's two tosses miss.
ALADIN hits with one of his rays for  3  damage on Apidae B, the one he damaged earlier in the climb. Mr. Q does take an angry snap, but misses.

Scuttlers C and D grab hold of Borthan and toss him away from the larvae and at Derendil. He slams into Derry with a crit, with both of them suffering  9  bump damage (after it was split between them), then lands Prone nearby.
Scuttlers I and J yeet Elara into Galdar, dealing  6  damage to her and  5  to him. She falls Prone as well.
Steeders E and F fail to grapple Charlotte.

Borthan, Derendil and Spide are up!

 Situational References 
Bag - Collected by Derendil
Armor - Collected by Borthan
Shield - Collected by Elara

Apidae B and C are currently above the battlefield within ~80 feet for the purpose of ranged attacks.
 

 
 Spoiler: Initiative 
Each player can choose on round 1 whether to use joint or split initiative for their characters, as usual.
Flat Scuttlers C/D - 21
Flat Scuttlers I/J - 21
Flat Scuttlers E/F - 20

 Borthan/Derendil  - 19
 Spide  - 18

Apidae Faerza B - 18
Apidae Faerza C - 17
Flat Scuttlers P/Q - 17

 Elara/Turvy  - 16
 Nilvae  - 16
 Faedryl  - 15

Flat Scuttlers G/H - 15
Flat Scuttlers R/S - 13
Flat Scuttlers N/O - 12

 Galdar/Charlotte  - 10
Dawnbringer - 10

Flat Scuttlers A/B - 9
Flat Scuttlers L/M - 7
Flat Scuttler Larvae - 6

 ALADIN/Ront  - 6
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:44/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan exchanged a look with Derendil as they both painfully scraped themselves from the ground. "Distract this one, Biggun'! I'll make a move for Nilvae. You can take a smack on your way out, but we're done this fight!" Derendil snarls "My magic makes me faster!" "And if you run in there you might get knocked down just like her! Go!" The feline bruiser gives a hiss to show how he feels about this plan, but he tries to get the ant's attention before running away from the nest.

Borthan, using the moment when the ant is distracted, runs towards Nilvae. He throws himself into the fray, standing between the two ants over Nilvae. He does his best to look big and intimidating, but try to convince the ants he was here to aid his ally and drag her away, not fight them.  "NEED A HEAL HERE! RIGHT NOW!!" 
 
 
  
 
 Spoiler: OOC 
15 feet to stand up, then move and dash to get to Nilvae. Derendil will move first to take the AOO from the ant they both disengage from. If possible, Bort will roll  (1d20+2)[ 17 ]  Handle animal to calm down the ants and let them know we're leaving/submitting.
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 25/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: Exhaustion [1] 
 Concentration: Find Beasts (Apis Queen) 
 My dear sir, we shall depart.  Spide says to Galdar. The spider scurries to the east and yanks the psion free, who just needs to regain their composure and decide if they want to be angry or not. Leaving a naked lady exposed was not very nice, but then again he would not die for someone he just got to know.

 
 Spoiler 
Moving east, then using web grapnel to yank Galdar out of the melee. 10ft. like we discussed.
 

 
 
  
RandomWombat
Jaws snap at Derendil's heels as he scrambles to his feet, but the quaggoth is too fast, bounding away on all fours to join Turvy at the edge of the nest's clearing. Borthan splits off, rushing to Nilvae's aid among the ants just as she's beginning to reawaken to pain and danger. One of those chasing them nips at his ankles, leaving a scrape through his pant leg.

From above, two stones are hurled by the hovering bees, one falls painfully on Ront's large foot as he tries to aim another javelin. The other sails in an arc and impacts ALADIN in the shoulder, twisting and denting some components.

 
 Spoiler: Combat Log 
Scuttler M snaps at Derendil as he flees, but misses.
Borthan stands and Dashes to Nilvae.
Spide stands and uses a web grapnel to drag Galdar back from melee with the scuttlers.

Apidae Faerza B tosses a rock at ALADIN, dealing  9  damage.
Apidae Faerza C tosses a rock at Ront, dealing  10  damage.
Scuttler P moves up from the broken nest.
Scuttler Q bites Borthan for  7  damage.

Elara, Turvy, Nilvae and Faedryl are up!

 Situational References 
Bag - Collected by Derendil
Armor - Collected by Borthan
Shield - Collected by Elara

Apidae B and C are currently above the battlefield within ~80 feet for the purpose of ranged attacks.
 

 
 Spoiler: Initiative 
Each player can choose on round 1 whether to use joint or split initiative for their characters, as usual.
Flat Scuttlers C/D - 21
Flat Scuttlers I/J - 21
Flat Scuttlers E/F - 20

 Borthan/Derendil  - 19
 Spide  - 18

Apidae Faerza B - 18
Apidae Faerza C - 17
Flat Scuttlers P/Q - 17

 Elara/Turvy  - 16
 Nilvae  - 16
 Faedryl  - 15

Flat Scuttlers G/H - 15
Flat Scuttlers R/S - 13
Flat Scuttlers N/O - 12

 Galdar/Charlotte  - 10
Dawnbringer - 10

Flat Scuttlers A/B - 9
Flat Scuttlers L/M - 7
Flat Scuttler Larvae - 6

 ALADIN/Ront  - 6
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 17/34 MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

She was tired, and the bees were out of range of most of her spells, but she could still fling a trio of bolts in the sky, perhaps enough to bait them from tossing rocks at an annoying distance into melee.
 
 
  
 
 Spoiler: Actions 

 Action:  Magic Missile for  6  force damage on the most injured looking bee. Sometimes you roll high, sometimes you don't. This was a don't turn.
Rolled a 20 on the Wild Surge d20. Hopefully that means good things instead of bad things.
 Move:   Further off the battlefield I guess? We're trying to beat a retreat.
 
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy considers burning down most of the ants, but decides against it. They don't seem to be pursuing us when we flee and a big ball of fire on top of their larvae might just enrage them. Instead, he aims his fireball at the pair of Apidae.

  "Everyone flee. They don't seem to be following us."  
 
 Spoiler: OOC 
Move 25' south.
Fireball  (8d6)[ 27 ] , DC15 Dex saves  (1d20)[ 8 ] ,  (1d20)[ 12 ] 
Surge  (1d20)[ 5 ] 
 

      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 12 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara continues to flee, moving southeast to avoid the nearest ant. When she sees Turvy blast the bees, she decides to try to drop them.

  "Nice job Turvy"  
 
 Spoiler: OOC 
Move 30' SE
Cast 1st level sleep on the Apidae.  (5d8)[ 25 ]  HP fall asleep
If they fall, they take  (8d6)[ 22 ] , and  (8d6)[ 25 ]  fall damage
Surge:  (1d20)[ 10 ] 
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 21/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: Exhaustion [1] 
 Concentration: Find Beasts (Apis Queen) 

Battered, bruised and cut open, Nilvae will soon find her guts revealed just like Elara's bosom was, and heals herself.  I don't want to play the damsel in distress, but now would be a good time to actually murder some of those.  she says as her form begins to glow and the half-elf's body is mended significantly.

 
 Spoiler 
Healing self for 17 via the Healing Hex.
 

 
 
  
RandomWombat
Missiles are chased by a mote of flame that bursts into a conflagration in the underground sky. A burning corpse falls, trailing smoke, and lands on two of the ants surrounding Charlotte. The other falters in its flight, then abruptly falls to sleep in the air and plummets, breaking its head open upon the hard ground.

As his spell's power lingers around him, Turvy feels a lingering  something . A magical static charge, waiting to catch on something and go off. What and how, it could be anybody's guess. An Identification spell could perhaps tell more - and may set off another.

Pressing her wounds back together with a gleam of magic, Nilvae finds she and Borthan both unceremoniously chucked by the ants.

 
 Spoiler: Combat Log 
Faedryl casts Magic Missile, pummeling Faerza B for  6  damage. Low rolls surge, so she's fine.
Turvy casts Fireball, dealing  27  fire damage to one and  13  to the other, killing the first. He feels a Surge, but cannot tell what it did.
Prone prevents Elara from moving the full 30, but she moves 15 feet SE. She casts Sleep, which drops the remaining Faerza, and the fall damage kills it.

Apidae Faerza B's corpse falls on Scuttler E and F, dealing  11  damage to each of them. They are knocked Prone.

Nilvae casts a hex, healing herself for  17 .

Scuttler G and H grapple Charlotte and yeet her at Elara, dealing  7  damage and a KO to Charlotte and  6  damage to Elara. It deals  4  after being reduced by her remaining thp.
Scuttler R and S grab Nilvae and yeet her 60 feet away, dealing  10  damage but removing her from the battlefield.
Scuttler N and O grapple Borthan, though only N succeeds. It tosses him away, dealing  9  damage and tossing him off the battlefield.

Galdar and Charlotte are now up, with Charlotte passing her first death save.

 Situational References 
Bag - Collected by Derendil
Armor - Collected by Borthan
Shield - Collected by Elara

Apidae B and C are currently above the battlefield within ~80 feet for the purpose of ranged attacks.
 

 
 Spoiler: Initiative 
Each player can choose on round 1 whether to use joint or split initiative for their characters, as usual.
Flat Scuttlers C/D - 21
Flat Scuttlers I/J - 21
Flat Scuttlers E/F - 20

 Borthan/Derendil  - 19
 Spide  - 18

Apidae Faerza B - 18
Apidae Faerza C - 17
Flat Scuttlers P/Q - 17

 Elara/Turvy  - 16
 Nilvae  - 16
 Faedryl  - 15

Flat Scuttlers G/H - 15
Flat Scuttlers R/S - 13
Flat Scuttlers N/O - 12

 Galdar/Charlotte  - 10
Dawnbringer - 10

Flat Scuttlers A/B - 9
Flat Scuttlers L/M - 7
Flat Scuttler Larvae - 6

 ALADIN/Ront  - 6
 
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 38/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2 
 Sorcery Points: 3/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped),  Inspired Leader [8/8 tHP] 
 Concentration: -  
 Eugh, stand up, you useless piece of crap!  Galdar shouts at his spider mount.

 
 Spoiler 
Bonus action to cast Healing Word fore 3 on Charlotte.
Moving to intercept creatures moving on Charlotte and cast Sword Burst as soon as he can hit two or more. (prepared action)
 

 
 
  
RandomWombat
With the party beating their retreat, the scuttlers clack jaws at them and watch them go, forming a perimeter around the nest as some of them collect the surviving larvae and begin to carry them in the other direction. The two the fallen bee dropped on drag themselves free, hobbling away from the scene.

Retrieving Elara's equipment from the mound had proven a more costly endeavor than the party had planned, but the insects do not follow them as they move further along the cliff of the ravine. Many of their number are bloodied, or covered in bumps and bruises and sprains from being thrown around like ragdolls.
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +0 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara collects her gear and thanks to those who grabbed her armor and bag.

  "Thanks. Let's get a little distance then rest. I'm not a fan of this twisted weave around here."  

She quickly puts on her amulet and then carries her armor, shield and backpack until we are a few hundred feet away from the ants, then she stops and puts everything on.

 
 Spoiler: OOC 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Portents: 5, 10
  
 
  

Turvy feels the energy still built up inside him. This should have disappeared when the pellet launched from his fingers, but somehow the feeling remains even after the spell is cast.

  "Something went wrong with my spell. I'm not sure what it is but it feels like it's still in me. Be careful around me just in case."  

He keeps his distance from the others, at least 20' in every direction.

 
 Spoiler: OOC 
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 17/34 MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 
 "Now that that's handled, does anyone have any ideas on how to continue? I'd rather not try climbing back down and get attacked by bees on the way."  The fall would be lethal, no matter how she might twist her body against it.
 
 
  
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 30/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Ranging around the ants to meet up with the rest of the party, Ront grunts as he reunites with the group.  " Bad fight. "

 
 Spoiler: OOC 

 (1d10+5)[ 9 ]  Second Wind
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 34/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
Seemingly ignoring the damage the rock had inflicted on his shoulder for the moment, ALADIN also rejoins the collection of adventurers.  " Once we reach the area above the hive, I would be able to cast feather fall, ensuring that we could arrive safely.  Ront, I believe, could utilize Mr. Grump to make an entrance for us in the hive, which would give us at least local surprise.  Is anyone in desperate need of healing?  Taking time to do a more complete rest will likely allow the bees more time to prepare for our arrival.  If we can leave the area of the faerzress, we may be able to utilize a limited amount of healing magic instead. "
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:26/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan takes a moment to smack the dust and dirt off of his clothes as best he can, but he still looks bedraggled and beaten, mostly because he is.  "Healing magic? Yeah, though after all the magical mishap I do recommend we take a walk down the hill before we attempt it. Last thing we need is someone to heal a hole right through me. Do we have enough magic to get everyone back in fighting shape though? I don't want to take a break, but we might not have a choice if we intend to survive." 
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 23/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil also looks like he's been thrown down a hill of jagged rocks, with burs in his furs and small streaks of blood where stones cut him.  "I must say, the amount of infernal Underdark wild magic here is supremely frustrating." 
 
 
  
RandomWombat
Feeling rather worn down after their struggle, the motley crew wanders over the plateau in search of a place to mend their wounds without fear of the air saturated with wild magic. Patches of 'normal' space are not uncommon in faerzress-infused regions of the 'dark, it is only a matter of tracking down the signs. Borthan leads them, following the trails and burrows of normal animals, as well as the patches of flora and fauna not saturated with overgrown and unusual specimens.

In the end, their bastion against the madness is a grove of small bluecap mushrooms - inedible, save for the rather large spores on the underside of the cap which can be ground into flour. Following the trail of some small lizards that subsist off of the (normal sized) insects crawling among the stalks. While not the comfiest or most secure resting spot out here on the open plateau, their flying foes are slowly running out of the spare reserves to harass them. And the sight lines work both ways, giving those with a keen eye a clear view of anything on the approach.
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:26/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Having successfully found a place to hold up for a while, Borthan sets about removing a ration (really just dried lizard meat) from his bag and beginning to chew.  "Should be good to cast spells here. Do we have enough healing magic to get back in the fight immediately, or are we gonna take a break here, swig some water, salve some bruises, and head back in a few hours?" 
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 23/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 2/3 1st, 3/3 2nd, 2/2 3rd 

Derendil sighs and sits on a large, stool sized mushroom, which crumbles under his bulk, spilling him to the ground.  "Personally, I think a short break is most appropriate. I've still got most of my spells, and once I'm bandaged I feel like I'll be ready to return to our jobs as exterminators."  He awkwardly clambers back to a standing position, rubbing at his tail bone.
 
 
  
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 21/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: Exhaustion [1] 
 Concentration:  
 Spide and I certainly know how to heal ourselves. We spent years in the Feywild on our own.  Nilvae's hands glow and she quickly dances around the camp throwing glitter into the faces and hair of anyone hurt. She takes special glee in making Faedryl as glittery as possible.  Now that you are healed and pretty, may I ask you for some fire? Like a proper witch I may be able to concoct a bit of magic into my food. If I roast and skewer these lizards we might have something akin to climbing potions. 

Not long after Nilvae starts singing as she cooks some lizards.

 
 Spoiler 
Healing Hex abuse!!!!
Aladin  (2d8+4)[ 10 ] 
Borthan  (2d8+4)[ 13 ] 
Derendil  (2d8+4)[ 9 ] 
Faedryl  (2d8+4)[ 9 ] 

Cure Wounds 3rd level: Ront  (3d8+4)[ 13 ] 

May require a bonfire from Faedryl and someone to catch some lizards. Using 10 minutes to redo the inspiring leader temporary HP (or MP whichever you want!).
 

 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 38/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped),  Inspired Leader [8/8 tHP] 
 Concentration: -  
 Is she always this annoying?  Galdar asks no one in particular.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 34/34 MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

In Faedryl's opinion...yes, Nilvae is always that annoying. She's still not quite over the abandonment at the Kua-Toa town, nor does she seem entirely trusting of whatever new powers she's tied herself to, flitting between patrons like a bat or some other less flattering simile. But...she had just healed her, and there was some gratitude in that which stilled the tongue. Conjuring flames is no great cost to her, and a quick trio of sigils summons a bonfire at her feet, freely available for use.

 "Just as a reminder, we should attempt to kill the Queen as the top priority when we're down there. If possible, focus your attacks against it, to the exclusion of others. It should break the hive's morale. Better to cut through one than a thousand and one." 
 
 
  
 
 Spoiler: OOC 

Two hit dice expended to get back to full, after the healing hex.
Using Arcane Recovery to get back a 2nd level slot.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
After the battle ends, and the quest for a non-tainted area completed, Ront looks to the Sword.  " Good eyes.  Flying bees hard see. "
 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
During the break, ALADIN tinkers with the artificial eye he carries, keeping an interested eye on Nilvae's crafting as she works.  However, when she requests assistance, he speaks up, his generically neutral voice conveying no emotion.  " I am sorry, but my skills do not extend to live capture of specimens for use in magical experiments.  When dealing with hive creatures, eliminating the queen is typically a good strategy, although reducing the number of other potential hostiles first can be critical. "

 
 Spoiler: OOC 

Skipping the short rest, in hopes of continuing the work on the laser eye?
 (1d20+8)[ 21 ]  Tinkering
 

 
 
  
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 37/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara offers prayers and chants to Sehanine and a dome of darkness filled with moonlight surrounds the party. Once everyone has rested, she proposes that we move on, but she leaves the strategy to the others.

  "If everyone is ready, we can step out of the protective moonlight."  
 
 Spoiler: OOC 
Uses Harness Divine Power to regain a first level slot before the rest.
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 5/5d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Portents: 5, 10
  
 
  

Turvy spends the rest refueling his magic reservoir. Once he is finished, he's anxious to get moving.

  "Let's go. The sooner we kill these bees, the sooner we can get back to our boat."  
 
 Spoiler: OOC 
Uses arcane recovery to regain 3rd level slot.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan, with fresh bandages up and down his arms, unslings his magic axes and releases them into his sheaths.  "Ain't no reason to hesitate. Let's get moving. 
 
 
  
 
 Spoiler: OOC 
Survival  (1d20+4)[ 19 ] 
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:0/1 D12, 3/3 D6  
 Spell Slots- 2/3 1st, 3/3 2nd, 2/2 3rd 

Derendil makes a few experimental jabs with his trident, then nods and gestures for Borthan to lead.
 
 
  
RandomWombat
Tinkering with his eye, ALADIN makes another substantial chunk of progress as the group settles in within the mushroom grove. With a few of the small lizards caught by Borthan and Spide, Nilvae roasts them over a fire with a little sprinkle of fey magic. The exact nature of the lizard skewers' power will remain unclear (but perhaps hinted at by anyone who knows their species) until they are eaten, but with any luck will prove helpful in their invasion. The blade at Ront's side answers him in his own brute tongue.

 
 Spoiler: Orcish 
  "Eyes are not a thing that I have. I wonder sometimes how different I see from animals. How would I begin to tell about the way only I see?"   the Dawnbringer ponders aloud at Ront's idle compliment.   "I could just as fast ask for you to tell me, how does blue look?"  
 

 
 Spoiler: OOC 
ALADIN makes 21 more progress on his eyes. He doesn't need to sacrifice his short rest benefits for the downtime action, since he isn't doing heavy labor.

Nilvae cooks up two lizard skewers.

 
 Spoiler: Nature DC 12 
These small lizards are called blue-striped spore-suckers, for their blue camouflaged backs which allow them to cling to the undersides of bluestalk mushrooms and feed on the nutritious spores they produce.

 
 Spoiler: Nilvae: Insight DC 12 
With the knowledge of what they are, she guesses these lizard skewers could grant an effect to do with mushrooms, climbing, or camouflage.
 

 

 



Bearing in mind Nilvae's earlier spell, they track their way back to the ledge overlooking the hive deep below in the ravine. Staring into the abyss below spins the stomach into troubled knots. With the distance they have to drop, a fall could carry on for more than a full minute, and a single misstep on the way down could be disastrous. There are of course two arachnids who could ferry down some of their team - but their travel would be far out of sync with a falling squad, and dangling from the wall would make one tempting prey for the giant apidae.

Each casting of Feather Fall can carry five travelers down safely. The last group to slow - and the first to land - will need to include ALADIN, lest he slow himself first and the others fall out of reach before he can save them. The time has come to determine their drop teams.
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
As he rests, Ront continues to speak with the sword, glad that it switched to a more reasonable language.  " Grey, in this darkness.  Or black, depending on the blue. "

 
 Spoiler: OOC 
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
Considering the next task, ALADIN assesses the strengths of the group, and quickly determines optimal groupings.  " There will be two waves of us going in, and my group will arrive first.  Ront, we'll want Mr. Grump to open the way.  The first group to arrive will also need to deal with any bees, and clear the way for the second.  So I think that in addition to myself and Ront, Borthan, Elara, and Galdar should be there.  The second group would be Nilvae, Mr. Spide, Turvy, Faedryl, and Derendil. "

 
 Spoiler: OOC 

AKA drop the melee-ish characters first, then the pile of casters behind them.
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan reasons over Aladin's logic, finds it sound, and nods to the others.  "We're gonna have a good drop, all of us. It'll be as easy as walking off a cliff!"
  
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (2hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 2/3 1st, 3/3 2nd, 2/2 3rd 

Derendil renews his mage armor spell, and in doing so reinvigorates his defensive wards by a mote. He looks nervous, whiskers twitching, but he takes a big breath, nods to the others, and prepares to go down in the second wave.
 
 
  
RandomWombat
As easy as walking off a cliff.

As easy as fear allows. Even knowing that ALADIN holds the power to ferry them to the bottom of this terminal drop safely, it is accompanied by the knowledge that one mistime or one surge of unpredictable magic could mean a permanent grave among the bees. To each their own trepidation, but all must step together or fall out of sync with the rest.

They fall. It's as easy as walking off a cliff at first, then the first of many high speed jutting ledges and fungal growths fly by and the divers in the dark-sky soon learn to guide themselves away from said cliff face. All around the party, the buzzing magic in the air blurs past, creating a kaleidoscopic effect that dazzles the eyes. Behind them, the wounded Charlotte hobbles her way down the cliffside. She is unlikely to arrive in time to aid them in battle, even were she in the shape for it.

From the moment they step off, ALADIN is calculating. Tracking their velocity, measuring the most efficient moments to pop his two life-saving spells and enable their daring maneuver. When the first key moment comes, the other magi suddenly find themselves aloft, gently descending as if they were slowly hovering down atop magic carpets. The change in velocity is as dizzying as the Faerzress' brilliant colors flashing by, and by the time they get their bearings the warriors - and ALADIN - are nearly out of sight continuing to fall.

Another flash of magic crackles through the Faerzress. It does not catch on the wild Weave, and they see the warriors slow to a comfortable descent just below them. And past that, the approaching shape of the hive. A mound of sickly green-yellow wax built into the wall of the cliffside, just above the fungus-rich ravine floor. Ront feeds Mr. Grump, and a huge boulder appears beneath him.

It crashes through the hive's roof like paper mache. Interwoven strands of wax, paper and sticky goop come undone beneath the boulder's weight, creating a shredded and dripping opening. Ront is carried with the boulder, bound to it by a chain. He crashes through another floor of the hive, catching only a brief glimpse of a hulking shape in the dark and some round eggy-looking masses nestled in honeycombs that line the floor he soon descends through. This time, having lost momentum to the sticky material in his previous two crashes, Mr. Grump lands with a sludgy, springy thump on the floor. It sags, but does not rend or crumble. Ront lands softly on the boulder's hard surface - though whether he lands gracefully after the tumble through the structure is up to him.

The orc finds himself in a large, large chamber in the very belly of the hive. Nearby are three constructs that show no surprise at his sudden entrance, reacting to it with designed expediency, if not well-formed legs. One of them has a dwarven maul fused into its head, like a hammerhead shark. Another in the room has a hollowed section in the middle of its chest in which a magical crossbow is mounted, operated by tiny slithering wax pseudopods.

 
 Spoiler: OOC 
Ront can roll a DC 14 Acrobatics save to land on his feet atop Mr. Grump. Otherwise, he lands Prone on top of Mr. Grump.
 


ALADIN, Borthan, Galdar and Elara descend through the first hole and land in a chamber that looks like eerily like a living quarter. There are mounds of softer material arranged along the walls of four quartered chambers, and a small nook off to the side holds a (relatively) smaller Apidae Faerza specimen feeding some honey to a pair of wriggling larvae. Larvae the size of Elara. Another nook houses a similar specimen examining what appears to be a wizard's spellbook, while lying atop a bubble-mound of congealed slime that forms something like a water bed. The mound of ooze quivers and begins to move, responding to their intrusion as if itself aware.

None of the bees, it seems, were expecting visitors to suddenly crash through the ceiling. Though two constructs guarding the area immediately begin to move, the two drones are awestruck dumb. These constructs are different from those they faced before on the ship, if only in a single way - one of them is armed, the head of an axe sticking out of its acidic sludge arm. Another has a pair of gloves that are... more floating among its 'hands' than worn on them. But the gloves' fingers flex readily, as if aiming to grab.

The floor sizzles beneath their feet, and some of them may find they got some of the acid on them during the fall through Grump's gap.

 
 Spoiler: OOC 
Ront, Borthan, Elara, ALADIN, and Galdar can roll a DC 10 Acrobatics check to avoid  2  acid damage during entry.
Drop Team 2 can pre-emptively make their skill check and adjust for it, as they will roll the same when they arrive.
 

 
 Spoiler: Combat Log 
The Bees are unable to react in the surprise round due to the sheer audacity of the party's entrance, but their constructs react immediately and impassively to hostiles entering sight.

Ront, Bort, AL, Elara and Galdar are all up. They beat the speed of anyone able to act against them.

 Drop Troopers 
The second drop party will arrive on the start of Round 3. It is now Round 1.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront  - 20
 Ront/ALADIN  - 19.5
 ALADIN  - 19
 Elara  - 19B
 Borthan  - 19
 Galdar  - 18

Apidae Faerza Larvae - 17
Wax Facsimiles - 13
 Apidae Faerza Queen J  - 11

Dawnbringer - 10

Apidae Faerza J Honey - 8
 Apidae Faerza Queen J (Legendary Action)  - 7
Apidae Faerza Drones - 4
 Apidae Faerza Queen J (Lair Action)  - 4
 Apidae Faerza Queen J (Lair Action)  - 2

  Arriving Soon  
 Faedryl  - 17
 Turvy  - n1
 Nilvae  - 15
 Spide  - 7
 Nilvae/Spide  - 11
 Derendil  - 12
When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 37/41  +9 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  +8 TMP  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 2/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara steps off the side of the cliff with some trepidation. She could climb down with Charlotte and not risk the fall. But she agreed to go with the others since they will need her help to defeat the bees. She falls, unsure if she will land safely or splat against the rocks below. She watches the cliff go past faster and faster. And then, suddenly, she's floating alongside the others. Just before breaking through the top of the hive, she prays to Sehanine for her protection. The now familiar moonlight surrounds her, bathing her allies in healing light.

Once in the hive, she assesses the situation.

  "Ront is going to need our help."  

But she can't leave the others yet. She summons a spectral glowing sword to attack the nearest waxen monstrosity, following it up with an attempt to pull its life out of it.

 
 Spoiler: OOC 
Channel Divinity for Twilight Sanctuary 1 round before we land.
Once landed, Cast Spiritual Weapon and attack Waxen Fax 3  (1d20+8)[ 14 ] ,  (1d8+4)[ 10 ] 
Then Toll the Dead  (2d8)[ 6 ]  or  (2d12)[ 23 ]  if SW hit, DC16 Wis  (1d20)[ 9 ] 

THP  (1d6+5)[ 9 ] 
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Rint roars in fear and rage as he falls, knowing that this would either end in death, or glory.  And as the magic hits him, and he slows, he hurls Mr. Grump, that mightiest of rocks, through the roof, the floors, and the other floor, still attached to it, and landing awkwardly on the rock, with a huge grin.  This was going to be glorious.

It isn't until after he manages to stand up, and take in the surroundings that he realizes that something went wrong:  He was berift of allies, with the exception of his maybe trusty sword, his definitely trusty fist, and the mighty Mr. Grump.  But there were plenty of enemies to be had.  And he had Mr. Grump.

Without really considering anything beyond how awesome this could be, he jumps down from Mr. Grump, spins around, and grunts with exertion as he picks up the mighty stone, and hurls it at the crossbow wielder, figuring that would keep it busy for a moment or two as he pulls Dawnblade, and lunges for the nearby waxen figure.

 
 Spoiler: OOC 

Move:  Stand from prone, hop off of Mr. Grump.
Action:  Hurl Mr. Grump at the crossbow wax, for save?   (1d20)[ 1 ]  If it is strength based, a 16 is probably the DC?  Unless powerful build/Brute modify that.
Also, second attack, move a little more, and lightsaber stab Mr. H.
 (1d20+10)[ 29 ]  Attack!
 (1d8+7)[ 8 ]  +  (1d4)[ 2 ]  Damage
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
As he lands on the acidic ground, ALADIN quickly takes in the scene, noting several of the waxen figures, bees, and the slime mass to the north.  And then he initiates stage two, shifting to the north, and activating the pre-equipped Battle Poppet, sending it further north, to drench one of the two waxen figures guarding the descent into the lower level in a flow of seawater, hoping to wash it away, and start reducing the acid on the floor with the flooding.

 
 Spoiler: OOC 

Move:  Move north a bit(Moved on Map.)
Action:  Activate and command the Poppet, send it fifteen feet north and five feet east.  Have it unleash The Trove upon the adjacent facsimile.   (1d20)[ 17 ]  Strength DC 14 or be washed away.
Bonus:  Not used.
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan keeps just ahead of the acid, his boots sizzling but remaining thick and stalwart for now. He rushes forward to the oozing construct wielding the magic axe and attempts to slash and ravage it to death.
 
 
  
 
 Spoiler: OOC 
Rolled 11 to avoid acid damage. Moved 25 feet diagonally. Two axe attacks and a hammer- Axes- (1d20+8)[ 22 ]  to hit,  (1d8+5)[ 10 ] .  (1d20+8)[ 22 ]  to hit,  (1d8+5)[ 11 ] . Hammer-  (1d20+7)[ 13 ]  to hit,  (1d8+4)[ 9 ] 
 
RandomWombat
 Floor 5 (Bee Barracks) 

Landing gracefully on the top floor, Elara opens up with a pair of spells to deadly effect. Her blades of twilight appear, glimmering within her sanctuary, and spear into the head of the nearest wax construct. When she utters the bell's toll, its magic slithers into the opening and rapidly spreads, turning the wax crusty and gray - the construct soon falls apart, broken up by veins of decaying material inside.

Borthan is no less swift, and no less graceful, moving like a wild predator. His sudden flash of blades nearly bisects the waxen construct wielding an axe, but when his hammer strikes to finish it off the metal flumps into its soft body with no effect. The sticky acidic material sizzles, eating away at the metal head when he pulls it away. ALADIN's battle poppet appears beside him not long after, opening its hauled chest to hose down the construct with a torrent of water. Its already damaged body melts under the torrent of water, and its top half slides off, dissolving into the floor.

Marching forward from his solid landing, Galdar conjures a ball of flame in his hand and hurls it at the last remaining wax construct. The flame melts through its body, causing sections to slough off slowly. Rather than being snuffed by the wax, the flames scatter and begin to orbit the construct's body in a corona of flickering embers. It shuffles forward, gliding over the slimy floor and slamming an arm into Borthan from behind while his attention is on the shiny new axe. The arm coils around him on impact, its grasp searing and painful.

With a tearing sound, the wet floor beneath the 'dead' construct falls through, opening up another potential avenue downstairs - but taking the shiny new axe with it for now.

The loud buzzing of huge insect wings echoes up from the tubes below, and an Apidae Faerza warrior swiftly ascends the path down. On its back is a wriggling patch of moving green ooze, apparently riding the bee around like a symbiotic organism. Though it is not swift enough to get in range, it snaps its jaws and menaces them.

 Floor 3 (Bee Parliament) 

Heaving himself up off of the rock, Ront slides off. Reaching down, he grabs the boulder from beneath and uses his muscular arms to lift it with a great battle shout. Mr. Grump flies into the air, hurled behind him with leverage. The slow waxen construct with the hammer in its head cannot get out of the way in time before it's splatted beneath the boulder. Its amorphous body begins to reform and pull itself free, but its efforts are slow and it will be kept from joining in this fight just yet.

Drawing his sword, he ignites its brilliant blade. Dawnbringer calls out a battle cry in Orcish, challenging the fiends to come at them if they dare. With a blade of searing light, Dawnbringer cuts into the wax, rapidly drying and searing off clumps of its material. The construct retaliates, clocking Ront painfully in the face and collarbone with its acidic, sludgy fist. A filthy looking crossbow bolt flies past, not even remotely close to him, as the bow-'wielder' trudges closer.

 
 Spoiler: OOC 
Ront, Borthan, Elara, ALADIN, and Galdar can roll a DC 10 Acrobatics check to avoid  2  acid damage during entry.
Rolled for those who did not so far:
Ront failed and took 2 acid (twi sanct absorbed it)
AL failed and took 2 acid (twi sanct absorbed it)
Elara succeeded
Galdar succeeded
Drop Team 2 can pre-emptively make their skill check and adjust for it, as they will roll the same when they arrive.
 

 
 Spoiler: Combat Log 
The Bees are unable to react in the surprise round due to the sheer audacity of the party's entrance, but their constructs react immediately and impassively to hostiles entering sight.

Elara pops Twi Sanct during the fall, giving drop team 1 the benefit before landing. She takes no damage from entry, but 2 acid damage to her barrier from starting turn on the acid floor.
Elara casts Spiritual Weapon, striking Facsimile C for  10  damage, then coup de graces it with Toll the Dead for a whopping near-max  23  damage, finishing it off.
Ront gains thp from Twi Sanct, and shaves 2 of it off from acid damage on entry. No turn start acid damage to the barrier cause he was on Grump.
Ront hurls Mr. Grump. Crossbow wax is too far, so he tosses the boulder onto hammer wax. Facsimile I takes  7  damage after resistance, and is knocked down under Grump.
Ront slashes Facsimile H for  10  radiant damage with Dawnbringer.
ALADIN receives 8 thp, reduced by 2 on entry and 2 on turn start by the terrain.
ALADIN unleashes his battle poppet, which marches out and uses the Trove on Facsimile A. The Facsimile takes  5  water damage and the floor beneath it is wet, but it holds fast and is not knocked away.
Borthan receives 6 thp. He avoided entry damage, so it's only eaten away by 2 from the floor.
Borthan unleashes a flurry of strikes on Facsimile A, dealing  21  damage with his axes. After a min roll bonus from vambrace, 23 is enough to kill. (I also forgot they are vulnerable to Slashing, so the axe slices would have killed even without the vambrace)
Galdar receives 6 thp, and the floor burns off 2. He avoided entry damage.
Galdar moves forward and casts Firebolt. He blasts Wax B for  13  damage after fire vulnerability, and triggers a wild magic effect which is not yet clear.

Wax A's corpse falls through the wet floor.
Wax B slams Borthan for  6  bludgeoning and  4  acid damage (6 total after thp, and before any resistances), and if his armor is non-magical it receives -1 to AC.
Wax B Grapples Borthan on hit and succeeds. His armor will lose another 1 AC (if non-magical) and he will take  7  more acid damage at the start of his turn  if  it is not killed by Al/Elara before his action.
Wax H slams Ront, scoring a critical hit for  15  damage (12 after his thp), and -1 to the AC of his armor if it is non-magical. He succeeds in fighting off its Grapple attempt.
Wax I fails to extricate itself from under Grump.
Wax G moves closer and shoots at Ront. Its accuracy is so terrible it still misses with a 19 on the die.
Apidae Faerza A arrives on the top floor, but can't attack yet since it had to Dash. It's hauling some evil honey on its back.

Ront, ALADIN, Elara, Borthan and Galdar are up again! Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party will arrive on the start of Round 3. It is now Round 2.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront/ALADIN  - 19.5
 Elara  - 19
 Borthan  - 19
 Galdar  - 18

Apidae Faerza Larvae - 17
Wax Facsimiles - 13
 Apidae Faerza Queen J  - 11

Dawnbringer - 10

Apidae Faerza J Honey - 8
 Apidae Faerza Queen J (Legendary Action)  - 7
Apidae Faerza Drones - 4
 Apidae Faerza Queen J (Lair Action)  - 4
 Apidae Faerza Queen J (Lair Action)  - 2

  Arriving Soon  
 Faedryl  - 17
 Turvy  - n1
 Nilvae  - 15
 Spide  - 7
 Nilvae/Spide  - 11
 Derendil  - 12
When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
RandomWombat
Disregard this post, it was an accidental quote instead of an edit.
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 37/41  +9 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  +8 TMP  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 2/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara moves her spectral sword up to the last waxen prisoner, attempting to cut it down like the first one. If it is still up, she then tries to drain the life out of it.

  "I bet more are coming."  
 
 Spoiler: OOC 
Twilight Sanctuary round 2/10
BA Move Spiritual Weapon NE, 3N and attack Waxen Fax 3  (1d20+8)[ 24 ] ,  (1d8+4)[ 9 ] 
Then Toll the Dead  (2d12)[ 11 ] , DC16 Wis  (1d20)[ 12 ] 

THP  (1d6+5)[ 11 ] 
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 18 HP: 41/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Roaring in pain from the vicious hit from the wax monstrosity in front of him, Ront lashes out with the Sunblade, slamming the fine, thin rapier-like beam of light into the monstrosity like it was a warhammer being used to crush an egg.  Then, taking advantage of the off balance state of the waxen monstrosity, he slams his shield into it like a battering ram, trying to blast it into the ground.

 
 Spoiler: OOC 

 (1d20+10)[ 27 ]  Attack 1
 (1d8+7)[ 8 ]  +  (1d4)[ 4 ]  Radiant damage

 (1d20+10)[ 19 ]  Attack 2
 (1d8+7)[ 8 ]  +  (1d4)[ 2 ]  Radiant damage

Shield Master bonus action shove to prone:
 (1d20+8)[ 17 ]  Athletics.
Bonus points if a shield bash counts as using an improvised weapon?

Note:  If the attacks would down the wax construct before him, he will rush the one buried under Mr. Grump, and continue the routine there, although the bash will be trying to spread the construct out instead.
 

 
 
  
RandomWombat
 Floor 5 (Bee Barracks) 

There is no sign that the wax construct learned from the demise of its sibling. Elara's mystical blade drives into its head, and she tolls the bell - reaching inside to rot it from the inside out. When it falls apart this time, however, the embers around it suddenly burst in a flood of flame. Where the flames singe the acid from the floor, a noxious cloud rises up and chokes the throats of those within. Galdar manages to clench his jaw shut and hold his breath, fighting off the stinging in his eyes, but Borthan can be heard hacking and coughing.

 Floor 3 (Bee Parliament) 

A series of vicious slices causes the construct menacing Ront to crumble before him. He advances on the trapped one and slams into it with his shield, though it has little visible effect on its form.

 
 Spoiler: OOC 
Ront, Borthan, Elara, ALADIN, and Galdar can roll a DC 10 Acrobatics check to avoid  2  acid damage during entry.
Rolled for those who did not so far:
Ront failed and took 2 acid (twi sanct absorbed it)
AL failed and took 2 acid (twi sanct absorbed it)
Elara succeeded
Galdar succeeded
Drop Team 2 can pre-emptively make their skill check and adjust for it, as they will roll the same when they arrive.
 

 
 Spoiler: Combat Log 
Elara gains 11 thp, and loses 2 to the floor.
Elara's Spirtual Weapon strikes Wax B for  9  damage, and she follows up with Toll the Dead for  11 , which finishes it off.

Wax B's wild magic effect goes off, and it explodes when it does.  (2d10)[ 7 ]  fire damage to Borthan (save succeeded, half damage), and Galdar (save failed, full damage).
The fire creates a cloud of noxious gas, but also clears the acid floor underneath them. The noxious fumes inflict Poisoned for 1 round to Borthan; Galdar succeeds his save.

Ront slashes up Wax H, his two attacks deal  22  damage total and bring it down. His shield bash on I doesn't do much to it; his shield takes -1 to AC if it is non-magical.

Anyone who walks into the dark circle around Wax B must pass a DC 12 Con save or be Poisoned for 1 round.

Ront, ALADIN, Borthan and Galdar are still up! Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party will arrive on the start of Round 3. It is now Round 2.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront/ALADIN  - 19.5
 Elara  - 19
 Borthan  - 19
 Galdar  - 18

Apidae Faerza Larvae - 17
Wax Facsimiles - 13
 Apidae Faerza Queen J  - 11

Dawnbringer - 10

Apidae Faerza J Honey - 8
 Apidae Faerza Queen J (Legendary Action)  - 7
Apidae Faerza Drones - 4
 Apidae Faerza Queen J (Lair Action)  - 4
 Apidae Faerza Queen J (Lair Action)  - 2

  Arriving Soon  
 Faedryl  - 17
 Turvy  - n1
 Nilvae  - 15
 Spide  - 7
 Nilvae/Spide  - 11
 Derendil  - 12
When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
Moving almost as one, ALADIN sends the water spewing poppet north, rotating it around to douse the walls in hopes of causing a collapse to prevent any reinforcements from coming from the larvae chamber.

Meanwhile, he dashes through the poisonous fog fearlessly, activating his targeting protocols and punching the bee guarding the passageway down, sending bursts of sonic energy into it's form.

 
 Spoiler: OOC 

Free?  Move the battle poppet north slightly, and rotate it around to douse the walls and find out what happens.

Move:  Charge through the poison cloud.  While ALADIN is not immune to poison, he doesn't breathe, which might matter?
He also gets advantage, because of being a robot.
 (1d20+6)[ 17 ]  Con
 (1d20+6)[ 21 ]  Con 2
Bonus:  Cast Hunter's Mark on the Bee, using his 1/long rest ability.

Action:  Attack twice with his thunder fists.
If either hits, the bee will have disadvantage when attacking anyone else until the start of ALADIN's next turn.

 (1d20+8)[ 12 ]  Attack 1
 (1d8+5)[ 11 ]  +  (1d6)[ 2 ]  Damage

 (1d20+8)[ 11 ]  Attack 2
 (1d8+5)[ 13 ]  +  (1d6)[ 3 ]  Damage

End turn, and twilight refresh!
 (1d6+5)[ 10 ] 
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Dropping the damaged hammer, Borthan scoops the magic axe from the remains of the wax golem, sampling it's heft for a moment before continuing towards the giant bee with a wicked grin.  "I've got something new for you buggyboos!"
 

Then both axes did the talking for him against the giant freakish bee.  
 
  
 
 Spoiler: OOC 
 (1d6+4)[ 10 ]  Twilight sanctuary. Two attacks with the magic axe he knows, one with the one he doesn't.  (1d20+8)[ 19 ]  for  (1d8+5)[ 12 ]  for the first attack.  (1d20+8)[ 22 ]  for  (1d8+5)[ 11 ]  for the second attack. And with the unknown axe (without any modifiers)-  (1d20+7)[ 17 ]  for  (1d8+4)[ 12 ]  for the last attack.
 
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 38/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2 
 Sorcery Points: 3/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped) 
 Concentration: -  

Galdar lets out a short battle prayer towards Laduguer and joins the others in melee. The acid sizzles under his shoes and he leaves behind a small amount of leather with each step.

 
 Spoiler 
Bless for Borthan, Aladin and himself, marching eastward to prevent a flanking maneuver.
 

 
 
  
RandomWombat
 Floor 5 (Bee Barracks) 

Moving into the cloud of acrid fumes, ALADIN finds they cause some sensor misfires within his automated systems. However, he recalculates based on prior data and takes a swing at the advancing bee. Unfortunately for him, the bee is also quite keen, and swerves around his sonic punches. He feels a phantom sensation of something gnawing on his leg, then hears a creak and a tear followed by a squeal as one of the larvae nibbling on his puppet falls through the wet floor. The apidae warrior chomps onto ALADIN's midsection, squeezing him through his armor. Some cracks form, letting a bit of acid in.

Borthan's hand swipes down in the smoke as he coughs out a taunt, but he finds the floor no longer there - just in time to avoid stepping into the hole. Adjusting his plan, he takes some slashes at the encroaching bee through coughing lungs and teary eyes, managing to land a slice across its tough shell. The acrid smoke is beginning to clear up enough to breathe again, but the sting lingers. The slimy honey coating the bee's back begins to trickle tendrils over its wound, slowly mending the furrows carved into the shell.

Advancing out of the cloud, Galdar begins uttering a battle chant. The three advance party warriors feel divine power subtly empowering their limbs, and guiding their blades. The mass of green ooze further in slithers towards him, and slaps him with a pseudopod. The impact does nothing to the dwarf, but he quickly feels an itch - and then a burn, from the places the residue left behind seeps into the cracks and joints of his armor.

From below, another wax soldier trudges up beside the bee warrior. It is not armed with any fancy weapons, and ALADIN deflects its crude bludgeoning arm with the bracers of his magical armor. Then he feels another sharp, piercing pain in his leg - a large pair of jaws, belonging to a truly massive bee, are jabbing out of the hole in the hall and chomping at his puppet. More of the living honey is clinging to the queen's mandibles, slopping out sludge onto the mannequin's exterior.

The two drones on the top floor zip to action. One grabs onto and gnaws on the wooden puppet, aiding its queen. Blighted, honey-coated saliva accumulates upon the poppet, and ALADIN and Galdar find themselves on the receiving end of a hose of yet more green goo as the other drone performs a series of arcane gestures with its arms. A piece of rotten meat held up melts away and explodes into a stream of acid that coats them. Borthan is fast enough to dodge out of the way by the time it reaches him.

 Floor 3 (Bee Parliament) 

As he fails to hold down the waxen construct oozing its way out from under Mr. Grump, Ront is unexpectedly struck from behind by a bolt - a lucky shot by the crossbow-bearing construct as it stomps slowly towards him. The wound itches around the impact point.

In spite of his valiant fighting, the situation begins to look a bit more dire when another half-squad of waxen constructs begins to march up from downstairs, accompanied by a pair of Faerza warriors. One of the bees clutches a frost-coated dagger between its forelimbs.

 
 Spoiler: OOC 
Ront, Borthan, Elara, ALADIN, and Galdar can roll a DC 10 Acrobatics check to avoid  2  acid damage during entry.
Rolled for those who did not so far:
Ront failed and took 2 acid (twi sanct absorbed it)
AL failed and took 2 acid (twi sanct absorbed it)
Elara succeeded
Galdar succeeded
Drop Team 2 all succeeded
 

 
 Spoiler: Combat Log 
ALADIN's Twilight barrier absorbs floor damage from himself and the poppet. He moves through the noxious smoke, passing his save. Hunter's Mark is cast upon Apidae Faerza A. AL's two attacks swing and miss.
ALADIN gains 10 thp from Twilight.
Battle Poppet sprays water into the hallway.
Borthan's shoes take 1 damage. The magic axe has fallen to the next floor, but he takes a series of swings. I rerolled his attacks for Poison disadvantage, and his first hits for  6  damage after resistance. The other two become misses.
Borthan gains 10 thp from Twilight. He fails his save for ending turn in the smog, and takes another round of Poisoned.
Galdar's shoes take 1 damage as he moves forward and casts a Bless on himself, Borthan and ALADIN.

Faerza Larvae A and B bite at Battle Poppet. One hits for  8  damage, of which ALADIN takes half.
Faerza Larva A falls through the floor and takes  5  falling damage.
Wax F takes a swing at ALADIN, but misses.
Wax G critically shoots Ront for  8  damage with a lucky shot. He also receives  1 Blight  from the bolt.
Wax I gets itself free, but used up its action.
Faerza Queen critically bites Battle Poppet through the floor hole for  14  damage, half of which transfers to ALADIN. The Poppet also takes  4 Blight , which will deal half of its damage to AL at the start of his turns as it ticks down.
Faerza Honey E heals Apidae Faerza A for  4  hit points.
Faerza Honey F slaps Battle Poppet, inflicting  2 Blight , bringing its total to  6 Blight .
Big Faerza Honey slams Galdar, hitting and afflicting him with  4 Blight , which will deal its damage at the start of each of his turns then decrease by 1.
Faerza Queen uses her Legendary Action to do something.
Faerza Drone A casts Acid Stream on Galdar, ALADIN and Borthan. Borthan succeeds his save to evade. Galdar and ALADIN are coated in acid for  3d4  acid damage at the start of their turns. It can be dispelled by removing the drone's concentration (and/or life).
Faerza Drone B bites Battle Poppet for  4  damage, half is transferred to ALADIN. The Poppet also takes another  1 Blight, for 7 total .
Faerza Queen's Lair Actions do somethings.
Apidae Faerza A bites ALADIN for  8  damage, and  2  acid damage.

At the end of the round, the acrid fumes clear enough to no longer be a hazard.

Faedryl, Ront and ALADIN are up. If they opt for split initiative, Borthan and Galdar are also up.
ALADIN takes  4  acid damage from Acid Stream, and  3  halved Blight damage from the poppet's accumulation. Poppet's Blight level decreases to 6.
Ront's shoes take 1 damage. Ront takes  1  Blight damage, then his Blight ends.
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

If anyone opts to drop into the Queen's chambers, I will reveal the rest of the room on the map.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront/ALADIN  - 19.5
 Elara  - 19
 Borthan  - 19
 Galdar  - 18
 Faedryl  - 17

Apidae Faerza Larvae - 17

 Borthan/Derendil  - 15.5
 Nilvae  - 15
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13

 Derendil  - 12
 Nilvae/Spide  - 11

 Apidae Faerza Queen J  - 11

Dawnbringer - 10

Apidae Faerza J Honey - 8

 Spide  - 7

 Apidae Faerza Queen J (Legendary Action)  - 7
Apidae Faerza Drones - 4
 Apidae Faerza Queen J (Lair Action)  - 4
 Apidae Faerza Queen J (Lair Action)  - 2

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 32/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Wincing in pain from the armor penetraing shot, Ront curses under his breath as he sees the additional surge of bees and waxen constructs come flying out of the passageway even as his blood runs cold with fear.  He looks around, quickly assessing, trying to find a way out that doesn't involve him somehow defeating a dozen enemies, but his only hope seems to be finding an exit.  Which meant going north.
Plan made, Ront reaches into his belt pouch and pulls out one of the pieces of mushroom he'd previous gathered and tosses it onto Mr. Grump, before he carefully enunciates the words in Common.  " Mr. Grump, watch your diet to get small and lean ".  With the rock attached to his vambrace, he had a way to block a passage behind him... if he could get to one.  Almost without thinking, he swings Dawnbringer at the waxen construct right next to him, before sprinting away, to the north.

 
 Spoiler: OOC 

Bonus:Second Wind:   (1d10+5)[ 14 ] 
Action:  Attack twice
 (1d20+10)[ 19 ]  Attack 1
 (1d8+7)[ 12 ]  +  (1d4)[ 3 ] 
 (1d20+10)[ 13 ]  Attack 2
 (1d8+7)[ 14 ]  +  (1d4)[ 4 ] 

Move:  Run north.
Action Surge:  Run more.
 
 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 20/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
Battered and bathed in Acid, ALADIN activates his defense matrix, the shielding buying him a few moments as he quickly directs the battle poppet to retreat to the southeast while spewing water.
With that handled(Hopefully), he turns his attention to the next problem on his list of problems, and he reaches out to the giant Apidae Faerza right next to him, seeking to send thunder through it's hardened exoskeleton in hopes of ending the threat it posed to him.


 
 Spoiler: OOC 

Bonus:  Activate Defensive Field, gaining 5 temporary HP.
Free:  Have the Battle Poppet move 20 feet to the southeast.(Which might or might not trigger AoO's.)

Action: Attack!
 (1d20+8)[ 13 ]  +  (1d4)[ 3 ]  (Bless) Attack 1
 (1d8+5)[ 9 ]  +  (1d6)[ 1 ]  Thunder Damage

 (1d20+8)[ 11 ]  +  (1d4)[ 2 ]  (Bless) + 1 Built for Success Attack 2
 (1d8+5)[ 11 ]  +  (1d6)[ 5 ]  Thunder Damage

 (1d6+5)[ 11 ]  Twilight Sanctuary more hp?
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 34/34 +7 THP MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

Faedryl hits the ground running, the battle having already broken out in earnest before she got there. That works out just fine for her though - it meant that the enemies were already grouped up and all prepared for her. Acid chomped at her heels, safeguarded by Elara's magic as she drew together three rapid symbols  Frigid. Blast. Entropy.  The icy winds buffet around her, and then fly forward in a flurry of clinging permafrost. Her allies feel little more than a chill wind, barely enough to elicit a shiver, but her foes suffer far worse as the biting chill of magic seeks to lock them in place.
 
 
  
 
 Spoiler: OOC 

 Move:  Landing SW of Elara, moving as map. Temp HP was 6 before landing, reduced to 4 from acid.
 Action:  Rime's Binding Ice, using Scult Spells to exclude Borthan/ALADIN/Galdar.
Damage:  (3d8)[ 10 ] 
Saves - Con vs. DC16. A failed save deals full damage and reduces their speed to 0 until an action is taken to free them from the ice. A successful save halves damage and doesn't drop their speed. I don't think speed 0 will cause any fall damage in this instance but something to be aware of if any of the bees are unexpectedly high up.
Wax:  (1d20)[ 7 ] +mods
Big Bee A:  (1d20)[ 18 ] +mods
Honey Small E:  (1d20)[ 5 ] +mods
Honey Big:  (1d20)[ 10 ] +mods
Small Bee A:  (1d20)[ 14 ] +mods

 Bonus Action:  TK Shove the Drone to her northwest with the larva.  (1d20)[ 8 ] +mods Strength Save vs DC16 or be pushed back 5ft.

TS Temp HP:  (1d6+5)[ 7 ] 
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 37/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  +8 TMP  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 2/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara moves her spectral sword up to the battle, using it to attack the large apidae. She then moves up to the side of the battle, shooting a lance of moonlight thrugh the wax facsimile and into both the apidae and the honey.

  "I hope the others get here soon. We could use some help."  
 
 Spoiler: OOC 
Twilight Sanctuary round 3/10
BA Move Spiritual Weapon NE, 2N and attack Apidae A  (1d20+8)[ 28 ] ,  (1d8+4)[ 9 ] 
Move 5N
Then Radiant Lance  (1d20+8)[ 16 ] ,  (2d6)[ 8 ]  radiant to wax facsimile, apidae A, and honey E

THP  (1d6+5)[ 10 ]  - 2 for acid
 
RandomWombat
 Floor 5 (Bee Barracks) 

Guarding himself in a barrier, ALADIN finds it shuddering and snapping apart within moments as the Queen's jaws snap down on his fleeing Poppet. Water continues to flood out, covering the floor as it backpedals.

With a timely arrival, Faedryl touches down and begins weaving spells immediately. Arcane sigils form in the air and create a flow of frigid cold that curves around her allies, leaving icy mist trailing over the terrain and hardening  some of the acidic goop. The eldritch honey seems to take the worst of it, the small symbiote latched onto the bee warrior's back freezing solid and then cracking apart. Some of the ambient, chaotic magic sinks into Faedryl's throat and chest after channeling her spell, and she feels a little croaky.

A spectral blade follows, piercing into the bee's side with ethereal force. Elara moves with her blade and circles the enemy, conjuring a bolt of white light that punctures through the wax construct and obliterates the head of the large bee, whose flight had drooped from its injuries. Her moment of triumph is short lived as she feels something give beneath her.

 Floor 4 (Bee Throne) 

Dropping gracefully to the ground, still carried by ALADIN's magic, Elara finds herself in another large chamber. This one is filled with little circular wax bowls holding delicate beige bee-monster eggs. A mound of softer, layered material forms a cushioned 'throne' above which the hive's queen currently hovers on wings that look barely capable of keeping her aloft. Her large abdomen rests above a freshly laid egg, which looks different from the others - it is glowing an eerie green, and whatever's inside is already attempting to gnaw its way out. Near a hallway out of the chamber, two waxen guards who had been watching the hall for advancing foes slowly turn and stare at the fallen elf. One has the long prongs of a warpick jutting from its arm, and the other's arm ends in a conical waxen grip around the shaft of a stone wand with a little ruby at the tip.

Rolling over, the nearby fallen larva wriggles towards her and bites at her ankles. Its needle-mandibles manage to slip into the joints of her armor, but her barrier forces them back before she can be stung by their acid.

 Floor 3 (Bee Parliament) 

Shrinking down Mr. Grump, Ront pulls the stone back to his hand with his vambrace chain. A swift pair of slashes with the Dawnbringer sears the hammerhead construct to pieces, which slump down onto the floor and begin to dissolve.

With nothing left to menace him and the path upwards cleared of Mr. Grump, Ront falls into a fierce sprint to regroup with the others.   "A wise flee, wielder. We should fight with the rest of our squad!"   his blazing sword announces in Orcish.

 
 Spoiler: Combat Log 
Ront heals for  14  with Second Wind.
Ront slashes Wax I for  33  radiant damage total, destroying it. He shrinks Mr. Grump back down and Dashes away with Action Surge.
ALADIN activates Defensive Field and makes Battle Poppet flee, provoking some attacks. Drone B and Larva B both miss, but the Queen hits for  13  damage (before halving, after half I believe only 1 damage gets through his defensive field) and  4 Blight, bringing poppet's total to 10. 
ALADIN hits once thanks to Bless, dealing  10  thunder damage to Apidae A. He gains 11 thp at turn end.
Faedryl casts Rime's Binding Ice. Only Apidae Warrior A passes its save, the rest take full  10  cold damage and are stuck. The Honeys are vulnerable to cold and Faerza Honey E is killed; the Wax construct is Resistant, taking half. The bees are neutral. She also freezes the goop on the floor, expanding the safe floor area.
 Wild Magic Surge: Faedryl now speaks in goose honks when talking. She cannot understand Goose, but geese can presumably understand her. 
Drone A passes its Concentration check to maintain Acid Stream.
Drone B gets shoved back by TK shove.
Elara's Spiritual Weapon strikes Apidae Warrior A for a  16  damage crit. She follows with a Radiant Lance at Wax F, dealing  8  damage to it and Apidae Warrior A, which finishes off the bee.
The wet floor under Elara caves in and she falls, but takes no falling damage because of Feather Fall still being active.
Acid damage hits at turn start rather than end, so her 10 fresh barrier is unmarred.

Larva A bites Elara, dealing  4  piercing and  3  acid damage to her barrier.
Larva B attempts to bite Faedryl, but misses.

Borthan, Derendil, Galdar, Nilvae and Spide are up. Borthan is still Poisoned for this turn, then it ends.
Derendil, Nilvae and Spide can roll their thp for their falling Twilight Sanctuary on entry, which will shield them or their shoes from acid floor entry damage.
Galdar no longer takes damage to his shoes since Faedryl froze the floor, but he still takes  10  acid damage from Acid Stream at turn start, and  4  damage from Blight.
Anyone ending turn in Elara's circle gains 1d6+5 thp.
Updated combat log notes on acid floor: when Twilight Sanctuary or shoes block the acid damage, it does not require a Concentration check.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

If anyone opts to drop into the Queen's chambers, I will reveal the rest of the room on the map.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17

Apidae Faerza Larvae - 17

 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13
 Apidae Faerza Queen J  - 11

Dawnbringer - 10

Apidae Faerza J Honey - 8
 Apidae Faerza Queen J (Legendary Action)  - 7
Apidae Faerza Drones - 4
 Apidae Faerza Queen J (Lair Action)  - 4
 Apidae Faerza Queen J (Lair Action)  - 2

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan, coughing and choking from the foul smoke, focuses on not getting hit, deflecting incoming attacks with his weapons, and getting into Elara's aura for a boost of resilience.
 
 
  
 
 Spoiler: OOC 
Dodge action, leap the hole, and establish a defensive position with Derry D.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Landing gently on the Grump rock, Derendil wastes no time. dashing across the room (and hotstepping to keep his bare feet out of the acid) Derendil dashed to Elara's twilight aura, a growing roar of rage threatening to overwhelm his mind, but he still had the wherewithal to try to establish a defensive position there. Once in place, he hurls his silver trident at the nearest wax monster, wreathed in booming energy, hoping to pierce something vital. When it moves to react, he snaps back on the gossamer thread of the trident and sends it flying back through the wax monster.
 
 
  
 
 Spoiler: OOC 
Bonus action rage. Move to Elara's aura, possibly risking an AoO from the larvae. Throw trident at the waxy engaged with Bort.  (1d20+6)[ 7 ]  to hit for  (1d6+6)[ 7 ]  damage. Since Cyclist allows cantrips on thrown weapons, the wax takes  (1d8)[ 6 ]  thunder damage from booming blade, and an additional  (2d8)[ 10 ]  if it moves. One the wax's turn, whether it is alive or not, Derendil will recall the trident and attack again with int-  (1d20+5)[ 18 ]  for  (1d6+5)[ 6 ]  damage.
 
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped) 
 Concentration: -  

The acid and decay sing and rot Galdar on his skin and inside, weakening the dwarf considerably. Magic seemt to be as much a detriment, a waste of time and energy for now. Galdar holds up the defense and slices the air with his axe, moreso a ritual to mark his magical assault than an actual blade attack.

 
 Spoiler 
Twinned upcast Magic Missile on Faerza Honey and Faerza Drone A, the caster:  (1d4+1)[ 2 ]  for the honey,  (1d4+1)[ 5 ]  for the drone. x5 each time.
 (2d20)[ 4 ][ 10 ](14)  I assume surge rolls.
 

 
 
  
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 21/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: 10 tHP, 8 tMP 
 Concentration:  

Enjoying a back seat for the fight, Nilvae nonetheless will release a bit of magic. Spide does the same. The giant clerical arachnid rappels down into the cavern, enveloping the closest drone in a white light, all while Nilvae's fey curses, an expletive completely composed of puncutation marks  &amp;§$/)$%  covering Spide in a black outline.

 
 Spoiler 
Cha save on Drone B or suffer Bane, concentrated on by Spide. Spide casts Sacred Flame  (2d8+4)[ 12 ]  vs DC 15 wis save on the selfsame creature, after Nilvae's debuff.

With all the homebrew flying around I am unsure if I roll saves here too...
Rolled 10 for tHP, chose my own Inspiring Leader for tMP then.
 

 
 
  
RandomWombat
 Floor 5 (Bee Barracks) 

Weaving around the waxen construct's swipe, Borthan leaps one of the holes on the floor. The ground sags where he lands, and squelches under his feet, but it doesn't quite give out yet. Landing on the floor with a pair of barriers guarding his feet, Derendil dashes in closer and hurls his trident. The weapon sails past into the hallway with a ripple in the air around it, but before it can go far Derendil grasps the gossamer strand and tugs it back. It strikes the wax facsimile in the back and slowly pushes through its chest before returning to Derendil's hand, leaving behind a small hole that gradually fills back in.

A torrent of magical bolts pounds into the chest of the magically inclined drone, trapped in place by binding frost. The creature doubles over, cracked carapace oozing translucent green bug juice, and its connection to the conjured acid coating Galdar and ALADIN breaks - the searing sludge vanishes from this plane, back to whence it came. A curious aura is left behind, surrounding the Drone.

Remaining towards the rear, near the hive tube to the roof, Nilvae and Spide hurl spells into the fray. A fey curse tries to wind itself around the second drone, but it throws off the hostile magic. Spide's bolt of holy flame is more successful, striking the bee from above. Its light sears the fiendish power that has settled into and altered these creatures, leaving the drone badly wounded and fleeing down one of the holes.

The remaining wax construct twists and swings its limb at ALADIN, but the gnome blocks it deftly. Nor is the large pile of honey successful in slopping its blighted contents on Galdar this time, too slowed by the frost to latch onto the dwarf.

Pulling itself free of the binding ice, the wizardly drone looks around for somewhere to go and opts to fly behind its large pile of honey, hiding around the corner in a nook to mend its wounds.

 Floor 4 (Bee Throne) 

Landing, the Queen's hulking form lumbers towards Elara, stepping around her larva. Her jaws snap closed on part of the waxy floor as Elara sidesteps the incoming bite and the slimy honey dripping off of those jaws, which reaches out to try and touch the elven dhampir. Another blob of honey slowly slides off of the Queen's side and flows onto the larva, mending the bumps and bruises it took from the fall.

Skill and luck cannot hold forever against all sides. From behind, a magical warpick strikes, puncturing her armor after punching through the remnants of her twilight barrier. Another lumbering wax construct walks straight up to her with a wand extended. The ruby at the end glimmers and then erupts with green flames. Though Elara ducks out of the way, some of the flames sizzle in her trailing hair and singe her face when the hair whips back into her.

Squelching sounds accompany the Queen's convulsing body, and another undulating green egg lands on the floor behind her. No sooner does it, than the previous egg erupts in a small burst of acid, a single half-melted larva crawling out. It scuttles towards Elara, and she finds herself dancing around yet another foe trying to bite her ankles. Even as it attacks, the quickened larva seems to be swiftly falling apart.

 Floor 3 (Bee Parliament) 

Another bolt sails through the air as the army of wax lumbers after Ront, but it doesn't even come close to him.

 
 Spoiler: Combat Log 
Borthan Dodges and moves away. Wax F takes a swing at him, but misses. The soggy floor doesn't fall out under him.
Derendil still has 10 thp from Sanctuary, plus 2 points of Arcane Ward. Thp reduced to 8 from the floor.
Derendil throws his trident at Wax F. The initial throw misses, but the backswing hits for  3  piercing damage after resistance.
Galdar casts Magic Missile. It's unable to twin, but he blasts Drone A for 2 x 5  10  force damage. Faced with 5 Concentration checks, the drone fails and Acid Stream ends. Wild Magic triggers, and Drone A receives an unknown effect.
Nilvae enters with  9  thp, and Spide enters with  6 . Both lose 2 to the floor.
Nilvae casts Witch Bane, which resists. But Spide's Sacred Flame lands for  12  radiant damage. Their mutations give them the Fiend type, so his flame deals  4  additional radiant damage.

Wax G misses Ront with a clumsy shot.
Wax F attacks AL, but misses.
Wax E attacks Elara with its warpick, hitting for  11  damage.  8  of it gets through her remaining thp.
Wax D uses its wand up close. Elara passes a save against a corrupted Burning Hands, taking  2  acid and  3  fire.
Faerza Queen J attempts to bite Elara, but misses.
Faerza Honey F slops at Elara, but misses.
Faerza Honey G heals Faerza Larva A for  4  hit points.
Big Honey slops at Galdar, but misses.
Faerza Queen J uses a Legendary Action to lay an egg. Her previous egg hatches into a Quickling.
Drone A breaks free of Binding Ice and takes cover.
Drone B flies downstairs and licks its wounds, healing itself for  8 .
Faerza Queen J uses two Lair Actions to give Drone A an Order to heal itself twice, restoring  14  hit points total.
Quickling A recklessly bites at Elara, but misses.

It is now Turvy's action! He also receives a dose of Twilight HP before entry.
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17

Apidae Faerza Larvae - 17

 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13
 Apidae Faerza Queen J  - 11

Dawnbringer - 10

Apidae Faerza J Honey - 8
 Apidae Faerza Queen J (Legendary Action)  - 7
Apidae Faerza Drones - 4
 Apidae Faerza Queen J (Lair Action)  - 4
 Apidae Faerza Queen J (Lair Action)  - 2
Apidae Faerza J Quicklings

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +9 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 0/2
Portents: 5, 10
  
 
  

Turvy lets his feather fall take him down. He sees the fight at the Bee Barracks, but doesn't see Elara, and knows she was with Ront, so he continues to fall through the hole that Ront made. When he sees Elara fighting the queen by herself, and surrounded by larvae and wax facsimiles, he arrests his fall, catching the south edge of the hole and standing just south of the gap.

  "Elara, get out of there!"  

As soon as she moves, he launches a bead of fire that erupts right on the floor, just south of the queen, catching all of the creatures that had just surrounded Elara, and likely burning a huge hole in the floor.

 
 Spoiler: OOC 
Still at initiative 1
Initial THP  (1d6+6)[ 11 ] 

End at Throne room, just south of Mr. Grump's hole.
Ready action to cast fireball once Elara moves,  (8d6)[ 30 ]  fire damage
DC 15 Dex Saves
Queen  (1d20)[ 1 ] 
Queen Honey  (1d20)[ 12 ] 
Other Honey  (1d20)[ 18 ] 
Quickling A  (1d20)[ 4 ] 
Larva A  (1d20)[ 14 ] 
Wax E  (1d20)[ 13 ] 
Wax D  (1d20)[ 17 ] 
Also catches quickened egg

By putting it on the floor, it should avoid burning the floor for the barracks.

Final THP  (1d6+6)[ 11 ] 
 

      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 12 HP: 41/41  +10 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara is surrounded and barely alive. She will not survive another round of this. The others haven't come to help. They either don't know what's down here or don't care. But it doesn't matter, she'll be dead soon either way. But then she hears Turvy telling her to move away. She hasn't known the gnome for long, but she knows if he is speaking up, he has a good reason. She avoids the last of the queen's court's attacks as she flees south.

  "Thanks Turvy"  

Her moonlight sword cuts through the floor of the barracks and moves to engage the queen.

 
 Spoiler: OOC 
Since there are no warriors on this level, she really only is running away, and Turvy readied an action, it seemed easier if I posted her's at intuitive 19

Disengage.
Move 30' south.
BA for spiritual weapon to attack Wax Facsimile F then move through the hole. I think Elara can see that one through the hole.  (1d20+8)[ 28 ] ,  (1d8+4)[ 10 ]  damage

THP  (1d6+6)[ 12 ] 
 
RandomWombat
 Floor 5 (Bee Barracks) 

Elara's spiritual weapon slices the last wax construct on the upper floor in half, and as it descends through one of the holes the floor erupts below them. Wax splatters, and several of them tumble down into the opening - Feather Fall catching them and allowing them to softly descend.

 Floor 4 (Bee Throne) 

Soaring down the hole, Turvy lands and begins his arcane gestures, drawing them out as he waits for his ally to get clear.

Guiding the spectral weapon to follow her trail, Elara slices it through the wax construct above along the way, severing its torso from its lower half. The construct slides apart as the weapon descends from the ceiling, and Elara uses its arrival as a distraction to pull away and flee towards Turvy.

The spell goes off. In a flash of blazing red, the center of the room erupts. Wax melts, ooze burns away, and the larvae curl up into coiled lumps like burnt shrimp. Noxious fumes rise from the burnt floor, and the already soggy and hole-pocked ceiling is burst by the wave of heat and force. Borthan and Derendil fall gently down into the cloud of fumes, Borthan managing to cover his mouth before he breathes too much in this time. The Battle Poppet tumbles with them, a stream of water trailing it from the open mouth of the Trove.

In the wake of the blast, only one wax construct still moves, nearly reduced to a melted lump. And the Queen stands with a large scorch mark down her side, badly wounded by the powerful spell.

At Borthan's feet, in the noxious smoke, he sees the glimmer of the magical axe that fell earlier - and under one of his feet is a fancy-looking wand amidst melted wax.

 Floor 3 (Bee Parliament) 

As he flees towards the two tunnels onto other levels of the hive, approaching a tube leading down, Ront looks back - and sees two bees swiftly gaining on him. One takes a swipe at him with the rime-covered dagger clutched between its limbs, but he ducks out of the way. Some chill air runs over his arm as the blade passes by. Raising his shield, he deflects the stinger of the other before its pacifying venom can reach his veins.

 
 Spoiler: Combat Log 
Turvy gains 11 thp on entry, burned by 2 by the floor. Turvy lands and Readies to cast Fireball. His ending point is out of the sanctuary at end of turn, so it doesn't refresh yet.

Apidae Faerza B and C give chase to Ront, but both miss their attacks.

Elara Disengages and moves away. Her bonus action moves the Spiritual Weapon, which crits Wax F for  16   force damage and a kill. She gains  12  new thp.
Turvy's prepared Fireball goes off.
Queen fails her save and takes  30  damage.
The Honeys are both weak to Fire damage, and are incinerated.
The Larva and Quickling are incinerated.
Wax D is weak to fire, takes  45  damage is melted.
Wax E succeeds its Dex save and takes only  22  damage, surviving by a little bit.
Quickened Egg is incinerated.
The weakened floor above the explosion area collapses, and toxic fumes rise from the burnt flooring. Borthan, Derendil and the Battle Poppet fall down into the Throne Room. Borthan passes his save against the fumes this time, and Derendil is immune to poison.

Elara has taken her action already, so Faedryl, Ront and ALADIN are up!
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17

Apidae Faerza Larvae - 17

 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13
 Apidae Faerza Queen J  - 11

Dawnbringer - 10

Apidae Faerza J Honey - 8
 Apidae Faerza Queen J (Legendary Action)  - 7
Apidae Faerza Drones - 4
 Apidae Faerza Queen J (Lair Action)  - 4
 Apidae Faerza Queen J (Lair Action)  - 2
Apidae Faerza J Quicklings

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Outnumbered by the bees, Ront continues his retreat even as his boots melt out from under him, the acid stinging his feet unpleasantly as the soles of his boots finally give up the ghost.  As he reaches the narrower entrance leading up, he pauses, pulls out Mr. Grump, puts it on the ground behind him, and feeds it some meat while speaking softly " Mr. Grump, eat up to grow big and strong ", seeking to block the passage behind him.

 
 Spoiler: OOC 

If it doesn't take an action to place and activate Mr. Grump, disengage.
Otherwise...
Move:  30 feet, to the entrance of the tunnel leading up.
Action:  Place and activate Mr. Grump to block the tunnel.
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the poppet fall, ALADIN deactivates it, as he could not spare the time to get it functional once more, and because the feedback from the blighted thing was getting excessive.  Quickly assessing the abrupt lack of enemies, ALADIN quickly runs, and jumps for the queen, his thunder gauntlets leading the way as he analyzes her form, seeking weak points to attack.

 
 Spoiler: OOC 

Take 2 Acid damage and 5 acid damage from Blight from the poppet before deactivation.  11 temp hp lets him shrug that off.
Bonus:  Hunter's Mark on the Queen.
Move:  Run and Jump, as appropriate for the dive.
Action:  Attack?
 (1d20+8)[ 26 ]  Attack 1
 (1d8+5)[ 7 ]  Thunder +  (1d6)[ 1 ]  Hunter's Mark

 (1d20+8)[ 13 ]  Attack 2
 (1d8+5)[ 12 ]  Thunder +  (1d6)[ 3 ]  Hunter's Mark

Not sure how staying on would work, but... athletics?
 (1d20+2)[ 18 ] 

Also, more temp hp, since the last lot melted a bit.  :P
 (1d6+5)[ 6 ] 
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 34/34 +7 THP MP: 28/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

Ice had proven marginally effective, and she didn't have time to consume her magic powers. Her mind lashes out at the larval monster beside her, before jumping down into the whole to follow after ALADIN. The lingering falling spell holds her aloft, allowing her to land with grace and dignity expected of the most potent and beautiful Melad scion. She does not rest on her laurels however, circling the Queen, before repeating the sigils from moments ago and unleashing another frigid blast of ice and wind over the insects.
 
 
  
 
 Spoiler: OOC 

 Bonus Action:  TK Shove the larva adjacent to her 5ft back.   (1d20)[ 19 ] +mods DC16 strsave or get pushed back, and down the hole to fall on the Queen's bottom right square.
 Move:  Up and then down the hole, then around the Queen. This should provoke an OA from the Larva, and potential the Wax E facsimile if they have reactions to do so.
 Action:  Rime's Binding Ice, using Scult Spells to exclude Borthan/ALADIN/Derendil.
Damage:  (3d8)[ 18 ] 
Saves - Con vs. DC16. A failed save deals full damage and reduces their speed to 0 until an action is taken to free them from the ice. A successful save halves damage and doesn't drop their speed. I don't think speed 0 will cause any fall damage in this instance but something to be aware of if any of the bees are unexpectedly high up.
Queen:   (3d8)[ 18 ] +mods  3d8 is not 1d20! It's actually  5 +mods from discord)
Facsimile E:  (1d20)[ 5 ] +mods
Possible Larva if shove successful:  (1d20)[ 5 ] +mods
 
RandomWombat
 Floor 5 (Bee Barracks) 

Severing his attunement to the fallen puppet, ALADIN leaps down, adjusting his targeting matrix to mark the Queen. Landing on her back, he delivers two swift punches to the place between her wings, sending damaging vibrations through her body. With a hiss of pain, the massive bee tries unsuccessfully to shake off his gauntleted grip.

The larva's grip proves too strong for the telekinetic shove, but Faedryl feeds it a bootprint when it tries to bite her and hops down after ALADIN. Soon after, the Queen's shape can be seen collapsing through the hole. The larva left behind squeals and curls up, fluids oozing out of its orifices.

 Floor 4 (Bee Throne) 

With ALADIN riding the bee, Faedryl lands in the smog of foul smoke. She holds her breath long enough to swerve around a swinging wax limb and get into position, where she weaves magic together into a carefully aimed flood of cold. It surges from her fingertips, which grow long and white, flattening into feathers. The world around her seems to be getting larger. A surprised honk escapes her beak as she finds herself changed, sitting among her fallen clothing and bags which rest on thankfully non-acidic floor.

Her magical items have changed shape to fit her, including the agility talon amulet hanging around her neck and her sister's lingerie.

Whatever its unfortunate effects, her spell was efficient and brutal. The wax construct lay in frozen chunks, and with a thud the Queen lands on the ground with ALADIN still atop her. In the corner of the room, her drone suddenly falls to the ground twitching, unable to act as psychic backlash runs through the bees' hivemind.

 Floor 3 (Bee Parliament) 

Shoving the two bees back with his shield, Ront flees towards the tube upwards. It is mercifully narrow, and with the price of a small ration he creates a boulder plugging the entrance behind him. There is narrow space between some of the tube and the rock, which the wax constructs may be able to squeeze through given time. The bees, however, will be unable to reach him.

 
 Spoiler: Combat Log 
Ront Disengages and moves back into a tunnel as his boots fall apart. Feeding Mr. Grump is a use item action, so he plops down a boulder behind him.
ALADIN takes some acid damage, protected by Twilight Sanctuary, and releases the Poppet. moves Hunter's Mark and jumps on the Queen. Her AC is not very good on account of being very large, so he hits twice for  23  thunder damage total.
Faedryl loses 2 barrier to the floor and fails to shove the Larva, but it misses its AoO, as does Wax E. She passes her save against the burnt acid fumes. Faedryl casts Rime's Binding Ice, hitting the Queen and Wax E for  18  cold damage which topples them both.
Another Wild Surge occurs, intensifying Faedryl's lingering effect. She has turned into a goose, receiving  14  sanity damage from the indignity.
 
 Spoiler: Goose Form 
Faedryl is a Small Beast. Her hit dice and mental ability scores remain unchanged.
Her Strength is now 6, her Dexterity 12, and her Constitution 10.
Her land speed is 30 feet. She gains a 40 foot Fly speed and 30 foot Swim speed.
Faedryl gains a Peck attack, a Finesse natural bite weapon which deals 1d6 base damage.
Faedryl can now honk and flap her wings to Intimidate a creature within 30 feet that can see her, as an action. The creature must make a Wisdom save (Cha-based DC) or be frightened of her for 1 round.
Faedryl can speak to and understand geese. She can perform the verbal components of spells using her goose speech. She is currently unable to perform somatic components, but can practice doing so.
 

The Queen goes down, causing  10  psychic damage to all Apidae Faerza and Incapacitating them for 1 round. The last larva dies from the psychic strain. She is not dead yet, but is into death saves.

Borthan, Derendil, Nilvae, Spide and Galdar are all up! Galdar takes  3  Blight damage. None of them take floor acid, cause they're all on safe ground at the moment.
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13
 Apidae Faerza Queen J  - 11

Dawnbringer - 10

Apidae Faerza J Honey - 8
 Apidae Faerza Queen J (Legendary Action)  - 7
Apidae Faerza Drones - 4
 Apidae Faerza Queen J (Lair Action)  - 4
 Apidae Faerza Queen J (Lair Action)  - 2
Apidae Faerza J Quicklings

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan approached the downed queen, taking in the various mutations and impurities in these giant bees. Spitting a curse, he chopped down twice, eliminating the prey with practiced ease. Then he sought out any resistance that needed to be removed, ready to bury his battle axe into any remaining bees.
 
 
  
 
 Spoiler: OOC 
Use two attacks to finish the Queen. If there's a target nearby, Bort will pursue and attack for  (1d20+8)[ 25 ]  to hit and  (1d8+5)[ 10 ]  damage.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil stays to guard Borthan's back, throwing his trident with thunderous attacks, attempting to clear out any remaining bees.
 
 
  
 
 Spoiler: OOC 
Rolling to hit any available targets-  (1d20+6)[ 18 ]  to hit for  (1d6+6)[ 8 ] , booming blade deals  (1d8)[ 5 ]  thunder, plus  (2d8)[ 6 ]  thunder if it moves. Recall attack-  (1d20+5)[ 13 ]  to hit for  (1d6+5)[ 9 ]  damage.
 
RandomWombat
 Floor 5 (Bee Barracks) 

There is a thud from the back corner of the room, where the drone mage fled.

 Floor 4 (Bee Throne) 

Borthan's axe raises above his head, and he strikes the Queen once, cutting deep into her neck. A second swing severs it from her massive frame. Almost at once, the drone in the room writhes on the ground, limbs twisting at painful angles as if drawn taut and broken by tetanus. Blood oozes out of its mouth.

Beneath ALADIN, the Queen's corpse dissolves, sending him drifting down to the floor. Dissolve doesn't truly do it justice, for as her form liquefies it is pulled inwards as if by a drain. When it is gone, all that remains is a swirling ball of black ooze glimmering with yellow and green lights, floating in the air where her heart would have been. Trails of sludge dribble off of it, then curve back in, like currents of twisting rivers. It pulses like the heart it formed from, each pulse causing the acidic ooze in the hive's surfaces to ripple outwards like water.

 
 Spoiler: Borthan 
When his eyes meet this orb, Borthan feels a horrid sensation underneath his skin. That feeling of ooze melting and shifting between the surface. When he looks down, the insides of his arms are wriggling and they sag as if the bones have turned to mush. It is uncomfortably hot, like his insides are burning up with a fever.

  "...than."   Sound all around him feels distant, and there is a rushing in his ears. Blood pumping.  Fluid  pumping. But a soft voice that rings like the chiming of a church bell resonates within him, as if vibrating from his core. The voice is deep, yet feminine, and with a hum underneath that sounds more masculine. Like a man whispering the same words as a woman is talking.   "Borthan. There is little time. My name is Rahaniel, a Celestial spirit. You are suffering the same affliction as these insects."  

The palm of his left hand begins to gleam with golden light, and the feverish feeling retracts from that forearm, though it still feels as though it is sagging. The light spreads, until his hand looks like the core of a bright lantern.   "Use t- -- power, strike! Des--oy this -- abe-rat-on! The corrupt- -- connection -- fragment-ng. Call -- we will speak -- dreams -- leave this tainted --!"   The hum of the faerzress intensifies around him, and Borthan can hear the heavenly voice no longer.
 

 
 Spoiler: Everyone Else 
Borthan looks sweaty and red-faced, but nothing else seems off about him - until his left hand starts glowing with a golden light. The faerzress in the room feels intense and wild, to the point that even those without magic can feel it vibrating against their skin.
 

 Floor 3 (Bee Parliament) 

Past Mr. Grump, Ront can hear anguished gnashing of mandibles and pained hissing from the bees, though he saw nothing that could have been attacking them when he ducked into the tunnel.

 
 Spoiler: Combat Log 
Rolled for Borthan's executing swings, though the miss chance was very low. Both hit and automatically crit for 2 failed death saves each, ending the Queen.
The Apidae Faerza remaining suffer another wave of  7  psychic damage, causing Drones A and B to decease.
There are no nearby targets for Borthan and Derendil's attacks, but the situation changes somewhat. Their turns can continue post-Queen-death, with Borthan still having his bonus-action attack available.
Borthan experiences  4  psychic damage (which also causes 2 sanity damage).

Nilvae, Spide and Galdar are all up! Galdar takes  3  Blight damage. None of them take floor acid, cause they're all on safe ground at the moment.
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
Apidae Faerza Warriors - 21

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13

Dawnbringer - 10

Apidae Faerza J Honey - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan heard the voices, tasted madness coursing through his body, and decided to do what he knew. He didn't know if it would help, but bringing down his axe on that globular heart felt viciously good.
 
 
  
 
 Spoiler: OOC 
Can we use the roll I already made for smacking the heart?
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil saw Borthan strike, and so added his might to the half-drow in extinguishing this foul thing.
 
 
  
 
 Spoiler: OOC 
Already rolled an attack, can we just use that?
 
RandomWombat
 Floor 4 (Bee Throne) 

Borthan's axe comes down, digging into the mushy substance of the levitating slime ball. The magical blade cuts into the material, though whatever power was imbued in his hand doesn't seem to have extended into the axe. Behind him, Derendil throws his trident into the mass. It sails through, leaving a rippling hole behind. Tugged back to his hand, it drags its prongs once more through the black slop.

Whatever the substance is, it does not seem to register the damage. Parts of it have been blown away, and begin to slowly crawl back along the floor. Where it touches, veins of darker ooze begin to spider out into the hive floor.

 
 Spoiler: Combat Log 
Borthan strikes the oozing fragment for  10  damage.
Ending turn within the noxious fumes leaves Borthan Poisoned after a failed save.
Derendil throws his trident through the oozing fragment for  8  damage and  5  thunder damage. The trident hits again for  9  damage on the way back through.
Derendil is immune to the fumes.

Nilvae, Spide and Galdar are all still up! Galdar takes  3  Blight damage. None of them take floor acid, cause they're all on safe ground at the moment.
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13

Dawnbringer - 10

 Oozing Fragment  - 8
Apidae Faerza J Honey - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
RandomWombat
 Floor 4 (Bee Barracks) 

Drawing her fiddle and bow, Nilvae plays a few melodic chords. The air ripples around Galdar and his slimey opponent, washing away some of the clinging blight from his body and leaving a faint, humming field in its place. The slime has a less pleasant time, the vibrations breaking apart the bonds of its chilled form. Galdar capitalizes on the moment, conjuring gleaming blades of force that encircle him like a carousel, slicing into the weakened fractures and severing still-frozen pieces of the slime.

Spide and Nilvae arrive atop the hole to peer below, and the spider weaves one last spell. A pillar of holy fire spears into the center of the frozen slime, clearing once and for all the last threat on the upper floor. There is a glimmer of surging magic that tries to find purchase, but it fades after failing to attach to the deceased ooze.

 Floor 4 (Bee Throne) 

Drawing the splintered fragments of itself back in, the oozing sphere compresses itself and then ejects three lashing pseudopods that flail at ALADIN, Borthan, and the goose. Borthan is able to backstep and use his magic weapon to deflect the incoming acid in time, but ALADIN and Faedryl find burning acid eating through their protective barriers, leaving behind a sickly black stain that continues to eat into their flesh - or substitute.

 Floor 3 (Bee Parliament) 

Though the bees' agonizing noises may have lulled Ront into a sense of security, he soon hears the plodding stomps of the wax army on the other side of Grump. Whatever befell the bees, their constructs remain 'alive' and well, slowly advancing.

 
 Spoiler: Combat Log 
Nilvae casts Sacred Aria on Galdar and Big Faerza Honey. Galdar receives  4  thp, and Faerza Honey takes  4  thunder damage.
Galdar's 3 Blight damage is absorbed by the thp. He casts Sword Burst, dealing  8  force damage to Big Faerza Honey and gaining +1 AC until his next turn.
Mr. Spide casts Sacred Flame, the Big Honey nearly crits a save but fails and takes  8  radiant damage due to binding ice giving Disadvantage.
Wild Magic triggers, but it is an on-target effect on a now-dead target, so nothing happens.

The Oozing Fragment acts. It regenerates  20  hit points, and makes a multiattack against ALADIN, Borthan and Faedryl.
ALADIN is hit for  11  acid damage, and  3  Blight. Borthan is missed by the attack. Goose Faedryl is hit for  9  acid damage and  3  Blight.

Turvy is up!
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13

Dawnbringer - 10

 Oozing Fragment  - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 33/33  +9 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 0/2
Portents: 5, 10
  
 
  

Turvy stays where he is and tries to freeze the ooze, a small ray of white shooting from his fingers.

 
 Spoiler: OOC 
Ray of Frost  (1d20+7)[ 17 ] , damage  (2d8)[ 10 ] 
Surge  (1d20)[ 1 ] 

Final THP  (1d6+6)[ 12 ] 
 
RandomWombat
 Floor 4 (Bee Throne) 

An icy ray rakes across the surface of the ooze, causing a few pieces to solidify and fall off. They start melting shortly after, and the sphere swivels towards Turvy. In the wake of the smoke clearing, he can feel the eerie yellow eyespots narrowing in on him. Congealing into a compressed point, it ejects a gob of greasy black sludge across the room, splashing across Turvy's body. It slides off of the twilit barrier, gathering at his feet. Beneath him and Elara, the waxen structure of the hive begins to liquefy into a dark, motile sludge that clambors up their legs. Elara is able to jump and kick it off before it can get a grip, but Turvy soon finds himself ensnared by the acidic slime.

The surface of the oozing sphere looks different now, shimmering with a greasy sheen like the offspring it just produced.

 
 Spoiler: Arcana 
 
 Spoiler: DC 5 
It looks like oil, so maybe it's flammable?
 

 
 Spoiler: DC 10 
Slimes can vary, but adventurers exchange the knowledge that striking black ones with slashing weapons is ill advised.
 

 
 Spoiler: DC 15 
Though it is smaller than a true specimen, the sphere of ooze seems to have launched a black pudding. They have the typical offense of a powerful acid, and unlike some oozes they've faced their surface is immune to cold. The material of a black pudding is not conductive, making lightning ineffective against them. The best option is fire, which will burn away their material.

If a black ooze is cut apart by a slashing weapon, the segments will not dissolve, but form new black oozes which can quickly surround and overwhelm the unprepared.
 

 

 
 Spoiler: Combat Log 
Turvy casts Ray of Frost on the Oozing Fragment, dealing  15  cold damage after Vulnerability.
Wild Magic triggers, with no visible effect but earning the fragment's ire.

The Oozing Fragment uses its Legendary Action to spawn an ooze and launch it at Turvy. Turvy fails a Dex save and takes  7  acid damage, which his barrier absorbs.
The Oozing Fragment uses its Lair Action to create restraining slime terrain beneath Turvy and Elara. Elara saves, but Turvy is Restrained and suffers  3  acid damage, which his barrier absorbs. Escape DC is 15, with 1d8 acid damage if he ends his turn Restrained.

Elara, Ront, ALADIN, Faedryl, Borthan, Derendil, Nilvae, Galdar and Spide are all up!
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Drop Troopers 
The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
Everyone's tokens are beside the top floor.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13
Lesser Black Pudding - 11

Dawnbringer - 10

 Oozing Fragment  - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 12 HP: 41/41  +10 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara steps forward a little, hoping to catch more of her allies in her aura.

  "Get away if you can, Turvy"  

Her moonlight sword moves to the source, attacking the original oozing fragment. She then attempts to draw the life light out of that original ooze.

 
 Spoiler: OOC 
All attacks on original ooze

Spiritual weapon  (1d20+8)[ 28 ] ,  (1d8+4)[ 10 ]  force,  CRIT = 20 

Toll the Dead  (2d12)[ 16 ]  necrotic, DC16 Wis  (1d20)[ 16 ] 

surge  (1d20)[ 5 ] 

THP  (1d6+5)[ 7 ] 
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 44/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With the passageway behind him blocked by the loyal form of Mr Grump, Ront continues up the passage, ignoring the burning in his feet from the acid.  As he emerges onto the floor he hears the sounds of combat, and continues around the corner, drawing into the sight of the party.  As he sees them, he bellows.  " Bunch of bees and wax behind me!  Grump is slowing them. "
 
 Spoiler: OOC 

Double Move.
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 11/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the strange, oozing fragment, and the black pudding it produced, ALADIN calls out.  " Fire may be needed to destroy the fragment, and will be effective against ooze as well.  Don't utilize slashing weapons against the black ooze.  Also, avoid cold and lightning. "
Despite the metal gleaming, and burning through the horrific rents in his artificial flesh, ALADIN continues to fight, although his movements are occasionally interrupted, and seem jerky, as some of his components are not working as they should.  His gauntlets flash out, unloading blasts of withering vibrations into the fragment before him as he responds to the information his target analysis system continues to provide.

 
 Spoiler: OOC 

Bonus:  Hunters mark the oozing fragment.
Action:  Attack!

 (1d20+8)[ 15 ]  Attack 1
 (1d8+5)[ 12 ]  Thunder +  (1d6)[ 3 ]  Hunters mark


 (1d20+8)[ 12 ]  Attack 2
 (1d8+5)[ 13 ]  Thunder +  (1d6)[ 1 ]  Hunters mark

2 Blight remaining(3 damage taken.)
 (1d6+5)[ 9 ]  Temp HP
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 29/34  THP:7 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), Blight 3 (or 2 now??)  
 Concentrating:-- 

Now lacking any sort of ability to do anything other than squawk pathetically, Faedryl circles the ooze to re-enter the twilight sanctuary, and attempts a peck on the remaining enemy.
 
 
  
 
 Spoiler: OOC 

 Move:  SW of the Oozing Fragment. I've not got token control of the goose.
 Action:  Peck  (1d20+4)[ 6 ] 
Damage:  (1d6+1)[ 2 ] 

THP:  (1d6+5)[ 7 ] 
 
RandomWombat
 Floor 4 (Bee Throne) 

Where material blades would fail, the spiritual blade cleaves into the spectral essence of the entity, leaving glowing white trails as it passes through. Elara's necrotic spell slides off of its surface, any mortality it might have invoked shrugged away by an inhuman essence.

Targeting systems zeroing in on the slimy core, ALADIN winds up and throws too punches. However, it seems far more aware than its simple, lesser cousins. Shape contorting and stretching around his blows, it thwarts his attempts to deliver any sonic force. The angry goose flaps over his head and tries to jab its beak at the sphere, which simply moves to the side out of her way.

As Ront runs up from below to warn them of the encroaching remnants, part of the floor falls away under the continued stream of water gushing out of the open Trove. Below, they can hear stirring bee wings beginning to buzz to life once again.

 
 Spoiler: Combat Log 
Elara's thp is reduced by 2 by the floor. Elara's spiritual weapon deals a critical  20  force damage to the Oozing Fragment. Unfortunately, it resists her Toll the Dead.
Her remaining 10 thp is greater than the 7, so it doesn't mend anything.
ALADIN takes 3 Blight damage, and transfers his mark to the Oozing Fragment and takes two swings, but it evades him. No floor damage since it got torched off.
Ront Dashes towards the group. He takes  1  acid damage from the floor on his toes (resistance accounted for).
Part of the floor collapses under the continual flowing water from the Trove.
Faedryl takes 3 Blight damage, and attempts to peck the Oozing Fragment, but misses.

Borthan, Derendil, Nilvae, Galdar and Spide are all still up!
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13
Lesser Black Pudding - 11

Dawnbringer - 10

 Oozing Fragment  - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped) 
 Concentration: -  
 Please don't tell me I just heard a spell followed by waterfowl.  Galdar begs the crew as he tries to follow the others and descend into the battle himself.

 
 Spoiler 
Double move to enter level 4 somehow. I am utterly confused by a five-layer combat map, not gonna lie.
 

 
 
  
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 21/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: 10 tHP, 8 tMP 
 Concentration:  

Nilvae shrugs. A goose joining the battle was not the weirdest thing she saw in the last years. With the help of Spide she tries to descend, too, though less rigid and more elegant than Galdar.

 
 Spoiler 
Two double moves, I intend to use Spide's webbing to descend here.
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan swings both axes in savage fury.
 
 
  
 
 Spoiler: OOC 
 (1d20+8)[ 23 ]  to hit.  (1d8+5)[ 13 ]  damage.  (1d20+8)[ 17 ]  to hit.  (1d8+5)[ 10 ]  damage.  (1d20+8)[ 26 ]  to hit.  (1d8+5)[ 8 ]  damage.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil slashes at the foul oozing core with his trident, hoping to slay it with thunderous strikes.
 
 
  
 
 Spoiler: OOC 
Attack-  (1d20+6)[ 7 ]  to hit for  (1d6+6)[ 11 ]  damage.  (1d8)[ 6 ]  thunder and  (2d8)[ 13 ]  thunder if it moves.
 
RandomWombat
 Floor 4 (Bee Throne) 

From above, Nilvae and Spide rappel down on a strand of webbing, finding the party fighting floating ooze spheres in the midst of fading noxious fumes. Borthan whips out his axes, slicing them through the greasy black material of the ooze. Each cut severs the slime cleanly, though his handaxe suffers burns that scar its surface. Rather than dissolving away, the severed portions mold into smaller spheres of their own. Stepping in, Derendil twists his trident around to jab at once, but the tiny blot of inky goo floats out of the way.

The smaller ooze near Turvy sloshes onto his lower half, still encased in the slime crawling up from the floor. Its touch burns his flesh, and he feels it squeezing him painfully.

Soon, the tiny blots are swelling back to a greater size, though they don't seem to reach the same volume as the full sphere. The original condenses itself and attempts to float past the cluster of foes to reach Turvy and Elara - Borthan strikes swiftly, halving it again. Before it can get much further, Faedryl leaps up and rips into it with her surprisingly vicious goose teeth, shredding it to pieces at the cost of some burns to her mouth. Each piece slowly starts to crawl back towards each other and lump back together. The other two spheres create lashing tendrils that strike at those around, dealing painful acidic lashes to ALADIN, Faedryl and Derendil, but Borthan is able to duck and weave around them.

Rushing down the hive tubes, Galdar finds Ront also newly arrived on the level below, from the opposite direction. Down a hall to his left, he can see the rest of the party engaged in combat.    "This evil has taken on a new form. Take me closer, wielder, I wish to sear away its vile blight!"    the voice of Dawnbringer rings in the minds of the party.

 
 Spoiler: Combat Log 
Nilvae, Spide and Galdar move.
Borthan attacks the Oozing Fragment with his axes, still hitting with two even after Poisoned Disadvantage. He has only the one magical battleaxe I can see on his sheet, so one of his handaxes takes acid damage for a -1 to its damage. Each cut splits the Oozing Fragment into a new section, since it is imitating a Black Pudding.
Poisoned fades at the end of Borthan's turn.
Derendil stabs at the Oozing Fragment, but his attack misses. No Wild Surge occurs.

Wax Facsimiles shove Mr. Grump aside together, and the army below marches on.
Lesser Black Pudding attempts to slam Turvy, hitting thanks to Restrained for  4  bludgeoning damage and  12  acid damage.
Oozing Fragment A regenerates  13  hit points. It moves away, provoking AoOs from Borthan, ALADIN, Faedryl and Derendil. Borthan splits it again, and Faedryl KO's the halved Fragment A, taking  5  acid damage from the bite.
Oozing Fragment B regenerates  20  hit points. It acid lashes Borthan, Faedryl and Derendil. Borthan is missed, Faedryl is struck for  10  acid damage, and Derendil is struck for  13  acid damage.
Oozing Fragment C regenerates  12  hit points. It acid lashes Borthan, ALADIN and Derendil. Borthan is missed, while ALADIN is struck for  10  acid damage, and Derendil is struck for  19  acid damage.

Turvy is not KO'd, and is now up!
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Lesser Mineral Ooze - 14
Wax Facsimiles - 13
Lesser Black Pudding - 11

Dawnbringer - 10

 Oozing Fragment  - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 19/33  +10 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 3/4, 2nd: 2/3, 3rd: 0/2
Portents: 5, 10
  
 
  

Turvy casts a spell and 4 darts of force slam into the pudding next to him. He then backs away to the east, hoping the ooze turns its attention to Elara.

 
 Spoiler: OOC 
2nd level Magic Missile  (1d4+1)[ 3 ]  x4
Move 1 square SE, then 4 E

Final THP  (1d6+5)[ 10 ] 
 
RandomWombat
 Floor 4 (Bee Throne) 

Turvy instinctively attempts to back away as a flood of force missiles pummels the ooze burning his torso, but the ground swollen around his legs keeps him in place, tugging at his legs. He can feel it burning through the material of his pant legs, and slowly eating away at the soles of his shoes.

Compressing itself, the central sphere of ooze shifts colors to a rocky beige and ejects what looks like a hardened sandbag into ALADIN's chest, knocking the autognome violently to the ground. The gritty blob looks like a mass of beige cream filled with a crushed crystalline powder.

 
 Spoiler: Nature: Rocky Slime 
 
 Spoiler: DC 5 
Is it an ooze or a living rock?
 

 
 Spoiler: DC 10 
An uncommon subterranean threat, these are called mineral oozes. Their crystalline components congeal like wet concrete when it anticipates an impact or captures prey.
 

 
 Spoiler: DC 14 
The material of the ooze is not flammable, making fire ineffective. It doesn't freeze very easily, either. Acid can dissolve its hardened shell and prevent it from solidifying, but don't cause any damage to the creature's real mass. If faced with one, the best option is electricity, as the minerals the slime prefers to consume are conductive.

Weapons are effective against a mineral ooze while it's soft, and its acid isn't strong enough to damage them. However, weapons that strike them can be caught by their hardening flesh, and need to be pulled out. They do not move very well while encasing prey in their hardened state.
 

 


As the battle with the slimes rages on, a loud buzzing fills the air. Insectoid limbs claw up through the hole in the ground formed by the flowing water, and an Apidae warrior climbs up through the hole, the water running down over its smooth face and carapace. Jaws snap at Spide, who dodges around the strike.

Ront hears more buzzing behind him. He twists in time to deflect a frosty dagger with his shield, clutched in the legs of another Apidae warrior leading the charge from below.

 
 Spoiler: Combat Log 
Turvy casts Magic Missile, dealing  12  force damage to the Black Pudding. However, he is unable to move while Restrained. His shoes suffer some damage from the floor and he takes  7  acid damage from ending his turn Restrained, but he gets a hefty new barrier at the end of his turn. No Wild Magic triggers.

Oozing Fragment D (middle) ejects a hard-shelled slime at ALADIN, impacting him for  15  bludgeoning damage, which will KO him unless he has a way to reduce it. A new ooze is spawned by the action. Oozing Fragment D's colors change, imitating the new ooze it produced.
Apidae Faerza B awakens from stun and flies up the tunnel after Ront. It catches up and stabs at him with its dagger, but misses.
Apidae Faerza C has awakened from stun, and flies up through the poppet hole. It bites at Spide, but misses.
Oozing Fragment passes its Lair Action.

ALADIN, Ront, Elara, Faedryl, Borthan, Derendil, Nilvae, Spide and Galdar are all now up!
ALADIN takes Blight damage, suffering one failed death save from it.
Galdar suffers  1  Blight damage, and his Blight ends. His shoes fall apart.
Faedryl takes  2  Blight damage, and her Blight reduces to 1.
Ront receives  2  acid damage from the floor through his destroyed shoes, reduced to 1 by his Resistance.
Elara loses  2  of her barrier thp to the floor.
Anyone ending turn in Elara's circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Lesser Mineral Ooze - 14
Wax Facsimiles - 13
Lesser Black Pudding - 11

Dawnbringer - 10

 Oozing Fragment  - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 12 HP: 24/41  +10 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara sees ALADN drop, and plans to heal him, but right now, she needs to try to kill some of these oozes. She summons fey spirits made of moonlight, who swirl around her and proceed to attack all of our enemies. She moves forward to try to encompass her allies in the healing aura and her enemies in range of the spirits.

  "Hold on, ALADIN. I'm coming."  

Her spectral sword attacks the nearest ooze.

 
 Spoiler: OOC 
Casts Spirit Guardians.  (3d8)[ 18 ]  radiant damage, DC 16 WIS save for half.
Surge  (1d20)[ 11 ] 

Spiritual weapon  (1d20+8)[ 17 ] ,  (1d8+4)[ 10 ]  force

THP  (1d6+5)[ 10 ] 
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 24/34  THP: 7 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), Blight 1  
 Concentrating:-- 

Indignant pecking remains her sole source of offence, so she does just that, though manages to muster enough mental energy to attempt to rip the pudding from Turvy's side.
 
 
  
 
 Spoiler: OOC 

None
 Action:  Peck  (1d20+4)[ 19 ] 
Damage:  (1d6+1)[ 2 ] 
 Bonus Action:  TK pull the black pudding beside Turvy.  (1d20)[ 11 ] +mods vs DC16 strength save.

THP:  (1d6+5)[ 7 ] 
 
Bobthewizard
 
 Spoiler: SG saves 
DC16 WIS Saves:
Oozing fragments  (1d20)[ 8 ] ,  (1d20)[ 8 ] ,  (1d20)[ 16 ] 
Mineral  (1d20)[ 6 ] 
Apidae  (1d20)[ 15 ] 
Turvy's lesser pudding  (1d20)[ 1 ] 

A few extra in cast I missed them or they enter
 (1d20)[ 4 ] ,  (1d20)[ 10 ] ,  (1d20)[ 1 ] ,  (1d20)[ 9 ] 
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 44/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
His feet sizzling as he dodges the backstab attempt by the bee, Ront turns, trying to punch the bee, grab it, and then toss it back down the tunnel with a grunt of effort, letting sword drop to his belt.

 
 Spoiler: OOC 

I currently can't access roll20(Cloudflare says no), so...
Punch:
 (1d20+9)[ 19 ]  Attack!
 (2d4+6)[ 13 ]  Magical Bludgeoning Damage.

Grab
 (1d20+8)[ 24 ]  Athletics

Throw(Back down the passage against the oncoming waxen figures)
 (1d20+8)[ 21 ]  Attack?
 (2d4+5)[ 9 ]  Bump damage

Note:  If the first attack misses, the throw would become an attack instead(With +1 attack and damage), and the grab a shove.

Afterwards, move closer to the party.  I think he can get into range of the twilight sanctuary?  Maybe?
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 2 Failed Death save  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions:  Dying 
 Concentrating:  
Slamming into the ground, ALADIN's still form is only disturbed by the faint sound of clockwork gears grinding.

 
 Spoiler: OOC 

 (1d20)[ 5 ]  Death save  (1d4)[ 3 ]  Built for Success(If a 6-9 on the roll)
FAIL
2 failures now.
 

 
 
  
RandomWombat
 Floor 4 (Bee Throne) 

Moving towards her fallen ally, Elara slips past the reaching pseudopods of the black pudding and conjures a swirling sphere of flickering celestial spirits around her. A silver-white glow like moonlight trails behind the Elven goddess' lent power. Her spiritual weapon strikes down upon one of the portions of the demonic ooze, piercing deep into its mass. Derendil raises his trident again and tries to stab into it

Faedryl jabs her beak into the newest slime, the salty, chalky flavor of its composition oozing into her jaws as she bites and tears into it. What follows is a feeling like cement hardening around her face as the slime's surface becomes nearly solid, trapping her inside. In a moment of panic she sends out a psychic pulse that wrenches her free and throws the hardened mass back into one of the other oozes.

With his blades, Borthan targets the shifted fragment in the center, his magical battleaxe swiping at air as the slime evades with concerning alacrity. But his handaxe comes in from the side and tears into it, splattering the slime into an array of modern art on the floor with its vicious impact.

In the hall off to the side, Ront slams his fist into the chest of the apidae in pursuit of him. His demon skull gauntlet caves in its chest, the acidic blood running over the bone but not reaching his hand as he pulls back and kicks the corpse away. With heavy steps, the orcish warrior approaches the battle raging in the bee throne room, in reach of the soothing twilight magic that encompasses his tormented soles.

 
 Spoiler: Combat Log 
Elara moves north, provoking an attack from the Black Pudding, but the attack misses her. Elara casts Spirit Guardians, which doesn't damage immediately but will damage enemies that start their turn in the area or enter it.
Elara's Spiritual Weapon strikes Oozing Fragment C for  10  force damage.
Faedryl bites Lesser Mineral Ooze for  2  damage. It uses its reaction to Harden around her beak, Grappling her. Since this prevented her from reaching Turvy, she TK Shoves the Mineral Ooze instead, freeing herself and bumping it into Oozing Fragment B for  1  bump damage to each of them.
Ront punches Apidae Faerza B for  19  bludgeoning damage, after Resistance, enough to finish it off. The waxes aren't close enough for an improvised corpse toss, unfortunately, but he shoves it into the tunnel to serve as difficult terrain.
Ront gains 7 thp from Twilight Sanctuary.
ALADIN fails a death save, then gains 11 thp from the sanctuary.
Borthan makes a flurry of attacks at Oozing Fragment A. His first and last are evaded, but the second critically hits with his handaxe for  13  damage, enough to drop it to 0.
Derendil takes a Booming Stab at Oozing Fragment C, but it evades. No Wild Surge.
Derendil gains 10 thp from twisanctuary.

Nilvae, Galdar and Spide are still up!
Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Lesser Mineral Ooze - 14
Wax Facsimiles - 13
Lesser Black Pudding - 11

Dawnbringer - 10

 Oozing Fragment  - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
RandomWombat
 Floor 4 (Bee Throne) 

Taking up her fiddle, Nilvae plays a few short notes that send ripples through the air. The magical tune is shrugged off by the demonic sludge, and they slide through the air out of the way of a ray of light that Spide conjures from above - but the searing light cannot be avoided entirely by their fiendish nature.

Marching nearer to the fray, Galdar reluctantly calls upon more magic - but it seems the pocket of instability may be diminished at the moment, for he hurls a mote of flame at the hovering bee without issue. Unfortunately, the insect's alacrity is not diminished, and it glides out of the way.

The moonlit spirits encircling Elara pass through the slimes assailing them, leaving glowing holes in their wake. The elven spirits scoop up the remnants of the fallen oozing fragments, dissolving them away into nothing. Only one sizeable lump of the unholy substance remains, stretching out its tendrils to lash those nearby in a spiteful last stand. Borthan finally feels the acid's touch through his sizzling barrier, and Faedryl suffers another painful lash that causes some of her bright white feathers to curl up and fall away, then begin to slowly sprout new growth from the effects of her undergarments. The swirling limbs reach Derendil last, giving him time to lean back out of reach.

 
 Spoiler: Combat Log 
Roll20 is once again showcasing its excellent quality by failing to load half of the tokens. Derendil, Turvy, Ront and ALADIN's tokens seem to have been noped out of existence for now, so just track them in the post format until it comes back.

Nilvae casts Sacred Aria, but Oozing Fragments B and C resist.
Spide casts Sacred Flame on Oozing Fragment C, it evades but as a Fiend it takes  2  radiant damage regardless.
Galdar casts Firebolt, but misses Apidae Faerza C.

Lesser Mineral Ooze takes  18  radiant damage from Elara's SGs, and dies.
Lesser Black Pudding is out of SG range and slaps Turvy for  7  bludgeoning damage and  1  acid damage. A Shield cast would deflect the attack, if he has the slots left.
Oozing Fragments A, C and D are burned away by Elara's Spirit Guardians, which negate their Regeneration.
Oozing Fragment B passes its save and takes only  9  radiant damage thanks to Magic Resistance, but its Regeneration is also disabled for 1 round. It creates three acid lashes, attacking Borthan, Faedryl and Derendil.
Borthan is hit for  11  acid damage, only 1 of which gets through his thp. Faedryl is hit for  7  acid damage, and then heals for 1 from her lingerie. Derendil is missed.
Faerza Drone C licks its wounds to heal for  8 .

Turvy is up! He is still Restrained (DC 16 Strength breaks, 1d8 acid damage at end of turn if he fails to break free)
Turvy also takes  2  acid damage from the terrain.
Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Lesser Mineral Ooze - 14
Wax Facsimiles - 13
Lesser Black Pudding - 11

Dawnbringer - 10

 Oozing Fragment  - 8
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 19/33  +8 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 2/4, 2nd: 2/3, 3rd: 0/2
Portents: 5, 10
  
 
  

Turvy lets Elara's magical aura absorb the attack and then returns to his trusted magic missile.

 
 Spoiler: OOC 
1st level Magic Missile  (1d4+1)[ 5 ]  x3 = 15

Final THP  (1d6+5)[ 10 ] 
 
RandomWombat
 Floor 4 (Bee Throne) 

Weaving a spell swiftly in his sticky hands, Turvy pummels the black pudding with a barrage of magic missiles that tear it apart, leaving no pieces intact enough to reform.

The sphere of abyssal ooze is left with one fewer minions. Determining it should correct this, it spews a roiling ball of what at first looks like maple syrup at Borthan. Soon after contact with the air however, both the oozing fragment and its offspring begin to glow and produce coronas of flame. Borthan is slow to throw the slop off, receiving painful burns down the front of his body.

Something else sinks into the wounds, and Borthan feels his body heat rising as a sudden fever washes over him.

 
 Spoiler: Arcana 
 
 Spoiler: DC 5 
It's a demon slime!
 

 
 Spoiler: DC 10 
While the nature of the ooze eludes you, it isn't difficult to figure out what its deal is. As a creature of flame, it may be vulnerable to frost magic.
 

 
 Spoiler: DC 15 
These creatures are known as conflagration oozes. They are Abyssal in origin, but are not a tanar'ri demon, rather forming naturally from the ambient energy of the fiery layers of the Abyss, more like a vile fire elemental. Since their spontaneous generation, they have fallen under the power of Juiblex, the demon lord of ooze.

A conflagration ooze can be cooled alive or dead with frost magic (also an effective way to kill them), turning them into a black obsidian-like substance that has uses in weaponcrafting, spellcraft, and alchemy. On the other hand, heat or flame revitalize them and grant them a temporary boost in vitality.

The most dangerous aspects of the conflagration ooze are their venom and their death throes.
The ooze's venom causes a rapidly worsening fever that can be life threatening if the patient is not cooled down, and is unable to fight it off. Heat becomes even more deadly to a creature suffering the affliction.
When a conflagration ooze dies without first being cooled down, it will burst in a large fireball. Though this offshoot summoned by the Apidae Queen's demonic infestation seems to be smaller than normal - its explosion may in turn be less dramatic.
 

 


The floor beneath Nilvae and her arachnid companion begins to rise up to entangle them as it did Turvy, but they rapidly jump from foot to foot, evading its grasp. In the business of not getting caught, Spide finds himself nipped in the side by the acidic jaws of a giant bee, turning the tables of the food chain.

 
 Spoiler: Combat Log 
Turvy casts Magic Missile. The set of missiles blow apart the Lesser Black Pudding. He takes  8  acid damage from his restraints, which his barrier absorbs.

Oozing Fragment uses its Legendary Action to spawn a new slime, hitting Borthan with it for a  20  damage critical hit. Borthan fails a saving throw against a toxin the new slime produces, which afflicts him with a fever. He is Vulnerable to fire damage. At the end of each of his turns, he can make a DC 15 Con save. Success ends the toxin, while failure inflicts 1 level of Exhaustion.
Apidae Faerza bites Mr. Spide for  6  damage and  3  acid damage.
Oozing Fragment's Lair Action creates a patch of adhesive floor under Spide and Nilvae, who both avoid being ensnared.

Ront, ALADIN, Elara, Faedryl, Borthan, Derendil, Nilvae, Spide and Galdar are up!
Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Oozing Fragment (Legendary Action)  - n20
Apidae Faerza Warriors - 21
 Oozing Fragment (Lair Action)  - 20

 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13

Dawnbringer - 10

 Oozing Fragment  - 8
Lesser Conflagration Ooze - 7
Apidae Faerza Drones - 4

 Turvy  - n1

When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 25/34  THP: 7 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

Faedryl pecks again, still cut off from her magic.
 
 
  
 
 Spoiler: OOC 

 Move:  As map
 Action:  Peck  (1d20+4)[ 14 ] 
Damage:  (1d6+1)[ 4 ] 


THP:  (1d6+5)[ 7 ] 
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 12 HP: 24/41  +10 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara stays about where she is trying to make sure she keeps everyone in her soothing aura, moving just slightly to her left to make sure the spectral spirits can attack the oozing fragment. She calls out to Aladin.

  "Let the light of Sehanine heal you!"  

Her spectral spirits continue to attack the enemy while the moonlight soothes her allies. She tries to draw more life out of the oozing fragment, pulling the light out of it.

 
 Spoiler: OOC 
Move one square west.

Spirit Guardians.  (3d8)[ 14 ]  radiant damage, DC 16 WIS save for half.
Saves: oozing fragment  (1d20)[ 2 ] , Apidae C  (1d20)[ 13 ] 

Healing Word on Aladin  (1d4+4)[ 6 ] 

Toll the Dead on Oozing Fragment  (2d12)[ 18 ] , DC16 WIS save  (1d20)[ 5 ] 


THP  (1d6+5)[ 10 ] 
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:10/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan assaults the ooze fragment, feeling the toxins of the slimy enemies beginning to overwhelm him.
 
 
  
 
 Spoiler: OOC 
Two attacks. One with a battle axe and one with a warhammer i guess. I've kind of lost track. Anyway-  (1d20+8)[ 18 ]  for  (1d8+5)[ 6 ]  and  (1d20+7)[ 14 ]  for  (1d8+4)[ 11 ] . Off hand attack with magic axe as a bonus action-  (1d20+8)[ 11 ]  for  (1d8+5)[ 12 ] . Con save to end fire toxin-  (1d20+2)[ 5 ] 
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 17/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil strikes at the ooze fragment, trying to put an end to the fight. 
 
  
 
 Spoiler: OOC 
To hit-  (1d20+6)[ 8 ]  to hit for  (1d6+6)[ 9 ]  damage.
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 21/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2 |  
 Conditions: 10 tHP, 8 tMP 
 Concentration:  
 Spide, concentrate on saving, not hurting!  You can only make out disgruntled chittering. Its tail compartment shoots out a cocoon of light enveloping BOB as Spide itself shoots another mote of light at the drone. The half-elf adds to that effect with a soothing song.

 
 Spoiler 
Healing Hex and Agent of Light healing on BOB:  (2d8+4)[ 12 ]  action (Nilvae)  (3d6)[ 12 ]  bonus action (Spide)
 (2d8+4)[ 17 ]  radiant damage
 

 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped) 
 Concentration: -  
 There's gonna be a whole lot a hurtin' right now.  Galdar underlines Spide's thoughts. Fearful of another surge, he charges and digs his hammer into the drone's side. He then shrugs to himself and his hammer begins to glow white-hot.

 
 Spoiler 
 (1d20+7)[ 19 ] 
 (1d8+4)[ 8 ] 
Searing Smite with 2nd level slot if I hit  (2d6)[ 8 ]  fire damage and Con 15 save or be ignited
 

 
 
  
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 42/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
His feet continuing to burn in the acid, Ront completes his run over to the party, before he speaks.  " Waxes and bee following. "  Despite his recent exertions, he doesn't sound winded at all, although his armor seems to be scarred and burned, and his boots are less boots, and more a melted ruin.

He also moves to attach the chain to Dawnbringer.

 
 Spoiler: OOC 

Move to meet the party?  Hopefully he can move that far.  If not, dash, instead of rechaining?
 (1d6+5)[ 6 ]  temp hp?
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 30?/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
As the healing energy flows into the battered and broken form of ALADIN, it is converted into more conventional repair energy, and broken gears shift, teeth restored, ruptured hydraulics pull themselves back together, and ALADIN's eyes open once more.  &lt;gnome&gt;" Reboot successful.  Memory system... ok.  Motive system... ok.  Integrity check... moderate damage.  Arcane tap... ok.  Initiating mind. "&lt;gnome&gt;
After a rapid fire speech, ALADIN bolts upright, and takes in the situation.  The oozes seemed to be defeated, for the moment, but searching through his recent history, Ront had mentioned more enemies coming, and he readies his tool for further combat.
" It appears that I ceased functioning recently.  The restoration is appreciated. "
 
 Spoiler: OOC 

Readying an eldritch blast
 (1d20+9)[ 10 ]  Attack 1
 (1d10)[ 7 ]  Damage

 (1d20+9)[ 26 ]  Attack 2
 (1d10)[ 6 ]  Damage

 (1d6+5)[ 10 ]  temp hp?
 

 
 
  
RandomWombat
 Floor 4 (Bee Throne) 

Faedryl lunges at the flaming ooze, wings spread and beak snapping defiantly. Though it steers clear of her assault, it cannot avoid the looming doom that has settled over it. Elara calls down the toll, and its surface crumbles away in layers until nothing is left. With its end, a rumble runs through the air - no, through the faerzress. Following just behind is a ripple that passes through each of them, leaving behind a momentary sensation of nausea or motion sickness followed by calm. An absence of the chaotic buzz that has coated their skin since they entered this place. The faerzress remains, but its strange mutation is quelled with the destruction of this slimy wrongness. Turvy, too, feels the restraining slime around him fall away.

Yet the bees and their constructs remain hostile, changed forever by their long exposure.

The golden light surrounding Borthan's hand flickers and goes out, unheeded and unneeded. Twirling around, he brings his weapons down on the ooze that had poisoned him, his strikes true - and resulting in a violent explosion that throws him up into the air. Winded, he lands, spared from a violent dismissal from consciousness by Elara's magic. Faedryl, nearby, experiences a similar fate, as her barrier and regeneration prove too much to overcome. The nearby bee is not spared the blast, but ALADIN's position on the ground sees the worst of the flame and heat pass above him as he reboots.

One bee is left looming above the party, singed near to death by flame and by Elara's spirits. Derendil charges in to jab at it, but it swivels away from his trident. In the end it is Galdar who marches forward and cracks its shell open for good, leaving it sprawled on the ground halfway drooping into the poppet's soggy hole.

After mending ALADIN's wounds, Nilvae and Spide move to face the incoming swarm. Spide's glowing bolt of light shoots down the last remaining bee. Behind them, Ront skips onto floor that isn't burning, and draws the Dawnbringer once more. ALADIN takes aim with his tool, prepared to fend off the oncoming constructs.

When they come, both of his shots connect, ripping chunks off of the vanguard construct. The party can see that some of them are 'wearing' magical items. One has a crossbow lodged into a cavity in its chest, one is bristling with the tips of spears like a child's horrible facsimile of a porcupine, and one's arm has molded onto the back of a shield that bears a gleaming golden sun in the midst of rising over rolling fields as its heraldry. Galdar does not recognize any of the items as belonging to his mercenaries or their researcher clients, so they must be loot the bees had from other victims.

 
 Spoiler: Religion DC 10 
The symbol is of Lathander, human god of dawn, birth, and beginnings.
 

 
 Spoiler: Combat Log 
Faedryl's lingerie effectively negates her remaining Blight. Faedryl attacks the Oozing Fragment with a peck, but misses.
Elara heals ALADIN for  6 , getting him up. Her Toll the Dead finishes off the Oozing Fragment. Necrotic damage seems suitably entropic to disable its explosion, though it yields no obsidian.
With the death of the Oozing Fragment, the risk of Wild Magic surges from the faerzress has ended.
Borthan's assault deals  29  damage total, finishing off the Conflagration Ooze. It explodes in its death throes, dealing  8  fire damage to Faedryl and Apidae Faerza C. ALADIN passes his save and takes half for  4 . Borthan's vulnerability from his fever causes him to take  12 , which he survives after rolling some thp.
Borthan gains 1 Exhaustion from his fire toxin fever.
Derendil retargets to the Apidae Faerza C, but it misses anyways.
Galdar takes  2  acid damage from the floor, then takes out the Apidae Faerza C with  12  bludgeoning damage. He can save his spell slot, as it was enough without the smite.
Nilvae and Spide heal ALADIN for another  24 , bringing him comfortably back into the green.
Spide's Sacred Flame scorches the last Apidae Drone for  19  damage after its fiendish weakness to the spell, ending it.
ALADIN readies an Eldritch Blast for when enemies come into view.

The wax constructs move slowly forward. AL's shots both hit for  13  force damage total on Wax L.

Everyone is up!
Nilvae, Spide and Galdar each take  2  damage from the floor. Nilvae and Galdar's are absorbed by their thp.
Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13

Dawnbringer - 10
 Turvy  - n1
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 42/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With his allies near him, Ront readies Dawnbringer, the distinctive swooshing of the glowing blade acting as a distraction from the fact that it was growing rather closer to the waxen figures.  " They're here! "

 
 Spoiler: OOC 

Chain abuse time?

Throwing Dawnbringer twice at the closest enemy?
 (1d20+10)[ 23 ] 
 (1d8+7)[ 10 ] + (1d4)[ 4 ]  Radiant Damage

 (1d20+10)[ 17 ] 
 (1d8+7)[ 11 ] + (1d4)[ 2 ]  Radiant Damage

 (1d6+5)[ 6 ]  TempHP
 

 
 
  
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 12/33  +7 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 2/4, 2nd: 2/3, 3rd: 0/2
Portents: 5, 10
  
 
  

With the ooze destroyed, Turvy finally tries to break free from the sticky, acidic ground.

  "I'll be there in a minute."  

But he struggles to get free.

 
 Spoiler: OOC 
Athletics  (1d20)[ 5 ] 

THP  (1d6+5)[ 7 ] 
 

      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 12 HP: 24/41  +10 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 0/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara heals Borthan, letting her light close some of his wounds.

  "Light of Selanine"  

She moves a little bit east, making sure to keep everyone in her soothing light.

 
 Spoiler: OOC 
Healing Word on Borthan  (1d4+4)[ 8 ] 
Action to dodge

THP  (1d6+5)[ 10 ] 
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 23/34  THP: 6 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

Injured though she is, Faedryl still moves to help get in the way of the wax creatures.
 
 
  
 
 Spoiler: OOC 

 Move:  As map
 Action:  Dodge.


THP:  (1d6+5)[ 6 ] 
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 30/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
Recovering his footing, ALADIN quickly realizes that the blast that had passed over him had left both the goose and Borthan in a rather poor, but still functional state.  Moving quickly, he moves towards the waxes, preparing to fight them to protect the more injured members of his current group.

 
 Spoiler: OOC 

Standing, moving towards the waxes.
If he can get into melee in fifteen feet of movement...
 (1d20+8)[ 22 ]  Attack 1
 (1d8+5)[ 10 ]  Thunder

 (1d20+8)[ 10 ]  Attack 2
 (1d8+5)[ 13 ]  Thunder

If not, eldritch blast again.
 (1d20+9)[ 25 ] 
 (1d10)[ 7 ] 
 (1d20+9)[ 28 ] 
 (1d10)[ 6 ] 
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:?/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan, exhausted, bleeding, burnt, and very pissed off, charges the nearest enemy with a howl of pain and bloodlust.
 
 
  
 
 Spoiler: OOC 
3 attacks at the nearest things that need killing. Roll20 is fragged, and I can't visualize the fight at this point. 2 with magic axe and 1 with warhammer. Axes-  (1d20+8)[ 17 ]  or  (1d20+8)[ 19 ] , whichever is worse, for  (1d8+5)[ 12 ] . Second attack-  (1d20+8)[ 10 ]  or  (1d20+8)[ 13 ] , whichever is worse, for  (1d8+5)[ 7 ] . Hammer attack-  (1d20+7)[ 16 ]  or  (1d20+7)[ 21 ]  to hit, whichever is worse, for  (1d8+4)[ 8 ]  bludgeoning.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: ?/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil lashes out with his trident, throwing it, withdrawing it, and then advancing up on the nearest enemy.
 
 
  
 
 Spoiler: OOC 
Reckless attack. Attack roll-  (1d20+6)[ 19 ]  to hit for  (1d6+5)[ 8 ] , then withdraw the weapon for  (1d20+5)[ 10 ]  to hit and  (1d6+5)[ 7 ]  damage. Then move closer to melee to... something hostile.
 
RandomWombat
 Floor 4 (Bee Throne) 

Improvising the Dawnbringer on his vambrace's chain like a flail, Ront advances and tosses it at one of the waxes, then yanks it back with an alarming spin - alarming to anyone nearby behind him, anyways - and hurls it again. The two strikes sever the thing's body beyond coherence, and it falls apart.
 
 Spoiler: Orcish 
  "Oog, a tricky attack warrior. Feeling dizzy,"   the sword grumbles in orcish following the two swings.
 


The others advance behind him. A pair of arcane bolts sails past and impacts another of the approaching crowd. Derendil's trident follows soon after, digging into the damaged wax's chest and then tugging free along with a clump that falls away.

 
 Spoiler: Combat Log 
Ront moves in and makes proficient improvised thrown attacks with Dawnbringer, dealing  14  and then  13 , which finishes off Wax L.
Turvy finds the slime falling off of him - he is free and may continue his action if he'd like.
Elara heals Borthan with a Healing Word, and Dodges as she advances.
ALADIN moves forward and uses Eldritch Blast, hitting the center wax for  7  and  6  damage.
Borthan moves forward, but isn't in melee range yet. I assume he won't Dash into the middle of the horde alone.
Derendil moves forward. His Reckless attack negates range Disadv on his throw, and he hits the one AL wounded for  4  damage, then  3  damage on the way back.

Turvy still has an action if he'd like to use it. Nilvae, Galdar and Spide are still up.
Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13

Dawnbringer - 10
 Turvy  - n1
 
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 12/33  +7 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 2/4, 2nd: 2/3, 3rd: 0/2
Portents: 5, 10
  
 
  

Turvy shoots a ray of frost at the first wax facsimile he sees.

 
 Spoiler: OOC 
Ray of Frost  (1d20+7)[ 23 ] ,  (2d8)[ 4 ]  cold and speed reduced 10'
 
RandomWombat
 Floor 4 (Bee Throne) 

Turvy's ray skates across the surface of the doddering, crossbow-hearted wax construct. Though the chill doesn't seem to bother it much, the congealing wax creaks and cracks as it moves, slowing its advance. As it stumbles forward it releases a crossbow bolt that sails far over everyone's heads. No longer hampered by the threat of wild magic surging in the air, Nilvae and Spide assail the oncoming wall of constructs with magics of their own, and Galdar advances with a javelin of flame hurled before him.

Another of them falls, and the flame impacts the one bristling with spears. When it's struck, the spear hafts erupt from its melting wax like a porcupine of death, jutting in every direction - it is still too far to strike at the party, but its companion suffers a few small holes that swiftly melt over. The two of them are assailed by moonlit spirits as they draw near and swing their corrosive limbs at Ront and Spide.

 
 Spoiler: Combat Log 
Turvy casts Ray of Frost, hitting Wax G for  2  damage after resistance and slowing it.
Nilvae casts Sacred Aria. Wax J fails its save and takes  11  thunder damage, falling apart. Wax K resists.
Spide casts Sacred Flame, Wax K barely evades.
Galdar casts Fire Bolt, which hits thanks to their garbage AC and deals  18  fire damage to Wax O after resistance. Wax O's spears are triggered. Wax K fails a save to evade, and takes  1  piercing damage after resistance.

Wax G makes a pitiful ranged attack at Galdar that misses.
Wax K takes  8  radiant damage from SG as it approaches. It swings at Ront, but misses.
Wax O takes  7  radiant damage from SG as it approaches. It slams Spide for  6  bludgeoning and  4  acid damage.

Everyone is up again! Everyone but Spide has thp to absorb their floor damage, but Spide takes 2.
Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

 Map Key 
Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
Dark paths are declines leading down a floor.
Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

 Holes 
Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares,  or  adjacent to or on top of boulder-Grump.

The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

Everyone is still under Feather Fall, so falling damage is not a concern.

 Wet Floor 
Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

 Acidic Terrain 
Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.
 

 
 Spoiler: Initiative 
 Ront/ALADIN  - 19.5
 Elara  - 19
 Faedryl  - 17
 Borthan/Derendil  - 15.5
 Nilvae/Spide/Galdar  - 14.5

Wax Facsimiles - 13

Dawnbringer - 10
 Turvy  - n1
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 24/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 5/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 0/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara slides past Ront towards the wax facsimiles. Instead of casting another spell, she raises her shield and does her best to avoid their attacks, letting the moonlight spirits do their job.

  "Follow the spirits everyone! They will protect us."  
 
 Spoiler: OOC 
Move to current location
Action to dodge
Spirit Guardians Damage  (3d8)[ 11 ]  radiant. DC16 WIS save for half.

THP  (1d6+5)[ 6 ] 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 12/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 3/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 0/2
Portents: 5, 10
  
 
  

Turvy moves forward, taking up Elara's last position behind the front lines.

  "Let's go everyone."  

He shoots another bolt of force at the facsimile with the crossbow.

 
 Spoiler: OOC 
1st level Magic Missile at G  (1d4+1)[ 5 ]  x3 = 15

THP  (1d6+5)[ 11 ] 
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 23/34  THP: 10 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1)  
 Concentrating:-- 

With a wall of allies at to block her from being targeted, Faedryl swoops in on one, pecks it, and then leaves again.
 
 
  
 
 Spoiler: OOC 

 Move:  Over Spide's head, attack+shove, move back, no net change, risking the OA.
 Action:  Peck  (1d20+4)[ 22 ] 
 Damage:   (1d6+1)[ 2 ] 
 Bonus Action:  TK shove the guy next to Spide into the wall.  (1d20)[ 2 ] +mods vs DC16 or  (1d4)[ 3 ]  bludgeoning wallshove damage.


THP:  (1d6+5)[ 10 ] 
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 42/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Ront recalls the Dawnbringer to his hand once more, before rushing into melee, slashing at the enemies.

 
 Spoiler: OOC 

Alas, I still can't access Roll20(Might have something to do with the internet here being... funky)

So... move into melee, and get to the stabbinating?
 (1d20+10)[ 30 ]  Attack 1
 (1d8+7)[ 14 ]  +  (1d4)[ 2 ]  Radiant Damage 1

 (1d20+10)[ 12 ]  Attack 2
 (1d8+7)[ 11 ]  +  (1d4)[ 2 ]  Radiant Damage 2
 (1d6+5)[ 8 ]  Temp Hp
I think it is a bonus action to return the sword to his hand?
Otherwise, shove something prone?
 (1d20+8)[ 21 ]  Athletics
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 30/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
With the melee becoming general, ALADIN moves to assist, his thunderous gloves tapping against the hides of the party's foes, sending ruinous shockwaves through them.

 
 Spoiler: OOC 

 (1d20+8)[ 11 ]  Attack 1
 (1d8+5)[ 7 ]  Thunder Damage
 (1d20+8)[ 13 ]  Attack 2
 (1d8+5)[ 13 ]  Thunder Damage
 (1d6+5)[ 11 ]  Temp Hp
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Biggun' someone needs to handle that crowd of wax bastards. I'll help the others if you can stem the tide!"  Borthan, heedless of danger or numbers, moves forward and begins swinging his weapons in long, lopping arcs to hew limbs and sever heads on these wax amalgams.
 
 
  
 
 Spoiler: OOC 
Moved a lil. Three attacks, carrying on from one to the others if more than one get cut down. Axe-  (1d20+8)[ 20 ]  to hit and  (1d8+5)[ 12 ]  damage. Second axe-  (1d20+8)[ 26 ]  to hit and  (1d8+5)[ 11 ]  damage. Offhand hammer-  (1d20+7)[ 8 ]  to hit for  (1d8+4)[ 7 ]  damage.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 17/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil does not respond. But he does charge forward, leaving a wake of burning coals behind him as his magic, fueled by anger instead of denied by it, carries him into the fight in a wake of fire. Sending a splash of flame at the wall of wax golems, Derendil lashes out with a thunderous strike from his trident, trying to draw the ire of the enemy.
 
 
  
 
 Spoiler: OOC 
Derendil is going to bonus action Ashardalon's Stride, move in a kind of zig zag to make contact with all of the waxies that he can in one movement. All who he comes within 5ft of take  (1d6)[ 2 ]  fire, with no attacks of opp. Derendil will stop in the center of them all and attack with booming blade on the one with the crossbow-  (1d20+6)[ 20 ]  to hit for  (1d6+4)[ 9 ]  damage, along with  (1d8)[ 3 ]  thunder damage, with  (2d8)[ 15 ]  thunder damage if it moves.
 
RandomWombat
 Floor 4 (Bee Throne) 

Spell, sword and flailing fowl tear down the two vanguard waxen constructs, though the embedded spear hafts stretch out and leaves some of them with scars, and Faedryl catches a nasty burning limb to her side as she falls back. ALADIN, Borthan and Derendil advance forward, felling more of their number. Soon the last vestiges of the hive's defense fall under the party's concentrated wrath, leaving a hallway of melted and hardened clumps of wax, with magic items embedded or fallen beside them.

When the messy business is done, the only sound besides their own breathing and movements is the continued flow of water from the Trove, rushing down the hole it sogged in the floor. Exploring the place still poses a minor threat, its acidic floors and walls no less hostile for being uninhabited.

What else this hive may hold is a mystery, but its defenders have run dry. All around the queen's chamber are eggs - whether they too hold the abyssal corruption or contain healthy apidae offspring, only time will tell, through hatching or study. Among the eggs however is one that is slightly larger than the others, and pulses with currents of pink and purple.

 
 Spoiler: Combat Log 
Elara moves up and Dodges.
Turvy casts Magic Missile, blasting Wax G for  15  damage.
Faedryl hits Wax O with a peck for  1  damage after resistance, and takes  4  acid damage back, absorbed by her thp. The spears embedded in it burst out as a reaction, dealing  4  damage to Ront,  2  after resistance to another Wax, and  2  to Faedryl, absorbed by thp. She gets 2 net hp back from the lingerie's healing.
Faedryl's shove knocks Wax O into the wall for  1  damage after resistance. She moves away, and it slams her for  7  damage.  6  gets through thp, and she regains 1 back, then gets a new twilight barrier of 10.
Ront's attacks finish off the two nearby Waxes.
ALADIN finishes off Wax G with a hefty  20  damage total.
Borthan strikes the shield-toting Wax for  18  vulnerable slashing with his magic battleaxe, and a second slash for  16  brings it down
Derendil moves in and uses Ashardalon's Stride, which deals  3  fire to Waxes R, M and Q, and  2  to Borthan, though he is protected by thp. His attacks land for  7  damage after modifiers. I'll put it on R, since the crossbow guy went down.
Nilvae deals  7  thunder damage to Wax N with a Sacred Aria.
Galdar nukes Q with a  37  damage critical, vulnerable fire bolt.
Spide deals  12  radiant to R with Sacred Flame.

Wax R falls to Spirit Guardians.
Wax M takes one last swing at Derendil, which misses.

M is the last alive, and it won't survive a full around of the party's attacks, so combat ends.

I lost track of how many Twilight Sanctuary rounds were left, but it peters off as the encounter ends.
 

 
 Spoiler: Looting and Exploration 
Final counts for thp post-combat by my count (including turn start acid) are:
Faedryl 10 (she flies so she loses none to the floor)
Turvy 9
Elara 8
ALADIN 9
Ront 6
Borthan 7
Derendil 8
Nilvae 5
Spide 6
Galdar 8

Some non-magical weapons took some weapon damage from slimes and acidic coatings in the fight, but I have been trusting people to track it which I don't think they have been. Bort's handaxe took a small amount, and his warhammer is probably in rough shape.

The party is able to burn or wet the floor to move without taking damage, at the cost of time. Moving to a  new area  without taking time to clear the way costs  2  acid damage.

As the party loots, some of the items are familiar to Galdar.
Looting the following items costs  1d4  acid damage from digging them out of the wax constructs:
-Magic Battleaxe
 
 Spoiler: Galdar 
Rarouk, the former owner of this battleaxe, was one of Galdar's mercenaries. He had a particular fondness for the taste of giant snail, and had this axe crafted to better hunt them.

 Rarouk’s Shellcracker 
Does not require Attunement
This battleaxe was made to crack open the shells of giant insects and armored foes alike. Against creatures with a hard shell or in Medium or Heavy armor, it deals an additional +2 damage. The  bonus damage  is doubled instead of halved by Resistance.
 

-Magic Warpick
 
 Spoiler: Galdar 
This warpick belonged to Ingrid, a shock trooper among his mercenary company.

 Ingrid's Portable Catapult 
 Does not  require  Attunement, but  can  be Attuned 
A duergar warpick that once belonged to one of Galdar’s mercenaries. It has a +1 bonus to attack and damage rolls. As an action, the wielder can strike the warpick into the ground and kick off. They and the warpick are launched up to 30 feet in any direction. If the wielder ends that movement adjacent to another creature, they may make an unarmed attack against that creature with a flying kick, dealing +1 bonus damage.

An attuned wielder suffers no falling damage for 1 minute or until they land, whichever comes first, when launched this way. In addition, an attuned wielder’s flying kick damage becomes magical, if it was not already, and increases by another +1.
 

-Magic Wand
-Magic Spear(s?)
-Magic Shield
-Magic Crossbow

The following items can be retrieved from the dead Apidae they've seen so far:
-Magic Dagger
 
 Spoiler: Galdar 
This weapon, the Icicle, belonged to Quan - a member of his mercenary company with a hand and eye for subtler matters.

 Quan's Icicle 
 Requires Attunement 
The blade of Quan's Icicle blade is surrounded by a frosty fog. It inflicts an additional 2 cold damage when it hits an enemy. If an attuned wielder throws Quan’s Icicle, it explodes in a puff of freezing cold mist on impact. Whether Quan’s Icicle hit or missed, the target and adjacent creatures must make a DC 13 Con save to halve 1d6+1 cold damage.

After exploding, Quan’s Icicle reforms in the attuned wielder’s possession next dawn. If the attuned wielder unattunes from the icicle while it is unformed, it is permanently destroyed.
 


In the party's current location, BEE THRONE, they also find:
-2 Apidae Warrior corpses with recoverable poison glands and materials (with risk of acid damage from carving)
-2 Apidae Drone corpses which have no stingers, but can also be carved
-13 Apidae Faerza eggs of unclear value
-One glowing Apidae Faerza Egg
 
 Spoiler: Nature or Arcana DC 10 
This certainly seems like a fertilized Queen's egg. The Zhentarim would pay handsomely for it.
 


The floor above, BEE BARRACKS, is 1 area away. They know of:
-1 Apidae Warrior corpse
-1 Apidae Drone corpse
-1 Apidae Larva corpse
-Magic Gloves (embedded in a construct)
-Magic Spellbook
 
 Spoiler: Galdar 
This spellbook belonged to one of the duergar researchers, a wizard by the name of Veldome. It is magically waterproof, and apparently acidproof judging by the lack of damage. He is unaware of which spells the wizard had recorded in the book.
 


The floor below, BEE PARLIAMENT, is 1 area away. They know of:
-Magic Maul (embedded in a construct)
-Mr. Grump

The floor below BEE PARLIAMENT is the BEE TREASURY, 2 areas away. On the same floor is another area, the BEE STUDIO, 3 areas away. They do not know what loot is there.

The floor below that is the MAIN ENTRANCE/PROCESSING AREA, 3 areas away. They do not know what loot is there.

And at the bottom floor is the HONEY STORAGE, 3 areas away. They do not know what loot is there, and there is a possibility of more hostile animated honey.
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 0/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara picks up the shield, assessing its magic. She then looks around at the others and sees them all bloody, burned, and beaten, or still polymorphed into a goose.

  "We should take a few minutes to rest here. Then we can explore the lower levels."  
 
 Spoiler: OOC 
picks up shield, identifies it over short rest
Short rest: HD in order until HP to 36
 (1d8+3)[ 4 ] 
 (1d8+3)[ 10 ] 
 (1d8+3)[ 8 ] 
 (1d8+3)[ 9 ] 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy picks up the wand and rests next to Elara in a spot on the floor that has been cleared of wax.

  "Let's recover a bit."  
 
 Spoiler: OOC 
identify wand
Hit Dice  (3d6+6)[ 14 ] 
Arcane recovery for 3rd level spell slot
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

Her ability to do anything is limited as she is, but she can at least gather a few items with the last of her shield, before settling into to read the spellbook. Avian or otherwise, she's quite capable of reading. Conveying which of the eggs is important is beyond her, even if she did successfully identify the prize that they need to return for a profit.
 
 
  
 
 Spoiler: OOC 

Faedryl tugs out the Warpick, Battleaxe, and Crossbow, taking  9  total acid in the process. (4, 1, 4)

If we are short resting, she expends four hit dice to heal for  19 .

She'll then spend the short rest looking at the spellbook. She can at least turn pages as a goose still.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan, breathing heavy and with a manic look in his eye, takes in the scene, and seeing no more enemies he slowly relaxes.  "Agreed. I'm plum tuckered. And bleeding. And... hungry? Yeah, definitely hungry."  He lets out a laugh and tries to find a safe place to sit outside the acid.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 17/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil wipes the insect blood from his whiskers and the wax from his claws, pruning and preening a bit before sitting with his own spellbook and beginning to study. If Faedryl struggles to turn her pages, he risks a nasty bite to give her assistance.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 30/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
As the aura of protection fades, ALADIN takes in the immediate surroundings.  " Perhaps we can collect what is immediately available, then head outside to prepare for a less risky approach?  I believe I can create some wax patches to protect from the acid, given some time. " 
 
  
RandomWombat
 
 Spoiler: Identifications 
 
 Spoiler: Elara: Magic Shield 
 Lustrous Shield 
 Requires Attunement 
The white metal surface of this shield gleams brilliantly in any source of light, inflicting Disadvantage on Stealth checks while wielded except in pitch darkness. It is decorated with the heraldry of Lathander, a golden dawn rising over rolling fields.

The Lustrous Shield has 2 charges, which refresh at dawn. If the attuned wielder of this shield is targeted by a ranged cantrip with an attack roll, they may use their reaction and spend a charge to reflect the cantrip with the shield. The cantrip is launched back at the caster, as if it were cast at 5 levels lower, using the same attack roll result. If the attuned wielder is targeted by magic missiles, the shield can be used as a reaction to reflect one missile back at the caster per remaining charge, expending those charges.
 

 
 Spoiler: Turvy:Magic Wand 
 Corrupted Wand of Flame Throwing 
 Does not require Attunement 
This wand has 6 charges. The wand’s wielder may spend up to 3 charges to cast Burning Hands, at a spell level equal to the number of charges spent. The save DC for the wand’s spell is DC 13. The wand has been corrupted by the influence of Juiblex, the Demon Lord of Slimes, making the flames it spews sickly, and green. Half of its damage (rounded down) is acid damage, and any creature that fails their save receives 1 Blight. If the wielder is not wearing magical handwear, they also receive 1 Blight each time they activate the wand.

All of the wand’s charges refresh at dawn.
 

 
 Spoiler: Faedryl: Veldome's Spellbook 
 Veldome’s Spellbook 
Belonged to one of the researchers from Galdar’s escort job, before it was taken from him and studied by a magical bee. The spellbook is magical, enhancing its durability and protecting it from harm such as water or fire (or acid) damage.

Faedryl flips through the spellbook, and she finds that the spellbook contains arcane formulae for:
1st level: Alarm, Acid Stream, Ice Gauntlet (Elly), Peacebond (Elly), Cause Fear, Chromatic Orb, Detect Magic, Identify
2nd level: Air Bubble, Arcane Lock, Icingdeath’s Frost, Locate Object
3rd level: Lightning Bolt, Tormenting Thirst (Elly)

There are what appear to be three other spells, which also appear incomplete, as if they were in the process of being designed. These three are written in a language that she cannot identify, written in a clumsy scrawl that does not match the rest of the contents. It seems the Apidae wizard was trying his 'hand' at spellcraft.
 

 

 
 Spoiler: ALADIN: Royal Egg 
Judging by the size, and the frequency of the faerzress pulsations within the egg, he estimates that it is within three days of hatching into a newborn queen. The outer material is leathery, similar to reptilian eggs, and pronounced veins run through it. While the material is tough enough that accidentally dropping it from carrying height should not harm the egg, any drop that could injure a person would risk splatting it.

With the abyssal wild magic quelled in this area, the faerzress tangibly radiating from the egg's surface should not be harmful or dangerous. However, faerzress interferes with teleportation, so whoever is carrying the egg or standing within close proximity may not be able to use spells such as Dimension Door and Misty Step. Storing the egg in a Bag of Holding or Portable Hole would prevent this, though it would need to be taken out occasionally to breathe - the egg still needs to respirate through its 'skin' or the hatchling will suffocate.

Based on the species' high mutability to the abyssal magic that had permeated the area, it is likely that the contained young has absorbed some of it. An Identify spell could measure for certain the level of influence, but the new queen would at best hatch as a sort of 'tiefling' if nothing else is done to it, at worst it could be aggressively hostile and Fiendish like the ones in this hive.
The egg's formative state may be susceptible to alterations through extended exposure to potent enough magic. Something like a hallowed site of a Good deity, or direct extended exposure to a celestial, could reverse its abyssal influence.

As for the other eggs, there are four batches. One is near hatching, and they get progressively newer with each batch. Three are visibly smaller, and ALADIN calculates that they will most likely produce drones, meaning the rest will produce the larger warriors. Two of each make up the oldest batch. Their faerzress accumulation is not as potent as the royal egg, so the older eggs are probably too far along to purify in time. The newest batch, containing one drone egg and two warriors, is pretty fresh and might not have accumulated any abyssal influence beyond that from their mother so far. These three eggs could be purified in the same way as the royal egg. ALADIN estimates they will hatch in about a week.
 

 A Breather 

While the party gathers on the burnt floor to avail themselves of its non-acidic comfort, they presumably close the Trove to avoid wasting its large but finite supply of salt water until they need it. Everything is quiet enough, until they hear voices below them through the soggy hole to the next floor.

 
 Spoiler: Perception DC 14 
Two voices converse in Undercommon.

  "...ot a single specimen. What happened to them, I wonder?"   asks the first voice, deep and guttural but scholarly in its tone.

  "Eheheh,"   a second voice giggles gleefully.   "Look there, Blurg! A wet hole in the ceiling, and the floor beneath it is sodden through. Like a waterfall came through here and then stopped."  
  "A spell, do you suspect?"  
  "Mm, maybe, yes, maybe. Or an everflowing flask."  
  "You could be right, my friend. Let us go up and investigate."  
 


With careful balance, someone could peer down from the hole to look below. Though they risk being seen by what or whoever it is beneath them.

 
 Spoiler: Acrobatics DC 14, optional Stealth, Faedryl passes Acrobatics automatically because she flies 
Stretching to peer down, you can see a curious pair. A tall, narrow-shouldered but well-muscled orog with dark blue skin and pronounced tusks accompanied by a short (even for his kind) derro, with an unusually well-sculpted chin scruff and a receding hairline, his head marked by dark age spots. Each of them is clad in a purple robe with a bronze collar, their chests marked with iconography of a wide open eye in the mouth of a horned fish.

Their boots have a waxy protective coating on them, similar to what ALADIN had proposed he make. The derro has a hefty mechanical weapon hanging at his side, attached to a shoulder sling. A circular, serrated saw blade juts out of one end.

Anyone who succeeds this check also hears their conversation, from the Perception check above.

 
 Spoiler: ALADIN 
ALADIN recognizes an All-Purpose Tool similar to his own on the derro's belt.
 

 
 Spoiler: History: Derro (for ALADIN, Elara and, Galdar; the old party members attempted this check already) 
Galdar passes DC 10 automatically.

 
 Spoiler: DC 5 
Derro are a kind of duergar.
 

 
 Spoiler: DC 10 
Derro were once dwarves or duergar, but were driven mad and twisted by foul forces, believed to have once been slaves to the mindflayers not unlike the duergar - but subject to dark experiments. They now live among the duergar as second class citizens or slaves, only barely tolerated by the grey dwarves.
 

 
 Spoiler: History DC 15 AND Religion DC 20 
The two obscure, twin gods of the derro are Diiranka and Diinkarazan, former members of the dwarven pantheon disowned by Moradin. There are two conflicting stories of the gods' fall to darkness.

One story states that the two gods were jealous after the other dwarven gods cast them out, and sought to create a new type of dwarf. They stole terrible artifacts from the ithillid diety, Ilsensine, who caught them in the act. Diiranka stabbed his brother and left him to the mercy of Ilsensine, fleeing with the artifacts and creating the derro on his own. Diinkarazan was captured and trapped in the Abyss to endure eternal torment, plotting his revenge on his brother and the derro from an Abyssal layer called the Prison of the Mad God, where he is Lord, Prisoner, and sole resident.

The other story likewise states that Diiranka and Diinkarazan stole terrible artifacts from the ithillid deity. However, it was not to steal power, but to break free duergar worshipers who had been captured and enslaved by the mindflayers, and had been transformed into the mad derro by mindflayer experimentation. When they fled, Diinkarazan stayed behind to fend off Ilsensine, and was never betrayed by his brother, instead facing an eternity in the Prison of the Mad God for a selfless sacrifice. Diiranka in turn was able to save the derro, but was driven mad by the dark powers he stole from Ilsensine.

Both the derro and their two gods are quite mad, and often dangerously homicidal.
 

 

 
 Spoiler: History: Eye Robes (for ALADIN, Elara, and Galdar; the old party members attempted this check already) 
DC is 5 higher for Elara, who is not an Underdark native. It is 5 lower for ALADIN.

 
 Spoiler: DC 15 
These robes belong to the Society of Brilliance. They are a relatively young faction in the Underdark, and they have not yet gained widespread fame. The Society of Brilliance is an elite group that accepts only the most intellectually prodigious or studious and learned into its inner circle, but maintains a small collection of applicants apprenticing or training to gain entry.

One interesting facet is that they accept anyone from an Underdark species who meets their standards.

If ALADIN succeeded by at least this much, his master has some fledgling ties to the organization and was considering joining.
 

 
 Spoiler: DC 20 
The Society of Brilliance is dedicated not to any single nation or creed, but to the pursuit of science, magic and technology in the interest of benefiting all peoples who live in the Underdark. Their members tend to be idealistic young intellectuals (or at least comparatively idealistic, when compared to their neighbors and kin) who are disenfranchised by their own backwards or xenophobic cultures.

Rumors say they have many uncredited accomplishments, such as improving underground farming techniques and preventing disasters which other groups have taken the credit for.

 
 Spoiler: ALADIN Only 
The Society is not as young as some believe. Pains have been taken to scrub records, but ALADIN's master has contacts with deep, carefully guarded libraries. This is not the first Society of Brilliance. For a long time they have tried to bring peace and prosperity, but have come to clash with demon worshipers, drow and other predictable opposition at all turns. Yet it was not these forces that halt their march of progress each time, according to records.

The surfacer secret society known as the Harpers, fearing the advancements the Society of Brilliance could bring (wittingly or not) to great evils such as the illithids or the drow, have regularly stepped in to cull the Society when it begins to gain too much traction and send it back into the forgotten realm of rumor. Each time, a few members must have gone into hiding, or someone they helped taken up the torch, because a new Society has always been born again from the ashes of the old.
 

 

 

 
 Spoiler: If any peeper fails a DC 16 Stealth check 
Movement above catches the eye of the derro as he examines the room with a keen eye. Wearing a wide smile, he waves emphatically at those looking down.   "Well hello there, stranger! Are you responsible for the decrease in the Apidae Faerza population?"  
 

 

 The  Black Manta  

Sarith is nudged awake (or rather from trance) by Topsy for another shift on watch, and offered her darkglass.  "The orc pirates look antsy. Still no sign of either of the landing parties,"  she reports from her turn at watch.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

There's not much Faedryl can do about the spellbook for the moment, though she does not it has a number of spells she doesn't yet have recorded. How useful they are to her she doesn't know, but having more tools is better than having less. Once she regains control of her fingers, she could set about to copying some. She does at least hear people approaching, and lets out a short, quiet flutter of wings to alert the others.
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 40/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions:   
 Concentrating:  

As skilled and capable and amazing as Sarith is at killing other people, he doesn't particularly want to deal with the headache of explaining a broken ship on the other's eventual return. He lets out a tut of annoyance and hoists his longbow.   "Fine, I'll go see how they're faring."  

He heads up to the deck, taking in the sight with a wary gaze.    "Any news from your fellows?"   he calls out to the other ship.
 
 
  
RandomWombat
 
 Spoiler: Further Identifications 
 
 Spoiler: Borthan: Magic Maul 
 Burning Impact 
 Does not require Attunement 
This maul has a +1 bonus to attack and damage rolls. When making an attack, whether it hits or misses, a 10 foot cone of fire erupts behind the target or target space; this cone of fire cannot be deactivated. The cone deals 1d6+1 fire damage, or half as much on a successful DC 12 Dex save.
 

 
 Spoiler: Derendil: Magic Gloves 
 Gloves of Grappling 
 Does not require Attunement 
This pair of gloves, while both are worn, grant the wearer a +1 bonus on checks to Grapple a target or maintain a Grapple, as well as on Athletics checks to climb or to maintain a grip.
 

 
 Spoiler: Derendil: Magic Spear (Investigation) 
When the bristling pile of spear heads and hafts is dug out of the wax construct, they gradually shrink back and meld into the haft of a singular spear. It shows no signs of acid damage, and swinging it around with a few test motions reveals it to be both light and keen. Yet no testing manages to get the additional spear heads to emerge from it.

Derendil determines that currently it can be used as a basic magical spear with +1 to attack and damage rolls. If it were to be attuned, it has some property that must allow it to stab multiple targets at once. Being trapped inside of the construct must have been 'confusing' the spear.
 

 

 The  Black Manta  

Settling in for a short nap, Topsy leaves the matter to Sarith's discretion, only commenting,  "If you decide to just kill them, let me know,"  as he goes.

Above, one of the kuo-toa marauders and a couple of the sailors are also out on the deck, anxiously looking out at the island. Time is a tenuous thing in the Underdark. With no day or night, things like water clocks are required to truly measure the passage of time. It certainly  feels  like the others have been gone for a long time, and the anxiousness is reflected double in the orog and orc pirates fidgeting with weapons. Their own lookout is peering through a scope up the slopes of the island with a grimace.

 "No one has step down off island,"  the orc lookout, one of those clad in dyed orange robes and a head wrapping, lowers his spyglass.  "Do not like it. Staying still is not good."  It's true enough. Lingering in one place in the 'dark is asking for some predator to spy them and decide it wants a snack. Or for pirates to show up. That ship has already sailed, it would seem.

 
 Spoiler: Active Perception DC 14 
An examination of their surroundings using the darkglass clues Sarith in to a shape out in the dark, near the twin peaks that form a 'gateway' into the bay they're anchored in. It looks like the prow of another ship poking out from behind the cliffs.
 
Amnestic
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 40/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions:   
 Concentrating:  
  "That  is  unfortunate."   Sarith drawls in an exceedingly drow like way, seeing nothing with his own spyglass.   "Did they leave you any instructions or orders for what to do if they took a while?"  
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 14 PIv: 17 PIs: 12 Sanity: 10 
 Conditions: 
 Concentrating:  
During the rest:  ALADIN works hard to craft some booties using the powder from the wish cup and the fallen wax soldiers, to protect the feet of chosen searchers from the acid.  He also relays what information he could gather with regard to the royal egg, notably that it would be a great idea to expose the egg to a great deal of divine energy, to prevent this egg from going the same way as the previous queen, and regrets the sale of the radiant sword, as it might have been used to purify the egg.

He does not notice anything amiss, being too focused on his work.

 
 Spoiler: OOC 

Rolled a 14 on the craft check.
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan throws the maul into the loot pile and spends the rest of their break applying bandages and patching himself up. His boots have seen better days, and he mourns for his poor, tortured soles. When the sound of others approaching becomes evident, he takes up a look out position and tries to spot them before they spot him and his friends.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: 
 HD:0/1 D12, 0/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil approaches Ront with the gripping gloves and says  "You may find more use for these than I, with your proclivity for, well... hand to skull combat. If not I will add them to our hoard for later."  When the approach of possible enemies comes close, Derendil takes a position near Borthan, ready to leap into the fight if needed.
 
 
  
RandomWombat
As the party remains in place, Borthan and Derendil position themselves at the choke point of the hallway into the Queen's chamber. New, acid-proofed soles are available for their footwear if they wish to avail of them; ALADIN was able to make four wax coatings for their shoes. Cautiously waiting for the voices' source to appear, they see a pair of humanoids step into the nexus of the tubes to different floors ahead.

A tall, narrow-shouldered but well-muscled orog with dark blue skin and pronounced tusks, accompanied by a short (even for his kind) derro, with an unusually well-sculpted chin scruff and a receding hairline, his head marked by dark age spots. Each of them is clad in a purple robe with a bronze collar, their chests marked with iconography of a wide open eye in the mouth of a horned fish. With a closer look, the orog's robes possess a shimmering sheen beneath his purple vestments.

 
 Spoiler: Perception DC 12 
The orog's robe is woven of mithral thread, allowing it to serve as armor.
 


Their boots have a waxy protective coating on them, similar to what ALADIN made from the construct wax during their break. The derro has a hefty mechanical weapon hanging at his side, attached to a shoulder sling. A circular, serrated saw blade juts out of one end.

As they reach the terminal of paths, the orog raises a bo staff with a glowing sphere at its head in his left hand, peering into the dim lavender light of the calming faerzress.   "Hail?"   the orog announces in Undercommon, uncertainly. From his position he can probably make out the silhouettes of the party in the faerzress, their haven from the acid situated directly in front of the hallway.   "We come in peace. It seems that you have preempted our investigations of this hive. May we parlay?"  
 
 Spoiler: ALADIN 
ALADIN recognizes an All-Purpose Tool similar to his own on the derro's belt.
 

 
 Spoiler: History: Derro (for ALADIN, Elara and, Galdar; the old party members attempted this check already) 
Galdar passes DC 10 automatically.

 
 Spoiler: DC 5 
Derro are a kind of duergar.
 

 
 Spoiler: DC 10 
Derro were once dwarves or duergar, but were driven mad and twisted by foul forces, believed to have once been slaves to the mindflayers not unlike the duergar - but subject to dark experiments. They now live among the duergar as second class citizens or slaves, only barely tolerated by the grey dwarves.
 

 
 Spoiler: History DC 15 AND Religion DC 20 
The two obscure, twin gods of the derro are Diiranka and Diinkarazan, former members of the dwarven pantheon disowned by Moradin. There are two conflicting stories of the gods' fall to darkness.

One story states that the two gods were jealous after the other dwarven gods cast them out, and sought to create a new type of dwarf. They stole terrible artifacts from the ithillid diety, Ilsensine, who caught them in the act. Diiranka stabbed his brother and left him to the mercy of Ilsensine, fleeing with the artifacts and creating the derro on his own. Diinkarazan was captured and trapped in the Abyss to endure eternal torment, plotting his revenge on his brother and the derro from an Abyssal layer called the Prison of the Mad God, where he is Lord, Prisoner, and sole resident.

The other story likewise states that Diiranka and Diinkarazan stole terrible artifacts from the ithillid deity. However, it was not to steal power, but to break free duergar worshipers who had been captured and enslaved by the mindflayers, and had been transformed into the mad derro by mindflayer experimentation. When they fled, Diinkarazan stayed behind to fend off Ilsensine, and was never betrayed by his brother, instead facing an eternity in the Prison of the Mad God for a selfless sacrifice. Diiranka in turn was able to save the derro, but was driven mad by the dark powers he stole from Ilsensine.

Both the derro and their two gods are quite mad, and often dangerously homicidal.
 

 

 
 Spoiler: History: Eye Robes (for ALADIN, Elara, and Galdar; the old party members attempted this check already) 
DC is 5 higher for Elara, who is not an Underdark native. It is 5 lower for ALADIN.

 
 Spoiler: DC 15 
These robes belong to the Society of Brilliance. They are a relatively young faction in the Underdark, and they have not yet gained widespread fame. The Society of Brilliance is an elite group that accepts only the most intellectually prodigious or studious and learned into its inner circle, but maintains a small collection of applicants apprenticing or training to gain entry.

One interesting facet is that they accept anyone from an Underdark species who meets their standards.

If ALADIN succeeded by at least this much, his master has some fledgling ties to the organization and was considering joining.
 

 
 Spoiler: DC 20 
The Society of Brilliance is dedicated not to any single nation or creed, but to the pursuit of science, magic and technology in the interest of benefiting all peoples who live in the Underdark. Their members tend to be idealistic young intellectuals (or at least comparatively idealistic, when compared to their neighbors and kin) who are disenfranchised by their own backwards or xenophobic cultures.

Rumors say they have many uncredited accomplishments, such as improving underground farming techniques and preventing disasters which other groups have taken the credit for.

 
 Spoiler: ALADIN Only 
The Society is not as young as some believe. Pains have been taken to scrub records, but ALADIN's master has contacts with deep, carefully guarded libraries. This is not the first Society of Brilliance. For a long time they have tried to bring peace and prosperity, but have come to clash with demon worshipers, drow and other predictable opposition at all turns. Yet it was not these forces that halt their march of progress each time, according to records.

The surfacer secret society known as the Harpers, fearing the advancements the Society of Brilliance could bring (wittingly or not) to great evils such as the illithids or the drow, have regularly stepped in to cull the Society when it begins to gain too much traction and send it back into the forgotten realm of rumor. Each time, a few members must have gone into hiding, or someone they helped taken up the torch, because a new Society has always been born again from the ashes of the old.
 

 

 

 The  Black Manta  
 "We leave no orc behind,"  the robed orog states solemnly, turning to peer across the water at the  Black Manta .  "And yet, not leave our ship alone with you to find them."  Raising his hand, the orog proposes,  "We can both send two. And find our landing parties. Kill your slavers together. What say, drow?" 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Waiting in the non-acid wax, Ront looks at his acid splattered and melted armor, and frowns, clearly not happy with it as he relaxes, pulling out his commemorative cup, and filling it with water before drinking some.
Offered the gloves by Derendil, Ront looks them over, and nods.  " Good gloves.  Great for tossing. "
He also takes them. 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
During the rest, as he collects reagents while others collect magical items, ALADIN inspects the egg.  " It appears that this egg has been tainted by the abyssal energy, which will likely mean that the new queen will also be tainted.  It will hatch in around three days.  We won't be able to teleport with it, as the magic radiating from the egg will likely interfere with the spell.  Care should be taken to ensure that it can breath.  When we have time, using identify should help to reveal the extent, but I would recommend that we take action to rectify the problem.  I believe it would be possible to use Dawnbringer to purify the egg of the taint, provided we took care.  Alternatively, hallowed ground, or a celestial could remove the influence.  Three of the other eggs might also be saved, although the rest are too far along to be purified in time. "

After he finishes the construction of the protective wax, ALADIN offers them to the party.  " With care, these should protect feet from the acid.  Note that there may be other enemies within the hive still, so care should be taken. "

However, before he can really get going, and start to organize the looting efforts, the arrival of a new pair of non-bees derails his plans.  As they arrive, ALADIN looks them over, assessing, he frowns, recognizing the robes the pair were wearing.  Despite his assessment, he looks up at the duo, his dull eyes betraying nothing of his considerations.  " Greetings.  I am ALADIN.  I was unaware that the Society was interested in the abyssal tainted Apidae Faerza.  Do you know what caused the taint? "
 
 Spoiler: OOC 
 

 
 
  
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara stays out of view, just behind whoever is closest to the new arrivals.

  "We should be careful. This could be a trap"  
 
 Spoiler: OOC 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy moves back before the newcomers arrive.

  "I'll be over here."  

He stays out of view, 50-100 feet away from them, wherever there is a good place to hide.
 
 Spoiler: OOC 
 
RandomWombat
 The Hive 

Lowering his arm, the orog holds his hands at his side, palms facing out. Beside him, the derro's stance remains relaxed, drumming his fingers against the side of his belt out of either habit or impatience.   "The Society is interested in anything pertaining to the safety of those who live out here. Anyone without an empire to guard them is at risk right now,"   he explains, his expression brightened at ALADIN's recognition.   "It is good to hear our name spoken."  
  "The alteration of the faerzress coincides with the arrival of Demon Lords on this materium, and areas rich in it have shown growing signs of corruption,"   he elucidates further.   "Thus far, the corruption they've spread on of our plane has been limited by their apparent confusion, but magical beasts and monsters that are naturally attuned to the faerzress show signs of this corruption far sooner. We had hoped to study the Apidae Faerza and find a way to reverse this Abyssal influence. Speaking of the faerzress, I felt a shift in it as we approached the hive - something changing. Were your efforts here the cause?"  
  "Maybe it would be better to introduce ourselves first,  then  socialize,"   his derro companion suggests brightly. His countenance is pleasant and upbeat, a stark contrast to Buppido's unsettling serenity - for those who'd known the derro prisoner before his parting near Gracklstugh.   "I go by 'Y',"   bending down in a bow, he strokes the small, neatly sculpted chin tuft on his otherwise bare, clean-shaven face. It makes him look a bit goat-like.   "Detective and inventor, at your service."  
  "Blurgh,"   the orog states.   "And yes, that is my real name,"   he adds with a sigh.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

It is somewhat unfortunate that Faedryl isn't able to interact with the Society, given her goose form, but there's nothing she can do about it.

 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 40/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions:   
 Concentrating:  
  "Tempting, but it hasn't been that long. I'm not so eager to rush into danger, they might still come out."   Sarith says with an exaggerate yawn.    "You can go if you want, but we're staying on the ship. I'd rather not get flayed for disobeying orders if my mistress did survive."  
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Standing near the fallen queen, seemingly without a care in the world, ALADIN shrugs at Blurgh's explanation.  " Unknown.  There was a change when the queen of the hive was slain, however we do not know if that was the proximal trigger for the change, or if something else occurred.  Regardless, the remaining eggs are tainted. "  He pauses for a moment.  " Perhaps you know of a nearby hallowed location to a goodly god, or a local celestial?  They may be able to purge the taint, or I can attempt to engineer a solution. "
His initial questions asked, he shifts focus, looking at Y briefly, then at the party, then back at Blurgh, the clockwork in his neck whirring faintly at the rapid rotations.  " It is unusual for Demon Lords to arrive on this plane and not be opposed by various divinities.  Would you know which ones, and why there has been no response? "
 
 
  
RandomWombat
 The Hive 

The queen's remains, such as they are, do not amount to much. Pieces of carapace, tips of legs, severed or broken off during the fighting. They lie strewn around the chamber. Her body itself dissolved into the unsettling orb of slime.

   "I am willing to attempt to purge the corruption from these eggs. Though I hold no love for skittering things, it would be heartless of me not to attempt to save a child,"    the Dawnbringer speaks up, echoing in the minds of those nearby after contemplating ALADIN's dilemma.

Scratching at his receding hairline, Y looks off into the ceiling.   "Goodly gods! Such a rarity down here, and so far from here are the halls of the dwarves and the gnomes. And yet,"   leaning back, he raises a hand and snaps his fingers.   "I recall an old lighthouse on the Darklake that I was planning to investigate. They say it is cursed, haunted, generally malaised. But then they say that about anywhere old and abandoned,"   lowering his hand, he specifies,   "It was once a temple of Gaerdal Ironhand, dedicated to protecting Blingdenstone from naval attack until the drow overran it. Who is to say what divine objects remain."  
  "Thus far, the Society has identified six Demon Lords active in this region,"   Blurgh answers ALADIN's further inquiry. His mouth is set in a grim line.   "Avoid the one wandering the Darklake at all costs, and do not pry into its identity or role. It is a thing of madness, and an unprotected mind cannot touch it even in thought and escape unscathed,"   he begins.   "Laozed, the demonic patron of the troglodytes, is languishing in a crevice somewhere to the south. Juiblex and Zuggtmoy, the fetid lords of slime and fungi, are spreading their corruption in the west. And lastly, there is word that Yeenoghu and Baphomet are warring with one another in the Labyrinth region."  
  "Gauntlgrym and the Mithral Hall are rallying their troops in preparation to march against the demons,"   Y adds.   "With the blessings of the Mordinsamman and the support of their followers. But the cogs of nations turn slowly, and this was not a war they were prepared for. The duergar and drow, for their part, show interest only in securing their own borders. And Blingdenstone, still fresh in its recovery, is struggling to  have  borders."   The derro titters, covering his mouth.   "Pardon. Not trying to be rude, it just happens when I get nervous."  

Not wanting to leave it all in doom and gloom, Blurgh offers a hopeful smile.   "Not all is lost. There are groups we are reaching out to for help. Three of our members are attempting to lead a revolt against the troglodyte leadership and overthrow the cult of Laogzed. One has sent word that his apprentice has put a stop to a demon cult among the kuo-toa and established Sloobludop as an unexpected safe haven. And I hope to persuade old friends among the Darklake pirates to put aside their grudges for now, and fight the demons."  
 The  Black Manta  

Though the orog doesn't seem particularly pleased with Sarith's remark, he kicks a barrel and grunts.  "Maybe I am being impatient. I will give them more time."  He begins pacing back and forth once more. How long his patience will hold, who can say. But if they are forced to divide their numbers further, their ship could become easy pickings.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Adding the potentially accurate data into his questionable databanks, ALADIN seeks to recall what he knows of the various demon lords mentioned, and how they might have came here, looking to assess the reliability of the information that Y and Blurgh had proffered.

 
 Spoiler: OOC 

 (1d20+2)[ 12 ]  Insight(Is this believable?)
 (1d20+8)[ 17 ]  Arcana:  Darklake?
 (1d20+8)[ 16 ]  Arcana: Zuggtomy
 (1d20+8)[ 23 ]  Arcana: Laozed
 (1d20+8)[ 18 ]  Arcana: Jubilex
 (1d20+8)[ 13 ]  Arcana: Yeenoghu
 (1d20+8)[ 21 ]  Arcana: Baphomet
 (1d20+8)[ 28 ]  Arcana: How might they have gotten here.

Does ALADIN know anything about the lighthouse?
 (1d20+8)[ 21 ]  Know:  History
 

 
 
  
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara listens as the newcomers describe all of the demons that have arrived nearby. She is concerned that this might derail her attempt to get back to the surface. She likes that the others are helpful people, but she doesn't want this quest to distract us from our mission to escape the underdark. However, first we need to get back to our ship safely. If these two wandered into the hive, what else could be coming.

  "Let's get back to our ship. Then we can discuss demons. Although it seems like there is always some powerful evil budding down here."  
 
 Spoiler: OOC 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy cautiously approaches the others. He of course wants nothing to do with these demons. He thinks we should just run. He's getting good at running away from trouble and doesn't think there's anything this fight can offer him and Topsy.

  "Yes. Let's get back."  
 
 Spoiler: OOC 
 
RandomWombat
 
 Spoiler: ALADIN Knowledge 
 
 Spoiler: Insight 
If he hadn't seen the state of the demonic corruption in the Apidae hive and the gnoll 'pilgrim' they encountered on the pirate ship, the idea of Demon Lords walking the land would seem like a flimsy tall tale. It's still possible that the crisis has been exaggerated and these two are repeating rumors, of course, but there is sufficient evidence to confirm Yeenoghu and Juiblex's  influence  is at play.
 

 
 Spoiler: Darklake Entity 
There are tales of a dark and mighty Prince of Demons, whose spoken name alone can spread fear, misery and madness by invoking his power. Paladins and priesthoods of the goodly gods suppress knowledge of this entity for that reason. It is likely the entity the Society refers to.
 

 
 Spoiler: Zuggtmoy 
The demon queen of fungi, Zuggtmoy, embodies decay. Though she would often claim to her cultists to be a natural force in the world, she is anything but; the fey lord Psilofyr represents the true natural course of fungal life. It is only a ploy to bring nihilistic druids into her fold. Her appearance is an effigy of a humanoid, vaguely female form made out of fungi.

She is rival to Juiblex, the lord of slime and ooze, as they compete for the same layer of the Abyss. Zuggtmoy's 'blessing' often takes the form of spores that take root in their host and gradually overtake them from the inside - not unlike a cordyceps mushroom in ants. During the gestation period of the fungus, Zuggtmoy cultists gradually develop many physical benefits, such as increased strength and rapid regeneration of wounds.
 

 
 Spoiler: Laogzed 
A true lord of gluttony and sloth, Laogzed the Eater of Souls is not a Demon Lord - not anymore - but an Abyssal deity similar to Lolth, and one of the most dull and simple-minded divinities to exist. Unlike Lolth, his influence is barely on the edge of sustaining his own divinity, and thus he is often counted in the same breath as Demon Lord cults. He has the appearance of a morbidly obese lizard-toad.

Laogzed did not gain divinity by scheming, hoarding, and growing his influence. He crawled from some forgotten corner of the Abyss into the Dismal Caverns, finding the terminus of the River of Blood - the place where all the waste of the Fiendish planes flows. There he sat, for ages, growing fat upon anything and everything that flowed down the river. Did he gain divinity by sheer gluttony alone? Or did he swallow some god or demigod and digest them, gaining a spark of true divine power? Was he ever a Demon Lord in the first place, or just a common demon who skipped steps to ascend? Who knows. His sapience is questionable, and no one can ask for fear of being eaten soul and all.

Worshiped by the troglodytes, rare cults, and some demons, Laogzed's demands of his followers are simple: to feast. It is believed that eating greedily sends some of the food to Laogzed, making the simple act of overindulging a religious rite. Often this involves cannibalism and eating sapient flesh. They are given clerical magic in return, though he offers neither omens nor demands. The power is simply theirs' to do as they please, in simple gratitude for the feast. It makes his worship a tempting prospect for those who desire easy power.
 

 
 Spoiler: Juiblex 
Juiblex, the demon lord of ooze, is a simple creature. A great and terrible ooze. While he possesses a sharp and dangerous tactical intellect, he rarely uses it to scheme and plot as his rivals do. Juiblex desires one thing and one thing alone: to consume. In many ways, he shares similarities to Laogzed, but possesses a more dangerous mind and a deeper ambition. Thus his infestations on the material plane are swift and dangerous, but lack the staying power of cleverer evils. Like a plague that burns itself out.
 

 
 Spoiler: Yeenoghu 
Yeenoghu is the creator and patron of gnolls, the Demon Lord of rot and ruin. He represents himself as the breakdown of all society, and particularly loves whenever his followers can topple and raze a city. His appearance is that of a massive, mangy gnoll. Or perhaps it is better said that gnolls appear like smaller Yeenoghus.
 

 
 Spoiler: Baphomet 
If Yeenoghu were more intelligent, he would be Baphomet. Taking the form of a towering humanoid with traits of a minotaur, but twisted stag horns, he is possesses an intimidating stature. He and Yeenoghu often come into competition, with Baphomet usually emerging the victor. Neither of them, nor the tomes of history, recall how their rivalry began.

Baphomet is the lord of primal savagery, and his guidance urges his followers to abandon reason and live like beasts. He is worshiped by minotaurs, by other monstrous creatures, as well as some radical fallen druids. Baphomet possesses enough true worshipers in the world that he may be on the cusp of achieving a dark divinity, but his incompatibility with structured organization hampers this last stage of growth.
 

 
 Spoiler: How did this happen? 
For even a single Demon Lord to step into the material plane in person is a multinational crisis. For several to enter it at once carries the potential to be the next great world disaster. The power required for this to happen would be colossal, possibly the work of a Demon Lord or dark deity.

According to what ALADIN has heard, these rumored Demon Lords on the loose are as confused by this sudden exodus as the people they are terrorizing. It could have been orchestrated by a rival to shunt them from the Abyss in order to gain power, or by one of them seeking to smokescreen their schemes or invasion with the others.

Ultimately, though, given the scattered dispersion and complete lack of coordination - even for the Abyss - ALADIN can't shake the feeling that this was an  accident . Something unintentionally gone  very wrong . Perhaps a truly colossal spell or ritual gone wild in the faerzress, as their own spells have been, causing an Abyssal tear in the faerzress itself? Areas rich in faerzress have weak boundaries to the chaotic planes, after all.
 

 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 11 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

Faedryl lets out a short, objectioning squawk at Elara's words. There's still the rest of the hive to investigate and loot. If the Society is here, someone else presumably is as well, and she hasn't suffered this  indignity  just to let someone else waltz in and take the treasure they're due because they backed off.

Of course she can't communicate any of that. Because she is a goose.
 
 
  
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19-2 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Feeling rather confused by the rapidfire exchange of conversation between the tiny mechanical gnome and the newcomers, Ront finds something he does understand as Elara and Turvy speak up. " Loot.  Then go. "

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN allows a frown to appear on his face as he assesses the information provided.  " It is most unusual that so many demon lords would be here at the same time.  Do you know what caused it?  And perhaps it will be possible to get the demon lords focusing on each other, rather than on everyone else.  And as no one else has yet spoken, I believe we are planning to select a group to complete our exploration of this hive, and secure what items of value we are able to locate. "
He pauses, before looking away from Blurgh and Y.  " I was able to create four sets of coatings to protect shoes from acid, and my own boots are protected as well.  Who would like to assist in searching the hive, and who would like to maintain the base camp? "

 
 Spoiler: OOC 
 

 
 
  
RandomWombat
 The Hive 
  "We are still in the process of investigating the  whys  and  hows ,"   flashing his teeth, Y rubs his hands together.   "Leads are thin right now. We hoped we could learn something here. If any of you has testimony to share, I would be most grateful!"  
  "I also see there are still some eggs intact,"   looking past the hallway into the room, Blurg folds his hands together.   "If you are willing, please leave some of the eggs behind. We would like to study them for clues. And if you happen to have found an intact queen's egg, I would be willing to trade magical items and services for it. With it, we may be able to restore the natural ecosystem here."  
  "I have inventions you might find useful!"   Y exclaims, pulling his cloak aside to reveal a series of cubes and spheres on his belt, apparently quite eager to show them off.   "My Port-a-Closet, the very peak of campsite comfort and convenience! And my pocket glider suit, for instance!"  
  "If you have need, I can scribe scrolls of useful spells such as dispelling, flight or banishment,"   the orog boasts, perhaps of his most powerful spells.
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan, moving from his defensive position to make himself visible, speaks up.  "I think we can let you have some eggs, long as we're properly compensated. We've got someone who could negotiate this whole deal a lot better than me, but uh... they're pretty fowl mouthed..."  Borthan smiled in a wide grin and gestured toward Faedryl.  "You think you can change her back? We can't really negotiate in good faith, and I just do the grunt work around here, but our Mistress Goose here understands a lot more of this than I do. I just remember melty golems, demon infested bees, my hand glowing real bright with a voice in ma' head, and fighting poisonous flaming goo. You turn her back, then we can talk turkey... wait, was that a pun too?" 
 
 
  
RandomWombat
 The Hive 
  "Ah, your companion is under a curse or polymorph of some sort? I will see what I can do. May I?"   the orog motions to request access to their camp, such as it is. Assuming he is given entry, he walks slowly in, leaving Y fidgeting in the hallway - not, it appears, out of nerves; but out of excess energy and inability to sit still.

Standing above the goose that was Faedryl, Blurg extends his hands and forms them into a rectangular reticle, aiming them at her. He remains focused for about a minute, blue light rippling between his fingers, behind his eyes, and sparkling in his temples. As he finishes carrying out the Identify spell, he blinks and rubs his dry eyes, then nods.   "Thankfully, it is not a curse. I have some scrolls for unraveling them, but this is removable with a simple dispel. A wild magic surge seems to have tapped into Feywild energy. You are fortunate nothing Abyssal manifested. Now..."  

Folding his arms, Blurg taps his chin. He addresses Faedryl,   "This magical event, for it is not truly a spell, has left a residue on you. In time, it will stabilize now that the faerzress has calmed. I estimate about two days' time. If I dispel it now, the residue will be washed away. If I allow it to remain, you may learn to invoke it yourself later on - so long as you are within the faerzress. That is, you will gain the ability to transform into this form and back out again so long as you are in a faerzress-rich area. I can also attempt to stabilize the magic more swiftly 'overnight' at our campsite. Do you wish me to wash away the magic now, attempt to stabilize it, or leave it to progress on its own? If you wish to participate in negotiations, I do possess a potion that will allow the imbiber to speak with animals. So this need not be a factor in your decision."  
 
 Spoiler: If Faedryl decides to get rid of it now 
With a motion of his hands, Blurg unwinds the tangle of Weave around Faedryl, and she shifts back into her normal drow form. Clad, thankfully, in at least her sister's underwear.
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 21/32 MP: 40/45 | AC: 14 HP: 18/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2  HD d6 x/5 | HD 3d8 
 Conditions: 5 tMP 
 Concentration:  

Nilvae's eyes glitter at the notion of Blurgh.  How cool, a weregoose! Can you honk out spells by then?  she exclaims.  Don't be silly, girl. Animals don't cast spells.  the spider cleric companion adds.

 Warring demons is not good, but it is a sign that we should try and manipulate them against each other. We have no hope of fighting six demon lords. But if they fight each other...  Nilvae suddenly adds a surprisingly calm and insightful idea.
 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 17/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4, HD: x/4 d6, y/1 d8 
 Conditions: Telepathic Bond (Nilvae), Soothsayer (helped) 
 Concentration: -  
 Stubborn dwarves stayed too long.  If you can hear some remorse for Galdar's fallen comrades, the duergar is trying not to let it out.  Well, at least a financial gain for us. If you'd have me, I would be glad to have new company. You all are decidedly less professional, but you bring results. Now if you would just tell me, what a group of half surface dwellers does this far into the Underdark.  The dark dwarf spends the rest of the pause with helping identifying the tools of his previous companions. His descriptions are usually functional, sometimes garnished a slight ribbing on his former group.

He concludes the pause with:  I assume anyone but Borthan is not used to duergar tactics, but I would only claim a magic weapon if the proper warriors are already equipped. I enjoy a scrap, but I am not a fighter. 
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

Faedryl requires no such communication potion in order to confirm her position on the matter: An immediate restoration of her true self. The limited options for future transformations into such an equally limited form interest her little. She is useless in her current form, and it needs rectifying.

Returned in a flash of magic to her full glory, she displays her...full glory, having been found bereft of her armour and clothes, and only clad in her magic underwear. Still, she shows no shame in her near-nudity. She'd bared more and worse to worse people than this. This was just a mild indignity, and not something for an esteemed individual like herself to concern herself with.

 "Thank you for your assistance,"  she offers, already searching out her clothes - no need to stay like this, and she'd rather be armoured back up in case any further bees or other nasties appeared to harass her. Thankfully they're not noticeably worse for wear. She talks as she dresses and dons, making sure everything is back in its proper place.  "Faedryl Melad, currently disowned scion of House Melad. No need to repeat everything. I understood everyone just fine in my unexpected avian form."  She shoots Borthan a mild glare at the puns cracked at her expense, but no more.  "As it happens we were involved with the Sloobludop revolution. Shuushar - the apprentice - is an ally. I won't say we had totally altruistic motivations for helping, but hopefully this goes some way to proving our character."  She produces the Pearl she received from Shuushar's master, under the assumption that the Society would recognise it.

 "Our group is currently looking for an exit to the Underdark to return to the surface."  She wasn't 'returning', but the full individual differences in their group's motivations weren't really the point.  "Which requires adequate funding. We were tasked to kill the current Queen - who proved corrupted - and retrieve a Royal egg. The former has been accomplished, the latter is in progress. The promised price for the egg was 600 platinum pieces. I won't say we - necessarily - need to receive that much in as a return,"  Handing it over to the society did seem preferable to the Zhentarim.  "But we can't give it away for nothing when our safety is at stake." 
 
 
  
RandomWombat
 The Hive 
  "Aha! So you were Shuushar's allies,"   face brightening into a smile of recognition, Blurg doesn't seem to mind their motivations were not purely altruistic - whose are?   "It is good to see you are still well. Relatively speaking."   Folding his arms into his robe sleeves, he takes on a more casual posture.   "The Society is not replete in liquid capital. However, our members have useful skills and crafts. If my scrollwork and Y's inventions are not adequate to match your offer alone, one of our newest member-hopefuls is a uniquely prodigious talent in the crafting of magical items."   He adds regretfully,   "I regret to add that we are not well-acquainted with the surface, or its paths. Our focus is-"  
  "Ah ah ah!"   Y cuts in, holding up a hand through the chamber's entryway.

  "You know paths to the surface?"   turning to regard his companion with surprise, Blurg's expression is met with a shrug.

  "I investigate rumors, sift fact from fiction. It's what I do,"   taking a few steps nearer, but maintaining a respectful distance, the derro announces,   "Before its fall, Blingdenstone's merchants were rumored to possess secret trade routes to the surface. The svirfneblin are very private, very secretive in their dealings - no offense!"   he glances at Turvy lurking in the back corners of the room, holding up his hands.   "Well, after the fall I went poking around. What can I say I like to poke around? Well, you see, I was able to  find  a mechanical cargo lift in a concealed tunnel that I believe to be one of these routes to the surface! It was being guarded by a colony of wererats last I knew, but I could lead you there."  

If true, it could save them a trip through the relative unknowns of the Wormwrithings, which the party would need to pass Blingdenstone to reach on their current route - assuming they did not take up the Zhentarim on their offer of transport.

 
 Spoiler: Turvy and ALADIN History DC 15 
Such rumors were commonplace in Blingdenstone when it thrived. Common enough that these paths' existence was widely accepted as an open secret - the real secret was who had them, and the how and where.
 

 
 Spoiler: Turvy 
The wererats Y is speaking of are almost certainly the Blinkers Clan, the society of wererats Turvy and his sister were recruited into and in the process of entering when the drow slew the twins' escort and captured them. The Blinkers remained in Blingdenstone even when it was in ruins, using it as a lair to steal from and harass their drow neighbors. They consider themselves to be patriots of a sort - that they never abandoned their home as the refugees did, and that it should be claimed as their own. The Blinkers operate like a crime syndicate or a cartel. It is the way civilized wererats tend to develop - thieves' guilds. Reasonable, but secretive and ruthless.

Turvy's sister sure seems to be taken with their propaganda about rebuilding Blingdenstone into place of their own. Whether Turvy has drank the wine is up to him...
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara listens to the offer and decides she likes the idea of taking an elevator back to the surface. With talk of the surface, she forgets ask any more questions about the demons. Let the under dark fall to them. She's had enough of this place.

  "This is possibly a better option than trusting the Zhentarim. I think we should go find this were-rat colony."  
 
 Spoiler: OOC 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy panics at the mention of the were-rats. It's obvious that he is scared of something there. Possibly the were-rats, or possibly something else.

  "Perhaps the Zhentarim would be safer."  

In truth, he thinks that if he gets his sister to Blingdenstone, she'll want to join the rebellion against the drow, and then he'll be forced to spend the rest of what would then be a short life with an inevitable bloody end, fighting against the military might of the drow.

 
 Spoiler: OOC 
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN nods at Y's words.  " I have also recorded similar rumors. The real secret was in who had them, what guards were set, and where they went. "
He does not opine on the competing offers.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

She still doesn't trust the Zhentarim. She doesn't exactly trust a colony of wererats either, but - weirdly - she fancied her chances better of facing them than the collective powers of the Black Network if they betrayed them, especially if they were less eager to help after not getting the Royal egg. More importantly, she fancied challenging a wererat colony over Wormwrithings. Ultimately it likely mattered little who the egg ended up with, but it would probably be better in the long run if it ended up with the Society instead of the Zhentarim.  "We have no need for the other eggs, you can keep them, but as for the Royal egg..."  She looks to the others. It'd have to be their decision, rather than just hers.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

The 'discussion' amounts to shrugs or nods of agreement from the collected party. Good enough for her.  "It seems our group is in agreement, that we'd rather the egg find its way into your hands than that of the Zhentarim; though we'd like to know more about this elevator you've mentioned too. The hive is still dangerous, and we've yet to fully investigate it and claim its treasures for ourselves. We have a ship waiting outside, it's probably a better place to discuss exchange of goods and services than..."  she casts her eyes around derisively. She's quite tired of demon bees, and it'd probably be a good day or two before she desires honey again.  here. You can come with us, or wait here until we're done confirming our haul." 
 
 
  
RandomWombat
 The Hive 
  "Very good,"   pleased with the arrangement, Blurg nods his head and steps towards the eggs, looking them over as he circles them.   "We will package the eggs for transport while you search for valuables. Once we are both ready to depart, we will need to retrieve our own vessel and bring it to your landing site. Where on the island should we meet with your ship?"   Y steps softly through the room to join him, and hands Blurg a pair of wax-coated gloves, which both of them slip on.

 The Looting 

A search of the rest of the hive finds a pile of humanoid belongings on the third floor. All melted into a slurry of materials by the acid, or else fused together into useless lumps of metal - as is the case of the remains of any non-magical weapons and armor from Galdar's mercenary squad. The scrap metal itself may have value of it is melted down, and the impurities removed. Gathering all of the coin from the mass of slag and blackened cloth remains takes time, but time is a luxury they have at the moment.

Precious metals are thankfully resistant to corrosion. The spilled contents of melted open coinpurses and sacks of money lie on the floor, their surfaces tarnished but intact. Magical objects stand out clearly in the pile of refuse, suffering none of the wear and tear of their common brethren. While the bees looted and made use of some weapons and even the spellbook, they have left most 'miscellaneous' items here.

 
 Spoiler: Loot 
 Cash 
-34 platinum pieces
-273 gold pieces
-703 silver pieces

 Mundane Items 
A tarnished silver locket (locked)
A wooden puzzle box, sitting on top of a pile of other melted items that spared it the acid (also locked)
Four black spheres of onyx
 
 Spoiler: Onyx: Arcana DC 14 
These spheres of onyx are for use by necromancers in the creation of more powerful undead, each worth 150 gold pieces.
 

A fine diamond
A former pouch of diamond dust that has unfortunately melted open, its contents scattered by the air flow of giant bee wings (may be collected if the party can figure out a method to)

 Magic Items 
A large, durable ceramic jug with many spouts.
 
 Spoiler: Jug: Arcana DC 14 
This is an alchemy jug, a relatively commonplace magical item capable of producing several useful liquids.
 

A jade statuette of a green dragon's head
A pair of metal tongs, with their graspers shaped like a pair of claws
 
 Spoiler: Tongs: Galdar 
 Ten Foot Tongs 
This set of tongs belonged to Rarouk. While holding them, the user may speak the command word ' knurl hrenk ' (dwarvish for 'stupid thing') followed by a length of up to ten feet or as short as one foot; the length also must be spoken in dwarvish. The tongs will expand or retract to the chosen size. However far they are expanded, they always transfer grip strength as though they were one foot long.
Rarouk used them for all manner of things, from grabbing objects off of tall shelves to opening suspicious doors from a safer distance.
 

Three empty glass bottles
An untarnished, golden wine goblet
 


Nothing else noteworthy is seen until they venture into the lowest floor - the 'basement'. Here the walls are covered in honeycombs, full of more of the green living honey-ooze they faced earlier. However, the honey has begun to congeal and turn pale, losing its motility. Though several chunks attempt to crawl towards them, they are easily avoided and incinerated with a few cantrips.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN reminds the pair of society members of the plan to purify the eggs, before departing to assist with the exploration of the hive.  Seeing the ooze, ALADIN notes the decay of the strange substance.  " Strange.  It appears that we either removed the corruption when we killed the queen and that ooze, or something else is going on.  Note that a demon lord associated with slime and ooze is among those who have been detected by the society. "
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

Faedryl offers the location of their ship to the Society freely - even if it was a potential risk, she didn't imagine two of them would suddenly turn hostile and would be a threat to them.

While she doesn't recognise the jug, the necromancy stones do catch her eye, if only because that means they're worth more on the market.  "We already knew this was a demon-touched abysshole,"  Faedryl remarks to ALADIN.  "I'd see it all burned down, but we don't have that sort of time. I'd rather see the back of this place for good." 
 
 
  
RandomWombat
 The Hive 

With the eggs packaged away, probably in some form of extradimensional storage, the Society members meet up with the party on the way out - on the second floor of the hive, a passage opens onto the cliff face. There is no visible path down, only a rock face about forty feet up down to the floor of the ravine, where a stream of water runs alongside two sloped banks.   "We will meet you at your ship,"   the derro says, resting his hands on his hips.   "We have the eggs marked for purification stored in segregation from the rest of the study materials, no need to worry."  
  "I look forward to finding methods of cleansing the Abyssal influence with you,"   Blurg smiles companionably at ALADIN.   "Our vessel is small, but there is room for one more person if any of you wishes to accompany us."  

To their left, they can see the ravine stretches towards an opening where a larger body of water is. The stream flows down from it, marking it as a mountain lake of some sort. To their right, it flows down and away - towards their landing site, Borthan determines after getting his bearings. The plateau they leapt from is far above them, beyond their sight.

Taking one of the cubes and one of the spheres from his belt, Y offers them to the party.   "For you! This,"   he indicates the sphere,   "My personal glider suit design,"   he continues in a different voice, with a lower tone and fewer nervous titters.   "Press the sphere to a creature's chest, and it will transform itself to suit their body and armor. Press the chest piece once,"   he pats above his left breast.   "And it will deploy its wings. Press the chest piece twice in a steady heartbeat rhythm while deployed to retract the wings. Press it four times in a steady heartbeat rhythm,"   he taps his chest rhythmically to indicate the pattern,   "To restore it to its compact storage form. This patterned safety ensures that a panicked faller will not, by mistake, retract their wings or suit."  

Next he points out the cube.   "And this is the Port-a-Closet. Do not store in an extradimensional space,"   he instructs.   "To deploy, place it on the ground, step to a safe distance, and clap your hands three times in quick succession. It will unfold into an water closet, with an extradimensional sewage tank. When you are finished, step out and repeat the clapping to collapse it. The water closet will not close while a creature is inside,"   folding his hands, he grins and giggles to himself.   "If you need to empty the sewage, there is a hose and crank on the back. Take care were you dump!"  
 
 Spoiler: Mechanics 
 Portable Flight Suit 
 Does not require Attunement 
Action to don or doff.
While worn, allows the user to fall as few as 5 feet per round while held, and glide horizontally 20 feet each round while falling.

 Port-a-Closet 
 One of the comforts of home, now available in your campsite! 
While the water closet is present at camp during a short rest, Hit Dice expended to heal restore an additional +1 hit point. While the water closet is present at camp, party members also recover 1d6 Mental Hit Points for free during a short or long rest.
When toilet paper is available, these values are doubled to +2 hit points and 2d6 mhp.
 


Taking the second sphere from his belt, Y presses it to his chest. The metallic material morphs over his body, forming a sleek black and white flight suit. He jumps off the cliff, and a pair of smooth wings stretches on either side of him, catching the air and leading him down in a controlled descent. Blurg begins extracting a climbing kit from his pack and squats down, where the party can see him attaching it to pitons he'd already set up - presumably on their way to the cliff.

 
 Spoiler: OOC 
A DC 10 Climbing check with Advantage from Blurg's established route to get down. Failure causes 2d6 falling damage.

Someone can skip it by testing out the gliding suit if they wish.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan chuckled and snorted when Faedryl's glare hit him, but after wiping a mock tear from his eye he smiled a small smile at her.  "Glad to have you back. Funny as it was, if I were to try to lead this group without you I think we'd make it about twenty yards into the Darklake before the boat blew up and the crew rebelled."  He extended a hand to her when she was fully clothed.  "We're all a team, and while Biggun's smart, we all know who handles the book learning round here, and it ain't me."  Whether or not his handshake is returned, he would then go to work helping the others do a final search of this goopy hellhole.

When the docs offer to share their toys with the group, Borthan looks unimpressed by the portable WC, but his eyes widen like a kid in a candy store.  "That's damn impressive..." , but he grabs onto the rope, leaving the suit for those who have trouble with athletic effort. 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 17/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil's eyes show wonder at both inventions, and he eagerly begins to ask the creator questions about it's design. He is not eager to try the suit so early, so he catches the rope and begins to climb after Borthan, easily but carefully making their way down.
 
 
  
 
 Spoiler: OOC 
Discord rolled, both my boys passed to clamber down the rope.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

There's a hesitancy in the gesture, but ultimately she does return the handshake. She doesn't take any comfort in it, and in fact the touch of another is a little unnerving, but she soldiers through, for the sake of the moment. They  were  a team. For better or worse. Hopefully, mostly, the better.

Faedryl chooses not to experiment with the glider, at least for the moment, leaving it to others should they want it. She's had quite enough flying for one day, thank you very much. Thankfully she makes it down without further assistance after using Blurg's path as a guide. While she doesn't think the glider's worth much to her, the portable toilet appears to be worth its weight in gold and then some. Privacy at the touch of a button was at a premium in the Underdark, and this was the sort of item that they would need to protect, safeguard, and make sure to never sell, no matter how dire.


 
 
  
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
After watching the weird honey things try, and fail to murder him, Ront is eager to get out of a place where even the walls are trying to kill him, descending the rope with alacrity after retrieving Mr. Grump.

 
 Spoiler: OOC 

 (1d20+8)[ 27 ]  Climb 1
 (1d20+8)[ 12 ]  Climb 2
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
As the Society members collect the eggs, ALADIN speaks up again.  " Will your dimensional storage provide air to the eggs, to prevent their suffocation? "

While they consider that, he inspects the pair of inventions, reviewing them as only an artificer can.  " They appear to be a useful pair of inventions.  Being able to greatly simplify the descent of cliffs, or, in the presence of sufficient airflow, genuinely fly, without the utilization of more powerful flight or levitation magics is impressive.  I am not able to comment on the utility of the water closet.  If you would like to collaborate, I could attempt to make suggestions for improvements, or I could show my projects. "

Afterwards, with the exploration and looting of the hive clearly complete, ALADIN begins the descent, moving slowly and carefully, clearly thinking about each foot hold and hand hold as he does.
 
 Spoiler: OOC 

Having collected the battle poppet, and the trove, and fully searched the hive... time to go...

 (1d20+2)[ 13 ]  Climb 1
 (1d20+2)[ 8 ]  Climb 2
 

 
 
  
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy ignores the flying wings. He has no desire to test them out, even if he is a poor climber. Hopefully we don't need to do that very often. But he is interested in the portable toilet. Not that he wants to take it from Faedryl, but it gives him another reason to want to stay close to her.

  "That could make a good place to hide, even during a fight. Make sure you share that, Faedryl. We all need privacy sometimes."  
 
 Spoiler: OOC 
 

      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara, having no such qualms about privacy, is more interested in the gliding apparatus. When no one else seems interested in taking it, she tries it on. Once it is in place and ready to deploy, she looks at Turvy, and gives him a mischievous smile.

  "You're coming with me."  

She grabs the gnome, who reluctantly acquiesces, and they glide down off the cliff, Elara laughing, which none of you have seen yet, and Turvy outwardly frowning but secretly enjoying himself.

 
 Spoiler: OOC 
Not claiming it for good, just for this scene. If someone else wants it they can have it.
 
RandomWombat
 The Ravine River 

The ravine stretches out ahead as each of them descends in turn. Nilvae rides down with Spide's assistance, and Galdar joins them not long after when Charlotte finds him upon the cliff, following his whistles.

  "I am always happy to collaborate with a fellow tinkerer,"   the derro stores his device at the bottom, chattering with ALADIN. The gravel crunches beneath his feet as he marches on.   "Fear not. We need only let some air into the extradimensional storage now and then, and the eggs will be fine."  

It's a long walk. Moving on the slope along the river's edge is hard on the ankles, and makes going slow. As they near a curve in the flow, they can see the mountainous pillar they encircled rising up far above, making one side of the ravine look infinite. However, the party comes upon a patch of ground that is looser than the rest - and several of them go skidding down towards the water! Y scrambles, managing to get onto the more stable layer below.

Blurg wedges his foot against a more stable, stationary stone and reaches out a hand to someone else in need.

 
 Spoiler: Travel Danger: Athletics or Acrobatics 
The party is caught in a small gravel-slide into the river. Charlotte and Spide have Advantage on this check from their spider legs.

 
 Spoiler: Less than 10 
The character slips and falls into the deeper river, and is under threat of being carried away by it - fortunately, it is flowing ahead and not behind.

A DC 14 Athletics check will pull the character out of the water. They may make one attempt each round. Every round in the water, they are carried 20 feet ahead of the party, take 2d6 bludgeoning damage from being battered around by river rocks, and get chewed on by predatory fish for 1d6 piercing damage and 2 Bleed.
 

 
 Spoiler: DC 10 
The character's legs slip into the river, getting them wet and cold. Beyond that they must make a DC 12 Dex save to get out of the water quickly, or take 1d6 piercing damage and 2 Bleed from predatory fish nibbling their ankles.
 

 
 Spoiler: DC 15 
The character manages to catch themselves before they slip into the water, but is not quick enough to offer aid to another character.
 

 
 Spoiler: DC 20 
The character catches themselves quickly and solidly enough that they can lend aid to another character, giving that character Advantage to catch themselves.
 

  Blurg   passes his check at DC 20. He is able to offer  one character  Advantage if they slip.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Walking along the rough ravine and gravel, Ront works to suppress a grimace as his tender feet occasionally step onto a sharp piece of rock, or some glass through the holes in the souls of his shoes.  Unfortunately, despite his focus on picking his footing, he is entirely unprepared for when the gravel slides away beneath him, sending him staggering, swearing, and sliding down the slope, ending up into the river.
The river full of fish that had probably caused the slide via some sort of strange fish-magic.
The river full of fish that wanted to eat his toes, the ones exposed by the ruin of his boots.
The thought worms it's way through his head, and in a surge of energy, he leaps up out of the water, making his escape.

 
 Spoiler: OOC 

Rolled a 13 on athletics, then a 16 on dex to save.
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Engrossed in his conversation with Y about artificing and various means to obtain flight, ALADIN is unprepared for the abrupt slide, ending in the river, and taking a moment to center himself and find his footing in the water.

 
 Spoiler: OOC 

Rolled a 12, then failed the save by a lot(Got a 7)
Would intact armor protect against the fish?  Or could he take a bonus action on the way down?
If not,  (1d6)[ 6 ]  Piercing damage and 2 bleed.
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

Despite her exhaustion Faedryl is able to catch herself before falling, and in the process avoids another indignity that might have been visited to herself.
 
 
  
 
 Spoiler: OOC 

14 + 2 = 16, rolled in discord.
 
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy is caught off guard by the shifting rocks. He does his best to keep his balance.

  "Look out everyone!"  

He grabs Aladin trying to keep him from falling.

 
 Spoiler: OOC 
Acrobatics  (1d20+1)[ 21 ] 
Dex Save  (1d20+1)[ 5 ] 
 

      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara isn't even looking when the avalanche starts. She's engrossed in her thoughts, wondering if we really should trust these newcomers.

  "ahhh!"  

But she manages to keep her balance.

 
 Spoiler: OOC 
Acrobatics  (1d20+1)[ 19 ] 
Dex Save  (1d20+1)[ 21 ] 
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan has no trouble riding out the gravel slide and leaping to a secure spot before the avalanche carried him into the water. If anyone else needs assistance, his arm shoots out and grabs at them to halt their fall.
 
 
  
 
 Spoiler: OOC 
24 rolled.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 17/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil mimics Borthan's descent, leaping to the opposite side as the stones scrabble and fall down one another, also throwing out a hand to prevent anyone from going in the drink.
 
 
  
 
 Spoiler: OOC 
21 rolled in discord.
 
RandomWombat
 The Ravine River 

Though a few of them take a tumble, most of the party keeps their footing readily. A moment passes to tend to any bloody scrapes from the near-fall.

 
 Spoiler: Results 
ALADIN can accept the  6  damage and 2 Bleed, or pop a Misty Step to teleport out of the water before he's chewed on. Bleed can be stopped by the use of a healing spell or a DC 10 Medicine check; each failed check results in 2 damage from failing to staunch the flow in time.

I rolled for Spore's characters' saves.
Charlotte avoids the fall. Galdar is presumably riding her, and is also fine.
Nilvae catches herself just fine.
Spide despite Advantage is also munched on for  6  damage and 2 Bleed; same deal for stopping it.
 


After a moment for treatment, they press on. Past the bend in the river, the light of the faerzress falls away behind them and they reach a small body of water. Blurg produces a hooded lantern, carrying it in one wand. Mercifully, this pond boasts a more level sandy shore that is easier on the legs. Here the water flowing down from above coalesces for a time before it splits off in two directions. To their right, a small waterfall trickles down a rocky cliff into the bay where the party left their ship. In the darkness, it is impossible to make out the shape of their ship from here - they must have put out or covered the lanterns for some reason. Surely it would not leave without them. A climb down the wet cliff would bring them to a beach alongside the bay, from which they could walk back to the  Black Manta .

On the opposite side of the pond, accessible by swimming or gliding across to the river's other side, is a more gentle outlet that flows east into the Darklake through - according to their map - a smaller bay.

Beyond a crevice in the rocky cliffside, Blurg steps into a small, concealed campsite where their tents and a cauldron are set up. He begins packing their belongings. Meanwhile, Y walks to the water's edge and produces a small talisman from his pocket, squeezing it with his thumb. A red glow emanates from beneath his finger's touch, and yellow lights flicker to life beneath the water's surface, looking up at them like the gaze of a giant monster. A metallic shape rises out of the pond water to partially beach itself upon the shore next to him. The thing is a huge, gleaming metal eel that wriggles using joints along its segmented body to propel itself through water. A set of six yellow, eye-like lamps glow from its face, and a fanged jaw below them sports dagger-like blades. Upon the hump of its back is a circular protrusion that Y grabs and twists, opening a hatch that leads inside. Its head is large enough to fit two humanoids comfortably inside, or perhaps three if they were cramped together - or small.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Feeling the fish starting to bite at his armored boots, ALADIN quickly triggers his defense field before scrambling out of the water, and starts to repair the damage that the fish inflicted.  Throughout the process, he doesn't appear to be suffering any sort of pain, and afterwards, he continues following the leadership of Blurg without complaint or comment.

 Society Campsite 
Seeing the arisen construct, ALADIN's eyes begin surveying it immediately, taking it in, and assessing the construction.  " That appears to be a most unusual example of artifice.  Was it created to explore the bottom of the lake, or simply to avoid notice while traveling? "

 
 Spoiler: OOC 

 (1d20+8)[ 9 ]  Tinker Tools check
Passed on the second check with a 20.
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 

Faedryl looks at the vessel with a little bit of wonder - no doubt it would make traversal far safer than a surface ship, but its limited room made it inappropriate for their uses, at least for now.  "Could the design be adapted to hold more people?" 
 
 
  
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +0 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy follows Aladin over to investigate the giant serpent submarine. If the autognome doesn't volunteer to go with them, Turvy does.

  "One of us should go with them to make sure they get to our ship."  

He's a little more excited than he lets on, but he thinks Aladin might enjoy the time better than he would.
 
 Spoiler: OOC 
 

      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +0 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara follows along with the others. She offers to help heal anyone who is significantly injured by the rockfall.

  "Let me know if you need help."  

At the campsite, she lets the more intellectually curious party members investigate the ship. She continues to look for danger.

 
 Spoiler: OOC 
Perception  (1d20+7)[ 16 ] 
 
RandomWombat
 The Society Camp 

With a tittering giggle, Y turns and taps his fingers together.   "Oh, I don't know what it was originally intended for at all - not for certain!"   Closing his eyes, he breathes in through his nose and adds in a cooler tone,  "Passed down through generations of Societies risen and fallen. We know it simply as the  Apparatus of the Eel , or as commonly shortened - the  Iron Eel ."  Bringing his hands around behind his back, he drops down from its head to the beach and paces up to the front of the construct.  "There is no record of who built the device or when. We know only that it was found for the first time in the cache of a Society of Brilliance that was destroyed approximately two centuries ago. Their records had been burned, but a hidden storeroom of works such as this one survived. A survivor of the previous Society, those who found it, then passed this apparatus on to us." 

Stepping out of the cave with a hefty, mundane camping pack swung onto his back, Blurg approaches the vessel and nods his head.   "As it stands, modifying the  Iron Eel  is beyond us. Though the metal appears to be iron, it resists many of our tools and 'heals' from damage gradually over time. Modifications appear to be viewed as  damage  by the source of its magical properties."   Reaching up to some handholds along the side of its head, Blurg heaves himself up top, and slips his lower half down the hatch.   "We would be happy to bring one of you along. Either of the gnomes, preferably, for reasons of space,"   he nods at Turvy's comment.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Sensing the opportunity, ALADIN nods.  " I would be able to observe the functionality of the Apparatus of the Eel, which may allow me to learn more.  I could assist in relocating our vessel as well, if needed. "
As he speaks, his eyes look upon the strange device, assessing it, trying to see how it operates, how the magic flowed, how the water flowed.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  THP: 1 MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 1/1 1st: 2/4 2nd: 1/3  

It was unfortunate they couldn't replicate the creation. Perhaps one day. Impressed as she was by it though, it was hardly her area of interest or expertise. She nods to ALADIN's suggestion.  "That's fine, the rest of us will head back to the ship on foot. He can guide you there if you get lost, no doubt." 
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan nods amiably to Aladin.  "Enjoy the ride. We'll head back the hard way. Hopefully those idjits on the boat haven't gotten into any sort of trouble."  
 
  
RandomWombat
 The Way Back 

As ALADIN climbs aboard with the Society members, and the eel slithers back into the deep depths, the party is left to contend with their own path home. It is not a dangerous climb, compared to the cliff scaling and base jumping they have undertaken in the hours leading up to it, but there remains the potential for injury - and for future threats. Water trickles down the rock face in a stream, making many of the rocks slippery and hazardous. Though the small pool below and the beach next to it are relatively soft sand, it could still hurt to fall from here.

 
 Spoiler: The Climb 
Climbing down from here is two DC 14 Athletics checks.
Failing the first check results in a 30 foot fall into a small, sandy pool that opens into the bay, causing 2d6 bludgeoning damage.
Failing the second check is a shorter fall that causes 1d6 bludgeoning damage.
Failing either check results in getting chewed on by some of the carnivorous minnow fish in the pool for 1d6 piercing/slashing damage and 2 Bleed as they wade through before getting out of it.
Succeeding both checks, a character climbs onto the sandy sore.

The glider is still available as an option to skip the check.
 


With the climb finished, they arrive on the beach. Its steep slope, dotted with glowing mushrooms that stand above like street lamps, leads them to not one but two ships anchored nearby. Sarith, Topsy and the rest of their crew wait aboard one, while the other is occupied by a small party of orcish pirates.

The party can see them before they can see the party, allowing a stealthy approach if desired.

 The Iron Eel 

A ladder from the hatch leads down into a cockpit, and Y seals the way in behind them. For one person, the cockpit would be spacious and comfortable. For two, snug and just about right. With three of them, ALADIN ends up squished between the two or against one of the control panels.

Levers and switches span the walls, and a periscope hangs from the ceiling above, allowing a view from outside. Judging by a look through, it peers out from the eel's 'forehead'. Darkglass used in its construction gives a monogreen view, but allows one to see in the darkness. A knob on the side allows the user to extend it above, to peer out over the surface of the water if needed.

  "Would you like to be our eyes?"   Blurg offers, pulling a lever. The structure shifts as the eel turns around, using its fins to crawl down the beach and back into the water. As the periscope drops beneath the surface, a view of the bottom of the pond emerges, a colony of underwater plantlife growing below. It may be colorful, or not. Its potential beauty is robbed by the scope's darkvision.

ALADIN is given a brief primer on the controls. Levers on either side control direction. A dial controls speed. A switch controls the head lights. Another lever at the front controls the jaws, allowing the structure to bite at threats. Beneath the fore terminal is a plunger, the sort used for mining explosives, which controls depth. It would be an overwhelming number of controls for one person, maybe even for two. It's possible it was  designed  to be piloted by three individuals of a smaller size. Or perhaps by a species with more limbs.

Their journey brings them around the island's edge, towards the entrance of the bay where the party's vessel is anchored. Eventually, as they approach the opening between the bay's two cliff peaks, ALADIN can see two ships lurking just out of view of the bay. Neither is the  Black Manta . Judging by the bright, spidery webbing pattern that adorns the dark wood under the water, they are assuredly drow vessels. With the Eel submerged, it is unlikely that ALADIN and the Society have been seen.
Bobthewizard
      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +0 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

At the top of the cliff, Turvy looks at the new ship with suspicion.

  "Why is there an orc ship here? I doubt that's a good sign."  

He then wonders how he is going to get down. He's not the best climber.

 
 Spoiler: OOC 
 

      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +0 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara is unusually optimistic for some reason. She would normally be the first to slink around and avoid the orcs, but seeing our crew apparently unharmed, she decides against that option.

  "If they orcs are alive, and our crew is alive, this doesn't appear to be a trap. Sneaking up could upset whatever truce they have arranged. I suggest we walk up and introduce ourselves. In fact..."  

She grabs Turvy, pushes the button on her glider wings, and jumps off the cliff, gliding down safely to the sand below. Having done this once already, Turvy lets himself be carried down.

 
 Spoiler: OOC 
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Inside the Iron Eel, ALADIN positions himself so he can watch the control, to figure out how it was operated, and try to guess at some of the mechanics behind it.  However, before he can really get going, Blurg's offer derails him.  " I am familiar with our ship, and can keep an eye out for unexpected debris that may damage this vessel. "
As Blurg goes over the controls with him, ALADIN pays attention, committing the data to his data storage.  " It appears that this vessel was not intended to be operated by one individual.  Perhaps a hive mind species of some sort?  It would be difficult to keep multiple pilots acting in unison. "

With the water flowing behind them, and the bay approaching, ALADIN's attention is drawn back to the view, and he takes in the pair of drow vessels.  " Unexpected.  It appears that there are a pair of drow vessels present outside of the bay.  They may have followed us for some reason.  It would likely be beneficial to avoid them, and inform the other members of the Black Manta of their presence.  The Black Manta should be anchored in the bay itself, and be alone. "  As always his voice is neutral, betraying no emotion.  Simply a calming, soothing tone, designed to make sure a situation is calm.
 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 51/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Descending the final cliff, Ront moves, demonstrating his great physical fitness as he descends the cliff behind the falling figures of Elara and Turvey.  Perhaps not as swift, but decidedly a proper orc.  Still, his attention on Elara's descent comes at the cost of his own as he grasps onto a loose rock, and promptly falls, landing into the sea below with a huge splash.  Not missing a beat, and well aware of the carnivorous fish, he quickly runs to shore, although his lack of soles for his boots does him no favors.

Reaching the sea, Ront frowns, and makes sure that the lightsword was attached to the cable.  " Think trouble's here. "

 
 Spoiler: OOC 

 (1d20+8)[ 24 ]  Check 1
 (1d20+8)[ 12 ]  Check 2
10 damage taken total(7 from the fall and fish, then 3 from bleed)
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 1/1 1st: 2/4 2nd: 1/3  

Unwilling to risk falling down the cliff and suffer yet more embarassment, Faedryl opts for a swift teleportation spell instead, carrying her down to safety without exerting herself. Would that her magical reserves were adequate to carry her as such every moment of every day.

 "I'm sure that Sarith and Topsy will not have let any harm come to our ship,"  Faedryl says.  "There's no sign of combat or damage to our ship. A straightforward approach will be the best one." 
 
 
  
RandomWombat
 The  Iron Eel  
  "That's concerning,"   Blurg responds, his tone only slightly more emotive than ALADIN's.   "Well, they are not expecting a submersible craft, I imagine. We can slip right by and warn your companions."  

And they do. Though the drow on deck are likely alert and waiting for their target, they are not expecting one of those targets to be in a metal eel below them. The vehicle transports them smoothly past the cliff and into the bay.

 
 Spoiler: AL Perception DC 18 
As they pass between some rocks along the 'entrance' of the bay, ALADIN notices that there are some very thing strands of webbing woven between them. More than some, in fact. Whether the series of tripwires would manage to stop a ship entirely - making each one thin enough to be so hard to see also makes them weaker than the strong strands of giant spider silk could be - it would certainly slow any vessel entering or leaving the bay.
 

 The  Black Manta  

Derendil climbs deftly using his quaggoth claws, and despite a near slip that almost sends him tumbling after Ront, Borthan descends safely to the beach. Nilvae and Galdar are ferried down by their spiders, enjoying a walk on easy street as some others contest with slick rock.

   "We ought to quickly staunch that wound, wielder,"    Dawnbringer's telepathic voice rings in the party's heads as they gather on the beach, Ront's bleeding soles leaving some red trails on the sand.    "Requesting medical aid!"   


Shortly later, they approach the anchored ships openly along the beach. Sarith and Topsy can see them approach. And so can the orcs.

One of the orog pirates steps forward and holds up a hand, signaling his crew to their positions.  "Hold! Drow slave, these your masters we should kill?"  he shouts, indicating Sarith with his gaze.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 1/1 1st: 2/4 2nd: 1/3  

Faedryl lacks any sort of skills or spells that would aid in the staunching of wounds for Ront, so she has to leave it to the others.

She wonders, idly, what sort of tales Sarith has spun in her absence to be addressed as 'slave' and her as his 'master' when they had no such connection, but perhaps the orog had misinterpreted. He didn't look very intellectual. To Faedryl, they never did.
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 40/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions:   
 Concentrating:  
  "Kill her? I said nothing of the sort."  " Sarith replies with a drawl.   "I said that if our group had fallen, you could claim their treasures. Clearly they haven't. I'm afraid if you want to kill them now, you'll get no help from us."   He glances at Topsy, then sighs.   "And, I suppose, we would have to defend them as well. You can still toddle off with your ship and pride intact if you'd prefer."  
 
 
  
 
 Spoiler: OOC 

Intimidation?  (1d20+5)[ 25 ] 
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 "I'm right tired with orcs and orogs thinking that me, my friends, and our boat could be there's with a bit of effort. I'm about to stop giving out warnings if it comes up again. Step off, friend. We got no hatred for you, and if you can say the same we can part ways all friendly like. If not I'm gonna get real violent real quick, and trust me friend, you don't want to see that."  Borthan grabbed his battle axe and gave it an experimental juggling spin through the air.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN nods.  " It also appears that they set some tripwires across the entrance as well.  If they are stronger than they appear, they may be able to stop or slow a boat from departing the bay.  I don't think these vessels have a friendly conversation on their minds. "

As the Eel passes into the bay proper, and the third unexpected ship comes into view, ALADIN gives it a lookover as well.  " It seems that we were followed by a sizable contingent.  However, there does not appear to be violence occurring.  Perhaps it might be best to simply wait, and act should combat occur, or the Manta starts to move out? "

 
 
  
RandomWombat
 The  Black Manta  

Baring his tusks, the orog sets a hand on the railing of his ship.  "Male loses his nerve when female comes around,"  he growls, gripping the wood with angry knuckles. It's clear he has hostility in mind, but the sudden 'shift' in numbers has him hesitating. There only appear to be a few orog on the deck of their vessel.  "Where is the gnome?"  he demands, slapping his heavy hand on the railing.  "The gnome who sold Captain Goron's necklace! We must know where the Captain is. If the gnome answers, we go." 
 The  Iron Eel  
  "Another one? More drow?"   Y inquires in his quivering voice, bristling with anxious energy. To the contrary, the ship looks to be of duergar design by ALADIN's estimation. In fact, he recognizes it as the smaller duergar ship from the Surly Siren - the one occupied by orog pirates.
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 41/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Ront appears to be considerably less than happy at the suggestion that he is a slave, raising his shield, and showing his cestus to the watching pirates.

The intimidation, however, might be slightly shaken by the bandages wrapped around his feet.
 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN shakes his head at Y's question.  " No, it does not appear so.  It appears to be a duergar vessel, however, the size and configuration match that of a vessel a band of orog pirates were utilizing at the Surly Siren.  I would estimate that the drow vessels are likely from the same location.  It is likely that they are seeking one Captain Goron.  If they are informed of his last known location, they may depart, and encounter the drow. "  As always, ALADIN's words are neutral, not showing any guilt or remorse over sending the pirates into a potential drow ambush.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 1/1 1st: 2/4 2nd: 1/3  

Faedryl frowns, then sighs.  " Captain "  she says it with a little bit of venom,  "Goron tried to jump us and lost. In my ally's absolute  maddening  display of mercy, they let him go - after he gave up his loot as price for his life. Last we knew of him he was headed to a duergar outpost south of here. If it means you'll leave without wasting our time and energy, we'll point it out to you on your map."  She was omitting some details, but it was true.
 
 
  
RandomWombat
 The  Black Manta  

It would be a stretch to say that the orogs' mood has improved. News of their ally's defeat is hardly better than his suspected death, but it does less to inflame their purpose towards vengeance. As word comes that Goron is alive, their leader chews at his teeth in thought, perhaps weighing whether Faedryl is to be believed.  "I know that outpost,"  the orcish man responds, pushing off of the railing. He paces along the length of the ship, eyeing Sarith and the others atop the  Manta .  "Fine. We continue ceasefire. When our landing party returns, we go,"  he announces, returning to his previous place on deck.

 The  Iron Eel  

The situation on the surface seems tense, but ALADIN does not see any escalation of hostilities.   "You know Captain Goron?"   Blurg's voice inquires. His voice betrays familiarity.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Beneath the waves, insulated from all the happenings on the surface, ALADIN nods at Blurg's question.  " Yes, we encountered him when he attempted to capture our ship.  Are you familiar with him? "
 
 
  
RandomWombat
 The  Iron Eel  

Blurg's hand rests on one of the panels of the apparatus' cockpit. His fingers drum, and he rubs one of his tusks.   "We are well acquainted. The Captain and I knew one another before he was  The Captain . As labor slaves on the duergar docks,"   a bitter twist settles on his lip, recalling those days.   "And we fought together for our freedom. But in time, his tactics became too... distasteful for my preference. Our paths diverged, and we parted ways on a complicated note."  

Leaning back over ALADIN's shoulder, Y holds back a titter by biting his lip.   "I was under the impression the two of you were friends,"   he comments.

  "Maybe. Maybe it would be better to call us former comrades. I was hopeful that perhaps the years have cooled his fervor. Given that your ship is not captured, I assume he was not successful,"   turning to ALADIN, Blurg asks,   "Does the Captain yet live?"  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN listens, enhancing his databanks information on the subject of Captain Goron with the information that Blurg was providing.  " The Captain was alive, and leading an attack on a duergar facility the last time I saw him. "
 
 
  
RandomWombat
 The  Iron Eel  

With a hum, Blurg nods his head.   "I think we should surface and warn the rest of your companions of the drow threat."   Reaching down, he raises the plunger while adjusting their course with the lever, to bring them around the opposite side of the  Manta  from the pirate vessel.

 The  Black Manta  

Soon after negotiations are closed, a metallic structure breaches the water and slides up onto the shallows of the beach. The orog pirates double take in surprise, then the hatch opens and Blurg emerges, sliding down onto the sand.   "Hail,"   he greets the party, walking nearer along the beach.

 "That you, mage? Long time, you turn tail and run,"  the orog from before shouts down at the Society member.

  "Still alive, Opaugh,"   Blurg responds in a lukewarm voice.   "Color me surprised."   Opaugh sneers down, as Blurg turns to address the party.   "You should be made aware, there are two drow vessels outside of the bay, with tripwires prepared in an attempt to slow ships exiting. Almost certainly in preparation for an attack."  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 1/1 1st: 2/4 2nd: 1/3  

Faedryl's concern that the Society is associating with the Orog is put aside - they clearly hold no great love for one another, at least not anymore.  "These drow friends of yours?"  She asks the orog as she climbs back onto their ship.  "Before you ask, no, they're no friends of mine."   Probably . Zaen's passphrase lingers in the back of her mind, but there's little chance she'd volunteer that to the pirates, or to anyone without checking for scrying first.
 
 
  
RandomWombat
 "Drow? No drow with us,"  Opaugh responds, turning to look over his shoulder into the darkness of the bay. He sniffs the air, as it he could pick up their scent on the water.
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara gets back on the ship, listening to the conversation between the orogs and our crew.

  "Perhaps we should extend this ceasefire into a temporary alliance. The drow will kill us all if they get the chance. We should defeat them and then go our separate ways."  
 
 Spoiler: OOC 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy gets on the ship too, listens to Elara, and shakes his head.

  "I don't trust the orogs any more than I trust the drow. But I do have an extra sloop in this bottle if we could somehow use that as a distraction. Plus we have the eel to get some of us on the other side of the drow. Perhaps we could set some sort of trap."  
 
 Spoiler: OOC 
 
RandomWombat
 "We have no more reason to trust... you than... you... us,"  the orog first mate responds to Elara's suggestion, with what would be condescension if the complexity of the sentence did not strain his understanding of Common towards the end, coming out in a wavering grumble. He lets out a snort of air from his nostril.  "Your drow ship watcher already plays games, pretend to be a slave rebel. How could I trust your words more?" 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 1/1 1st: 2/4 2nd: 1/3  
 "We didn't need to tell you where Goron was,"  Faedryl notes to the Orog.  "Could've said we picked up his necklace from a shipwreck and gone on our merry way. I don't trust you, and you don't need to trust us, but the drow out there will stab us both just the same. May as well make it easier on yourself." 
 
 
  
 
 Spoiler: OOC 

With Borthan or Derendil's help, Faedryl gets a  21  on Persuasion.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan did his best to look ready to fight, standing next to Faedryl, hands on weapons but not clearing his sheathes.
 
 
  
RandomWombat
One of the orcish deckhands speaks up, muttering in hushed Orcish to the interim-captain. With a click of tooth against tusk, Opaugh grimly smiles, hands clasped upon his elbows.  "True."  Letting go of his arms, he paces nearer to the  Manta's  side of their ship, sizing it up.  "If you get sunk, we be easy pickings for slaves after. Fine-"  he juts his chin out at Faedryl.  "We will help sink the drow. But we will not be your bait." 
  "So it seems we have reached an accord for now,"   Blurg states, his shoulders relaxing.   "We should devise a plan. The  Eel  can technically strike from below, but its bite is not especially effective at bringing down large ships. What it can do is latch on and use its powerful tail to interfere with a ship's mobility, or move it where we want it."   Resting a knuckle on his chin, he adds,   "Our craft can easily overpower a rowing ship, but any variety of arcane engine would be a struggle."  
 "If you hold something still, these cannons can sink it,"  rapping the side of one of the weapons, Opaugh produces a metallic din. Unlike Goron's ship, they must have at least some ammunition left.

 "We gan blboarb a shib,"  one of the kuo-toan marauders on the  Manta  raises a webbed claw and murbles. Their ability to swim would allow them to traverse the water easily, though if there are many real eels or other fish in the water they could get a few bites along the way.

 
 Spoiler: History: Drow Ships and Naval Tactics 
Faedryl treats the DCs as 5 lower.

 
 Spoiler: DC 10: Armaments 
Drow ships are equipped with harpoon launchers, with spider silk threads. The normally use these to latch onto a ship and keep it from fleeing while the drow board; this way they get both slaves and a mostly intact ship out of the deal. When the opposing ship is too well-armored to be pierced with normal harpoons, they make use of sticky harpoons instead.

The harpoon launchers can still be deadly if aimed at a person, however, and drag anyone who survives the impalement into the dark waters.
 

 
 Spoiler: DC 14: Crew 
More than mechanical tools of war, drow ships rely on their personnel in combat. They are equipped with magi for ranged engagements, and many of their boarding parties carry enchanted ziplines or utilize spells such as Misty Step to surmount distance.
 

 
 Spoiler: DC 18: Propulsion 
A drow ship's propulsion depends on its quality. Almost all ships have some form of slave rowers for delicate movements and steering, but higher quality ships can unfurl enchanted silken sails that fill themselves with wind, allowing them to sail quite fast in the 'dark. There is a set of control levers near the navigator's wheel that controls the sails.

Their magical enhancements make them resistant to being shredded with arrows or burnt with flame, but a duergar cannon should be powerful enough to rip some holes in them.
 

 

 
 Spoiler: Survival or Insight DC 16 
There are two tall cliffs that overlook the bay, forming its entrance. Right now the drow are using these alongside rocks in between to make their triplines, but the cliffs themselves are also a potential danger - and potential asset.

Anyone staging an ambush could post snipers atop the cliffs. The drow in particular are equipped with giant spiders, making scaling the heights so simple that failing to utilize them would be idiocy. Some could even be watching the party on the beach right now from one or both cliffs, through darkglasses.

There is a land-bound path to climb up onto the cliffs.  Path  is a strong word. It is uneven and rocky, and would take a skilled climber to traverse.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice.  
 Concentrating:-- 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 1/1 1st: 2/4 2nd: 1/3  

Perhaps the quiet thrill of successfully convincing someone (even if it wasn't a fellow drow) of something inspires Faedryl, but she feels on a slight roll, and tries not to worry about karma twisting that on her down the line.

 "A quick primer on drow naval tactics for those unaccustomed to it. Typically they use harpoons, by they piercing or stickers, to latch onto ships and board from there, rather than sinking with cannonfire. All the better for enslaving the crew. Ships normally carry a complement of boarding troops who make use of their own grappling hooks or short ranged teleportation, supported by spellcasters who remain on their 'home' ship. Typically their sails are enchanted, protected against most mundane weapons or flame, but larger weaponry-"  She gestures to the cannons on the orog ship.  "-may prove effective." 
 "Chances are they have snipers or other spider-mounted agents up on the cliffs as well. I'm certainly not up for a climb, but if anyone wanted to head up..."  She glances at Sarith, who pointedly looks away, as if to say   " I'm an archer, not a climber."    Which turns her eyes in turn onto Nilvae and her 'pet' and Galdar and his mount.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Emerging from the Iron Eel at last, ALADIN finally chimes in as he descends the exterior of the Eel.  " Depending on how well enchanted their hulls are, I may be able to shatter one, and put a hole in it.  Judging by the past behavior of the carnivorous fish, I should be able to swim out and cast from underwater.  If that fails, I will have little recourse, so it should perhaps be combined with an assault.  It might be possible for someone to disable or destroy the spiderwebs as we approach as well.  We could also attempt communicating.  I find it surprising that the drow would have followed us here simply out of a desire to sink our ships.  If we can claim the heights, it might be possible to communicate with them via shouting, or at least drop rocks on them?  I think it likely unwise to attempt a passage without making sure that rocks are not going to be dropped through our ships. "
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 4 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 "I can get behind taking the cliffs. Might give Sarith a good angle to blast them at range. However, as much as I'm willing to go, I'm still kind of hurt. Anyone got any magic to patch me up?"  Borthan had  bandaged himself up during the interim, but was still bleeding heavily.
 
 
  
 
 Spoiler: OOC 
Did we short rest? I might have missed it.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 17/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:1/1 D12, 3/3 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 
 "I think I would be better suited at boarding enemy ships than climbing. My magics are mostly melee oriented."  Derendil's bandages were much neater, though not trained on the matter.
 
 
  
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara looks a round a little sheepishly. She hesitates as the others discuss our options. She has already outed herself to the crew, but she's not keen on reminding them what she is.

  "I... can walk up the cliff like it's the ground. We could also take any of our smaller friends with us - Topsy, Turvy, Aladin."  
 
 Spoiler: OOC 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy looks around nervously,

  "I'm not excited about being carried up a sheer cliff face, but if that's what everyone thinks is best, I'll do it."  
 
 Spoiler: OOC 
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN nods.  " I have no objections to taking the cliffs.  I also retain feather fall, so if we need to I could enable a rapid descent.  Perhaps we should coordinate the cliff activities with the boats heading out? "

 
 
  
RandomWombat
Like Borthan, Charlotte - Galdar's steeder - has seen better days. A moment's reprieve to bandage their wounds might be wise. In order to spring on them now, the drow would need to disassemble their carefully crafted ambush site.

 
 Spoiler: OOC 
The party has indeed not SR'd since the hive, yet. Charlotte has also not healed since the ant rave, where she was down to something like 1 hit point.
 

 "I am not much of a hiker, but if there's an offer to ride a spider up, I would join the counter-ambush,"  Topsy volunteers. With a look of consideration, she pulls a stick of lizard jerky from a bag within her pack, and offers one each to Faedryl, Borthan and her brother.  "Here. Something to keep your strength up." 
 
 Spoiler: OOC 
The lizard jerky is exquisite, seasoned with some of the herbs and with powdered mushrooms from Borthan's gathering over the past week or so. When eaten as a bonus action, it grants 6 thp.
 

  "There are two cliffs,"   Blurg observes, looking out over the water.   "One overlooks the ships we passed, according to your companion's account. But the other could also hide snipers. Should some perhaps be dispatched to both cliffs?"  

For their part, the pirates and marauders don't seem to have much else to contribute to tactics discussions.
RandomWombat
 Flank 1: Sarith, Nilvae, Mr. Spide 

Though technically speaking they set out for the nearer of the two cliffs, the first flanking party finds their way rather rough. First they must ascend the waterfall that the party climbed down from the Society's campsite, then pick their way across stones in the stream to reach the other cliff face with unbitten ankles. There, a thankfully much dryer rock-climb awaits onto the rocky cliff ledges that extend out over and around the bay.

 
 Spoiler: Skill Challenges 
 
 Spoiler: Waterfall Ascent 
Two DC 14 Athletics checks, traveling up it this time, so they must be completed in a row.

Failing the first check is a shorter fall that causes 1d6 bludgeoning damage.
Failing the second check results in a 30 foot fall into a small, sandy pool that opens into the bay, causing 2d6 bludgeoning damage.
Failing either check results in getting chewed on by some of the carnivorous minnow fish in the pool for 1d6 piercing/slashing damage and 2 Bleed as they wade through before getting out of it. Then, trying again.

Misty Step can skip the ascent.
Spide does not need to make the check, and can provide Help to those climbing, granting Advantage, or can take additional time carrying each of them up manually to allow them to skip the skill challenge; hauling them up will cost Spide a DC 14 Athletics check per passenger, to resist 1 level of Exhaustion.

Stealth may be attempted to avoid drawing the attention of the ambush snipers. You needn't retry Stealth for every single failed climb attempt, only if it takes an inordinate amount of time.
 

 
 Spoiler: Stream Crossing 
One DC 12 Acrobatics check top hop between stepping stones.

On a failure, the character still makes it to the other side, but takes 1d6 piercing/slashing damage and 2 Bleed from the carnivorous minnows in the water.

Misty Step can skip the crossing.
Spide's Web Grapnel allows him to skip the crossing.
The river crossing is fully hidden from the snipers, requiring no Stealth check.
 

 
 Spoiler: Cliff Ascent 
Getting up onto the cliffs is two DC 10 Athletics checks, which must be completed in a row.

Failure on the first check results in 1d6 bludgeoning damage from a fall and scrapes.
Failure on the second check results in 2d6 bludgeoning damage from a heftier drop onto the rocky riverbank.
Failure on either check results in trying again.

Misty Step can skip the ascent.
Spide does not need to make the check, and can provide Help to those climbing, granting Advantage, or can take additional time carrying each of them up manually to allow them to skip the skill challenge; hauling them up will cost Spide a DC 12 Athletics check per passenger, to resist 1 level of Exhaustion.

After the final climb, the team can roll Stealth a second time to conceal their final approach.
 

 

 Flank 2: Galdar, Charlotte, Topsy 

Reaching the further cliff is not so difficult as reaching the nearer one. For one, they can climb the slopes of the beach to reach the plateau of the western cliffs. Still a bit of a hike, but nothing compared to the rock climbing their counterparts will be doing; particularly with a well-rested Charlotte to carry them. The steeder is testy with Topsy riding her at first, but acquiesces to Galdar's commands.

On the other hand, there is little cover along their path.

 
 Spoiler: Skill Challenge 
Charlotte negates any minor climbing they may have needed to do.

However, they must all pass three Stealth checks to avoid notice on their approach.

 
 Spoiler: Timing 
They may choose a number between 5 and 10 to determine their arrival time, higher being slower. Moving at a timing of 8+ allows them to use the Dodge maneuver against any incoming fire should they be spotted, since Charlotte gives them good maneuverability on the cliffside.
 

 

 Flank 3: ALADIN,  Iron Eel  

As the Eel slithers back into the water, the Society offer ALADIN a ride upon its back. Certainly, it would save him a several hundred foot walk at the bottom of the murky water, and ensure he does not get turned around in the poor visibility below. Blurg advises him, however, to avoid getting his fingers caught and crushed in the section joints.

It will become clear to the carnivorous fish one way or another that ALADIN is not edible. But perhaps he can avoid the test-nibbles before they get it into their slippery, scaled skulls.

 
 Spoiler: Skill Challenge 
ALADIN can roll a DC 12 Animal Handling check to get the aquatic wildlife to leave him alone.
On a failure, he takes 1d6 piercing damage and 2 Bleed from fish nibbles, and may try again.
After two failures, he takes the damage again - but the fish take the hint that he's not made of something edible and leave him alone.

The DC and potential damage have been lowered somewhat by the presence of the  Iron Eel , which frightens away the larger, smarter fish who see a much bigger fish and gtfo.
 

 The  Black Manta  

While the others move to get in place, the  Black Manta  and the pirate ship are left to wait, make any last minute preparations they need to before the coming confrontation, and decide how soon to depart - too early, and they could face sniper fire before the others arrive; but they would also provide a distraction for the flanking parties' approaches. Too late, and they risk the flanking parties facing more trouble from drow back-up.

There is also the issue of the web tripwire.

 
 Spoiler: Skill Challenge 
Anyone with a ranged cantrip (or spell) that does force, fire or lightning damage can make an attack roll against AC 10 to burn away the tripwire on their approach. Magic Missile succeeds automatically. They have two shots at hitting it before the ships do; slowing down to avoid it would ultimately have the same effect as the tripwire itself and make them easier pickings for the snipers.

 
 Spoiler: Timing 
The main party can choose a number between 1 and 10 to determine their timing. Flank 1's arrival time depends on their checks, Flank 2's on their choice of speed, and Flank 3 is estimated to arrive at a timing of 2 - the  Eel  will easily be in place and ready no matter what.
 

 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (10/10)  
 Concentrating:-- 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 0/1 1st: 2/4 2nd: 0/3  

Faedryl has little magic left to her, but she puts it to use, unwilling to risk the tripwire harming their ships, all while cloaking herself in her shawl of icy magic.
 
 
  
 
 Spoiler: Actions 

Magic Missiling the tripwire.
Casting (2nd) Armour of Agathys.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 40/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions:   
 Concentrating:  

Sarith is decidedly unhappy at being ordered to climb, when he had been otherwise enjoying his rest and relaxation on the ship, but he sets off regardless, dragging the loud and boisterous and annoying happy half-elf in tow like an indentured uncle forced to entertain a niece.
 
 
  
 
 Spoiler: Actions, also for Nilvae 

Nilvae: Inspiring Leader on the party before she leaves.  8  Temp HP for everyone.
Soothsayer on Sarith, Spide
 Sarith Climb 1:  (1d20+4)[ 8 ] 
Sarith Climb 2:  (1d20+4)[ 9 ]  (1d20+4)[ 13 ]  (Soothsayer Advantage) 
Sarith Climbing: Failed once, passed 1+2 on second attempt.  2  damage taken.
Spide Hauling Nilvae.  (1d20+5)[ 17 ]  (1d20+5)[ 24 ]  vs 14 to avoid exhaustion.

Stealth rolls:
Sarith:  (1d20+8)[ 10 ] 
Nilvae:  (1d20+1)[ 19 ] 
Spide:  (1d20+5)[ 16 ] 

Stream Crossing:-
Sarith:  (1d20+8)[ 27 ]  (1d20+8)[ 21 ]  (Soothsayer Advantage)
Nilvae:  (1d20+1)[ 19 ] 

Cliff Ascent:-
 Sarith Climb 1:  (1d20+4)[ 7 ] 
Sarith Climb 2:  (1d20+4)[ 10 ]  (1d20+4)[ 14 ]  (Soothsayer Advantage) 
Sarith Climbing: Failed once, passed 1+2 on second attempt,  4  damage taken.
Spide Hauling Nilvae.  (1d20+5)[ 25 ]  (1d20+5)[ 14 ]  vs 14 to avoid exhaustion.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 48/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With his boots melted, and his armor tattered from the acid of the hive, Ront wasn't exactly looking forwards to another fight, but he could hardly not in front of a shipload of orcs and orogs.  Like Faedryl and others, he took up a stance at the front of the ship, and attempted to slice through the webbing, his way.

By throwing Dawnbringer.  Repeatedly.

 
 Spoiler: OOC 

 (1d20+10)[ 12 ]  Dawnbringer toss 1?
 (1d8+7)[ 11 ]  +  (1d4)[ 4 ] 
 (1d20+10)[ 24 ]  Dawnbringer toss 2?
 (1d8+7)[ 15 ]  +  (1d4)[ 3 ] 
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Taking advantage of the offer to ride on the back of the Iron Eel, ALADIN, with access to more supplies, quickly rigs up a fish dissuader, discouraging them from taking a bite at him as he rides on the back of the Iron Eel, ready to attempt to shatter the hull of one of the drow ships once it started to move.

 
 Spoiler: OOC 

Rolled an animal handling of 13 in the rolls channel.
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Covered with bandages and mourning the loss of a good pair of boots, Borthan moved to the captain's position of the Black Manta.  "A full share of the treasure to any crew member who can bring me a pair of boots that fits."  He shouted above the flap of sail and the creak of oars. Borthan looked to the edge of his vision and waited until the moment he discussed with others and thought was right to start moving.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil prepared for combat and for potential swimming, gripping his trident with furred knuckles and trying to spot oncoming threats from the Darklake.  
 
  
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
Elara looks around at the crew.

  "Keep the lights out. I can see farther than the drow so can tell you what they are doing. Sarith, enjoy the blessing of Sehanine and join me as lookouts."  

She touches the male drow and he finds that his vision can pierce even farther in the dark than normal. She moves to the bow of the ship to keep watch.

 
 Spoiler: OOC 
Eyes of the night to share her 300' darkvision with Sarith for one hour.
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy makes sure to find cover, hiding amongst the boxes, barrels and ropes on the deck.

  "Let's get started on this."  
 
 Spoiler: OOC 
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith
Nilvae
Mr. Spide
  Enemies  
Drow Scout A: Unharmed
Drow Crossbowman A: Unharmed
Drow Arcane Archer A: Unharmed
Giant Spider A: Unharmed
Giant Spider B: Unharmed

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar
Charlotte
  Allies  
Topsy: Unharmed
  Enemies  
Drow Scout B: Unharmed
Drow Crossbowman B: Unharmed
 Drow House-Mage of Mizzrym:  Unharmed
Giant Spider C: Unharmed
Giant Spider D: Unharmed

 The  Black Manta  (Undamaged) : 1 round out from engaging in Naval Battle / ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl
Elara
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil
Ront
Turvy
  Allies  
Kuo-toa Sailor A: Unharmed
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unharmed
Kuo-toa Marauder A: Unharmed
Kuo-toa Marauder B: Unharmed
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed, Belowdecks

 The  Iron Eel  (Undamaged) : ~30 feet Underwater, beneath DSHS 1
ALADIN
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) : 1 round out from engaging in Naval Battle
  Allies  
Orog Wilder: Unharmed, manning Wheel
Orc Deckhand: Unharmed, manning Cannon
Orc Deckhand: Unharmed, manning Cannon
Orog Arbalest: Unharmed, Belowdecks, positioned in Bunker
Orog Stonehorn: Unharmed, Belowdecks, manning Crystal Engine

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Undamaged) : Crow's Nest ~20 feet up
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Unharmed, Readying a Spell for when the party's ship enters sight/range
Shoor (Ilvara's lover): Unharmed
Jorlan (scarred male drow from Velkynvelve): Unharmed, Readying an attack for when the party's ship enters sight/range
Asha (Ilvara's junior priestess): Unharmed
Drow Venomancer A: Unharmed
Drow Venomancer B: Unharmed
Drow Hexer A: Unharmed
Drow Hexer B: Unharmed
Drow Wizard: Unharmed
Drow Crossbowman C: Unharmed, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Unharmed, manning Harpoon Gun
Drow Sailor C: Unharmed, manning Harpoon Gun
Giant Spider E: Unharmed

 Drow Slave-Hunter Ship 2 (Undamaged)  Crow's Nest ~20 feet up
Drow Elite A: Unharmed
Drow Elite B: Unharmed
Drow Venomancer C: Unharmed
Drow Venomancer D: Unharmed
Drow Hexer C: Unharmed
Drow Hexer D: Unharmed
Drow Hexer E: Unharmed
Drow Arcane Archer B: Unharmed, in Crow's Nest
Drow Crossbowman E: Unharmed, in Crow's Nest
Drow Crossbowman F: Unharmed in Crow's Nest
Drow Sailor D: Unharmed, manning Wheel
Drow Sailor E: Unharmed, manning Harpoon Gun
Drow Sailor F: Unharmed, manning Harpoon Gun
Giant Spider F: Unharmed

 Other 
 Drow Agent:  Unharmed, rapidly ascending East Cliffs, has cover from East Cliffs
 

 
 Spoiler: Initiative 
As usual, players can choose to use merged or separate initiatives for their characters. Since Amnestic is managing Spore's characters at the moment, a supermerge is also available as an option.

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20
 Drow Agent (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
 Elara/Turvy  - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13
 ALADIN  - 12

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
Drow Wizard - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4
 Ront  - n1

Elara and Turvy are up!
 

 East Cliff 

As Sarith's head peeks above the crest of the final ledge onto the uneven, rocky ledges that is their goal, a drow arrow skitters against the rocks beside him. Their approach was spotted - but thanks to the terrain, they had enough cover to get within engagement distance unbeset by arrow volleys.

On the cliff are three drow armed with ranged weapons: a scout with a longbow, a better-armored crossbow-wielding drow soldier, and another drow with a longbow whose forehead is adorned with an adhesive silver ornament. Along the sides of the cliff are two giant spiders, guarding their drow masters.

From their vantage, the flanking party can see a priestess very familiar to the former Velkynvelve prisoners, along with her posse, among the crew of one of the ships. Ilvara's posture betrays tension and stress as she paces up and down the deck. A glance upwards, and Sarith for a moment locks eyes with his former commander. Hatred burns in those eyes. Magic begins to coalesce between her fingers as she draws strands of weave through Lolth's amulet.

Nearby, her jilted former lover - and Sarith's other, former-former commander - can see him too. In the eyes of the scarred drow, there is hatred yes. But also a familiar hollow, a sullen self-destructive depression that Sarith knows all too well. Jorlan's eyes tell of dead hope. He stands at the bow of his mistress' ship and pulls a hand crossbow into his awkward, misshapen grasp and loads it, aiming the weapon for the edge of the cliff wall in anticipation of approaching targets.

From the other ship, a drow woman in black leathers and a face-covering hood leaps from her deck and sprints across the water, towards the cliffside and then out of view as she becomes impossible to see from their angle. Then, Sarith can hear the sound of scrambling rocks from below - frighteningly close.

 
 Spoiler: Combat Log 
The shot is just flavor, they didn't get approach attacks due to the terrain cover.

Drow Agent uses her Legendary Action to Dash over the water and approach the cliffs.
Jorlan can see the flanking team, but is too far away to hit with his weapons. He Readies an attack with his hand crossbow.
Ilvara can see the flanking team, but is too far to hit with any of her legendary actions. She Readies a spell.
Drow Agent ascends the East Cliff rapidly with multiple Dashes, but not fast enough to arrive yet.
Ilvara adjusts her Readied spell.
 

 West Cliff 

Guarding themselves as they approach on the open plateau of the western cliffs, Charlotte and Galdar weave around a few incoming opportune shots by the drow in position. There are three, one in light scouting armor and one in a chain shirt with a crossbow. Between them is a male drow with a chiseled chin, and a tired but well-shaped face. He is clad in black robes and draped in silver finery, with a spellbook at his side and a silver-inlaid zurkhwood wand in his hand. Two giant spiders lurk nearby.

The wizard raises his wand, and an icy-white beam of energy sails out, impacting Galdar. His armor suddenly feels painfully cold against his chest, even through the padding. A lethargy comes over him, but thankfully does not affect Charlotte carrying them closer so that he may hit them.

 
 Spoiler: Combat Log 
Drow Scout B misses an attack on approach.
Drow Crossbowman B misses an attack on approach.
Drow House-Mage hits Galdar with a Ray of Frost, dealing  7  cold damage.
 

 
 Spoiler: History DC 15 
The raiments worn by the drow spellcaster mark him as a House-Mage, a rank among wizard slaves belonging to (sometimes in the owned sense, sometimes also in the familial sense) to a drow House. The House-Mage is the chief among them, the most skilled of a House's arcanists.
 

 Naval Battle Approach 

Cantrips sail ahead, burning away the tripwire as the flanking parties engage with their respective foes above. At Borthan's direction, the rowers row them nearer to the cliffs, preparing to move past and engage the drow ships. They cannot see their foe's main body yet, but will arrive in moments.

 Underwater 

Slithering ahead of the pack, the  Eel  lurks beneath the water. ALADIN examines the hulls of the ships floating above, as he waits for the opportune moment to strike.

 
 Spoiler: ALADIN Arcana 
There is a telltale shimmer along the edges of one of the drow ships, when viewed at the correct angle. A shimmer that implies an enchanted hull. The other does not display the same protections.
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 41/41  +8 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 1/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 1/1 LR
  
 
  
With her longer-range darkvision, Elara is able to see the drow priestess before she can see us. She asks Borthan to stop our ship.

  "Stop here, just out of range. Let Sarith fire a few arrows at the drow spellcaster. He can see them but they can't see us. Everyone else keep all your lights out and take cover in case they can shoot back."  

She then ducks behind a box to make sure any incoming arrows can't hit her.

 
 Spoiler: OOC 
Eyes of the night shared 300' darkvision with Sarith for one hour.

No actions that are effective at this range.
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 26/33  +11 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 1/2
Portents: 5, 10
  
 
  

Turvy makes sure to find cover, hiding amongst the boxes, barrels and ropes on the deck.

  "Let me know when it's time to jump out."  
 
 Spoiler: OOC 
He needs to save spellslots for the main ship
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith
Nilvae
Mr. Spide
  Enemies  
Drow Scout A: Unharmed
Drow Crossbowman A: Unharmed, Readied Attack
Drow Arcane Archer A: Unharmed
Giant Spider A: Unharmed
Giant Spider B: Unharmed

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar
Charlotte
  Allies  
Topsy: Unharmed
  Enemies  
Drow Scout B: Unharmed
Drow Crossbowman B: Unharmed
 Drow House-Mage of Mizzrym:  Unharmed
Giant Spider C: Unharmed
Giant Spider D: Unharmed

 The  Black Manta  (Undamaged) : 1 round out from engaging in Naval Battle / ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl
Elara
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil
Ront
Turvy
  Allies  
Kuo-toa Sailor A: Unharmed
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unharmed
Kuo-toa Marauder A: Unharmed
Kuo-toa Marauder B: Unharmed
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed, Belowdecks

 The  Iron Eel  (Undamaged) : ~30 feet Underwater, beneath DSHS 1
ALADIN
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) : 1 round out from engaging in Naval Battle
  Allies  
Orog Wilder: Unharmed, manning Wheel
Orc Deckhand: Unharmed, manning Cannon
Orc Deckhand: Unharmed, manning Cannon
Orog Arbalest: Unharmed, Belowdecks, positioned in Bunker
Orog Stonehorn: Unharmed, Belowdecks, manning Crystal Engine

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Undamaged) : Crow's Nest ~20 feet up
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Unharmed, Readying a Spell for when the party's ship enters sight/range
Shoor (Ilvara's lover): Unharmed, Poisoned Weapon
Jorlan (scarred male drow from Velkynvelve): Unharmed, Readying an attack for when the party's ship enters sight/range, Poisoned Weapon
Asha (Ilvara's junior priestess): Unharmed
Drow Venomancer A: Unharmed, Poisoned Weapon
Drow Venomancer B: Unharmed, Poisoned Weapon
Drow Hexer A: Unharmed, Poisoned Weapon
Drow Hexer B: Unharmed, Poisoned Weapon
Drow Wizard: Unharmed
Drow Crossbowman C: Unharmed, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Unharmed, manning Harpoon Gun
Drow Sailor C: Unharmed, manning Harpoon Gun
Giant Spider E: Unharmed

 Drow Slave-Hunter Ship 2 (Undamaged)  Crow's Nest ~20 feet up
Drow Elite A: Unharmed
Drow Elite B: Unharmed, Poisoned Weapon
Drow Venomancer C: Unharmed, Poisoned Weapon
Drow Venomancer D: Unharmed, Poisoned Weapon
Drow Hexer C: Unharmed, Poisoned Weapon
Drow Hexer D: Unharmed, Poisoned Weapon
Drow Hexer E: Unharmed, Poisoned Weapon
Drow Arcane Archer B: Unharmed, in Crow's Nest
Drow Crossbowman E: Unharmed, in Crow's Nest
Drow Crossbowman F: Unharmed in Crow's Nest
Drow Sailor D: Unharmed, manning Wheel
Drow Sailor E: Unharmed, manning Harpoon Gun
Drow Sailor F: Unharmed, manning Harpoon Gun
Giant Spider F: Unharmed

 Other 
 Drow Agent:  Unharmed, rapidly ascending East Cliffs, has cover from East Cliffs
 

 
 Spoiler: Initiative 
As usual, players can choose to use merged or separate initiatives for their characters. Since Amnestic is managing Spore's characters at the moment, a supermerge is also available as an option.

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20
 Drow Agent (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
 Elara/Turvy  - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
Drow Wizard - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4

The Amnestic/Spore cluster are up, as is ALADIN!
 

 East Cliff 

One of the drow upon the rugged cliffside readies his crossbow, leveling it in preparation for Sarith or his companions to poke their heads out.

Below on the ships, Sarith can see threads of streaming poison weave through the air at the motions of a set of female drow, coating the weapons of those nearby.

 
 Spoiler: Combat Log 
Drow Crossbowman A readies an action to attack if Sarith, Nilvae or Spide moves out of cover.
Drow Venomancers use their actions to poison the weapons of nearby crewmates.
 

 West Cliff 

Reloading his crossbow, the chain-clad soldier takes aim and fires another bolt, this time aiming at the steeder herself. Charlotte's readied posture allows her to jolt into a serpentine scuttle, evading the bolt.

 
 Spoiler: Combat Log 
Drow Crossbowman B shoots at Charlotte, but misses due to the approach Dodge.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Completing his analysis of the wardings on the nearby ship just in time, ALADIN starts to speak, pauses when his sound modulator reports a failure due to an insufficient volume of air being available for functionality, and instead he shifts his grip to bring his hand into view of the viewing ports of the Iron Eel, and points towards the other ship emphatically.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (10/10)  
 Concentrating: Ready (Create Bonfire) 
 Arcane Recovery: 0/2. Hexblade Curse: Av.  
 Slots:- Pact: 0/1 1st: 2/4 2nd: 0/3  

Too far away to contribute anything to the cliff battle, Faedryl readies a conjuring of flame, for the nearest target.
 
 
  
 
 Spoiler: Actions 

 Move:  Into cover?
 Action:  Ready Action: Create Bonfire for an enemy entering 60ft range.
 (2d8)[ 14 ]  Fire damage on  (1d20)[ 15 ] +mods DC16 dexsave.
 

      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 32/32 MP: 40/45 | AC: 14 HP: 35/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2   
 Conditions: 8/8 THP 
 Concentration:  

Nilvae, atop Mr Spide, steps out first, conjuring a sphere of flame which she then rams into the nearest drow.
 
 
  
 
 Spoiler: Actions 

 Move:  Out of cover.
 Action:  Cast Flaming Sphere (3rd)
 Bonus Action:  Ram it.
 (3d6)[ 9 ]  fire damage on failed DC15 Dex save  (1d20)[ 12 ] +mods.
Creatures ending their turn within 5ft of it make the same save.

 Spide: 
 Move:  As above.
 Action:  Sacred Flame  (1d20)[ 15 ] +mods DC15 dexsave or  (1d8+4)[ 12 ]  radiant.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 40/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 2/8 THP  
 Concentrating:  

Sarith follows, using the half elf and her spider creature as cover while firing an arrow at the nearest drow. He feels no regret at targeting his own kin, especially knowing their  history . They should have known better than to follow him. If they'd been wise they'd have run too.
 
 
  
 
 Spoiler: Actions 

 Move:  Also out of cover.
 Action:  Bowshot the nearest drow, focusing fire to take them down one by one. Advantage from Soothsayer
 (1d20+11)[ 26 ]  (1d20+11)[ 23 ]  (1d20+11)[ 20 ] 
 Damage:   (1d8+6)[ 9 ] + (2d6)[ 5 ][ 3 ](8) , +1 on any min or max rolls.
 

      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 38/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 2/3, 3rd: 1/2 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (Nilvae), 1/8THP 
 Concentration: Shadow Blade  

Galdar urges Charlotte onwards towards melee, aiming to close the gap with the drow and destroy them in close quarters.
 
 
  
 
 Spoiler: Actions 

 Bonus Action : Cast Shadow Blade (2nd)
 Move:  Instruct Charlotte to close into melee with the closest target.
 Action:  Attack. In the event Charlotte can't reach melee, they'll throw it instead.
Attack:  (1d20+7)[ 25 ]  Adv from dark/dim light:  (1d20+7)[ 23 ]  Damage:  (2d8+4)[ 19 ]  Psychic
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith
Nilvae
Mr. Spide
  Enemies  
Drow Scout A: Unharmed, Half Cover
Drow Crossbowman A: Bloodied
Drow Arcane Archer A: Unharmed
Giant Spider A: Unharmed
Giant Spider B: Unharmed

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar, Engaged by Giant Spiders C
Charlotte, Engaged by Giant Spiders C&amp;D
  Allies  
Topsy: Unharmed, Engaged by Giant Spiders D
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Unharmed
 Drow House-Mage of Mizzrym:  Unharmed
Giant Spider C: Unharmed, Engaged by Galdar and Charlotte
Giant Spider D: Unharmed, Engaged by Galdar and Topsy

 The  Black Manta  (Undamaged) : 1 round out from engaging in Naval Battle / ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl: Create Bonfire Readied, Half Cover
Elara: Half Cover
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil
Ront
Turvy: 3/4 Cover
  Allies  
Kuo-toa Sailor A: Unharmed
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unharmed
Kuo-toa Marauder A: Unharmed
Kuo-toa Marauder B: Unharmed
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed, Belowdecks

 The  Iron Eel  (Undamaged) : ~30 feet Underwater, beneath DSHS 2
ALADIN
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) : 1 round out from engaging in Naval Battle
  Allies  
Orog Wilder: Unharmed, manning Wheel
Orc Deckhand: Unharmed, manning Cannon
Orc Deckhand: Unharmed, manning Cannon
Orog Arbalest: Unharmed, Belowdecks, positioned in Bunker
Orog Stonehorn: Unharmed, Belowdecks, manning Crystal Engine

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Undamaged) : Crow's Nest ~20 feet up
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Unharmed, Readying a Spell for when the party's ship enters sight/range
Shoor (Ilvara's lover): Unharmed, Readying an attack for when the party's ship enters sight/range, Poisoned Weapon
Jorlan (scarred male drow from Velkynvelve): Unharmed, Readying an attack for when the party's ship enters sight/range, Poisoned Weapon
Asha (Ilvara's junior priestess): Unharmed, Readying a Spell for when the party's ship enters sight/range
Drow Venomancer A: Unharmed, Poisoned Weapon
Drow Venomancer B: Unharmed, Poisoned Weapon
Drow Hexer A: Unharmed, Poisoned Weapon, Dodging
Drow Hexer B: Unharmed, Poisoned Weapon, Dodging
Drow Wizard: Unharmed, Reading a Spell fir when the party's ship enters sight/range
Drow Crossbowman C: Unharmed, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Unharmed, manning Harpoon Gun
Drow Sailor C: Unharmed, manning Harpoon Gun
Giant Spider E: Unharmed

 Drow Slave-Hunter Ship 2 (Undamaged)  Crow's Nest ~20 feet up
Drow Elite A: Unharmed, Readying an attack for when the party's ship enters sight/range
Drow Elite B: Unharmed, Readying an attack for when the party's ship enters sight/range, Poisoned Weapon
Drow Venomancer C: Unharmed, Poisoned Weapon
Drow Venomancer D: Unharmed, Poisoned Weapon
Drow Hexer C: Unharmed, Poisoned Weapon, Dodging
Drow Hexer D: Unharmed, Poisoned Weapon, Dodging
Drow Hexer E: Unharmed, Poisoned Weapon, Dodging
Drow Arcane Archer B: Unharmed, in Crow's Nest
Drow Crossbowman E: Unharmed, in Crow's Nest
Drow Crossbowman F: Unharmed in Crow's Nest
Drow Sailor D: Unharmed, manning Wheel
Drow Sailor E: Unharmed, manning Harpoon Gun
Drow Sailor F: Unharmed, manning Harpoon Gun
Giant Spider F: Unharmed

 Other 
 Drow Agent:  Unharmed, rapidly ascending East Cliffs, has cover from East Cliffs
 

 
 Spoiler: Initiative 
As usual, players can choose to use merged or separate initiatives for their characters. Since Amnestic is managing Spore's characters at the moment, a supermerge is also available as an option.

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20
 Drow Agent (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
 Elara/Turvy  - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
Drow Wizard - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4

Borthan and Derendil are up! ALADIN and Ront can also act, as their turn is unlikely to change from the house-mage's action.
 

 East Cliff 

As she rides Spide over the ledge to advance, Nilvae is fired upon, a crossbow bolt grazing her shoulder. Whipping flames into existence, she sends a sphere sailing and bouncing along the terrain like a bowling ball. The crossbowman who struck her rolls out of the way, incidentally evading a column of white fire that strikes where he had just been knelt.

The same roll that saves him from a scorching, however, prevents him from seeing Sarith's shot coming before it's too late. An arrow strikes the crossbowman, the force of Sarith's draw nearly knocking him to the ground. Gritting his teeth against the bleeding wound around the wooden shaft, he grasps it and applies pressure.

A drow scout perched above the bay, likely having been watching their approach through the darkglass at his hip, stands and looses a shot while jogging into better cover behind a jagged stone. The arrow strikes Sarith in the chest, only barely penetrating his armor and leaving a shallow wound behind when it falls loose. He ducks just in time to avoid a second arrow, from the sorcerous archer.

The enemies' two giant spiders crawl into a flanking position around Spide and Nilvae, each of them lunging forward with their fangs against a different target. Fangs slide across Spide's carapace, failing to find purchase, but Nilvae receives a burning bite in the thigh. Venom pulsing through her veins disrupts her concentration on the flaming sphere, which winks out into a puff of smoke.

 
 Spoiler: Combat Log 
Nilvae moves out of cover, taking a readied attack from Drow Crossbowman A for  7  damage. She casts Flaming Sphere, which rams Drow Crossbowman A, but he evades. It rests between the Crossbowman and Arcane Archer A.
Spide casts Sacred Flame at the same target, but Drow Crossbowman A evades.
Sarith hits Drow Crossbowman A with a Sneak Attack, dealing  17  damage and leaving him Bloodied.

Drow Scout A shoots Sarith for  5  damage, and takes cover. He will lose cover if engaged in melee.
Giant Spider A bites Nilvae for  7  damage, and  2  poison damage after a successful save (before any resistances). She barely fails a Concentration check, losing Flaming Sphere.
Giant Spider B misses Spide with a bite.
Arcane Archer A shoots
 

 West Cliff 

Riding forth on his steeder, which scuttles forward on eight legs smoothly over the rocky terrain, Galdar raises a hand and coalesces a blade of darkness in his hand. It pulsates, slithering tendrils into the ample darkness of the Under-world. When he swerves Charlotte's approach to slice down, the blade passes through the neck of a drow scout in the midst of re-drawing his bow. No physical mark is left on the elf, but he collapses, wide-eyed stare swiftly fading as the illusory blade kills his brain stem from the inside.

 "Hold,"  at the wizard-commander's word, the giant spiders wait. Conjuring a flat, sharp plane of ice between his fingers, the House-Mage flings it softly at Charlotte. It explodes against the spider, washing her and her riders in a spray of freezing wind and ice fragments.  "Now go."  Following his order, they close in to flank the trio.

 
 Spoiler: Combat Log 
Galdar rides Charlotte closer, and uses Shadow Blade to one-shot Drow Scout B.

Drow House-Mage uses his Legendary Action to cast with a 1st level spell slot: Ice Knife. It strikes Charlotte for  3  piercing damage and explodes for  10  cold damage to Charlotte, Galdar and Turvy. Turvy passes her save, taking half damage. The others take full. Concentration easily survives on Shadow Blade.
Giant Spiders Ready actions to move into melee after the ice knife, which they then do.
 

 The  Black Manta  

Faedryl, Elara and Turvy crowd behind supply crates and barrels - both empty and full - using them as cover to prepare for the likely volley of arrows to come. Below, the oars turn, propelling the ship forward.

 Underwater 

Heeding ALADIN's motions, the crew inside the  Eel  curve and slither, bringing them beneath the other ship.
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 48/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With an assault against a prepared drow position in the works, Ront's stomach churns, and his mouth feels chalky, and dry.  Despite that, he holds the un-ignited Dawnbringer in his gauntleted hand, chain attached, prepared to throw it should the opportunity arise as he takes cover behind his broad shield, aiming it towards the fore to provide protection against what was sure to come.

 
 Spoiler: OOC 

Readying a throwing attack, trying to keep Dawnbringer as a surprise, and declaring the direction for the tower shield half cover benefit.
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Holding onto the outside of the Iron Eel, ALADIN has a simple mission, and a simple plan.  As the Iron Eel moves into position to engage the non-warded ship, he starts focuses his vibrogauntlets(tm), and unleashes a hail of thunder against the rudder and rear hull of the ship, trying to shatter it into ruin, removing the ability of the ship to maneuver, and starting it's journey to the bottom.

 
 Spoiler: OOC 

Casting Shatter on the unwarded ship from below, targeting the rudder and surrounding area.
 (3d8)[ 21 ]  Thunder damage to non-magical objects, any creature within the 10 foot radius point gets to make a con save(DC 17) or take that damage as well(Half on a success).
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:45/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 "Everyone get ready! Use cover! First one to die, man fish or orc, is getting my bootless foot to their ***!"  Borthan gets behind a barrel and focuses on defense, hoping the enemy doesn't have any blasting magic to hit them in cover.
 
 
  
 
 Spoiler: OOC 
With a lack of targets, Bort and Derry will get behind cover and use the dodge action.
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith
Nilvae
Mr. Spide
  Enemies  
 Drow Agent:  Unharmed, Half Cover
Drow Scout A: Unharmed, Half Cover
Drow Crossbowman A: Bloodied
Drow Arcane Archer A: Unharmed
Giant Spider A: Unharmed
Giant Spider B: Unharmed

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar, Engaged by Giant Spider C
Charlotte, Engaged by Giant Spiders C&amp;D
  Allies  
Topsy: Unharmed, Engaged by Giant Spider D
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Unharmed
 Drow House-Mage of Mizzrym:  Unharmed
Giant Spider C: Unharmed, Engaged by Galdar and Charlotte
Giant Spider D: Bloodied, Engaged by Charlotte and Topsy

 The  Black Manta  (Damaged, Burning 1) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun, Half Cover
Elara: Half Cover
Borthan: Half Cover, Dodging, Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil: Half Cover, Dodging
Ront: Tower Shield Half-Cover towards Drow Ships, Readied attack with thrown Dawnbringer
Turvy: 3/4 Cover
  Allies  
Kuo-toa Sailor A: Dying
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Dying
Kuo-toa Marauder B: Dying
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed, Belowdecks

 The  Iron Eel  (Undamaged) : ~20 feet Underwater, beneath DSHS 2
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) :
  Allies  
Orog Wilder: Unharmed, manning Wheel
Orc Deckhand: Unharmed, manning Cannon, Cannon needs loading action
Orc Deckhand: Unharmed, manning Cannon, Cannon needs loading action
Orog Arbalest: Unharmed, Belowdecks, positioned in Bunker
Orog Stonehorn: Unharmed, Belowdecks, manning Crystal Engine

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Unharmed
Shoor (Ilvara's lover): Unharmed
Jorlan (scarred male drow from Velkynvelve): Unharmed
Asha (Ilvara's junior priestess): Lightly Damaged
Drow Venomancer A: Unharmed, Poisoned Weapon
Drow Venomancer B: Unharmed, Poisoned Weapon
Drow Hexer A: Unharmed, Poisoned Weapon, Dodging
Drow Hexer B: Unharmed, Poisoned Weapon, Dodging
Drow Wizard: Dying
Drow Crossbowman C: Unharmed, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Unharmed, manning Harpoon Gun, in Create Bonfire
Drow Sailor C: Unharmed, manning Harpoon Gun
Giant Spider E: Unharmed

 Drow Slave-Hunter Ship 2 (Rudderless, Sinking 1)  Crow's Nest ~20 feet up
ALADIN: In Cargo Hold
  Enemies  
Drow Elite A: Unharmed
Drow Elite B: Unharmed, Poisoned Weapon
Drow Venomancer C: Unharmed, Poisoned Weapon
Drow Venomancer D: Unharmed, Poisoned Weapon
Drow Hexer C: Unharmed, Poisoned Weapon, Dodging
Drow Hexer D: Unharmed, Poisoned Weapon
Drow Hexer E: Unharmed, Poisoned Weapon, Dodging
Drow Arcane Archer B: Unharmed, in Crow's Nest
Drow Crossbowman E: Unharmed, in Crow's Nest
Drow Crossbowman F: Unharmed in Crow's Nest
Drow Sailor D: Unharmed, manning Wheel
Drow Sailor E: Unharmed, manning Harpoon Gun
Drow Sailor F: Unharmed, manning Harpoon Gun
Giant Spider F: Unharmed
 

 
 Spoiler: Initiative 
As usual, players can choose to use merged or separate initiatives for their characters. Since Amnestic is managing Spore's characters at the moment, a supermerge is also available as an option.

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20
 Drow Agent (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
 Elara/Turvy  - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
Drow Wizard - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4

Elara and Turvy are up!
 

 East Cliff 

Leaping over the precipice of the cliff and onto the perch with the others, a drow female clad in dark leathers with pale white hair (outwardly unremarkable) takes aim with a hand crossbow, firing at Sarith. A bubble of venom curls out of her belt pouch on its own and coats the bolt as it flies, but the dose is wasted as the bolt slams into stone. She narrows her eyes at the missed shot and ducks behind a rock for protection from return fire.

 
 Spoiler: Combat Log 
Drow Agent uses her Legendary Action for Dashing and arrives atop the cliff. She takes a poisoned shot at Sarith, but whiffs utterly.
 

 West Cliff 

Turning away from the cavalry-mounted pair and entrusting them to his arachnid guards, the wizard steps to the edge of the cliff and raises his hands, one of them clutching his ornate silvered wand. Electricity crackles between the implement and the spread fingers of his opposite hand.   "Eratius Fulm!"   he shouts, and a brilliant flash illuminates the darkness for a brief moment as a bolt of lightning spears downwards.

Producing a shortsword as the smaller attack spiders attempt to climb up Charlotte's side and reach them, Topsy stabs one nearly through the top of its skull, the blade skating over exokeleton and sinking in deep - but not lethal.

 
 Spoiler: Combat Log 
Drow House-Mage casts Lightning Bolt at the  Black Manta .

Topsy uses Steady Aim and sneak attacks Giant Spider D for  13  damage, Bloodying it.
 

 Naval Battle 

The last of the command crew get in position behind what available cover there is, preparing as the ship crosses the boundary where the tripwire once was, rounding the corner of the cliff and out onto the open lake. Stool lingers at the bottom of the stairs belowdeck, waiting for the opening volley to exchange before he climbs up to hurl his own magic.

As they approach, Derendil detects a light flashing out of the corner of his eye in time to warn Borthan. The ship attempts to evade, but is much too large to avoid the coming bolt fully as light and electricity streaks down. Derendil finds his fur singed, and one of the marauders is nearly knocked off his feet as an arcing trail strikes his greathook. Borthan's quick orders to the rowers were enough to ensure a hole was not seared straight through the ship. However, a piece of rope on the deck ignites, threatening to spread if not snuffed.

Their enemy comes into view. Among those on the nearest ship are familiar faces from Velkynvelve, for some of the party. And not the friendly kind. Faedryl's spell erupts into a circle of flame below one of the harpooners, who jumps back out of the way - but his path to use the weapon safely is now impeded. In answer, a glowing sphere of light zips past her, flying into the bay and then eventually fizzling out. The second marauder ducks aside as a javelin of acid flies past, arcing down into the wA hand crossbow bolt sails over Borthan's head, and a second sticks into one of the kuo-toa sailors nearby.

Last is Ilvara, who conjures a buzzing cloud of gnawing vermin - directly in the ship's path. The Black Manta passes through the cloud, subjected to the terrible teeth of the insects. They are gone as soon as they came, however, floating in place. When the dark cloud is gone, several of the kuo-toa are lying on the deck of the ship, covered in hundreds of welted stings.  "Give me Faedryl Melad, or  die !"  the priestess shouts above the sounds of engaging battle and the fading buzz of the vanishing insect cloud. Already winding up another spell, she launches a sickly green ray of light onto the  Manta's  deck, which collides with Elara's chest and sinks through her armor, filling her guts with a roiling sickening sensation that she barely pushes down to resist retching.

Reloading his hand crossbow painfully with his misshapen hands, Jorlan takes a second, indiscriminate shot onto the Manta's deck. A lucky shot sails towards Faedryl's arm, though it doesn't seem like he even noticed, half-heartedly loading another bolt already.

From the bunker of the orog ship, a large crossbow bolt sails through the air and impales a robed drow wizard on Ilvara's ship straight through the chest, pinning his rapidly dying body to the mast.  "Fire!"  the orog lieutenant commands, waving a hand to direct his deckhands, who fire their cannons at Ilvara's ship. One of the cannonballs explodes out and crashes through the middle of the ship. The hole is not quite low enough to sink, but the party can see several slave rowers inside, some of which just got shredded by the cannonball. This puts her ship's steering off balance, slowing the vessel down for a future assault. But the cannons will need to be reloaded first. Their leader aims his palm and launches a ray of rippling air that strikes Asha, Ilvara's junior priestess, across the face like a thrown fist.

The remaining marauder opts to brave the infested waters rather than be a target for further spells, and leaps in, swimming to the hole in the side of Ilvara's ship and using it as a foothold.

 
 Spoiler: Combat Log 
Drow House-Mage hits the  Manta  with a Lightning Bolt for  29  damage. Bort succeeds a navigation save for the ship, which takes half. Derendil also takes half. Kuo-toa Marauder B takes the full damage and is Bloodied.

As distance closes, waves of Readied Attacks and Spells go off. Drow Ship 2 is unable to get theirs' off, as they were disrupted by ALADIN from below.
Faedryl's Create Bonfire hits Drow Sailor B, manning a harpoon gun on the nearer ship puts him closest. He dodges, but the harpoon gun is now in a bonfire.
Ront is not near enough to throw yet, but his Readied action remains readied.
Shoor shoots Kuo-toa Sailor A for  9  damage, Bloodying him and knocking him out with Drow Poison.
Jorlan shoots at Borthan, but misses.
Asha casts Guiding Bolt at Faedryl, but misses.
Drow Wizard casts Acid Arrow at Kuo-toa Marauder A, but misses.
Ilvara casts Insect Plague on the Black Manta's path, then drops the spell after since it's soon left behind by the motion of the naval battle. Borthan fails a navigation check to avoid it and those on deck are subjected to a lucky lowball roll of  20  magical piercing damage risk.
The following characters pass their saves for half:
Faedryl (also passed concentration), Elara, Kuo-toa Marauder A
The following characters take full damage:
Borthan, Derendil, Ront, Turvy, Kuo-toa Sailor A (Dying), Kuo-toa Sailor E (Dying), Kuo-toa Marauder B (Dying)

Jorlan takes a shot at Faedryl, which will hit for  9  damage (Concentration passed) unless she pops Shield to deflect it.

Orog Arbalest lands a sharpshot on Drow Wizard for  20  damage, a perfect 1HKO.

Ilvara uses her Legendary Action to cast Ray of Sickness at Elara. She takes  10  magical poison damage, but passes her save versus Poisoned.

Orog Wilder shoots a sonic energy ray at Asha, dealing  9  damage.
Orc Deckhand A fires, but misses.
Orc Deckhand B fires and hits, damaging and Slowing Ilvara's ship.
Kuo-toa Marauder A dives into the water and swims to Ilvara's ship, taking  3  damage and 2 Bleed from bitey fish.
 

 Underwater 

Arcane power crackles around the rudder of the subordinate drow ship, then ruptures and takes a large chunk of the lower, back half of the ship with it in fragmented pieces. Shockwaves travel with great force underwater, and ALADIN is slammed into the surface of the  Eel  by the blast, but is able to keep his grip.

Above him, the underside of the ship begins to tilt backwards, sliding into the water as if on a ramp, water rushing into the bottom of the hull in a violent funnel. Suddenly yanked in the other direction by the flow of water and the  Eel  drawn up towards it, his grip on the apparatus slips and he is yanked into the cargo hold. Crates of supplies batter him as he rams into their various bobbing shapes, at depths depending how densely packed each is in turn, but he's able to navigate his way through with minimal damage. At last, his head bumps into a solid, stationary wall.

Above the rising water, he can see a hatch with a chain dangling from it, to open it and let down an attached wooden staircase. Water will creep up around the edges as it rises, but opening it would sink the ship all the faster and allow him access to the inner ship.

 
 Spoiler: Combat Log 
ALADIN's spell blasts a hole in the rear of Drow Ship 2. The disruption forces drow on the ship to make Concentration saves or lose their Dodges and Readied attacks from the unstable ground. Only Hexer C and E pass.
The shockwave deals a paltry  1  bump damage from knocking him into the Eel. He passes a Strength save go keep from falling down into the deeper waters.
As the ship begins to sink towards them, he fails a Strength save this time to maintain grip, and is sucked up by the water funnel, depositing him in the lower hold of the ship.
ALADIN passes a Dex save to halve  4  bump damage from a bunch of crates, for  2  total.

Pulling the hatch open is currently a DC 10 Athletics check to hop and grab it to pull it open. Water pressure will make it more difficult to do so without violent magical applications once the water reaches it.
 
Bobthewizard
      
      Elara     
 Moon Elf Dhampir Cleric 5
AC: 20 HP: 29/41  +11 THP  PP: 16 PIv: 10 PIs: 16
MP: 40/40  Sanity: +3
Initiative: +2 (Advantage and +1d8)
HD: 3/5d8, Conditions: none
Spell Slots, 1st: 2/4, 2nd: 3/3, 3rd: 1/2
Channel Divinity 0/1 SR + 1/1 LR
Vampiric Bite: 3/3 LR
Vigilant Blessing: self
Eyes of the Night: 0/1 LR
  
 
  
Elara is somehow hit by the sickening blast despite being behind a box. She almost vomits but keeps her composure. She then summons the light of her goddess.

  "Let the moonlight heal us and guide us!"  

Most of the deck of the ship is covered in beautiful moonlight.

 
 Spoiler: OOC 
Eyes of the night shared 300' darkvision with Sarith for one hour.
Action: Twilight Sanctuary

THP:  (1d6+5)[ 11 ] 
 

      
      Turvy    sheet    
 Deep Gnome Wizard 5
AC: 14 HP: 17/33  +7 THP  PP: 12 PIv: 16 PIs: 12
MP: 30/30  MD: 4/4d12  Sanity: -1
Initiative: +6
HD: 0/5d6, Conditions: mage armor, exhaustion 1
Spell Slots, 1st: 1/4, 2nd: 2/3, 3rd: 0/2
Portents: 5, 10
  
 
  

Turvy shoots a ball of fire at the deck of the ship, right next to Ilvara, hoping to catch her, her minions, and the ship in the blaze.

  "Alright everyone. Good luck!"  

He then ducks back behind full cover.

 
 Spoiler: OOC 
Fireball  (8d6)[ 27 ] 
DC15 Dex saves. Ilvara first, then use as many as you need.  (12d20)[ 14 ][ 14 ][ 10 ][ 7 ][ 15 ][ 12 ][ 19 ][ 15 ][ 16 ][ 8 ][ 17 ][ 3 ](150) 

THP:  (1d6+5)[ 7 ] 
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith
Nilvae, Engaged by Giant Spiders A&amp;B
Mr. Spide, Engaged by Giant Spiders A&amp;B
  Enemies  
 Drow Agent:  Unharmed, Half Cover
Drow Scout A: Unharmed, Half Cover
Drow Crossbowman A: Bloodied, Half Cover
Drow Arcane Archer A: Unharmed
Giant Spider A: Unharmed, Engaging Spide and Nilvae
Giant Spider B: Unharmed, Engaging Spide and Nilvae

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar, Engaged by Giant Spider C
Charlotte, Engaged by Giant Spiders C&amp;D
  Allies  
Topsy: Unharmed, Engaged by Giant Spider D
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Unharmed
 Drow House-Mage of Mizzrym:  Unharmed
Giant Spider C: Unharmed, Engaged by Galdar and Charlotte
Giant Spider D: Bloodied, Engaged by Charlotte and Topsy

 The  Black Manta  (Damaged, Burning 1) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun, Engaged by Venomancer A
Elara: Twilight Sanctuary (1d6+5), Engaged by Venomancer A
Borthan: Half Cover, Dodging, Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil: Dodging, Engaged by Venomancer B
Ront: Tower Shield Half-Cover towards Drow Ships, Readied attack with thrown Dawnbringer
Turvy: Engaged by Venomancer B
  Allies  
Kuo-toa Sailor A: Dying
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Dying
Kuo-toa Marauder B: Dying
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed, Belowdecks
  Enemies  
Drow Venomancer A: Nearly Bloodied, Poisoned Weapon, Engaging Faedryl and Elara
Drow Venomancer B: Nearly Bloodied, Poisoned Weapon, Engaging Derendil and Turvy

 The  Iron Eel  (Undamaged) : ~20 feet Underwater, beneath DSHS 2
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) :
  Allies  
Orog Wilder: Unharmed, manning Wheel, Engaged by Venomancer D
Orc Deckhand A: Damaged, manning Cannon, Cannon needs loading action, Engaged by Venomancer C
Orc Deckhand B: Damaged, manning Cannon, Cannon needs loading action, Engaged by Venomancer C
Orog Arbalest: Unharmed, Belowdecks, positioned in Bunker
Orog Stonehorn: Unharmed, Belowdecks, manning Crystal Engine
  Enemies  
Drow Venomancer C: Unharmed, Poisoned Weapon, Engaging Orc Deckhand A and B
Drow Venomancer D: Unharmed, Poisoned Weapon, Engaging Orog Wilder

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Damaged
Shoor (Ilvara's lover): Damaged
Jorlan (scarred male drow from Velkynvelve): Damaged
Asha (Ilvara's junior priestess): Dying
Drow Hexer A: Damaged, Poisoned Weapon, Dodging
Drow Hexer B: Damaged, Poisoned Weapon, Dodging
Drow Wizard: Dead
Drow Crossbowman C: Unharmed, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied, manning Harpoon Gun, in Create Bonfire
Drow Sailor C: Unharmed, manning Harpoon Gun, Harpoon attached to  Black Manta 
 Drow Slave-Hunter Ship 2 (Rudderless, Sinking 1)  Crow's Nest ~20 feet up
ALADIN: In Cargo Hold
  Enemies  
Drow Elite A: Unharmed
Drow Elite B: Unharmed, Poisoned Weapon
Drow Hexer C: Unharmed, Poisoned Weapon, Dodging
Drow Hexer D: Unharmed, Poisoned Weapon
Drow Hexer E: Unharmed, Poisoned Weapon, Dodging
Drow Arcane Archer B: Unharmed, in Crow's Nest
Drow Crossbowman E: Unharmed, in Crow's Nest
Drow Crossbowman F: Unharmed in Crow's Nest
Drow Sailor D: Unharmed, manning Wheel
Drow Sailor E: Unharmed, manning Harpoon Gun, Harpoon attached to Pirate Ship
Drow Sailor F: Unharmed, manning Harpoon Gun, Harpoon attached to Pirate Ship
Giant Spider F: Unharmed
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20
 Drow Agent (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
 Elara/Turvy  - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
Drow Wizard - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4

The Amnestic and Spore megacluster is up next!
 

 East Cliff 

A crossbow bolt grazes Sarith's shoulder, as the wounded crossbowman lunges into cover.

 
 Spoiler: Combat Log 
Drow Crossbowman A shoots Sarith for  4  damage.
 

 West Cliff 

Topsy ducks as a shot goes off, a bolt sailing past over her head.

 
 Spoiler: Combat Log 
Drow Crossbowman B shoots at Topsy, but misses.
 

 Naval Battle 

A shelter of soft twilight falls over the  Black Manta , beginning to shroud the crew in protections. A few moments too late to defend against the dire spells of their foes - but in time to shore up their defenses in the wake.

Raising his focus, Turvy points out onto the deck of Ilvara's ship. A spark crackles to life, then erupts, engulfing Elara and her elites in a wave of orange flame. The enchanted material of her ship proves resilient to spreading flame, but sear the crew nicely. A burnt arachnid corpse is hurled off into the water by the blast, Asha falls under the wave of fire, and the wizard lying near-death somewhere on the deck is scorched dead. Only those on the edges of the ship or above in the nest go unscathed.

Utilizing small, magical zip wires, four drow females leap off of their ships and launch themselves at the enemies'. Two each land among the crew on the crowded  Manta  and the orcish ship. Turvy, Derendil, Elara and Faedryl find themselves menaced by the leaping boarders, forced to stand from cover to guard themselves.
Picking out Turvy as a prime threat, the two crossbowmen on Ilvara's ship take aim and fire upon him. Luckily for him, a single gnome amidst the crowded deck proves too difficult a target to hit.

Those manning the harpoons fire, Faedryl's target remaining among the flames long enough to get his shot off and suffering burnt legs as a consequence. One sticky harpoon attaches to the  Manta , and two to the pirate ship - the latter two precariously binding it to a sinking vessel. With his free hand, the sailor at Ilvara's helm takes a prayer shot into the mix of the  Manta 's deck, but fails to hit anything.

 
 Spoiler: Combat Log 
Elara uses Twilight Sanctuary. She reaches everyone on board the  Black Manta , both above and belowdeck, for now.
Turvy casts Fireball, for  27  fire damage. He hits Ilvara (save), Shoor (save), Jorlan (fail), Asha (fail, dying), Venomancer A&amp;B (save, save), Hexer A&amp;B (save, save), Giant Spider E (fail, dying) and the dying Drow Wizard who is now dead (dead).

Drow Venomancer A launches a grapple zip, using it to leap onto the  Black Manta .
Drow Venomancer B launches a grapple zip, using it to leap onto the  Black Manta .
Drow Venomancer C launches a grapple zip, using it to leap onto the orc ship.
Drow Venomancer D launches a grapple zip, using it to leap onto the orc ship.
Drow Crossbowman C and D shoot at Turvy, but both miss terribly.
Drow Crossbowman E sharpshoots Orc Deckhand A for  12  damage.
Drow Crossbowman F sharpshoots Orc Deckhand B for  11  damage.
Drow Sailor A takes a long-range hand crossbow shot at Borthan, but misses.
Drow Sailor D takes a long-ranged hand crossbow shot at Orog Wilder, but also misses.
Drow Sailors B and C fire their Sticky Harpoons at the  Black Manta , but only C hits. The line prevents the Manta from escaping while it is intact. Sailor B takes  7  damage from Create Bonfire.
Drow Sailors E and F fire their Sticky Harpoons at the pirate ship, attaching to it. It could be capsized and dragged down with them if not cut free.
 

 Underwater 

Glub glub
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 16/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 7  
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3  

The loss of her icy shield so soon was bad, made worse by her empty allotment of spells. She does what she can, unleashing a baneful curse onto the nearest poisonslinger and blasting it with a trio of magical bolts.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  Hexblade Curse Venomancer A.
 Action:  Magic Missile (1st):  (1d4+4)[ 6 ] *3= 18 Force 

Anything ending its turn in Create Bonfire's square takes  (2d8)[ 6 ]  fire damage on a failed DC16 Dexsave.
THP:  (1d6+5)[ 7 ] 
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 33/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 2/3 (PB/LR)  

Sarith ignores the pain, mild as it is, for now, and takes careful aim at the one he'd already shot once.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  Steady Aim.
 Action:  Bowshot the injured Crossbowman.
 (1d20+11)[ 24 ]  (1d20+11)[ 14 ]  (1d20+11)[ 24 ] 
 Damage:   (1d8+6)[ 11 ] + (2d6)[ 1 ][ 6 ](7) , +1 on any min or max rolls.  Total: 19 
Edit: Activating Whispers of the Grave, dealing  2  (1 in discord, +1 due to rolling minimum) Necrotic damage to the nearest target that is not the crossbowman.
 
Amnestic
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 31/32 MP: 40/45 | AC: 14 HP: 35/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 1/2   
 Conditions:  
 Concentration:  

Losing her first Sphere was bad, but surely she would keep her second? She conjures another one, ramming it into the Drow Agent.
 
 
  
 
 Spoiler: Actions 

 Move:  Out of cover.
 Action:  Cast Flaming Sphere (3rd)
 Bonus Action:  Ram it.
  (3d8)[ 17 ]    12  (Flaming Sphere is d6, not d8) fire damage on failed DC15 Dex save  (1d20)[ 12 ] +mods, half on success.
Creatures ending their turn within 5ft of it make the same save.

 Spide:- 
 Move:  None
 Action:  Sacred Flame  (1d20)[ 16 ] +mods DC15 dexsave or  (1d8+4)[ 8 ] 
 

      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 34/38 MP: 39/39. Charlotte: 22/30  
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/2 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (Nilvae) 
 Concentration: Shadow Blade  

In the darkness, Galdar swing his blade too and fro, cutting at the spider that dared stand against him.
 
 
  
 
 Spoiler: Actions 

 Reaction:  Absorb Elements, halving cold damage taken.
 Bonus Action : None
 Move:  None
 Action:  Attack Spider C.
Attack:  (1d20+7)[ 12 ]  Adv from dark/dim light:  (1d20+7)[ 16 ]  Damage:  (2d8+4)[ 15 ]  Psychic plus  (1d6)[ 5 ]  Cold.

 Charlotte:- 
Not being commanded as a mount, so attacks the lowest health target.
 Attack:  Bite.  (1d20+5)[ 16 ]   Damage:  (1d8+3)[ 9 ] + (2d8)[ 12 ] 
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith
Nilvae, Engaged by Giant Spiders A&amp;B
Mr. Spide, Engaged by Giant Spiders A&amp;B
  Enemies  
 Drow Agent:  Lightly Damaged
Drow Scout A: Unharmed, Half Cover
Drow Crossbowman A: Dying
Drow Arcane Archer A: Scratched, Half Cover
Giant Spider A: Unharmed, Engaging Spide and Nilvae
Giant Spider B: Unharmed, Engaging Spide and Nilvae

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar, Engaged by Giant Spider C
Charlotte, Engaged by Giant Spiders C&amp;D
  Allies  
Topsy: Damaged, Engaged by Giant Spider D
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Unharmed
 Drow House-Mage of Mizzrym:  Unharmed
Giant Spider C: Dead
Giant Spider D: Bloodied, Engaged by Charlotte and Topsy

 The  Black Manta  (Damaged, Burning 1) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl: Engaged by Giant Spider F, Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Engaged by Giant Spider F, Twilight Sanctuary (1d6+5)
Borthan: Engaged by Hexer A&amp;B, Dodging, Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil: Dodging, Engaged by Venomancer B
Ront: Engaged by Hexer A&amp;B, Tower Shield Half-Cover towards Drow Ships, Dawnbringer Shining
Turvy: Engaged by Venomancer B
  Allies  
Kuo-toa Sailor A: Dying, 1 Failed
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Dying, 1 Succeeded
Kuo-toa Marauder B: Dying
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed, Belowdecks
  Enemies  
Drow Venomancer A: Dying, Poisoned Weapon
Drow Venomancer B: Nearly Bloodied, Poisoned Weapon, Engaging Derendil and Turvy
Giant Spider F: Unharmed, Engaging Faedryl and Elara
Drow Hexer A: Nearly Dead, Poisoned Weapon, Engaging Borthan and Ront
Drow Hexer B: Damaged, Poisoned Weapon, Engaging Borthan and Ront

 The  Iron Eel  (Undamaged) : ~20 feet Underwater, beneath DSHS 1
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) :
  Allies  
Orog Wilder: Bloodied, Vision 5 ft. until Arcane Archer turn, manning Wheel, Engaged by Venomancer D
Orc Deckhand A: Damaged, manning Cannon, Cannon needs loading action, Engaged by Venomancer C and Hexer D
Orc Deckhand B: Bloodied, Unconscious (Drow Poison) at Cannon, Cannon needs loading action, Engaged by Venomancer C and Hexer E
Orog Arbalest: Unharmed, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed, Belowdecks, manning Crystal Engine
  Enemies  
Drow Venomancer C: Unharmed, Poisoned Weapon, Engaging Orc Deckhand A and B
Drow Venomancer D: Unharmed, Poisoned Weapon, Engaging Orog Wilder
Drow Hexer C: Unharmed, Poisoned Weapon, in Bunker, Engaging Orog Arbalest
Drow Hexer D: Unharmed, Poisoned Weapon, Engaging Orc Deckhand A
Drow Hexer E: Unharmed, Poisoned Weapon, Engaging Orc Deckhand B

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Damaged
Shoor (Ilvara's lover): Damaged
Jorlan (scarred male drow from Velkynvelve): Damaged
Asha (Ilvara's junior priestess): Dying, 1 Succeeded
Drow Wizard: Dead
Drow Crossbowman C: Unharmed, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied, manning Harpoon Gun, in Create Bonfire
Drow Sailor C: Unharmed, manning Harpoon Gun, Harpoon attached to  Black Manta 
 Drow Slave-Hunter Ship 2 (Rudderless, Sinking 1)  Crow's Nest ~20 feet up
ALADIN: In Cargo Hold
  Enemies  
Drow Elite A: Unharmed
Drow Elite B: Unharmed, Poisoned Weapon
Drow Arcane Archer B: Unharmed, in Crow's Nest
Drow Crossbowman E: Unharmed, in Crow's Nest
Drow Crossbowman F: Unharmed in Crow's Nest
Drow Sailor D: Unharmed, manning Wheel
Drow Sailor E: Unharmed, manning Harpoon Gun, Harpoon attached to Pirate Ship
Drow Sailor F: Unharmed, manning Harpoon Gun, Harpoon attached to Pirate Ship
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20
 Drow Agent (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
 Elara/Turvy  - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4

Borthan and Derendil are up next! ALADIN and Ront can post as well, since the house-mage is unlikely to influence their actions.
 

 East Cliff 

A well placed bolt hits its mark, striking across the top of the crossbowman's skull as he tries to huddle behind a rock. The drow man slumps over, bleeding from a deep cut across the top of his head. Black smoke trails up from the wound, blowing in ringlets around the arcane archer with malevolent laughter.

Lit anew, a flaming sphere rolls around the jagged cover of the cliffside and skates past the agent from below, scorching her with its heat even as she evades the lick of the flames. A swift sidestep evades Spide's sky-falling streak of white fire, in turn.
An arrow whistles past Nilvae's ear, the culprit ducking back into cover.

Spide's legs are able to keep one of the two menacing spiders back, but the other lands another bite on Nilvae's leg, leaving two new, painful welts the size of embedded cricket balls. The flame on which she'd tried to focus flickers and dies.

Moving calmly into cover, the arcanist draws an arrow and whispers to it,  "Sarith Kzerkarit. "  As he draws back his bow and fires, the arrow seeks after Sarith like a bloodspider. He's swift enough to twist aside at the last second, making its contact a grazing wound instead of a head-on impact. After it succeeds in touching his flesh, the arrow loses its magic and falls to the ground as normal.

 
 Spoiler: Combat Log 
Sarith lands a Sneak Attack on Crossbowman A, dealing  19  damage and a KO. Whispers deals  2  necrotic damage to Arcane Archer A nearby.
Nilvae casts Flaming Sphere and rams Drow Agent, who passes the save for  6  damage.
Spide casts Sacred Flame, presumably on the same target, but she evades.

Drow Scout A takes a shot at Nilvae, but just barely misses.
Giant Spider A bites Nilvae, dealing  6  damage, and  5  poison damage after a successful save. Concentration on Flaming Sphere drops again, unfortunately.
Giant Spider B bites Spide, but misses.
Arcane Archer A uses Named Arrow on Sarith, dealing  3  piercing damage and  2  force damage after a successful save for half.
 

 West Cliff 

Bringing his dark blade down on the giant spider menacing him, rimed with phantom frost stolen from the opposing mage's spell, Galdar leaves the creature reeling and near collapse as its body twitches from phantom sensations of dying. Those sensations become all too real as Charlotte reliable tears it open with her sizzling fangs.

 "****!"  behind him, Topsy curses loudly and kicks away the other spider, which managed to land a painful bite on her side.

Withdrawing a small diamond from his component pouch, the drow mage holds it out in front of him, where it levitates in his palm. An orb of ball lightning forms around the gleaming rainbow glimmer of the diamond, and launches at Galdar. When it contacts his armor, it sends a painful shock through his body.

In a swirl of dark mist, two shirtless male drow wearing iron collars and many ritualistic scars across their backs appear on the  Manta , wielding poison-dripping morningstars.

 
 Spoiler: Combat Log 
Galdar strikes Giant Spider C for  20  damage, nearly killing it.
Charlotte finishes off Giant Spider C with a  9  damage bite, even before the acid venom.

Giant Spider D bites at Topsy, for  4  damage, and  4  poison damage after a successful save.
Drow House-Mage uses his Legendary Action to cast 1st level Chromatic Orb, dealing  16  lightning damage to Galdar.
 

 Naval Battle 

With a swift motion of her hand, Faedryl slams a barrage of cursed bolts of magic into the drow boarded in front of her, puncturing her torso and sending her to the ground. Her presence no longer threatening the party's two elves, they are able to duck back into cover.

Stepping up to the railing of his ship, Shoor takes aim with a hand crossbow and fires at Faedryl. The bolt, however, thuds into the railing beside her shoulder.  "Go on, smoke them out of cover!"  he instructs the other ship's spider with a motion of his finger. Much like the venomancers before it, the creature leaps from the railing of its vessel and grapples to the  Manta  using a strand of web, landing to menace the two elves again. Two hand crossbow bolts sail past Elara as she turns to guard against the spider.

 " Hit  your  targets !"  Ilvara screeches petulantly, voice cracking, hair a mess and face painted dark purple with desperate rage.

Her order is heeded, though perhaps not against the target she'd hoped. A shadowed arrow strikes the Orog acting captain, nearly sending him to the deck. One of them is answered by Ront's blade flaring to life and hurled into his face, searing off one ear and nearly ending him then and there. The hex-bound soldiers cringe away from the light, which also gleams painfully in Faedryl's vision. In spite of the poor visibility, they grip their weapons in both hands and step forward. The spikes of the direly wounded hexer's mace scrape along Ront's arm, delivering their poison. Ront's orcish constitution fends off the sudden surge of sluggishness. More painful is the flash of green flame that erupts from the wound, splashing past Ront and burning Borthan as well.

Theirs' is not the only ship to face the abyssal boarders. The orcs soon face a similar fate, with one of their deckhands scorched by a flaming mace and collapses to the floor. There are flashes of green from the bunker window at the ship's fore, where one of the boarders has infiltrated the interior.

 
 Spoiler: Combat Log 
Faedryl casts Magic Missile, dealing  18  damage to Venomancer A, which KO's. Hexblade Curse heals Faedryl for  2 . She and Elara regain their cover bonuses.

Shoor takes a shot at Faedryl, but misses.
Giant Spider F web grapnels onto the  Black Manta , next to Faedryl and Elara.
Drow Elite A shoots at Elara, but misses.
Drow Elite B shoots at Elara, but misses.
Arcane Archer B shoots Orog Wilder for  10  piercing and  8  psychic damage, and reduces his vision to 5 feet for 1 round.
Drow Hexer A and B use Misty Step to teleport onto the  Manta , engaging Borthan and Ront.
Hexer A gets hit by Ront's readied attack, taking  19  radiant damage. All Drow on the  Manta  are now suffering sunlight sensitivity from Dawnbringer.
Hexer A and B attack Ront with Disadvantage, using Green-Flame Blade. A scrapes out a hit for  8  piercing damage and  3  fire damage on Ront, which jumps to Borthan for  8  fire damage.
Drow Hexer C, D and E use Misty Step to teleport onto the pirate ship. C teleports into the Arbalest's bunker, and the other two engage the Deckhands.
Hexer C misses Orog Arbalest.
Hexer D misses Deckhand A.
Hexer E hits Deckhand B for  8  damage total, Bloodying him. He fails a save vs Drow Poison, and passes out.
 

 Underwater 

The Iron Eel below the sinking ship slithers away towards Ilvara's ship. ALADIN is at no risk of drowning in the drow hold, so they don't seem concerned about a rescue at the moment and turn themselves to the battle at hand.

 
 Spoiler: Combat Log 
The Iron Eel attempts to Grapple Ilvara's Ship from below, but is unable to get a grip on it this round.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 33/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Roaring from pain, to get his fear under control, and to show his fury, Ront heaves Dawnbringer out of the drow macing him, trying to slice the creature in two with brute strength, a lightsword, and all the might of an enraged fighter.

 
 Spoiler: OOC 

I'm assuming Hexer A and B are fighting Ront, so...
Fight back.
 (1d20+10)[ 21 ]  Attack 1
 (1d8+7)[ 14 ] + (1d4)[ 1 ]  Radiant

 (1d20+10)[ 30 ]  Attack 2
 (1d8+7)[ 14 ] + (1d4)[ 3 ]  Radiant

Action Surge
 (1d20+10)[ 26 ]  Attack 3
 (1d8+7)[ 13 ] + (1d4)[ 2 ]  Radiant

 (1d20+10)[ 28 ]  Attack 4
 (1d8+7)[ 11 ] + (1d4)[ 4 ]  Radiant

If they both die, and if Ront has enough move/jump strength, head over to the drow Ship instead.

Second Wind
 (1d10+5)[ 8 ]  Healing

Twilight Sanctuary
 (1d6+5)[ 11 ] 
 

 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Finding himself pulled into the hold of the sinking ship, ALADIN quickly assesses the situation, before approaching the sealed hatch, attempting to heave it open using his All Purpose Tool to augment his efforts by shaping it into a crowbar.

 
 Spoiler: OOC 

Ok, so the All Purpose Tool can't actually become a crowbar, but it can become any artisan tool, which seems like it can probably take the shape of a crowbar?

 (1d20+2)[ 6 ]  Athletics!
 (1d20+2)[ 10 ]  Athletics, advantage?

 (1d4)[ 2 ]  Built For success(Only used if the athletics roll is a 7-9)
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:17/45 
 22/29 MP 
 11 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

When a figure teleports next to him, Borthan is on them almost immediately, trying to hack and slash them to pieces.
 
 
  
 
 Spoiler: OOC 
First round special bonus attack +3 more. If I slay someone I will try to move to the next target.  (1d20+8)[ 15 ]  for  (1d8+5)[ 12 ]  plus an extra  (1d8)[ 3 ]  if the first attack hits.  (1d20+8)[ 15 ]  for  (1d8+5)[ 12 ] .  (1d20+8)[ 17 ]  for  (1d8+5)[ 11 ] . And one with the Scourge for  (1d20+8)[ 16 ]  to hit and  (1d4+5)[ 7 ] .
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 19/39 
 34/34 MP 
 6 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage (10 Rounds) 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil throws himself into a blood thirsty rage, attempting to repel boarders with spell strikes. 
 
  
 
 Spoiler: OOC 
Rage. Green Flame Blade-  (1d20+6)[ 25 ]  to hit,  (1d8+6)[ 14 ]  for battle axe, another  (1d8)[ 5 ]  to the initial target and  (1d8+2)[ 4 ]  to another target in range.
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Exposed Weakness (1d4), Wither 3
Nilvae, Engaged by Giant Spiders A&amp;B
Mr. Spide, Engaged by Giant Spiders A&amp;B
  Enemies  
 Drow Agent:  Lightly Damaged
Drow Scout A: Unharmed, Half Cover
Drow Crossbowman A: Dying, 1 Success
Drow Arcane Archer A: Scratched, Half Cover
Giant Spider A: Unharmed, Engaging Spide and Nilvae
Giant Spider B: Unharmed, Engaging Spide and Nilvae

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar, Engaged by Giant Spider C
Charlotte, Engaged by Giant Spiders C&amp;D
  Allies  
Topsy: Damaged, Engaged by Giant Spider D
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Unharmed
 Drow House-Mage of Mizzrym:  Unharmed, Concentrating on Fly, 60 feet off the cliffside
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged, Burning 1) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil
Ront: Tower Shield Half-Cover towards Drow Ships, Dawnbringer Shining
Turvy: Bloodied
  Allies  
Kuo-toa Sailor A: Dying, 2 Failed
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Dying, 1 Succeeded, 1 Failed
Kuo-toa Marauder B: Dying, 2 Failed
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed
  Enemies  
Drow Venomancer A: Dying, Poisoned Weapon
Drow Venomancer B: Dying, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : ~20 feet Underwater, beneath DSHS 1
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) :
  Allies  
Orog Wilder: Near Dead, Vision 5 ft. until Arcane Archer turn, manning Wheel, Engaged by Venomancer D
Orc Deckhand A: Damaged, manning Cannon, Cannon needs loading action, Engaged by Venomancer C and Hexer D
Orc Deckhand B: Bloodied, Unconscious (Drow Poison) at Cannon, Cannon needs loading action, Engaged by Venomancer C and Hexer E
Orog Arbalest: Unharmed, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed, Belowdecks, manning Crystal Engine
  Enemies  
Drow Venomancer C: Unharmed, Poisoned Weapon, Engaging Orc Deckhand A and B
Drow Venomancer D: Unharmed, Poisoned Weapon, Engaging Orog Wilder
Drow Hexer C: Unharmed, Poisoned Weapon, in Bunker, Engaging Orog Arbalest
Drow Hexer D: Unharmed, Poisoned Weapon, Engaging Orc Deckhand A
Drow Hexer E: Unharmed, Poisoned Weapon, Engaging Orc Deckhand B

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
  ???  
Jorlan (scarred male drow from Velkynvelve): Bloodied
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Damaged
Shoor (Ilvara's lover): Damaged
Asha (Ilvara's junior priestess): Dying, 1 Succeeded
Drow Wizard: Dead
Drow Crossbowman C: Dying, 1 Success, Guiding Bolted, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied, manning Harpoon Gun
Drow Sailor C: Unharmed, manning Harpoon Gun, Harpoon attached to  Black Manta 
 Drow Slave-Hunter Ship 2 (Rudderless, Sinking 2)  Crow's Nest ~20 feet up
ALADIN: Belowdeck
  Enemies  
Drow Elite A: Unharmed
Drow Elite B: Unharmed, Poisoned Weapon
Drow Arcane Archer B: Unharmed, in Crow's Nest
Drow Crossbowman E: Unharmed, in Crow's Nest
Drow Crossbowman F: Unharmed in Crow's Nest
Drow Sailor D: Unharmed, manning Wheel
Drow Sailor E: Unharmed, manning Harpoon Gun, Harpoon attached to Pirate Ship
Drow Sailor F: Unharmed, manning Harpoon Gun, Harpoon attached to Pirate Ship
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4

Spore and Amnestic gang is up!
 

 East Cliff 

Somewhere during the firefight, Sarith loses track of the agent who'd run up the cliffside. Suddenly her location becomes known again - by the impact of a searing, poisoned bolt in his side, cursed tissue spreading just around the impact site.

 
 Spoiler: Combat Log 
Drow Agent uses her Legendary action to Hide, then shoots Sarith for a  16  damage sneak attack. He takes  3  Withering, lowering his maximum hit points and healing received by 3 until he rests. The giant spider poison on the bolt deals  7  additional damage, and he takes the full amount from a failed save.
Sarith is marked by Expose Weakness.
 

 West Cliff 

The contest over the vantage point turning against his side, the house-mage weaves a coil of magic into the air around him that raises him aloft, ruffling his robe and cloak as he takes off from the cliffside. Topsy, face contorted in anger, stabs the last of the two spiders a second time, finishing it off.  "Looks like the bastard is running. Got anything you can hurl at him?"  she chuckles, reaching for her slingshot.  "Maybe we can knock him out of the sky." 

All that remains in their way is a lone crossbowman, who takes aim and lets loose a bolt - one that meets the flat of Galdar's axe, plinking off of the dwarven steel instead of embedding itself in spider flesh.

 
 Spoiler: Combat Log 
Drow House-Mage casts Fly, taking off into the air.

Topsy takes aim and delivers a sneak attack on Giant Spider D for  14  damage, taking it down.

Crossbowman B takes a shot at Charlotte, but misses this time.
 

 Naval Battle 

Dawnbringer in hand, Ront swiftly cuts down the two hex-mages that appeared on the deck. The first, already wounded by her blade, is struck down with one coup de grace, while the second he slices into sections with the searing blade.    "Foul demon-worshipers! Be cleansed before us!"    the blade shouts telepathically into the heads of all in the area.

As Ront marches further down the ship and strikes down the remaining wounded female menacing Derendil and Turvy. Behind him, the corpses of the light-scorched drow hexers begin to convulse, the scarified tattoos on their backs glowing a dim red color and bubbling with black, oily tar - even sections already severed from the body. Flesh melts and peels away, two metallic arachnids crawling from the carcasses and shaking themelves dry. They scarcely have a chance to get their bearings before Borthan cuts down the profane things.

Pushing his way past the corpses, Derendil delivers a burning slash through the back of the giant spider that leapt aboard the  Manta , nearly striking it down. When Stool emerges from below, the mushroom's club grows and he clobbers the spider, ending its threat.

 "Worthless, all of you!"  with her boarding party cut down, Ilvara screams bloody murder. Her former lover Jorlan, perhaps sensing the turning of the battle, perhaps snapping at last at her verbal abuse, draws his blade - and turns it on her.  " What  are you doing, moron?"  she curses him, batting his clumsy sword arm away with the scepter in her hand.  "I should have thrown you to the spiders long ago!"  His false weakness turns out to be a ploy, however, as he lunges forwards into her reach after faking a loss of balance, cutting her along the leg. Momentary grim satisfaction is smothered by a flood of toxic fumes that gush from her palm into his face, forcing him to step back and cover his mouth, hacking and choking.

Given enough space to work with, Ilvara raises her arm to the  Manta  again, unleashing more of her divine magic. A second swarm of insects appears in the ship's path, and Borthan is ready for it this time. With a shout down to the rowers, he directs the ship away in time to only graze the edge of the swarm. It is nothing compared to the initial flood of insects and lightning that struck them at the ambush's outset.

A sparkling sphere of light erupts from Elara's palm and crashes into the face of one of the drow sharpshooters on Ilvara's crow's nest, nearly taking it clean off. An unerring missile soon solves that dilemma, spearing the drow through the eye and leaving him crumpled on the perch. Three more of Turvy's seeking bolts rain down on Ilvara, beating her back in her conflict with Jorlan. In vengeance, the other crossbowman fires a shot that strikes Turvy, but it fails to penetrate the twilight barrier and falls to his feet after nearly reaching his chest.

Salvo from the crossbows of the drow sailors streaks onto the  Manta . Most fail to find a home, but one strikes Turvy, dispelling the last of his barrier.


Using his powerful arms to swing himself up onto the deck of Ilvara's ship, the kuo-toa marauder who boarded takes a grazing stab at her, then deftly rolls back over the railing and ducks into the safe cover of their hold among manacled slaves.


The fight continues on the pirates' ship as well. The orog leader places his hand against the venomancer menacing him, and chunks of her flesh are teleported haphazardly around the deck, falling with wet splattering sounds as she staggers back. The still conscious deckhand grabs his axe and fights back, but unfortunately he is too slow to keep up with his foe's footwork.

Though they are surviving, the orcs' wounds are mounting, and they may not serve as a distraction for much longer. Fortunately, the ship engaged with them is sinking deeper by the moment, and its crew shows signs of beginning to panic.

 
 Spoiler: Combat Log 
Ront deals  15  radiant to Hexer A, finishing him off, and  32  total to Hexer B for another kill. His last attack is directed at Venomancer A, KOing her with another  15  damage.
Ront heals himself for  8  with Second Wind.

Hexer A and B's corpses hatch into Mini Retrievers.

With them down, Borthan's attacks are directed at the Mini Retrievers. He deals  15  and  12  to A, destroying it, then  11  and  7  which destroys B.
Derendil attacks the last boarding target, Giant Spider F, dealing  19  damage and Bloodying it.
Stool climbs onto the deck and bonks Giant Spider F for  10  damage, finishing it off.

Jorlan appears to turn coat and stabs Ilvara for  10  damage.

Ilvara uses her Legendary Action to cast Poison Spray in his face, dealing  22  magical poison damage. Jorlan is now Bloodied.

Orog Arbalest misses Drow Hexer C, out of view.

Ilvara casts Insect Plague, ravaging the  Manta  deck for another fortuitous low roll of  18  magical piercing damage. Borthan succeeds his navigation save to avoid the worst of it, and so  damage is halved to 9 even before saves .
Succeeded save ( 4  damage):
Borthan, Turvy
Failed save ( 9  damage):
Faedryl (Concentration maintained), Elara, Derendil, Ront

Orog Wilder uses Dissipating Touch on Venomancer D, dealing a maximum  20  damage and Bloodying her.
Orc Deckhand A misses an attack on Venomancer C.
Kuo-toa Marauder A climbs onto the deck, stabs Ilvara for a  4  damage scratch, then climbs back into cover.

Elara hits Drow Crossbowman C with a 2nd level Guiding Bolt, dealing  24  damage, just a few shy of a OHKO.
Turvy casts 2nd level Magic Missile, KOing Drow Crossbowman C with  4  damage and dealing  12  to Ilvara with the remaining missiles. She is nearly Bloodied.
Elara regains 12 thp, and Turvy regains 11.

Venomancer C misses Orc Deckhand A. She draws a hand crossbow for a disadvantaged bonus action shot, but misses.
Venomancer D hits Orog Wilder for  5  damage. She also misses with her hand crossbow.
Crossbowman D shoots Turvy for  7  damage, a lucky min roll that doesn't bypass prot.
Crossbowman F and E shoot Elara for two back to back critical hits, dealing  30  damage total, which her thp barely saves her from.
Drow Sailors take shots with hand crossbows.
A misses Elara,
B misses Elara, then moves away from the bonfire,
C misses Derendil,
D hits Turvy for  6  damage.
E misses Elara,
F misses Borthan.
 

 Underwater 

Utilizing a chisel formed form his All-Purpose Tool, ALADIN jumps up and jabs the chisel into the lip of the hatch, then yanks with it. The hatch pops open, the set of wooden stairs folded neatly into it falling out and nearly on top of him. Emerging into the interior of the sinking drow vessel, he finds himself surrounded by sections of slave rowers who are in a panic, attempting to break or pry open the manacles upon their legs as water surges up through the hole behind the autognome. An absence of supervisors suggests that all able hands were dispatched to the battle above.

There are three interior doors, and a stairway nearby that leads upwards towards the deck. Water is soon up to his, admittedly diminutive, knees.

 
 Spoiler: Combat Log 
ALADIN gets the hatch open. The ship sinks further.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 16/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice 
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3  

Faedryl does what she can to target the weakened - Shoor, a familiar face, and hopefully one that they wouldn't see again after this.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  Shove/Push anyone within 30ft near the edge of a ship, trying to throw them overboard?  (1d20)[ 2 ] +mods vs DC16 Strength
 Action:  Toll the Dead Shoor  (1d20)[ 7 ] +mods DC16 Wis Save or  (2d12)[ 7 ]  necrotic.

Anything ending its turn in Create Bonfire's square takes  (2d8)[ 16 ]  fire damage on a failed DC16 Dexsave.
THP:  (1d6+5)[ 8 ] 
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 8/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 1/3 (PB/LR)  

The pain was no longer mild, and he's forced to target the agent that had hurt him so much.
 
 
  
 
 Spoiler: Actions 

 Reaction:  Crawling Flesh, healed for minimum (3)

 Move:  None
 Bonus Action:  Steady Aim.
 Action:  Bowshot the injured Drow Agent
 (1d20+11)[ 20 ]  (1d20+11)[ 24 ]  (1d20+11)[ 30 ] 
 Damage:   (1d8+6)[ 11 ] + (2d6)[ 5 ][ 5 ](10)  (+1 for min/max rolls)  Total:  21
Whispers of the Grave:  (1d6)[ 2 ]  necrotic to next nearest target.
 
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Nilvae) 
 Concentration: -  

Galdar makes the metal plates and rings of his armor resonate to cause a painful sound, that he aims in between his allies and tries to hit any spiders that engage both him and Charlotte.

 
 Spoiler 
Careful Thunderwave on a third level spell slot dealing 21 thunder damage on a failed con save (DC 15) and be pushed 10 ft. Half and no push with save. If the cliff is brittle enough I also target the ground below the spiders.

Charlotte retreats and moves with a jump from the cliffside.
 

 
 
  
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 21/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions:  
 Concentration:  

Spide and Nilvae concentrate on healing Sarith.

 
 Spoiler 
8 and 13 for a total of 21.
 

 
 
  
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Exposed Weakness (1d4), Wither 3
Nilvae, Engaged by Giant Spiders A&amp;B
Mr. Spide, Engaged by Giant Spiders A&amp;B
  Enemies  
 Drow Agent:  Near Death
Drow Scout A: Unharmed, Half Cover
Drow Crossbowman A: Dying, 1 Success
Drow Arcane Archer A: Scratched, Half Cover
Giant Spider A: Unharmed, Engaging Spide and Nilvae
Giant Spider B: Unharmed, Engaging Spide and Nilvae

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Bloodied, Falling from Cliffside
 Drow House-Mage of Mizzrym:  Unharmed, Concentrating on Fly, 60 feet off the cliffside
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged, Burning 1) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil
Ront: Tower Shield Half-Cover towards Drow Ships, Dawnbringer Shining
Turvy: Badly Wounded, Unconscious (Drow Poison)
  Allies  
Kuo-toa Sailor A: Dying, 2 Failed, 1 Succeeded
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Dying, 2 Succeeded, 1 Failed
Kuo-toa Marauder B: Dying, 2 Failed
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed
  Enemies  
Drow Venomancer A: Dying, Poisoned Weapon
Drow Venomancer B: Dying, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Surfaced alongside DSHS 1
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) :
  Allies  
Orog Wilder: Near Dead, Vision 5 ft. until Arcane Archer turn, manning Wheel, Engaged by Venomancer D
Orc Deckhand A: Near Dead, manning Cannon, Cannon needs loading action, Engaged by Venomancer C and Hexer D&amp;E
Orc Deckhand B: Dying, 1 Failed, at Cannon, Cannon needs loading action, Engaged by Venomancer C
Orog Arbalest: Unharmed, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed, Belowdecks, manning Crystal Engine
  Enemies  
Drow Venomancer C: Unharmed, Engaging Orc Deckhand A and B
Drow Venomancer D: Unharmed, Engaging Orog Wilder
Drow Hexer C: Unharmed, Poisoned Weapon, in Bunker, Engaging Orog Arbalest
Drow Hexer D: Unharmed, Engaging Orc Deckhand A
Drow Hexer E: Unharmed, Engaging Orc Deckhand A

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
  ???  
Jorlan (scarred male drow from Velkynvelve): Bloodied
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Damaged
Shoor (Ilvara's lover): Damaged
Asha (Ilvara's junior priestess): Dying, 2 Succeeded
Drow Elite A: Scratched, 2 Bleed, in the water
Drow Elite B: Scratched, 2 Bleed, in the water
Drow Arcane Archer B: Scratched, 2 Bleed, in water
Drow Wizard: Dead
Drow Crossbowman C: Dying, 1 Success, Guiding Bolted, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied
Drow Sailor C: Damaged, 2 Bleed, in the water
Harpoon Gun B: Harpoon attached to  Black Manta 
 Drow Slave-Hunter Ship 2 (Rudderless, Sinking 2)  Crow's Nest ~20 feet up
ALADIN: Belowdeck
  Enemies  
Drow Crossbowman E: Unharmed, in Crow's Nest
Drow Crossbowman F: Unharmed in Crow's Nest
Drow Sailor D: Unharmed, manning Wheel
Drow Sailor E: Unharmed, manning Harpoon Gun, Harpoon attached to Pirate Ship
Drow Sailor F: Unharmed, manning Harpoon Gun, Harpoon attached to Pirate Ship
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4

Borthan and Derendil are up! ALADIN and Ront may also act.
 

 East Cliff 

Light of healing soothes Sarith's pain, forcing its way past the cursed flesh as strands of crawling growths struggle to close the wound alone. His weapon is as true as hers', however, and his bolt finds its mark in the agent's shoulder as she tries to fall back into cover. The trail of blood left behind her suggests he hit something dire.

Popping between cover for long enough to get a shot off, the agile scout strikes Nilvae with an arrow. The opening allows another spider bite to land upon her, and Spides is unable to evade the same fate this time as one of his lesser, Lolth-touched kin sinks her violet fangs in.

Hounded by Sarith's cursed spirits, the arcane archer draws another arrow and fires. This one is not ensorcelled, and Sarith's cover deflects it.

 
 Spoiler: Combat Log 
Sarith sneak attacks Drow Agent for  21  damage, Bloodying her and nearly enough to KO. Whispers deals  2  more damage to Arcane Archer A.
Sarith regenerates  3  hit points from his crawling flesh, but Withering negates it.
Sarith is healed for  5  and  10  after Withering, by Nilvae and Spide.

Scout A shoots Nilvae for an  11  damage sneak attack.
Giant Spider A bites Nilvae for  4  damage, and  3  poison after a successful save.
Giant Spider B bites Spide for  10  damage, and  6  poison after a successful save.
Arcane Archer A shoots at Sarith, but misses.
 

 West Cliff 

With the spiders cut down, Galdar guides Charlotte forward. Palm stretched in front of him, he conjures a flood of thunderous sound that blasts the remaining drow solder from the cliffside, sending him into a deadly plummet towards the inky black water below. His steeder steps down the cliffside, now perched with her riders seated horizontally on the steeder saddle.

Turning back to look at the thunderous sound, the drow mage scowls and reaches out a hand. A thorny vine stretches out over the long gap between them and wraps itself around Charlotte's leg, stinging it with tiny blades as he tries to yank her towards him and break her grip on the cliffside. She holds.

 
 Spoiler: Combat Log 
Galdar casts Thunderwave, blasting Crossbowman B off the ledge and dealing  21  damage.
Charlotte moves over the edge onto the side of the cliff.

Drow House-Mage uses his Legendary Action to hit Charlotte with a range-extended Thorn Whip, dealing  7  damage and yanking her towards him. Since he is not directly away from the wall, she passes a Dex save to avoid losing her grip.
 

 Naval Battle 

With a telekinetic yank, Faedryl pulls one of the drow sailors over the railing. He plummets into the icy water, quickly chewed on by fish. A cursed ringing hounds Shoor's ears, and he looks pale as her cantrip sinks into him, weakening him. He, however, is more concerned with coming to the defense of his lady.

Drawing his shortsword, Shoor joins the fight against Jorlan on the opposing deck, but his weapon is parried. Jorlan is maimed, but no less swift.

From the second ship, two drow in the longcoats of the warrior elite take aim with their hand crossbows. One bolt strikes Borthan, and the second hits Turvy - who passes out on the deck of the ship. Their shots fired, the two of them leap from the sinking ship to avoid being pulled down by its suction, swimming towards their sister vessel.

From under the water, a long metallic shape rises alongside Ilvara's ship. The crew, those who notice it, give it confused looks - and fearful ones from those in the water. The party knows it to be the  Iron Eel , hopefully surfacing to lend more direct aid.


The pirates are not doing well. The surrounded deckhand is nearly toppled by the blows coming from all sides, and the one on the floor is on fire.

 
 Spoiler: Combat Log 
Faedryl pulls Drow Sailor into the water, where he takes  5  damage and 2 Bleed from carnivorous minnows.
Faedryl casts Toll the Dead on Shoor, dealing  7  damage.

Shoor attacks Jorlan twice with a shortsword, but misses both.
Drow Elite A shoots Borthan for  10  damage.
Drow Elite B shoots Turvy for  10  damage, and he fails a save against Drow Poison, falling unconscious.
The two elites jump ship, taking  2  and  5  damage respectively and 2 Bleed from the fish.
Arcane Archer B Dashes to get down from the crow's nest, and jumps into the water after them, taking  3  damage and 2 Bleed.

Hexer C strikes Orog Arbalest for  24  critical damage and Bloodies, but they resist the drow poison.
Hexer D strikes Orc Deckhand A for  10  damage, Orc Deckhand B takes  10  from green-flame and is now dying.
Hexer E strikes Orc Deckhand A for  4  damage, Orc Deckhand B takes a failed death save from green-flame.
 

 Underwater 
 
 Spoiler: Combat Log 
The  Iron Eel  attempts to grapple Ilvara's ship again, but the enchanted hull resists the grip of its teeth.
The Society members abandon the attempt and begin to surface.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 24/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With death and blood flowing all around him, Ront makes sure to keep himself safe behind his shield, not daring to go for a swim, or even attempt to assault the drow ship directly.  Instead, he tries tossing Dawnbringer a couple of times, the first at the drow leader, what's her name, and the second at the mast, to stick in place, and illuminate the drow ship.

 
 Spoiler: OOC 

Attacking twice, first at Ilvara, second to stick dawnbringer in the ship, glowing, hoping to give disadvantage to all the drow attacks.
 (1d20+10)[ 15 ]  Attack 1
 (1d20+10)[ 19 ]  Attack 1 Disadvantage(I think, unless the Marbleblood vambrace changes the range increments)
 (1d8+7)[ 12 ] + (1d4)[ 3 ]  Radiant damage

 (1d20+10)[ 16 ]  Attack 2
 (1d20+10)[ 11 ]  Attack 2 Disadvantage(I think, unless the Marbleblood vambrace changes the range increments)
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
In the hold, ALADIN takes in the situation, and quickly leaps into action, acting to get the slaves released from their bonds, moving down the rows, trying to use his anytool to provide the needed leverage to quickly and efficiently break the bindings them held in their benches.  He speaks in undercommon as he goes.  " I do not have the keys to the manacles, and without them I will not be able to get them off in time.  The drow remaining on the ship might.  I would recommend approaching them.  If not, there may be more time on the deck of the ship before it sinks. "

 
 Spoiler: OOC 

I'm optimistically hopefully that the better rolls here will help?
Tool check?
 (1d20+8)[ 20 ] 
 (1d20+8)[ 10 ] (Advantage, or disadvantage)

If not, more... Athletics
 (1d20+2)[ 16 ] 
 (1d20+2)[ 22 ] (At least definitely advantage this time)
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Seeing no foes on the Black Manta, Borthan instead turns his attention to keeping the crew alive. Pointing to Derendil, he gestures towards a wounded deck hand, then makes a dash to another one himself. Rendering what aid he can, he then moves to take cover from incoming damage.  "Move alongside and prepare to board! We're ending this fight!"  He shouts the order to the rowers as the hunger for battle stirs within him.
 
 
  
 
 Spoiler: OOC 
Heal check I guess. Medicine on Kuo-Toa Sailor A-  (1d20+2)[ 20 ] . Rolling for temp HP-  (1d6+5)[ 6 ] 
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Feeling his rage begin to cool, Derendil runs to the Kuo-Toa deckhand who had served them loyally since their Captain's death. He attempts to bandage the worst of the wounds.
 
 
  
 
 Spoiler: OOC 
Medicine check to stabilize Kuo-Toa E, then move to cover if possible.  (1d20+0)[ 5 ]  medicine.
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Exposed Weakness (1d4), Wither 3
Nilvae, Engaged by Giant Spiders A&amp;B
Mr. Spide, Engaged by Giant Spiders A&amp;B
  Enemies  
 Drow Agent Xalith:  Near Death
 Drow House-Mage of Mizzrym:  Unharmed, Concentrating on Fly, ~60 feet away from cliff
Drow Scout A: Unharmed, Half Cover
Drow Crossbowman A: Dying, 1 Success, 1 Fail
Drow Arcane Archer A: Scratched, Half Cover
Giant Spider A: Unharmed, Engaging Spide and Nilvae
Giant Spider B: Unharmed, Engaging Spide and Nilvae

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged, Burning 1) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~200 feet away from West Cliff
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil: Half Cover
Ront: Tower Shield Half-Cover towards Drow Ships
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Dying, 2 Succeeded, 1 Failed, Full Cover
Kuo-toa Marauder B: Dying, 1 Succeeded, 2 Failed
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed
  Enemies  
Drow Venomancer A: Dying, 2 Failed, Poisoned Weapon
Drow Venomancer B: Dying, 1 Succeeded, 1 Failed, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Surfaced alongside DSHS 1
  Allies  
Blurg: Unharmed
Y: Unharmed

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines), Tipping (Harpoon)
  Allies  
Orog Wilder: Near Dead, Vision 5 ft. until Arcane Archer turn, manning Wheel, Engaged by Venomancer C
Orc Deckhand A: Near Dead, manning Cannon, Cannon needs loading action, Engaged by Hexer D&amp;E
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed, Belowdecks
  Enemies  
Drow Venomancer C: Damaged, 2 Bleed, Engaging Orog Wilder
Drow Venomancer D: Dying, 1 Succeeded
Drow Hexer C: Scratched, in Bunker, Engaging Orog Arbalest
Drow Hexer D: Sratched, 2 Bleed, in water
Drow Hexer E: Unharmed, Engaging Orc Deckhand A

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up, 1 Harpoon attached to Black Manta
  Allies  
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying
Shoor (Ilvara's lover): Bloodied, Hobbled (Ray of Frost)
Asha (Ilvara's junior priestess): Dying, 2 Succeeded
Drow Elite A: Scratched, 2 Bleed, in the water
Drow Elite B: Scratched, 2 Bleed, in the water
Drow Arcane Archer B: Scratched, 2 Bleed, in water
Drow Wizard: Dead
Drow Crossbowman C: Dying, 1 Success, 1 Fail, in Crow's Nest
Drow Crossbowman D: Unharmed in Crow's Nest
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied
Drow Sailor C: Bloodied, 2 Bleed
Drow Sailor D: Bloodied, 2 Bleed, in water
Drow Sailor E: Bloodied, 2 Bleed, in water

 Drow Slave-Hunter Ship 2 (Rudderless, Sinking 3)  Crow's Nest ~20 feet up, 2 Harpoons attached to Pirate Ship
ALADIN: Belowdeck
  Enemies  
Drow Crossbowman E: Scratched, 2 Bleed, in water
Drow Crossbowman F: Scratched, 2 Bleed, in water
Drow Sailor F: Unharmed, Grappled by Slave Mob A
Drow Slave Mob A: Unharmed, Grappling Drow Sailor F
Drow Slave Mob B: Unharmed, chained belowdeck
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4
Drow Slave Mobs - 0

The Amnestic and Spore megacluster is up!
 

 West Cliff 

After hurling his farewell cantrip, the house-mage takes off like a bolt, soaring through the air towards the eastern cliff.

Their foes felled, Galdar and Topsy are left hanging - somewhat literally - on the side of the cliff face.  "Guess he took off,"  the gnome behind him disappointedly lowers her slingshot.  "Do you have any way to safely get down to the ships, like Feather Fall or something?" 
 
 Spoiler: Combat Log 
Drow House-Mage dips.
Crossbowman B splats in the water and dies.

Left open for now if Galdar has/can think of a way to get to the battle, otherwise they are free to loot and head to the beach to regroup. Or the East Cliff if they end up needing a bailout, though you wouldn't arrive within the same encounter scene.
 

 East Cliff 
 "Xalith!"  a voice calls out from the open air. A drow in fine black, silver-laced robes is launching towards the cliff from across the bay chasm, wand in hand.

 "What are you doing? Stop shouting my name!"  the female agent calls back, voice strained and cracking from her dire wounds.

 
 Spoiler: Insight DC 12 
There is concern in the male's voice. In the female's as well, any attempt to veil it foiled by the fever pitch of emotions that near death brings. They care for one another.
 


Lunging from her spoiled cover, she flits between rocks, disappearing from view long enough to pop out and fire from an unexpected angle that punctures Nilvae's side. A searing injection of venom to her core causes the witch to gasp and then pass out atop her spider.

 
 Spoiler: Combat Log 
Drow House-Mage Dashes through the air, and is now approaching off the 'coast' of the cliffs. He reveals the agent's name.
Drow Agent Xalith uses her legendary action to Hide, then pops out for a sneak attack on Nilvae, dealing  21  damage, and  14  poison damage after a save, putting her into KO with 1 failed death save.
 

 Naval Battle 

Rushing to the fallen in the lull of Jorlan's distraction, Borthan is able to stabilize one of the fallen former slaves with a quick dose of a herbal cure for anaphylaxis - a frequent danger to rangers of the dark and light alike, and one Borthan happened to have on hand. Derendil has less luck, try as he might to bandage the many bleeding, swelling insect stings. His patient, at least, doesn't seem to be in as dire a state yet. He drags the patient into cover. A bolt sails over his head, missing.

Spinning his blade on the chain for momentum, Ront hurls it at the opposing ship in a moment that it passes nearer. The blade catches Ilvara as she's in the midst of fending off her ex-lover. As he pulls the chain back, he angles it to catch on the railing. She expands her light, radiating solar brilliance onto the slave-hunting ship to blind the drow. The railing itself acts as a director to the light, a buffer protecting Faedryl from its glare.    "Witness me, slaver scum! I am the Dawnbringer!"    the sword bombastically exclaims into any mind willing to hear - and also those who are not. Any drow trying to aim at the party find their shots clumsily going wide.

Jorlan has eyes only for Ilvara. Eyes of scorn and hatred. Lashing out with his blade, he presses on into the brilliant light, blind swings drawing blood from her arrogant lack of armor. No words escape his clenched teeth, only feral sounds. The priestess' wounds look dire, but another dense spray of toxic smoke into Jorlan's face and it's clear that only spite and adrenaline are keeping him on his feet. That, too, soon gasses out, and he collapses to the bloody deck floor.

An opportune pike thrust from the boarding marauder stabs Ilvara in the side, and she falls next to him. With a gargling laugh, the fishman leaps back into the hole in the hull, making good use of the cover from retaliation.

Elara kneels down to shake Turvy awake, and he crawls groggily to his feet. A pair of spells assaults the mind and body of the drow second in command, Shoor, causing him to grip his head and then stumble back from a ray of cold that leaves frost layered on his arm and chestplate.


As the secondary drow ship continues to sink, the harpoon stuck to the pirates' duergar ship begins to tip the vessel, threatening to capsize it if the tether is not broken. Its propulsion dies down as well, the vessel stalling in the water as whoever was running the crystal engine breaks away from it in its guts.

One of the venomancers finds a spiny mushroom appendage wrapped around her limb, and gets yanked off the deck, as Stool aboard the  Manta  extends his grasper with magic. Seeing her ally be pulled over distracts the other, whose face is touched by the orog leader and rearranged with a splatter of close range teleportation, sending her to the floor next. His final deckhand, still standing by the skin of his teeth, manages to shove one of the hexers overboard. He falls past the venomancer climbing back up as she flops onto the deck, and rolls to her feet.


More drow bail from the second ship, but a row of chained together slaves emerges from the hold and grabs onto one of the sailors, attempting to search him for a key.

 
 Spoiler: Combat Log 
Borthan stabilizes Kuo-toa Sailor A.
Derendil is unable to stable Kuo-toa Sailor E, but moves them into cover with him.

Ront hits Ilvara for  15  radiant damage with his first throw, and lodges Dawnbringer on the railing of her ship with the second, inflicting Disadvantage on the drows' attacks. No longer inflicts any penalties on Faedryl either.
Stool uses Thorn Whip on Venomancer C, dealing  4  damage. She gets yanked off the pirate ship, taking  5  fish damage and 2 Bleed.

A slave mob grapples Drow Sailor F.
Orog Stonehorn abandons the engine room to come help.
Jorlan strikes Ilvara twice for  12  damage total.

Ilvara blasts Jorlan with one Poison Spray, dealing  15  magical poison damage.

Orog Arbalest fails a Shove on Hexer C, but hits for a  3  damage scratch.

With her real action, Ilvara hits Jorlan with a final Poison Spray, KOing him with  9  damage.

Orog Wilder hits Venomancer D with a  7  damage Dissipating Touch, which KO's.
Orc Deckhand A shoves Hexer D overboard, dealing  1  fish damage and 2 Bleed.
Orc Deckhand B expires from failed death saves.
Kuo-toa Marauder A stabs Ilvara for  11  damage, a KO.

Elara uses an action to wake Turvy up.
Turvy casts Mind Thrust on Shoor, who passes his save but takes  7  psychic damage. Turvy also fires a Ray of Frost at Shoor, hitting for  9  cold damage and a movement slow. This is enough to Bloody him.

Venomancer C uses her action climbing back onto the pirate ship.
Crossbowman D shoots at Derendil, but misses due to Dawnbringer.
Crossbowman E and F climb down from the crow's nest and jump into the water to try and escape the sinking ship. They take  2  and  1  fish damage respectively, and 2 Bleed each.
Drow Sailors A and B both badly miss Disadvantaged shots at the party.
Drow Sailor C uses his action to climb back onto his ship.
Drow Sailors D and E jump ship, each taking  6  fish damage and 2 Bleed.
Drow Sailor F fails to break free from the panicked slaves.

Next round, the Pirate Ship will tip over and capsize if the two harpoon tethers to Drow Ship 2 aren't broken.
 

 Underwater 

Acting quickly, ALADIN finds the place on one side of the ship's hold where the slaves' chains terminate attached to the wall. With expert work, he wedges his tool in and pries the anchor from the wood. The lines of slaves once attached panic and slosh through rising water towards the stairs, clambering to the surface. Opposite the autognome, the other slaves call and beg as the water reaches their chests,  "Help! Help us!" 
 
 Spoiler: Combat Log 
ALADIN frees one cluster of slaves, who Dash up to the deck.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 16/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3  

It had started to feel like the tide was turning, but with one of their "allied" ships about to sink beneath the waves, there was every chance they would be swallowed up by a sudden swell in turn. She again works a spell of necrosis against one of the few faces she recognises.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  Push/pull the uninjured crossbow guy in the crow's nest, trying to toss him down to the deck.  (1d20)[ 4 ] +mods vs DC16 Strength
 Action:  Toll the Dead Shoor  (1d20)[ 18 ] +mods DC16 Wis Save or  (2d12)[ 23 ]  necrotic.

Anything ending its turn in Create Bonfire's square takes  (1d6+5)[ 10 ]  fire damage on a failed DC16 Dexsave.
THP:  (1d6+5)[ 10 ] 
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 23/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  

Sarith is forced to watch Nilvae fall, knowing he isn't able to provide any aid save for killing the enemies. He does just that, loosing another bowshot at the injured agent.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  Steady Aim.
 Action:  Bowshot the injured Drow Agent
 (1d20+11)[ 22 ]  (1d20+11)[ 28 ]  (1d20+11)[ 27 ] 
 Damage:   (1d8+6)[ 9 ] + (2d6)[ 6 ][ 1 ](7)  (+1 for min/max rolls)  Total:   18 
Whispers of the Grave:  (1d6)[ 2 ]  necrotic to next nearest target.

In the event this drops the agent (which it will if it hits, I'm sure), he'll also yell out:   "Call off your forces, or I execute your woman!"   at the approaching mage.
 
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Nilvae) 
 Concentration: -  
 I knew that stupid woman would get herself killed, but I did not expect it this soon.  Galdar grumbles as they ride Charlotte down to the ground trying to reach the Black Manta.

 
 Spoiler 
Double move/Sprint riding If I need to cast Misty Step to reach a ship please tell me.
 

 
 
  
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 11/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions: prone 
 Concentration:  

As Spide watches his master fall, he quickly invokes the last of his powers.  STAND UP STUPID ELF!  he shouts as healing light envelops Nilvae. She stays laying down and picks a flower from her bloodied flower crown to heal herself. The magic struggles to take effect but it works. She stands up trying to dodge any attacks coming her way again.

 
 Spoiler 
Healing for 5 on Spide, and 11 on Nilvae, expending some of the last healing ressources. I am holding up Silvery Barbs on any attack roll targetting us, granting Sarith advantage the next time he attacks.
 

 
 
  
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Wither 3
Nilvae: Engaged by Giant Spiders A&amp;B, Dying, 1 Failed
Mr. Spide: Banished
  Enemies  
 Drow Agent Xalith:  Dying
Drow Crossbowman A: Dying, 1 Success, 1 Fail
Giant Spider A: Unharmed, Engaging Nilvae
Giant Spider B: Unharmed, Engaging Nilvae
  Surrendered  
 Drow House-Mage Ulryn of Mizzrym:  Unharmed, Concentrating on Fly, ~60 feet away from cliff, Surrendered
Drow Scout A: Unharmed, Half Cover, Surrendered
Drow Arcane Archer A: Scratched, Half Cover, Surrendered

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged, Burning 1) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~180 feet away from West Cliff
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil: Half Cover
Ront: Tower Shield Half-Cover towards Drow Ships
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unconscious, Stable
Kuo-toa Marauder B: Dying, 1 Succeeded, 2 Failed
Dr. Donk: Unharmed, Belowdecks, manning Oars
Stool: Unharmed
  Enemies  
Drow Venomancer A: Dying, 2 Failed, Poisoned Weapon
Drow Venomancer B: Dying, 1 Succeeded, 1 Failed, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Surfaced alongside DSHS 1
  Allies  
Blurg: Unharmed, Manning Steering
Y: Unharmed, 3/4 Cover

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines), Tipping (Harpoon)
  Allies  
Orog Wilder: Near Dead, Vision 5 ft. until Arcane Archer turn, manning Wheel, Engaged by Venomancer C
Orc Deckhand A: Near Dead, manning Cannon, Cannon needs loading action, Engaged by Hexer D&amp;E
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed, Belowdecks
  Enemies  
Drow Venomancer C: Damaged, 2 Bleed, Engaging Orog Wilder
Drow Venomancer D: Dying, 1 Succeeded
Drow Hexer C: Scratched, in Bunker, Engaging Orog Arbalest
Drow Hexer D: Scratched, 4 Bleed, in water
Drow Hexer E: Unharmed, Engaging Orc Deckhand A

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up, 1 Harpoon attached to Black Manta
  Allies  
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying, 1 Failure
Shoor (Ilvara's lover): Bloodied
Asha (Ilvara's junior priestess): Dying, 2 Succeeded, 1 Failed
Drow Elite A: Scratched, 4 Bleed, in the water
Drow Elite B: Scratched, 2 Bleed, Embedded Gauntlet Saw (returns to Y next round and deals 2 Bleed)
Drow Arcane Archer B: Scratched, 4 Bleed, in water
Drow Wizard: Dead
Drow Crossbowman C: Dying, 1 Success, 1 Fail, in Crow's Nest
Drow Crossbowman D: Damaged
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied
Drow Sailor C: Bloodied, 2 Bleed
Drow Sailor D: Bloodied, 2 Bleed, in water
Drow Sailor E: Bloodied, 2 Bleed, in water

 Drow Slave-Hunter Ship 2 (Rudderless, Sinking 3)  Crow's Nest ~20 feet up, 2 Harpoons attached to Pirate Ship
ALADIN: Belowdeck
  Enemies  
Drow Crossbowman E: Scratched, 2 Bleed, in water
Drow Crossbowman F: Scratched, 2 Bleed, in water
Drow Sailor F: Unharmed, Grappled by Slave Mob A
Drow Slave Mob A: Unharmed, Grappling Drow Sailor F
Drow Slave Mob B: Unharmed, chained belowdeck
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent Xalith  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage Ulryn (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage Ulryn  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4
Drow Slave Mobs - 0

Borthan and Deredil are up, ALADIN and Ront can also act!
 

 West Cliff 

Charlotte descends the cliffside, but all that awaits them below is the dark water of the lake. The ships are far beyond the reach of his power.

 
 Spoiler: Combat Log 
The naval battle is 180-200 feet away, far beyond Misty Step range.
 

 East Cliff 

His bolt lands true, and Sarith sees the agent fall in a slump onto the hard rocks. His hollered demand gives the wizard pause in his aerial advance.  "Lower your weapons!"  he calls out to the remaining archers on the cliffside.

 "You're not in charge here, Ulryn,"  the arcane archer calls back, drawing another arrow and preparing to take aim.

Looking down towards the naval battle below, this Ulryn answers,  "Ilvara has fallen. Their allies will be here soon enough - will you die for the ghost of her ambitions?"  His words give the archer pause, and his fellow arcanist hesitantly lowers his arrow. Made of far softer stuff, the scout has already lowered his bow and huddled behind his rock cover.

The archer whistles, but the attack spiders do not seem to heed his command - something else has possessed them with killing intent. Their clambering limbs grab onto Nilvae and Spide, dragging them back to the ground, twitching in poisoned stupor. Spide soon vanishes in a flash of golden light.

 
 Spoiler: Combat Log 
Sarith shoots Drow Agent Xalith for  18  damage, a KO. Whispers deals  2  damage to Arcane Archer A. Taking Xalith down cows the House-Mage into surrendering.
House-Mage Ulryn convinces Arcane Archer A and Drow Scout A to surrender. The Giant Spiders have ignored commands.
Nilvae and Spide heal themselves. I believe Spide is somewhere around 26 hp after 5 healing.

Giant Spider A hits despite Silvery Barbs, dealing  11  damage to Nilvae for a KO and  4  poison damage after a passed save for 1 failed death save.
Silvery Barbs gives Sarith Advantage on his next attack.
Giant Spider B crits Spide for  38  damage, a KO from full hp that banishes his physical form.
 

 Naval Battle 

With a mental tug, Faedryl sends the last crossbowman in Ilvara's crow's nest into an unexpected tumble over the railing, falling to the deck below. The cantrip tugging at Shoor's life force proves less insistent, the drow soldier shrugging it off. He seems more concerned with stabilizing Ilvara for the moment, but his attempts only seem to make things worse.

The bleeding kuo-toa Derendil had been trying to treat seems to stabilize as he's working on them, freeing him to other tasks. He can see the flames from the mage's lightning strike that lit some of the ropes is beginning to spread.

The crew of the sinking ship has begun to climb back onto Ilvara's vessel, trailing red water as they struggle to ascend hanging ropes and slick wood. Those who fall back into the water or take too long must content with more weakening blood loss.

The hatch of the Iron Eel opens up and Y pokes out, aiming his gauntlet at one of the drow elites just cresting the railing of Ilvara's ship. A spinning blade sticks into the drow, and Y ducks back into over.


Even in the face of their tipping vessel, the orcish pirates continue to fight. The deckhand ducks around the flaming morningstar of one of the hexers, while the one he hurled over the railing slips into the water after a failed attempt to climb back on.

 
 Spoiler: Combat Log 
Faedryl pulls Crossbowman D, who takes  10  falling damage.
Faedryl's Toll the Dead is resisted by Shoor.

Shoor attempts to stabilize Ilvara, but rolls a nat 1, bad enough to give her a failed death save.
Drow Elite A and B try to climb onto Ilvara's ship from the water. B succeeds, but A fails and slips back in, taking  2  fish damage and another 2 Bleed.
Arcane Archer B fails to climb onto Ilvara's ship, taking  5  fish damage and 2 more Bleed.
Hexer C misses Orog Arbalest.
Hexer D fails to climb back onto the pirate ship, taking  6  fish damage and 2 more Bleed.
Hexer E misses Orc Deckhand.

While Blurgh is steering, Y pops out to shoot Drow Elite B for  13  damage. At the start of Y's next turn, the embedded blade will disappear, dealing 2 Bleed.

At the end of the round, the flames will spread on the Black Manta.
 

 Underwater 

Splish splash

 
 Spoiler: Combat Log 
Drow Ship 2 will sink at the end of this round, toppling the pirate ship with it.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the rising water, ALADIN continues working to free the second chain gang, giving them a chance to seek freedom and revenge against the drow as well.

 
 Spoiler: OOC 

Still not sure if tinkering or athletics, but...
 (1d20+8)[ 11 ]  Tinkering?
 (1d20+2)[ 7 ]  Athletics
 (1d20+2)[ 9 ]  Athletics with crowbar
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 24/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Watching the Drow on the other boat fumble around, crippled by some light, Ront snorts, before looking over at the pirate ship, noting the distinct lack of living defenders on board, and the rather perilous connection to the rapidly sinking ship.  Not wanting to try attacking the ship with an army of drow on board alone, he instead pulls out two of his javelins, and throws them at the lines connecting the two, before he gets fully behind his shield once more.

 
 Spoiler: OOC 

 (1d20+8)[ 28 ]  Attack vs line 1
 (1d6+5)[ 6 ]  +  (1d4)[ 4 ]  Damage 1

 (1d20+8)[ 17 ]  Attack vs line 2
 (1d6+5)[ 9 ]  +  (1d4)[ 1 ]  Damage 2
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 "Our neighbors could use some help, people! And we could use a bit of water splashed across our deck to put out those damn fires! Starboard! Starboard on my mark!"  Borthan resumes his position at the wheel and attempts to pull alongside the orog pirate ship. As much as he wanted to whet his blade with more drow blood, he could not ignore that the Orogs fought beside them when betrayal would have been easy. Putting some muscle into it, he prays quietly under his breath that people won't figure out how little he knows about what he is doing.
 
 
  
 
 Spoiler: OOC 
DC 10 Navigation check-  (1d20+2)[ 9 ] .
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Feeling his rage begin to cool, Derendil does his best to help put out the fires on board. Any victory or loss would be cut painfully short by the ship going down into the Darklake.
 
 
  
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Wither 3
Nilvae: Engaged by Giant Spiders A&amp;B, Dying, 1 Failed
Mr. Spide: Banished
  Enemies  
 Drow Agent Xalith:  Dying, 1 Success
Drow Crossbowman A: Dying, 1 Success, 2 Fail
Giant Spider A: Damaged, Hobbled (Ray of Frost), Engaging Nilvae
Giant Spider B: Unharmed, Engaging Nilvae
  Surrendered  
 Drow House-Mage Ulryn of Mizzrym:  Unharmed, Concentrating on Fly, Surrendered
Drow Scout A: Unharmed, Half Cover, Surrendered
Drow Arcane Archer A: Scratched, Half Cover, Surrendered

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~180 feet away from West Cliff / ~5 feet from Pirate Ship
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil: Half Cover
Ront: Tower Shield Half-Cover towards Drow Ships
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unconscious, Stable
Kuo-toa Marauder B: Dead
Dr. Donk: Unharmed, Belowdecks, manning Oars
  Enemies  
Drow Venomancer A: Dying, 2 Failed, 1 Succeeded, Poisoned Weapon
Drow Venomancer B: Dying, 1 Succeeded, 2 Failed, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Surfaced alongside DSHS 1
  Allies  
Blurg: Unharmed, Manning Steering
Y: Unharmed, 3/4 Cover

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines) / ~5 feet from Black Manta
  Allies  
Stool: Unharmed, Concentrating (Healing Spirit)
Orog Wilder: Near Dead, Vision 5 ft. until Arcane Archer turn, manning Wheel, Engaged by Venomancer C
Orc Deckhand A: Near Dead, manning Cannon, Cannon needs loading action, Engaged by Hexer E, sharing space with Healing Spirit (heal 1d6 at turn start)
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed
  Enemies  
Drow Venomancer C: Dying, 2 Failed, 2 Bleed
Drow Venomancer D: Dying, 2 Succeeded
Drow Hexer C: Damaged, in Bunker, Prone, Engaging Orog Arbalest
Drow Hexer D: Damaged, 4 Bleed, in water
Drow Hexer E: Scratched, Engaging Orc Deckhand A

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up, 1 Harpoon attached to Black Manta
  Allies  
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying, 1 Failed
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying, 1 Failure, 1 Success
Shoor (Ilvara's lover): Bloodied
Asha (Ilvara's junior priestess): Dying, 2 Succeeded, 1 Failed
Drow Elite A: Scratched, 4 Bleed, in the water
Drow Elite B: Damaged, 2 Bleed, Embedded Gauntlet Saw (returns to Y next round and deals 2 Bleed)
Drow Arcane Archer B: Scratched, 4 Bleed, in water
Drow Wizard: Dead
Drow Crossbowman C: Dying, 2 Success, 1 Fail, in Crow's Nest
Drow Crossbowman D: Damaged
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied
Drow Sailor C: Bloodied, 2 Bleed
Drow Sailor D: Bloodied, 2 Bleed, in water
Drow Sailor E: Bloodied, 4 Bleed, in water

 Drow Slave-Hunter Ship 2 (Rudderless, Sunken)  Sunken
ALADIN: Belowdeck, Sunken
  Enemies  
Drow Crossbowman E: Scratched, 2 Bleed, Sunken (removed from combat)
Drow Crossbowman F: Scratched, 2 Bleed, Sunken (removed from combat)
Drow Sailor F: Damaged, 2 Bleed, Grappled by Slave Mob A, Sunken (removed from combat)
Drow Slave Mob A: Damaged, 2 Bleed, Grappling Drow Sailor F, Sunken (removed from combat)
Drow Slave Mob B: Damaged, 2 Bleed, chained belowdeck, Sunken (removed from combat)
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent Xalith  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage Ulryn (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage Ulryn  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4
Drow Slave Mobs - 0

Amnestic and Spore cluster is up!
 

 East Cliff 

Gliding over the cliff, the flying wizard hesitates. His reasons are surely short of altruistic, but he determines that his chances of lenience are better if he offers aid, and he shoots one of the spiders that dragged Nilvae to the ground with an icy ray.  "You two, get Xalith stable!"  he calls down to the other surrendered drow.

 
 Spoiler: Combat Log 
House-Mage Ulryn flies above the cliff. He shoots Giant Spider A with Ray of Frost for  11  damage.
 

 Naval Battle 

Borthan's guidance steers the ship nearer to the pirate vessel, as Ront's two javelins fly with pinpoint accuracy and sever the harpoon cables attaching it to the doomed ship. Shifting back up, the ship wobbles upon the water; were the Darklake less sober a sea, it may have toppled from the unrest alone. The javelins, alas, are lost to the deep as they fall below the black water.

Despite their rowers' attempts, the splashes of water that hit the deck fail to put out the flames beginning to catch from the smoldering rope. Luckily Derendil is there to stamp out the flames.

Stepping out onto the deck, the stonehorned sorcerer that had until now been powering the pirates' crystal engine assesses the situation. He grows a green crystal from his arm and launches it at one of the venomancers, but the swaying of the ship throws off his aim and she evades harm. With the ships drawn near, Stool hops aboard and conjures a swirling cloud of healing spores that coalesce around the resilient deckhand. Club growing larger, Stool misses the swift assassin. She cannot evade the orog leader's touch, which nearly throws her to the floor as more of her body is slivered away by teleportation.

Pulling out a javelin, the deckhand tosses it at the nearly-dead venomancer, but the hexer engaging him swats the weapon from his hands. The shining javelin loosed by Elara is more successful, piercing past the hexer and then striking the venomancer from behind, sending her to the floor.

Turvy assaults the hexer in the water with spells to keep him from climbing back up. A stray bolt hits him in the crossfire between ships, but fails to penetrate the twilit barrier.


On the drow ship, the surviving marauder deals a nasty wound to one of the newly boarded Elites.

 
 Spoiler: Combat Log 
Borthan moves the ship alongside the pirate ship, however the rowers fail to put out the fires.
Derendil puts out the flames on the deck in their stead.
Ront throws two javelins, severing the harpoons from the pirate ship.

Orog Stonehorn reaches the pirate ship deck and casts Crystal Shard on Venomancer C, but misses.
Stool hops onto the pirate ship and casts Healing Spirit as a bonus action, on Orc Deckhand A's space.
Stool uses Shillelagh, but misses Venomancer C.

Drow Ship 2 sinks. Slave Mob A drags Drow Sailor F underwater with them, both taking fish damage and 2 Bleed. They are sucked down by the wake of the sinking ship and effectively doomed.
Drow Crossbowman E and F fail athletics checks to escape the wake of the sinking ship and are pulled under, effectively doomed.

Orog Arbalest Shoves Hexer C prone, and deals  6  damage with an attack.
Orog Wilder uses Dissipating Touch to deal  13  damage to Venomancer C, nearly downing her.
Orc Deckhand heals  3  from Healing Spirit. He attacks Venomancer C with a javelin, but misses due to melee penalties.
Kuo-toa Marauder A leaps onto the deck of Drow Ship 1 and stabs Drow Elite B for  12  damage, them jumps back belowdeck.
Kuo-toa Marauder B dies.
Elara casts Radiant Lance, dealing  4  radiant damage to Hexer E and Venomancer C. Venomancer C drops.
Turvy casts Mind Thrust on Hexer D in the water for  4  psychic damage after a save, and hits Hexer D with a Ray of Frost for good measure dealing  8  damage.

Drow Crossbowman D shoots at Elara, but misses.
Drow Sailor A misses Faedryl.
Drow Sailor B shoots Turvy for  3  damage.
Drow Sailor C misses Elara.
Drow Sailor D climbs onto Drow Ship 1.
Drow Sailor E fails to climb onto Drow Ship 1, and takes  2  fish damage and 2 more Bleed.
 

 Underwater 

Despite his best efforts, the second wall mount proves harder to pull free with ALADIN's tool, working in the slightly different physics of the underwater. Soon the water is above them, flush with the ceiling and spilling up the stairs onto the deck above. The entire ship tips backwards, and the slaves exhale bubbles from their mouths. Soon the fish find their way in or are sucked in with flowing water, slave blood clouding the water.

The wake of the sinking ship will make swimming away nearly impossible for those unable to escape it already; not that ALADIN can swim well in the first place. Luckily, unlike the organics, he also does not need to worry about drowning.

 
 Spoiler: Combat Log 
ALADIN is unable to get the second batch of slaves free this round (it is a tinkering tool check, sorry for not specifying which roll was used last time).
ALADIN is probably stuck on the ship from here, but enemies currently in the water are within range of his cantrips from the sinking deck.

The slaves take  4  fish damage and 2 Bleed as the ship sinks fully.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 16/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3  

The enemies had mostly fallen, but the lack of any signal from Sarith still had her mildly concerned.  She weaves another shadow spell at Shoor, hoping for more success.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  If anyone's still near the ship's edge, push/pull them off. If not, try to shove someone into a wall?  (1d20)[ 4 ] +mods vs DC16 Str save.
 Action:  Toll the Dead Shoor  (1d20)[ 8 ] +mods DC16 Wis Save or  (2d12)[ 20 ]  necrotic.

Anything ending its turn in Create Bonfire's square takes  (2d8)[ 8 ]  fire damage on a failed DC16 Dexsave.
 THP:  (2d8)[ 8 ]   Don't know why I rolled that, muscle memory.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 23/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  

Truly he hadn't expected it to work, but it bought him a few moments to possibly save Nilvae. He couldn't see much of the ship battle below, but it seemed to be going in their favour. Even if he couldn't execute every drow here, he might be able to use that to get away.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  Steady Aim.
 Action:  Bowshot the injured spider.
 (1d20+11)[ 27 ]  (1d20+11)[ 18 ]  (1d20+11)[ 28 ] 
 Damage:   (1d8+6)[ 7 ] + (2d6)[ 5 ][ 2 ](7)  (+1 for min/max rolls)  Total:   15 
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Wither 3, Engaged by Spider B
Nilvae: Dying, 2 Failed
Mr. Spide: Banished
  Enemies  
 Drow Agent Xalith:  Dying, 1 Success
Drow Crossbowman A: Dying, 1 Success, 2 Fail
Giant Spider A: Dead
Giant Spider B: Unharmed, Engaging Sarith
  Surrendered  
 Drow House-Mage Ulryn of Mizzrym:  Unharmed, Concentrating on Fly, Surrendered
Drow Scout A: Unharmed, Half Cover, Surrendered
Drow Arcane Archer A: Scratched, Half Cover, Surrendered

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~180 feet away from West Cliff / ~5 feet from Pirate Ship
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Borthan: Manning Steering Comms (decides if the ship moves closer or further away, Sailing tool check used for ship's Dex saves)
Derendil: Half Cover
Ront: Tower Shield Half-Cover towards Drow Ships
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unconscious, Stable
Kuo-toa Marauder B: Dead
Dr. Donk: Unharmed, Belowdecks, manning Oars
  Enemies  
Drow Venomancer A: Dying, 2 Failed, 1 Succeeded, Poisoned Weapon
Drow Venomancer B: Dying, 1 Succeeded, 2 Failed, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Underwater, alongside DSHS 2
  Allies  
Blurg: Unharmed, Manning Steering

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines) / ~5 feet from Black Manta
  Allies  
Stool: Scratched, Concentrating (Healing Spirit)
Orog Wilder: Near Dead, Vision 5 ft. until Arcane Archer turn, manning Wheel, Engaged by Venomancer C
Orc Deckhand A: Dying, Engaged by Hexer E, sharing space with Healing Spirit (heal 1d6 at turn start)
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed
  Enemies  
Drow Venomancer C: Dying, 2 Failed, 2 Bleed
Drow Venomancer D: Dying, 2 Succeeded
Drow Hexer C: Damaged, in Bunker, Engaging Orog Arbalest
Drow Hexer D: Bloodied, 4 Bleed
Drow Hexer E: Scratched, Engaging Orc Deckhand A

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
Y: Unharmed
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying, 1 Failed
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying, 1 Failure, 1 Success
Shoor (Ilvara's lover): Near Death
Asha (Ilvara's junior priestess): Dying, 2 Succeeded, 2 Failed
Drow Elite A: Damaged, 6 Bleed, in the water
Drow Elite B: Damaged, 8 Bleed, in the water
Drow Arcane Archer B: Near Death, 6 Bleed, in water
Drow Wizard: Dead
Drow Crossbowman C: Dying, 2 Success, 1 Fail, in Crow's Nest
Drow Crossbowman D: Bloodied, Sawbladed
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied
Drow Sailor C: Bloodied, 2 Bleed
Drow Sailor D: Bloodied, 2 Bleed, in water
Drow Sailor E: Bloodied, 4 Bleed, in water

 Drow Slave-Hunter Ship 2 (Rudderless, Sunken)  Sunken
ALADIN: Belowdeck, Sunken
  Enemies  
Drow Crossbowman E: Scratched, 2 Bleed, Sunken (removed from combat)
Drow Crossbowman F: Scratched, 2 Bleed, Sunken (removed from combat)
Drow Sailor F: Damaged, 2 Bleed, Grappled by Slave Mob A, Sunken (removed from combat)
Drow Slave Mob A: Damaged, 2 Bleed, Grappling Drow Sailor F, Sunken (removed from combat)
Drow Slave Mob B: Damaged, 2 Bleed, chained belowdeck, Sunken (removed from combat)
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent Xalith  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage Ulryn (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage Ulryn  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
Stool - 4
Drow Slave Mobs - 0

Borthan and Derendil are up, as are Ront and ALADIN!
 

 East Cliff 

A well-placed shot ends the life of one of the spiders, but Sarith can see that the half-elf's condition is worsening. The creature rears back and bares its fangs, pursuing Sarith next. He is able to anticipate it, however, and sidesteps with ease. A second ray from above fails to track its movement, freezing over the stone behind it.

The two surrendered drow rush to Xalith's side and attempt to stop her bleeding, to no success.

 
 Spoiler: Combat Log 
Nilvae fails a death save.
Sarith sneak attacks Giant Spider A for  15  damage, enough to finish it off.

Drow Scout A tries to stabilize Xalith, but fails.
Giant Spider B attacks Sarith, but misses.
House-Mage Ulryn shoots another Ray of Frost at Giant Spider B, but misses.
Arcane Archer A also fails to stabilize Xalith.
 

 Naval Battle 

As the ships circle one another around the stalled out pirate vessel, Faedryl silently shoves the elite warrior who'd just climbed up back overboard into the water with a satisfying holler, and a splash. Flailing hands try to claw their way up the wet hull, but fail to find purchase as it curves in the water. Her spell exacts its toll this time, causing Shoor to pale as he stands from the dying Ilvara, his hands now shaking with fear.

Running to the harpoons, he steps through Faedryl's lingering flames in order to cut the harpoon line attaching their vessel to the  Black Manta . Raising his sword, he points at the sailor manning the wheel,  "Turn this ship around! We retreat!"  a command his lover would no doubt flay him for... were she to survive.

Pulling himself over the railing onto the remaining drow ship, Y's sawblade reappears in a glimmer of blue light and he launches it into the side of the remaining crossbowman this time. His face is a grim line this time, fully focused on the danger at hand.

Sounds of fighting continue to clamor from inside the pirate ship's bunker, and one of the hexers manages to claw his way back onto the ship. The cursed men show no signs of forfeiting the fight, their souls already damned by fiendish ritual. One of them knocks the remaining deckhand out with another flaming morningstar strike.

 
 Spoiler: Combat Log 
Faedryl tele-bonks Elite B back overboard into the water. He takes  6  fish damage and 2 more Bleed.
Faedryl hits Shoor with Toll the Dead and he fails his save this time, taking  20  damage. He's in rough shape.

Shoor takes  8  damage from Create Bonfire as he moves through it to cut the harpoon line.
Drow Elite A&amp;B try to climb back onto the ship again, but both fail. They take  5  and  3  fish damage and 2 more Bleed each.
Arcane Archer B fails to climb back onto the ship, taking  2  fish damage and 2 more Bleed.
Hexer C gets up, but fails to hit Drow Arbalest.
Hexer D climbs back onto the pirate ship.
Hexer E hits Orc Deckhand A for  11  damage, a KO. Stool takes  6  splash damage, but holds Concentration.

Y's sawblade returns to him, dealing 2 more Bleed to Elite B. Y climbs onto the drow ship and shoots Crossbowman B for  7  damage and a sawblade embed.
 

 Underwater 

After dropping Y off on the drow ship, Blurg sluggishly operates the  Eel's  controls, slithering it down towards the sunken ship.

 
 Spoiler: Combat Log 
Blurg pilots the Iron Eel down near the sinking ship, allowing those in the water to grab hold. ALADIN can also reach the Eel from where he is if he Dashes.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Ignoring the water, ALADIN continues to try to free the now rapidly drowning slaves, wanting to at least give them a chance to be free.
 
 Spoiler: OOC 

 (1d20+8)[ 23 ]  Tinkering once more?
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 24/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With support on the drow ship at long last, their boss dead, and the enemies thinned out and weakened, Ront looks over the edge of the ship, noting the fish, the minute amounts of blood, and the fall, before he focuses his attention on his target.  He takes a moment to back up, getting a running start, and leaping across the narrowing distance to the Drow ship with a brutal roar that was definitely not a scream of terror as he triggers his vambrace to pull towards Dawnbringer.  He judged well, getting pulled just over the edge of the ship, and continuing his motion, he rushes Shoor, letting his familiar Gauntlet lead the way as he slams his fist into the drow's gut with all the force he can muster, then trying to tighten his grip, and send the creature flying far away from him with brutal force.
 
 Spoiler: OOC 

Move:  Moving?
Action:
Attack Shoor?
 (1d20+9)[ 21 ]  Punch him!
 (2d4+6)[ 12 ]  Damage(Punching damage)
If hit, bonus action grapple
 (1d20+8)[ 19 ]  Athletics,  (1d20)[ 9 ]  Athletics or Acrobatics to escape.  Or a corpse.  Either way.
Throw Shoor at the sailor manning the wheel.(If grapple succeeded)
If not, this is actually a regular punch to Shoor.
 (1d20+9)[ 18 ]  Toss
 (2d4+6)[ 12 ]  Damage to both?
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

When the Manta was close enough that a solid leap would carry him to the Orog pirate ship Borthan gave a rallying shout of "C'mon, you idjits! Let's rescue us some pirates!" before throwing himself across to the other ship. Uttering  "PREY" , his axe flashed as he attempted to cut down his foes.
 
 
  
 
 Spoiler: OOC 
Hexers are bad guys, right? Either way, get on the pirate ship and finish off the resistance. Hunter's mark.  (1d20+8)[ 15 ]  to hit for  (1d8+5)[ 8 ]  damage plus  (1d6)[ 6 ]  damage.  (1d20+8)[ 25 ]  to hit for  (1d8+5)[ 9 ]  to hurt, plus  (1d6)[ 3 ] .
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 10 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil follows Borthan, launching himself across and striking with his silver trident, aiming to mop up the boarders.
 
 
  
 
 Spoiler: OOC 
Attack with the trident-  (1d20+6)[ 12 ]  for  (1d6+4)[ 8 ] , plus a green flame blade to spread damage around-  (1d8)[ 2 ]  to the initial target and  (1d8)[ 4 ] +2 to another, if available.
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Wither 3, Engaged by Spider B
Nilvae: Dying, 2 Failed
Mr. Spide: Banished
  Enemies  
 Drow Agent Xalith:  Dying, 1 Success
Drow Crossbowman A: Dying, 1 Success, 2 Fail
Giant Spider A: Dead
Giant Spider B: Unharmed, Engaging Sarith
  Surrendered  
 Drow House-Mage Ulryn of Mizzrym:  Unharmed, Concentrating on Fly, Surrendered
Drow Scout A: Unharmed, Half Cover, Surrendered
Drow Arcane Archer A: Scratched, Half Cover, Surrendered

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~180 feet away from West Cliff / ~5 feet from Pirate Ship
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unconscious, Stable
Kuo-toa Marauder B: Dead
Dr. Donk: Unharmed, Belowdecks, manning Oars
  Enemies  
Drow Venomancer A: Dying, 2 Failed, 1 Succeeded, Poisoned Weapon
Drow Venomancer B: Dying, 1 Succeeded, 2 Failed, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Underwater, alongside DSHS 2
  Allies  
Blurg: Unharmed, Manning Steering

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines) / ~5 feet from Black Manta
  Allies  
Borthan: Engaging Hexer E and Mini Retriever D
Derendil: Engaging Hexer E and Mini Retriever D
Stool: Scratched, Concentrating (Healing Spirit)
Orog Wilder: Near Dead, Vision 5 ft. until Arcane Archer turn, manning Wheel, Engaged by Venomancer C
Orc Deckhand A: Dying, Engaged by Hexer E, sharing space with Healing Spirit (heal 1d6 at turn start)
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed
  Enemies  
Drow Venomancer C: Dying, 2 Failed, 2 Bleed
Drow Venomancer D: Dying, 2 Succeeded
Drow Hexer C: Damaged, in Bunker, Engaging Orog Arbalest
Drow Hexer D: Dead
Drow Hexer E: Scratched, Engaging Orc Deckhand A, Borthan and Derendil
Mini Retriever D: Unharmed, Engaging Borthan and Derendil

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Ront:
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
Y: Unharmed
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying, 1 Failed
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying, 1 Failure, 1 Success
Shoor (Ilvara's lover): Dying
Asha (Ilvara's junior priestess): Dying, 2 Succeeded, 2 Failed
Drow Elite A: Damaged, 6 Bleed, in the water
Drow Elite B: Damaged, 8 Bleed, in the water
Drow Arcane Archer B: Near Death, 6 Bleed, in water
Drow Wizard: Dead
Drow Crossbowman C: Dying, 2 Success, 1 Fail, in Crow's Nest
Drow Crossbowman D: Bloodied, Sawbladed
Drow Sailor A: Unharmed, manning Wheel
Drow Sailor B: Bloodied
Drow Sailor C: Bloodied, 2 Bleed
Drow Sailor D: Bloodied, 2 Bleed, in water
Drow Sailor E: Bloodied, 4 Bleed, in water

 Drow Slave-Hunter Ship 2 (Rudderless, Sunken)  Sunken
ALADIN: Belowdeck, Sunken
  Enemies  
Drow Crossbowman E: Scratched, 2 Bleed, Sunken (removed from combat)
Drow Crossbowman F: Scratched, 2 Bleed, Sunken (removed from combat)
Drow Sailor F: Damaged, 2 Bleed, Grappled by Slave Mob A, Sunken (removed from combat)
Drow Slave Mob A: Damaged, 2 Bleed, Grappling Drow Sailor F, Sunken (removed from combat)
Drow Slave Mob B: Damaged, 2 Bleed, chained belowdeck, Sunken (removed from combat)
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent Xalith  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage Ulryn (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage Ulryn  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
 Stool  - 4
Drow Slave Mobs - 0

Stool is up!
 

 Naval Battle 

A quick vault over the railings brings Borthan onto the pirate ship as the rowers stop beside it. No matter - the enemy ship seems to be retreating. With a mark guiding his hand, a pair of two axe strokes brings down one of the large, bare-chested drow hexers. The scarified tattoos across his back glow and erupt into another bloody, metal arachnid. Derendil follows him over, angling his trident at the last hexer on the deck, but the weapon is caught on their foe's morningstar and turned away.

Leaping from the railing of the  Black Manta , Ront activates the reeling function of his gauntlet. Much like the technique used by the drow boarders to leap onto their ship with their silk tethers, he hurls himself across the water. Landing firmly on the deck and letting the chain go slack again, he rushes the feebly standing Shoor. In spite of fading consciousness, the drow twists and parries the first gut punch with his gleaming shortsword, squinting against the glare of sunlight ringing Ront's looming eclipse.

The backhand that follows he doesn't have strength left to resist, and it sends him sprawling to the ground.

 
 Spoiler: Combat Log 
Borthan hops onto the pirate ship and marks Hexer D. First hit deals  14  damage and the second deals  12 , enough to finish him off. Mini Retriever D bursts from the corpse. Hunter's Mark is reassignable with a bonus action.
Derendil hops onto the pirate ship and barely misses Hexer E.
Ront successfully leaps to Ilvara's ship.
Ront's first swing is deflected by a Parry reaction, but he can't deflect the second which KO's him.
 

 Underwater 

Persistently, ALADIN works at the look upon the wall and is able to pull it loose with his multitool. The chained slaves begin trying to claw their way up from the sinking ship, even as the fish that flooded in with them gnaw at flesh and leave trails of red in the water.

 
 Spoiler: Combat Log 
ALADIN frees Slave Mob B.
 
Spore
      
      Stool     
 Myconid Druid 
 AC: 15 (bucket armor) HP: 38/44 MP: ??/?? 
 PP: 16 PIv: 9 PIs: 13 San: 12 
 Conditions: -  
 Concentration: Healing Spirit 

Stool hums a song that echoes throughout the cave. The water ripples in tune, shaking up a mighty Tidal Wave crashing through as many enemies as possible on its way to the slave hunter ship. Oddly enough a second voice picks up Stool's soothing song that heals his allies around.

 
 Spoiler 
Sending Tidal Wave (Dex save  (4d8)[ 22 ]  blunt damage) vs Dex 14 save or be knocked prone. I am aiming to hit as many standing enemy drow as possible. If I can get one or two on my side, all the better. The spell does have 120 ft range and is a 10 ft (10 ft height) line of 30 ft. It feels like the crowd control version of lightning bolt.
 

 
 
  
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Wither 3, Engaged by Spider B
Nilvae: Dying, 2 Failed
Mr. Spide: Banished
  Enemies  
 Drow Agent Xalith:  Dying, 2 Success
Drow Crossbowman A: Dying, 2 Success, 2 Fail
Giant Spider A: Dead
Giant Spider B: Unharmed, Engaging Sarith
  Surrendered  
 Drow House-Mage Ulryn of Mizzrym:  Unharmed, Concentrating on Fly, Surrendered
Drow Scout A: Unharmed, Half Cover, Surrendered
Drow Arcane Archer A: Scratched, Half Cover, Surrendered

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~180 feet away from West Cliff / ~5 feet from Pirate Ship
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unconscious, Stable
Kuo-toa Marauder B: Dead
Dr. Donk: Unharmed, Belowdecks, manning Oars
  Enemies  
Drow Venomancer A: Dying, 2 Failed, 2 Succeeded, Poisoned Weapon
Drow Venomancer B: Dead, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Underwater, alongside DSHS 2
  Allies  
Blurg: Unharmed, Manning Steering
  Enemies  
Drow Crossbowman E: Damaged, 2 Bleed, Sunken
Drow Crossbowman F: Damaged, 2 Bleed, Sunken
Drow Sailor F: Dead, Sunken
Drow Slave Mob A: Bloodied, 4 Bleed, Sunken

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines) / ~5 feet from Black Manta
  Allies  
Borthan: Engaging Hexer E and Mini Retriever D
Derendil: Engaging Hexer E and Mini Retriever D
Stool: Scratched, Concentrating (Healing Spirit)
Orog Wilder: Near Dead, Engaged by Hexer E and Mini Retriever D
Orc Deckhand A: Nearly Dead, Engaged by Hexer E and Mini Retreiver D, sharing space with Healing Spirit (heal 1d6 at turn start)
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed
  Enemies  
Drow Venomancer C: Dead
Drow Venomancer D: Unconscious, Stable
Drow Hexer C: Damaged, in Bunker, Engaging Orog Arbalest, Prone
Drow Hexer D: Dead
Drow Hexer E: Scratched, Engaging Orc Deckhand A, Borthan and Derendil and Orog Wilder
Mini Retriever D: Unharmed, Engaging Orc Deckhand A, Borthan and Derendil and Orog Wilder

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Ront:
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
Y: Unharmed
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying, 1 Succeeded, 1 Failed
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying, 2 Failure, 1 Success
Shoor (Ilvara's lover): Dying
Asha (Ilvara's junior priestess): Dying, 2 Succeeded, 2 Failed
Drow Elite A: Damaged, 6 Bleed, in the water
Drow Elite B: Damaged, 8 Bleed, in the water
Drow Arcane Archer B: Near Death, 6 Bleed, in water
Drow Wizard: Dead
Drow Crossbowman C: Dying, 2 Success, 2 Fail, in Crow's Nest
Drow Crossbowman D: Dying, 1 Success, Sawbladed
Drow Sailor B: Dying, 1 Fail
Drow Sailor C: Dying, 2 Bleed, 1 Fail, 1 Success
Drow Sailor D: Dead
  Surrendered  
Drow Sailor A: Damaged
Drow Sailor E: Near Dead, 4 Bleed

 Drow Slave-Hunter Ship 2 (Rudderless, Sunken)  Sunken
ALADIN: Belowdeck, Sunken
  Enemies  
Drow Slave Mob B: Bloodied, 4 Bleed, Sunken
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent Xalith  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage Ulryn (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage Ulryn  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
 Stool  - 4
Drow Slave Mobs - 0

Nilvae and Amnestic gang is up!
 

 East Cliffs 

One spider remains menacing Sarith, while the surrendered drow attempt to stabilize their mage's fallen woman. Nilvae lay bleeding out.

 
 Spoiler: Combat Logs 
Nothing happened with the NPCs, just a brief recap.
 

 
 Spoiler: Nilvae 
Everything is dark, a half-conscious mess of incomplete thoughts fizzling through her dying brain as it loses its grasp on her soul. Whatever awaits she and Spide should their souls become untethered and fall through him into Lolth's abyss, she is teetering on the edge.

A golden light cracks through the mess of nonsense inputs, something reaching out and touching her soul. She can hear the sound of church bells, bringing to mind the old country chapels from back home on the surface. Perhaps bitterer memories than one would hope.

In the ringing of the chimes she hears a voice. Soft and deep, feminine and masculine at the same time, like two voices speaking over one another.   "Nilvae. Thank the heavens I reached you in time. My name is Rahaniel, a Celestial spirit. There is something important you must do."  

A silhouette of light stretches through the gap, the shape of an arm - and a hand.   "Let me help you."   A soft whisper intones under the voice in a language recognize. Celestial incantations, maybe?   "Take my hand and I can keep you from death's door."  
 
 Spoiler: OOC 
Nilvae may choose to take the hand and Stabilize, or roll her death save on her own.
 

 

 Naval Battle 

Conjuring up a torrent of water, Stool sends it crashing into the slaver ship as it attempts to maneuver and turn around. The stream of water bowls over two of the sailors, and dashes one of the ones in the water against the hull, before reaching its end with a watery fist into the gut of the last crossbowman. He too, goes sprawling onto the deck. Their kuo-toa marauder leaps onto the deck one last time to join Ront on the frontlines. He rushes the last sailor standing at the wheel and delivers a glancing cut to the side with his pike.

The singing spores lingering above the dying orc deckhand's head cause him to gasp to life and cough on them as he struggles to get up to his feet, swinging his weapon blindly in half-conscious delirium and hitting nothing. Their interim captain staggers back into the fray, trying to catch the not so miniature arachnid with his deadly hands, to no avail. Two cantrips from the  Manta 's deck assail the Hexer menacing them, weakening him with withering and frost.

One of the drow sailors in the water claws their way back up onto the remaining drow ship and gasps, spitting up liquid.  "I surrender!"  he shouts throwing away his weapons as he lay on the deck attempting to catch his breath. By the looks of him, he will soon bleed out on his own either way. The freshly wounded drow at the wheel looks between Ront and the kuo-toa menacing him and throws down his own weapons as well, getting on his knees.

 
 Spoiler: Combat Log 
Stool's Tidal Wave smashes Drow Sailors B and C, and takes out D in the water, who sinks below the waves. It also knocks out Crossbowman D.
Stool's Healing Spirit heals Orc Deckhand A for  6 , getting him back up.

In the bunker, Orog Arbalest Shoves Hexer C Prone and hits for  6  damage.
Orog Wilder attempts to hit Mini Retriever D with a Dissipating Touch, but misses.
Orc Deckhand A stands up and misses Hexer E twice with an axe swing and an unarmed strike.
Kuo-toa Marauder B climbs onto the drow ship deck and recklessly attacks Drow Sailor A for  4  damage.
Elara casts Toll the Dead on Hexer E for  9  damage.
Turvy casts Ray of Frost on Hexer E for  4  damage.

Drow Sailor A surrenders.
Drow Sailor E climbs back up and surrenders.
 

 Underwater 

Clamboring up the sunken stairs as quickly as they can, the slaves are forced to drag some of their own who fall unconscious from loss of blood. As the rest of the sinking crew realize a lifeboat has arrived, they begin to make their way across the deck to it - those who still live.

 
 Spoiler: Combat Log 
Slave Mob A takes  3  fish damage and 2 more Bleed, as they climb into the Iron Eel. They attempt to stop their bleeding, but fail.
Slave Mob B climbs onto the sinking deck, and takes  6  fish damage and 2 more Bleed. They Dash to get closer to the Eel.

Drow Crossbowman E takes  1  fish damage and 2 more Bleed, F takes  4  more fish damage and 2 more Bleed. They climb onto the Eel and use their actions to reduce their bleeding.
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 0/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions: dying (2 failed, 1 success) 
 Concentration:  
 
 Spoiler 
Gritting her imaginary teeth, the half elf slaps away the "hand" and tries to rise on her own.  I am about DONE with commands right now. First Puck, now you. Yes, I perfectly understand you are my handler. Yes I get that Spide is damned to Lolth's Abyss if we do not survive. But if you are truly divine, if you are good and benevolent, you will help me before needing further proof of my loyalty. Because everything else is extortion befitting the Nine Hells but not Mount Celestia. 

Exhausted she instead turns herself on her back and lays there for a brief moment.  Would you extend your hand before I agree to do anything? At least this once? 
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 16/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3  

So much death, and more was yet to come. She targets one of those engaged with Borthan and Derendil, tolling yet another bell that heralded so much death.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  If anyone's still near the ship's edge, push/pull them off. If not, try to shove someone into a wall?  (1d20)[ 18 ] +mods vs DC16 Str save.
 Action:  Toll the Dead Hexer E  (1d20)[ 15 ] +mods DC16 Wis Save or  (2d12)[ 11 ]  necrotic.

Anything ending its turn in Create Bonfire's square takes  (2d8)[ 11 ]  fire damage on a failed DC16 Dexsave.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 23/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  

Sarith leaves his longbow in one hand, swiftly drawing his shortsword and stabbing up into the spider's underbelly.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  Steady Aim.
 Action:  Shortsword Stab
 (1d20+8)[ 21 ]  (1d20+8)[ 16 ]  (1d20+8)[ 22 ] 
 Damage:   (1d6+5)[ 9 ] + (2d6)[ 6 ][ 3 ](9)  (+1 min/max). Total:  19 
 
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Wither 3, Engaged by Spider B
Nilvae: Dying, 2 Failed
Mr. Spide: Banished
  Enemies  
 Drow Agent Xalith:  Unconscious, Stable
Drow Crossbowman A: Dying, 2 Success, 2 Fail
Giant Spider A: Dead
Giant Spider B: Near Death, Engaging Sarith
  Surrendered  
 Drow House-Mage Ulryn of Mizzrym:  Unharmed, Concentrating on Fly, Surrendered
Drow Scout A: Unharmed, Half Cover, Surrendered
Drow Arcane Archer A: Scratched, Half Cover, Surrendered

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~180 feet away from West Cliff / ~5 feet from Pirate Ship
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unconscious, Stable
Kuo-toa Marauder B: Dead
Dr. Donk: Unharmed, Belowdecks, manning Oars
  Enemies  
Drow Venomancer A: Dying, 2 Failed, 2 Succeeded, Poisoned Weapon
Drow Venomancer B: Dead, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Underwater, alongside DSHS 2
  Allies  
Blurg: Unharmed, Manning Steering
  Enemies  
Drow Crossbowman E: Damaged, 2 Bleed, Sunken
Drow Crossbowman F: Damaged, 2 Bleed, Sunken
Drow Sailor F: Dead, Sunken
Drow Slave Mob A: Bloodied, 4 Bleed, Sunken

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines) / ~5 feet from Black Manta
  Allies  
Borthan: Engaging Hexer E and Mini Retriever D
Derendil: Engaging Hexer E and Mini Retriever D
Stool: Scratched, Concentrating (Healing Spirit)
Orog Wilder: Near Dead, Engaged by Hexer E and Mini Retriever D
Orc Deckhand A: Nearly Dead, Engaged by Hexer E and Mini Retreiver D, sharing space with Healing Spirit (heal 1d6 at turn start)
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed
  Enemies  
Drow Venomancer C: Dead
Drow Venomancer D: Unconscious, Stable
Drow Hexer C: Damaged, in Bunker, Engaging Orog Arbalest, Prone
Drow Hexer D: Dead
Drow Hexer E: Bloodied, Engaging Orc Deckhand A, Borthan and Derendil and Orog Wilder
Mini Retriever D: Unharmed, Engaging Orc Deckhand A, Borthan and Derendil and Orog Wilder

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Ront:
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Lightly Damaged, 2 Bleed, Belowdeck, Recklessly Attacked
Y: Unharmed
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying, 1 Succeeded, 1 Failed
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying, 2 Failure, 1 Success
Shoor (Ilvara's lover): Dying, 1 Failed
Asha (Ilvara's junior priestess): Dead
Drow Elite A: Damaged, 8 Bleed, in the water
Drow Elite B: Bloodied, 8 Bleed
Drow Arcane Archer B: Dead, Sunken
Drow Wizard: Dead
Drow Crossbowman C: Dying, 2 Success, 2 Fail, in Crow's Nest
Drow Crossbowman D: Dying, 1 Success, 2 Bleed
Drow Sailor B: Dying, 1 Fail
Drow Sailor C: Dying, 2 Bleed, 1 Fail, 1 Success
Drow Sailor D: Dead
  Surrendered  
Drow Sailor A: Damaged
Drow Sailor E: Near Dead, 4 Bleed

 Drow Slave-Hunter Ship 2 (Rudderless, Sunken)  Sunken
ALADIN: Belowdeck, Sunken
  Enemies  
Drow Slave Mob B: Bloodied, 4 Bleed, Sunken
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent Xalith  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage Ulryn (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage Ulryn  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
 Stool  - 4
Drow Slave Mobs - 0

Bort/Derry, Ront/ALADIN, and Stool are up!
 

 East Cliffs 

With a swift, precise motion, Sarith draws his blade and thrusts it up into the spider's belly. It pierces through and punctures the top of the abdomen. A grievous wound, but the creature has not perished yet, struggling with what strength remains. Its fangs sink into his shoulder, and the searing venom is nearly enough to bring him down. An icy blue-white ray strikes the spider's side, leaving a trail of frost.

 
 Spoiler: Combat Logs 
Sarith Sneak Attacks Giant Spider B for  19  damage, Bloodying it and nearly taking it down.

Giant Spider B bites Sarith for  11  damage, and  7  poison damage after a successful save for half.

House-Mage Urlyn's legendary action is used to cast Ray of Frost, dealing  3  damage to Giant Spider B.
Arcane Archer A stabilizes the Drow Agent.
 

 
 Spoiler: Nilvae 
The hand hovers above. There is a pause before the voice answers. Nilvae can feel her attachments to this mortal coil holding firm for now, but they remain dangerously frayed.   "The hand has been extended..."   the voice answers calmly.   "I cannot grasp it for you. That choice is your own."  
 

 Naval Battle 

Faedryl attempts to yank the burly drow engaging Borthan and Derendil from the ship, but he proves too firm in his stance. The tolling of her spell proves more effective, discolored veins spreading out from his wounds and sapping his strength, leaving him wobbly. Rearing back, he swings in an uppercut at Borthan, who easily sidesteps the flagging slave-warrior.

The metallic arachnid is more successful, sinking its bladed legs into Derendil's lower leg.


On Ilvara's ship, one of the drow soldiers flops onto the deck and scrambles to his feet, throwing a dagger at Ront. A swift shift in stance deflects the weapon off of Ront's vambrace. Two other drow are not so lucky, one slipping back down and the other succumbing to his bleeding wounds, pulled down by hungry eels coming in for an opportune snack. Two beams of purple light streak past the elite warrior, who weaves between them.

 
 Spoiler: Combat Log 
Faedryl's pull is resisted, but Hexer E takes  11  damage from Toll the Dead and is Bloodied.

Drow Elite A fails climbing and takes another  1  fish damage and 2 Bleed for remaining in the water.
Drow Elite B is now Bloodied by Bleed. He throws a dagger at Ront since he's too slow to get in range after standing, but misses.
Hexer C misses Drow Arbalest in the bunker.
Hexer E takes a swing at Borthan, but misses.
Mini Retriever D stabs Derendil for  7  damage.

Y shoots a pair of Eldritch Blasts at Drow Elite B, but both miss.
 

 Underwater 

The Eel holds its position, angling for a surge to the surface once the last of those fleeing the sunken ship get aboard.

 
 Spoiler: Combat Log 
Iron Eel Readies an action to surface at round end.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 24/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With the dagger bouncing from his armor, Ront's response is to charge the thrower, the chain from his vambrace trailing behind him as he sends a good, strong roundhouse punch for the drow before attempting to grab him by his chest and hurl him into the water, slamming him into his swimming friend.

 
 Spoiler: OOC 

Move:  Go to drow.
Attack:  Punch!
 (1d20+9)[ 10 ]  Attack!
 (2d4+6)[ 10 ]  Damage

Bonus action: Grapple!
 (1d20+8)[ 9 ]  Athletics vs Athletics OR Acrobatics

Attack 2:  The drowtoss(tm):   (1d20+8)[ 27 ]  Attack!
 (2d4+5)[ 8 ]  Bump damage to both?
(Or, if the grapple fails, just add 1 to both the above rolls and it is a punch instead.)
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With the slaves freed, the ship sinking, and the outcome of the battle on the surface unknown, ALADIN makes for the Iron Eel to get aboard so he can find out what has been happening on the surface.
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan sneers at the slave's telegraphed punch, pushing the punch away with disgust.  "Sorry bout yer luck, friend."  Then he put the slave warrior down. There was a practicality to it that he didn't enjoy, but done is done. When freed of the altercation, he ran to help his allies finish their own foes.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 3 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil focused on destroying the retriever, then searched for more foes, ready to kill anyone who got in their way.
 
 
  
 
 Spoiler: OOC 
Borthan attacks. He will focus the slave, then the retriever, then the one fighting the orog arbalest. Clean up duty. Attack one-  (1d20+8)[ 23 ]  to hit for  (1d8+5)[ 9 ] . Attack two-  (1d20+8)[ 16 ]  to hit for  (1d8+5)[ 13 ]  Attack 3 with the scourge-  (1d20+8)[ 17 ]  to hit for  (1d4+5)[ 9 ] .

Derendil attacks with booming blade, then seeks other foes if his falls. 25 to hit,, 9 weapon damage, 3 booming blade, and 11 more if the bad guy moves, all rolled in discord.
 
Spore
      
      Stool     
 Myconid Druid 
 AC: 15 (bucket armor) HP: 38/44 MP: ??/?? 
 PP: 16 PIv: 9 PIs: 13 San: 12 
 Conditions: -  
 Concentration: Healing Spirit 

Stool knows they would win a stalemate due to the magic healing it provides. But the fight continued and the myconid would want to slowly bring back the tempo of the fight towards them. A slow hum freezes the air around it and a fast swarm of spores envelops the hexer

 
 Spoiler 
Chill touch on Hexer:  (1d20+7)[ 17 ]  or take  (2d8)[ 8 ]  necrotic damage and unable to heal.

continue to heal via healing spirit
 

 
 
  
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Wither 3, Engaged by Spider B
Nilvae: Dying, 2 Failed
Mr. Spide: Banished
  Enemies  
 Drow Agent Xalith:  Unconscious, Stable
Drow Crossbowman A: Dying, 2 Success, 2 Fail
Giant Spider A: Dead
Giant Spider B: Near Death, Engaging Sarith
  Surrendered  
 Drow House-Mage Ulryn of Mizzrym:  Unharmed, Concentrating on Fly, Surrendered
Drow Scout A: Unharmed, Half Cover, Surrendered
Drow Arcane Archer A: Scratched, Half Cover, Surrendered

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~180 feet away from West Cliff / ~5 feet from Pirate Ship and Iron Eel
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unconscious, Stable
Kuo-toa Marauder B: Dead
Dr. Donk: Unharmed, Belowdecks, manning Oars
  Enemies  
Drow Venomancer A: Dead, Poisoned Weapon
Drow Venomancer B: Dead, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Surfaced, ~5 feet from Black Manta
  Allies  
ALADIN:
Blurg: Unharmed, Manning Steering
  Enemies  
Drow Sailor F: Dead
 Surrendered/Rescued 
Drow Slave Mob A: Dying, 6 Bleed
Drow Slave Mob B: Dying, 6 Bleed
Drow Crossbowman E: Damaged, 2 Bleed
Drow Crossbowman F: Damaged, 2 Bleed

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines) / ~5 feet from Black Manta
  Allies  
Borthan: In Bunker, Engaging Hexer C
Derendil: Engaging Mini Retriever D and E
Stool: At Bunker Hatch, Scratched, Concentrating (Healing Spirit)
Orog Wilder: Near Dead, Engaged by Mini Retriever D and E
Orc Deckhand A: Nearly Dead, Engaged by Mini Retreiver D and E, sharing space with Healing Spirit (heal 1d6 at turn start)
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed
  Enemies  
Drow Venomancer C: Dead
Drow Venomancer D: Unconscious, Stable
Drow Hexer C: Bloodied, in Bunker, Engaging Orog Arbalest and Borthan, Prone
Drow Hexer D: Dead
Drow Hexer E: Dead
Mini Retriever D: Dead
Mini Retriever E: Bloodied, Engaging Orc Deckhand A, Derendil and Orog Wilder

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Ront:
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Bloodied, 2 Bleed, Recklessly Attacked
Y: Unharmed
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying, 2 Succeeded, 1 Failed
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying, 2 Failure, 2 Success
Shoor (Ilvara's lover): Dying, 1 Failed
Asha (Ilvara's junior priestess): Dead
Drow Elite A: Damaged, 8 Bleed, in the water
Drow Elite B: Badly Wounded, 8 Bleed
Drow Arcane Archer B: Dead, Sunken
Drow Wizard: Dead
Drow Sailor B: Dying, 1 Fail, 1 Success
Drow Sailor C: Dying, 2 Bleed, 2 Fail, 2 Success
Drow Sailor D: Dead
  Surrendered  
Drow Sailor A: Damaged
Drow Sailor E: Dying, 4 Bleed
Drow Crossbowman C: Nearly Dead, in Crow's Nest
Drow Crossbowman D: Nearly Dead, 2 Bleed

 Drow Slave-Hunter Ship 2 (Rudderless, Sunken)  Sunken
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent Xalith  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage Ulryn (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage Ulryn  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
 Stool  - 4
Drow Slave Mobs - 0

Faedryl, Sarith and Nilvae are up!
 

 East Cliffs 

The near-dead spider continues to aggress Sarith with its dying breath.

 
 Spoiler: Combat Logs 
However, he has his turn first.
 

 Naval Battle 

With two hacks of his axe, Borthan brings down the last hexer on the deck. A new metal spider blossoms bloodily from the remains, blades gnashing. The tiny creatures do not seem as threatening, and he slips easily past their stabbing limbs. Grabbing the loop of the trapdoor at the ship's fore with his foot, he kicks it open and jumps down into the cramped bunker below.

Another of the collared, abyss-cursed drow is locked in battle with an orog arbalest. The orcish warrior seems to have been holding his own, with the drow currently floored and scrambling to his feet, but the orog's armor is singed and he's panting. A whip-crack of scourge lashes strikes the slave from above, stinging across the shoulder of his weapon-wielding arm. From over his shoulder, a swarm of necrotic spores swarms the final hexer. Stool stands at the top of the small ladder to the deck. With her own axe, the orog swings down, further wounding their outnumbered foe.

Derendil is left to contend with the retrievers, though not alone - the orcish crew members still alive are ready to fight to the end. With his trident, he scores a thunderous strike on one of the abyssal creatures, cracking and crumpling a good portion of its metal carapace. A blueish crystal punctures its body and finishes the creature off, launched from the palm of the orog stonehorn who just marched onto the deck.

The wilder and deckhand attempt to curbstomp the last one into the deck. Only the deckhand is able to get his foot on the construct, and he hacks into one of its limbs with his handaxe.


On the drow ship, Ront moves to confront the soggy, bleeding elite drow warrior. His first punch is sidestepped easily, but he pivots and backhands the drow across the face, sending him reeling. A pike lunges at him from the side, but the drow gets his bearings faster than expected and, with a veteran's precision, swipes the spearhead aside.

A torrent of tiny missiles slams into the drow, from the  Manta , but he remains standing.

There is a clattering of wood. The drow crossbowman who'd been unconscious in the crow's nest has woken up and thrown down his weapon, now curled up and covering his head. Down below, another crossbowman fades in and out of consciousness, crawling towards any humanoid shape he can see.  "H... help... dying..."  he begs with desperation, leaving his weapon behind.


Nearby the Black Manta and pirate ship as they coast together, the  Iron Eel  surfaces, covered with bleeding drow and ALADIN. Most of the drow are bound together with slave manacles, and many of them are rapidly succumbing to weakness and blood loss. The two soldiers aboard the submersible vessel cast their crossbows aside into the water and hold up their hands in surrender.

 
 Spoiler: Combat Log 
Borthan deals  9  and then  13  damage to Hexer E, enough to finish him off. Mini Retriever E spawns.
No AoOs from the Minitrievers hit as Borthan moves to the bunker and hits Hexer C for  9  damage, Bloodying him. Rolled for prone advantage, but no lucky crit, alas.
Derendil strikes Mini Retriever D for  12  damage, Bloodying it.
Stool uses Chill Touch, dealing  8  damage to Hexer C. He's Prone, but due to angles with Stool directly above I gave it Adv instead of Disadvantage. No lucky crit, alas.
Ront misses his first punch, but his second punch hits for  9  damage.

Orog Stonehorn shoots Mini Retriever D for  8  damage with a Crystal Shard, finishing it off.

Iron Eel surfaces carrying ALADIN, the freed slaves who are dying, and two surrendered Drow Crossbowmen.

Orog Arbalest strikes Hexer C for  6  damage.
Orog Wilder attempts a Dissipating Touch on Mini Retriever E, but misses.
Orc Deckhand strikes Mini Retriever E for  8  damage, and stomps it for  1  damage.
Kuo-toa Marauder A recklessly attacks Drow Elite B, but a reaction Parry deflects the attack.
Elara casts Toll the Dead on Drow Elite B, but he resists.
Turvy casts 2nd level Magic Missile on Drow Elite B, minrolling for  8  damage total.

Drow Crossbowman C and D both critically stabilize. They both opt to surrender.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 40/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Reaching the Iron Eel, ALADIN rapidly assesses the condition of the slaves, quickly realizing that they needed urgent medical care, thanks to the efforts of the fish in the water, but also that until they were out of the water, such aid would be useless.
Instead, he positions himself by two of the worst injured of the group, and prepared his medical subsystem for immediate triage.  Almost as soon as the Iron Eel surfaced, his fingers were opened, and the tiny variable needle system installed within operating, working to close the wounds that the fish had inflicted, to stop the bleeding, and preserve the life of the slaves.  Thanks to his pre-positioning and pre-planning, he was able to operate on two simultaneously, leaving behind a neat row of book binding grade stitches on the more serious wounds the fish had left on the slaves broken bodies. 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 16/34  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3  

With most surrendered, Faedryl focuses on one of the few enemies left alive and fighting.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  I think everyone of note is dead or surrendered, so probably not.
 Action:  Toll the Dead Mini-Retreiver E  (1d20)[ 8 ] +mods DC16 Wis Save or  (2d12)[ 22 ]  necrotic.

Anything ending its turn in Create Bonfire's square takes  (2d8)[ 5 ]  fire damage on a failed DC16 Dexsave.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 6/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  

Near death but still standing, Sarith stabs again, sensing the end. His blade thrusts up through the creatures underbelly and out the other side, leaving him elbow deep in spider guts. The deathblow delivered, he raises a foot and kicks the massive creature away, letting it tumble off down the cliff.
 
 
  
 
 Spoiler: Actions 

 Move:  None
 Bonus Action:  Steady Aim.
 Action:  Shortsword Stab
 (1d20+8)[ 9 ]  (1d20+8)[ 28 ]  (1d20+8)[ 15 ] 
 Damage:   (1d6+5)[ 10 ] + (2d6)[ 2 ][ 6 ](8)  (+1 min/max).  Crit.  Discord rolls: 4, 1 (+1), 3 Total:  27 
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 0/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions: stable and unconscious 
 Concentration:  
 
 Spoiler 
As the elf turns herself on her stomach and tries to rise, she slips and drops down again. She sighs and her "eyes" begin to water.  I just want this nightmare to end. I want to be back at the surface. Maybe even married in that shoddy cottage.  She sees her protége before her eyes, the unabashedly evil spider, encircled in an orb of light that slowly fades.

If she died the spider would surely be grasped by Lolth. She sees her friends. Bort, Stool, and all the ****ing weirdos in her group. She smiles a peaceful smile.  Please don't let me regret THIS pact, Rahaniel.  Nilvae says and extends her arm.
 

 
 
  
RandomWombat
 
 Spoiler: OOC: Battlefield Info 
Will be trying a mapless approach for this one.
Approximate ranges between areas are given. Those within a given area are all within movement range of one another unless they seek a specific position somewhere using greater movement speed. Characters may engage other characters in the same area in melee unless unable for some reason, entering threat range using their movement.

Enemies taking cover will lose cover when engaged in melee by a creature, or by a threatening spell such as Create Bonfire or Flaming Sphere smoking them out.

A ship without a manned navigation and/or propulsion is unable to move effectively. Siege attacks and spells used against a stationary ship hit/fail Dex saves automatically. Characters manning navigation can wield weapons or cast spells with one hand without leaving their position unmanned.

We'll feel out more as we go.

 East Cliff : Creatures without a Climb speed treat the ground as Difficult Terrain / ~30 feet from Naval Battle, ~100 feet up / ~180 feet from West Cliff
Sarith: Wither 3
Nilvae: Near Death
Mr. Spide: Banished
  Enemies  
 Drow Agent Xalith:  Unconscious, Stable
Drow Crossbowman A: Unconscious, Stable
Giant Spider A: Dead
Giant Spider B: Dead
  Surrendered  
 Drow House-Mage Ulryn of Mizzrym:  Unharmed, Concentrating on Fly, Surrendered
Drow Scout A: Unharmed, Half Cover, Surrendered
Drow Arcane Archer A: Scratched, Half Cover, Surrendered

 West Cliff : ~180 feet from Naval Battle, ~80 feet up / ~180 feet from East Cliff
Galdar: Riding Charlotte
Charlotte: Climbing on Cliffside
  Allies  
Topsy: Damaged, Riding Charlotte
  Enemies  
Drow Scout B: Dead
Drow Crossbowman B: Dead
Giant Spider C: Dead
Giant Spider D: Dead

 The  Black Manta  (Damaged) : ~100 feet down, ~60 feet away from East Cliff / ~80 feet down, ~180 feet away from West Cliff / ~5 feet from Pirate Ship and Iron Eel
Faedryl: Concentrating on Create Bonfire under Drow Sailor B's Harpoon Gun
Elara: Bloodied, Twilight Sanctuary (1d6+5)
Turvy: Badly Wounded
  Allies  
Kuo-toa Sailor A: Unconscious, Stable
Kuo-toa Sailor B: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor C: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor D: Unharmed, Belowdecks, manning Oars
Kuo-toa Sailor E: Unconscious, Stable
Kuo-toa Marauder B: Dead
Dr. Donk: Unharmed, Belowdecks, manning Oars
  Enemies  
Drow Venomancer A: Dead, Poisoned Weapon
Drow Venomancer B: Dead, Poisoned Weapon
Giant Spider F: Dead
Drow Hexer A: Dead
Drow Hexer B: Dead
Mini Retriever A: Dead
Mini Retriever B: Dead

 The  Iron Eel  (Undamaged) : Surfaced, ~5 feet from Black Manta
  Allies  
ALADIN:
Blurg: Unharmed, Manning Steering
  Enemies  
Drow Sailor F: Dead
 Surrendered/Rescued 
Drow Slave Mob A: 2/4 Dying, 6 Bleed / 2/4 Stabilized
Drow Slave Mob B: 4/4 Dying, 6 Bleed / 0/4 Stabilized
Drow Crossbowman E: Damaged, 2 Bleed
Drow Crossbowman F: Damaged, 2 Bleed

 Dark Pirates' Duergar Sloop (Undamaged) : Stalled Out (no power to engines) / ~5 feet from Black Manta
  Allies  
Borthan: In Bunker, Engaging Hexer C
Derendil: Engaging Mini Retriever D and E
Stool: At Bunker Hatch, Scratched, Concentrating (Healing Spirit)
Orog Wilder: Near Dead, Engaged by Mini Retriever D and E
Orc Deckhand A: Nearly Dead, Engaged by Mini Retreiver D and E, sharing space with Healing Spirit (heal 1d6 at turn start)
Orc Deckhand B: Dead
Orog Arbalest: Bloodied, Belowdecks, positioned in Bunker, Engaged by Hexer C
Orog Stonehorn: Unharmed
  Enemies  
Drow Venomancer C: Dead
Drow Venomancer D: Unconscious, Stable
Drow Hexer C: Bloodied, in Bunker, Engaging Orog Arbalest and Borthan, Prone
Drow Hexer D: Dead
Drow Hexer E: Dead
Mini Retriever D: Dead
Mini Retriever E: Dead

 Drow Slave-Hunter Ship 1 (Enchanted Hull, Damaged, Slowed (Siege attacks have Advantage)) : Crow's Nest ~20 feet up
  Allies  
Ront:
Dawnbringer: Caught on a railing, Dawnbringer Shining (Disadvantage to Drow attacks on board)
Kuo-toa Marauder A: Bloodied, 2 Bleed, Recklessly Attacked
Y: Unharmed
  ???  
Jorlan (scarred male drow from Velkynvelve): Dying, 2 Succeeded, 1 Failed
  Enemies  
 Ilvara Mizzrym, Priestess-Commander of Velkynvelve:  Dying, 2 Failure, 2 Success
Shoor (Ilvara's lover): Dying, 2 Failed
Asha (Ilvara's junior priestess): Dead
Drow Elite A: Damaged, 8 Bleed
Drow Elite B: Dying, 8 Bleed
Drow Arcane Archer B: Dead, Sunken
Drow Wizard: Dead
Drow Sailor B: Dying, 1 Fail, 1 Success
Drow Sailor C: Dying, 2 Bleed, 2 Fail, 2 Success
Drow Sailor D: Dead
  Surrendered  
Drow Sailor A: Damaged
Drow Sailor E: Dying, 4 Bleed
Drow Crossbowman C: Nearly Dead, in Crow's Nest
Drow Crossbowman D: Nearly Dead, 2 Bleed

 Drow Slave-Hunter Ship 2 (Rudderless, Sunken)  Sunken
 

 
 Spoiler: Initiative 

With Timing, the naval battle will begin on round 2. Characters on the Manta can currently see the flanking battles, but the enemies above have 3/4 cover from the angle. Characters above have a vantage to fire on characters on the drow ships.

Jorlan - n20

 Drow Agent Xalith (Legendary Action)  - 23
 Ilvara (Legendary Action)  - 22
 Drow Agent Xalith  - 18

Orog Arbalest - 17

 Ilvara Mizzrym, Velkynvelve Priestess-Commander  - 16

Orog Wilder - 15
Orc Deckhands - 15
Kuo-toa Marauders - 15
Elara/Turvy - 14

Drow Venomancers - 14
Drow Crossbowmen - 14
Drow Sailors - 14

 &lt;inhale&gt; Faedryl/Sarith/Nilvae/Spide/Donk/Galdar/Charlotte  - 13

Shoor - 12
Drow Scouts - 12
Giant Spiders - 12
 Drow House-Mage Ulryn (Legendary Action)  - 11
Drow Elites - 11

Kuo-toa Sailors - 10

Asha - 10
Drow Arcane Archers - 9
Drow Hexers &amp; Mini Retrievers - 9

The  Iron Eel  - 8
 Borthan/Derendil  - 8

 Drow House-Mage Ulryn  - 8

 ALADIN/Ront  - 6
Topsy - 6
Orog Stonehorn - 5
 Stool  - 4
Drow Slave Mobs - 0

Bort/Derry, AL/Ront and Stool are all up!
 

 East Cliffs 
 
 Spoiler: Nilvae 
The Celestial says nothing further, but she takes the hand and...
 


Nilvae gasps awake, coughing and choking, just as the corpse of the spider tumbles off of the mountain at the end of Sarith's blade and boot. She feels a brief warmth in her chest that fades away. The remaining drow seem to have laid down their weapons, save for a flying drow wizard who slowly glides to the ground and sheathes his wand. He holds out his empty palms - not that those are always safe when dealing with a mage.  "If it helps our case, I am willing to assist your allies with what remains of our...  former  mistress' retinue,"  he offers cautiously.

The ships are down below, though they all seem to have stopped now. Only two stubborn elites are still visible putting up a fight, with wounded and dead scattered everywhere on the decks and in the water.

 
 Spoiler: Combat Logs 
Sarith crit finishes the last giant spider.
Nilvae receives an automatic crit stabilize and wakes up at 1 hit point.
 

 Naval Battle 

Acting swiftly and precisely, ALADIN is able to triage two of the drow slaves bleeding out on the back of the  Eel .

With a tolling bell, the remaining Retriever on the orcish deck fractures, curls up and rusts to a lump of useless abyssal scrap.

Belowdeck, the hexer lets out a pained gurgle as tendrils of necrotic energy erupt from his body and lash out at Borthan, Stool and the arbalest. Borthan and Stool are able to resist the force of their draining impacts, but the arbalest staggers.


Meanwhile, the second elite finally drags his soggy carcass back on board. Ront's foe is teetering, barely on his feet, and lashes out with what will likely be his final assault like a cornered animal. The blade cuts across Ront's chest, but he shoulder checks the drow off balance before a second blow can be struck. Raising his leg, the soldier delivers a desperate push kick that barely manages to bruise Ront's rock hard abs. Another pair of purple energy bolts resembling ALADIN's slam into his chest, and the drow slumps unconscious against the railing, leaving his comrade well and truly alone.

 
 Spoiler: Combat Log 
ALADIN's readied stabilize saves two of the ~4 remaining survivors in Slave Mob A.
Faedryl's Toll the Dead deals a whopping  22  necrotic to Mini Retriever E and erases it from existence.

Drow Elite A climbs back up.
Drow Elite B hits Ront once for  10  damage, misses once, then kicks him in the shin for  1  damage.
Hexer C stands up and uses Arms of Hadar at 2nd level. It deals a mere  5  damage, which Borthan and Stool both save against for half.

Y EBs Drow Elite B twice for  10  damage total, a KO.
 
Spore
      
      Stool     
 Myconid Druid 
 AC: 15 (bucket armor) HP: 38/44 MP: ??/?? 
 PP: 16 PIv: 9 PIs: 13 San: 12 
 Conditions: -  
 Concentration: Healing Spirit 

Stool's song envelops the Orog Wilder in a sweet scent of healing and focusses his onslaught on the Hexer.

 
 Spoiler 
8 on Chill Touch vs Orog Wilder.
7 on Healing Word on Orog Wilder, continue to heal Orc Deckhand
 

 
 
  
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 11/32 MP: 40/45 | AC: 14 HP: -/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions: prone 
 Concentration:  

The elven sorceress looks up at the drow, uneasy to trust. She looks at her friend' injuries. This drow male has defended her with his life. His bravado could have been mostly show. How was she so naive.  We don't do murder for favors here.  she says looking at Sarith.  We could use information though. Now come back from the ledge. Your former allies dont need to see us talking.  Nilvae's head spins as she sits up.
 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Nilvae) 
 Concentration: -  

Galdar continues to ride down the cliff towards the ships with Topsy in tow.  The surface elf is back again in the world of the living.  he briefly comments.

 
 Spoiler 
Double move/Sprint riding If I need to cast Misty Step to reach a ship please tell me.
 

 
 
  
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 24/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Ront grins, viciously as the Drow's frantic efforts have almost no visible effect on him, instead being dispersed into a shield of darkness around him, but before he could follow up, Y drops the drow, giving Ront only one target.
Rather than sprinting over, Ront walks over, relishing the fear and terror that the still standing drow was feeling, emerging onto the dock, bloodied, battered, and without a single ally left to support it, alone against an army.
Reaching the drow, Ront brutally swings down, slamming his fist into the drow's head, trying to grab it, then spinning to slam the drow into the ship's mast, leaving it nowhere to run.

 
 Spoiler: OOC 

If at first, you don't succeed, try, try, try again?
 (1d20+9)[ 18 ]  Attack 1
 (2d4+6)[ 12 ]  Damage 1

Bonus action:  Grapple.
 (1d20+8)[ 24 ]  Grab?(Opposed Athletics/Acrobatics)

Slam?(+1 to both if the first attack misses, and just try the grapple after this.)
 (1d20+8)[ 18 ]  Attack 2
 (2d4+5)[ 9 ]  Damage 2

If both attacks miss, use the Grapple as a shield slam to shove the drow elite overboard once more.
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With little time, and the combat around almost resolved, ALADIN continues to work on preserving the lives of the slaves, moving quickly, but with mechanical precision to try to seal the worst of the many injuries the slaves had endured.

 
 Spoiler: OOC 

 (1d20+2)[ 7 ]  Medicine?
If that's an 8 or 9,  (1d4)[ 1 ]  Built for Success added.
 

 
 
  
Amnestic
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 6/40 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  

It would be a stretch to say he was 'glad' Nilvae was back conscious, but at least this way he didn't have to explain her corpse to Faedryl. The drow male volunteering to execute his comrades  did  sound funny, in a grim way, but...  "Unnecessary."   The way he saw it, either they would leave (and die in the Underdark - or from other drow) or stay (and he would get credit for adding yet more forces to their fighting strength). Either worked for him. He can't imagine they'd actually provide any information they cared for, but perhaps Nilvae had an idea that hadn't come to Sarith.
 
 
  
 
 Spoiler: Actions 

Speaking!
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:14/45 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan continues his assault, trying to drop the hexer and end this section of the fight.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 39/39 
 34/34 MP 
 7 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil smashes at any retrievers left on the deck, even if they are already deceased.
 
 
  
 
 Spoiler: OOC 
Borthan, three attacks-  (1d20+8)[ 16 ]  for  (1d8+5)[ 13 ] .   (1d20+8)[ 27 ]  for  (1d8+5)[ 11 ] .   (1d20+8)[ 21 ]  for  (1d4+5)[ 8 ] .

Derendil green flame blade-  (1d20+6)[ 12 ]  for  (1d6+5)[ 9 ]  plus  (1d8)[ 7 ]  fire damage.  (1d8+2)[ 7 ]  fire damage to another target if there is one.
 
RandomWombat
 East Cliffs 
 "They will see little more, ere long,"  the mage walks away from the edge all the same, at Nilvae's motion. He seats himself in the air, legs folded as his spell allows him to hover in place.  "I can provide what information I have. As a House-Mage serving House Mizzrym, I am privy to many of their holdings and  some  of their ongoing plots. Scant as the former are, these days,"  he speaks well, in a smooth voice, well-educated for a male - a different sort of education from the sort Sarith received in officer school.  "What information do you require, specifically? What is most relevant to you?" 

Walking where they can be seen, the two archers who'd laid down their bows keep their hands where the pair can see them.

 
 Spoiler: Casualties and Prisoners 
 Surrendered or Turncoat Foes 
House-Mage Urlyn - Alive
Drow Scout A - Alive
Drow Arcane Archer A - Alive

 KO'd Foes (who did not surrender) 
Agent Xalith (Urlyn's lover?) - Stable
Drow Crossbowman A - Stable
 

 
 Spoiler: Loot 
Clothes and armor currently worn by living prisoners not listed yet.

 
 Spoiler: Mundane Equipment 
Shortsword
Longsword
Dagger x2
Light Crossbow
Longbow x2

Drow Poison x2
 

 
 Spoiler: Magical Equipment 
Xalith's +1 Shortsword
Xalith's +1 Hand Crossbow
 
 Spoiler: Chill Bolts x9 
These crossbow bolts count as magical weapons, and deal 2d4 Withering on a hit.
 

Urlyn's +1 Wand
 

 
 Spoiler: Giant Spider Corpses x2 
Each corpse can be harvested for a dose of Giant Spider Venom, with an empty container and a DC 11 Survival check.
 

 

 West Cliffs 

Galdar and Topsy arrive near the bottom of the sheer cliffs, finding a small ledge to stop at. The sounds of battle across the water have stopped, and the ships are still. From the looks of the specks on the decks, visible in lantern-light and the gleam of Dawnbringer, their allies were triumphant.

There are a few corpses to loot or harvest if they climb back up, but probably not enough to be worth the effort.

 Naval Battle Aftermath 

There is little the final Hexer can do. Stool's draining spores bring him to his knees, and Borthan ends his suffering with a swift slice of his axe, the head of the cursed slave-warrior rolling to the floor. When another metal spider erupts from the corpse, Borthan swiftly hacks it to pieces before it can even finish crawling out of the drow's flesh.

On the drow ship, only one soldier remains. Ront takes a swing, his cestus blocked by a swift motion. But it is not enough, a second time. He grabs the drow by the throat and squeezes. While he is held in place, the remaining kuo-toa marauder spears him through the heart with a pike. Soon he, too, falls to the wooden deck, dying with the rest.

 
 Spoiler: Combat Log 
Forgot Healing Spirit healing from Deckhand A starting his turn in its space, he heals  6 .
Stool deals  8  necrotic damage to Hexer C, and heals Orog Wilder for  7  hit points.
Ront takes his first swing, which misses due to a Parry reaction. His second hit deals  10  damage and Grapples the target successfully.
ALADIN fails to stabilize a slave this turn. One slave dies from each mob.
Borthan deals  13 ,  11  and then  8  damage, enough to kill the Hexer and then the resulting Mini Retriever.

I do not anticipated Drow Elite B surviving to get another turn to do anything, so I will end the combat there.
 


The party's foes are felled again, at the end of a bloody battle. Though none of their own number perished, one of the marauders succumbed to his wounds during the fighting, dead on the  Manta's  deck among the other kuo-toa, who were aided and bandaged up in time.

Time has come to take stock of who yet breathes, who shall be allowed to continue, and of course who shall collect the loot.

Only one of the orcish pirates fell in battle. His comrades wrap his body and take it inside, while their leader hobbles to the edge of the ship overlooking the  Manta .  "The enemies are dead."  He nods his head.  "You fought well,"  and with a look at Stool, he adds,  "Mushroom healer. You saved one of my men. Thanks."  He takes out a platinum coin and flicks it Stool's way. It is more than mundane money. There is a little glimmer of magic to it. Just a shred.  "Returns the favor. It will turn a blade, once." 

Adjusting his robe, he looks towards short.  "We will not be leaving. Not without our landing party."  Pointing to the deck of his ship, he suggests,  "Anything that died on this ship is ours' to loot. Our blood spilled, hm? We won't touch your share, stained by your blood. Sound fair?" 
 
 Spoiler: Stool Receives 
 Lucky Platinum 
This coin is worth 1pp. While it is carried by a creature, the first time they would be reduced to 0 hit points, they are reduced to 1 instead, and the coin loses its magical properties.
 

 
 Spoiler: Casualties and Prisoners 
 Ships 
Drow Slave-Hunting Ship B - Sunken

 Allies 
Kuo-toa Sailor A - Stable
Kuo-toa Sailor E - Stable
Kuo-toa Marauder A - Dead
Orc Deckhand B - Dead

 Freed Slaves 
4 Drow Slaves - Bleeding out and Dying, critical
10 Drow Slaves - Alive, belowdeck in Ilvara's ship

 Surrendered or Turncoat Foes 
Jorlan (Ilvara's former lover, the scarred drow) - Dying, not critical
Drow Sailor A (navigator) - Alive
Drow Sailor E - Dying, not critical
Drow Crossbowman C - Alive
Drow Crossbowman D - Dying, not critical
Drow Crossbowman E - Alive
Drow Crossbowman F - Alive

 KO'd Foes (who did not surrender) 
Ilvara - Dying, critical
Shoor (Ilvara's lover) - Dying, critical
Drow Elite A - Dying, not critical
Drow Elite B - Dying, not critical
Drow Sailor B - Dying, not critical
Drow Sailor C - Dying, critical
Drow Venomancer C - Stable

 Named Foes who Died 
Asha (Ilvara's Junior Priestess) - RIP
 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 11/32 MP: 40/45 | AC: 14 HP: -/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions: prone 
 Concentration:  

Nilvae raises before answering, cleaning her gown with sparkling magic, though a bit of fresh blood immediately stains her wounds.  I want nothing more than to rest, get a good meal and my friend back. But what does the house gain from killing Faedryl? She does not plan to come back and usurp, outside of petty revenge. there is no logical motif. Second question: Do you know of any demonic of Feydark outcroppings ahead? Third question: What can I do for you so this endeavor remains favourable to you, now that we are friends?  Nilvae bows slightly and pulls of a magical copy of her flower necklace to offer to the wizard.  You may need protection from the horrors that lurk in the dark. It also holds a weak enchantment to make you see the world my way. No charm spell though. Ineffective on elves anyhow. 
 
 Spoiler 
Offering Lei to get advantage  (2d20)[ 19 ][ 19 ](38)  +6 (use first roll if no advantage)
 

 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Nilvae) 
 Concentration: -  

Galdar stubbornly just waits for the ship to pass by.  By Laguduer's sweaty balls. Get me a ship, girl.  she says.
 
 
  
      
      Stool     
 Myconid Druid 
 AC: 15 (bucket armor) HP: 38/44 MP: ??/?? 
 PP: 16 PIv: 9 PIs: 13 San: 12 
 Conditions: -  
 Concentration: Healing Spirit 

Stool senses the magic and simply devours the coin.   Thank you. Life is precious. Stool not want to give away life. But death also precious. What you doing with dead friend?   the druid inquires.  Can we get friends on cliff now?  he finishes, pointing in Topsy's and Galdar's general direction.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3 3rd: 2/2 

Breathing a quiet sigh of relief that the battle was won, she casts her eyes to check on their allies - they'd mostly stayed alive. It would have to do.  "Your terms are acceptable,"  Faedryl replies to the pirate leader. Putting down the slavers would be too much effort on top of their fight. They had best count their loot where they could and not get over-greedy. Her eyes trail to the unconscious foes, her hand to the dagger at her belt. The way she saw it, they couldn't keep them. There was no one else to hand them over to. Either they turned them loose in the Underdark or slit their throats here. The latter seemed more merciful, and she didn't really want the others debating their 'release' like they'd done with the slaving pirate from before.
 
 
  
 
 Spoiler: Actions 

Starting the loot with Asha, waiting on throat slitting for OOC party agreement.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 12/46 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  

He leaves Nilvae to chatter with the mage, taking the time to gather up the magical items, never letting his senses leave the surrendered foes. He doesn't really want to carry all the mundane things back down the hill, though he does pocket the drow poison and piles the surrendered weaponry together out of easy reach. Just in case.
 
 
  
 
 Spoiler: Actions 

Acquired:
Xalith's +1 Shortsword
Xalith's +1 Hand Crossbow
Chill Bolts x9 - Deal 2d4 Withering on a hit.
Urlyn's +1 Wand
Drow Poison x2

Chill Bolts+Drow Poison are staying in Sarith's inventory, the others are added to the Unidentified googledocs list.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/43  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN continues trying to preserve the lives of the "rescued" slaves, doing his best to patch up their injuries before they bleed to death.

 
 Spoiler: OOC 

 (1d20+2)[ 4 ]  Medicine
 (1d20+2)[ 9 ]  Medicine
 (1d20+2)[ 5 ]  Medicine
 (1d20+2)[ 3 ]  Medicine
When he knows he is out of time, 1 casting of cure wounds is also available, and can be used.

If he can potentially leverage his new feature, Tool Expertise, that would add 6 to all the rolls, but unless the tool is already available, it would take an action to get it, which I think is more time than he has.
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 24/51  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the spear emerge from the chest of the Drow he was pummeling, Ront lets loose a roar of victory, celebrating his own survival, the ending of any risk of being killed by the drow, and still being alive.

Afterwards, he sets himself to work, collecting weapons, disarming surrendered enemies, and collecting bleeding drow bodies for later work.
He makes no effort to keep any of them alive.
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan returns to the helm, breathing hard and wiping the blood out of his eyes.  "Good scrap. SEE TO THE WOUNDED! UNCHAIN THE SLAVES! AND ANY PRISONER WHO FAEDRYL DOESN'T NEED GETS THE BLADE!"  He began to attempt to navigate the ship to begin collecting the crew, a crazed grin on his face. Maybe this captain thing was easier than he thought...
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 45/45 
 34/34 MP 
 7 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil, exhausted from the series of lengthy fights set right against each other, nearly wavers and stumbles as the boat shifts unexpectedly. Instead, he did his best to see to the wounded, as "Captain" Borthan instructed. He hoped they'd be back on land before the half-drow's ego swelled out of his dreadlocks.
 
 
  
RandomWombat
 West Cliffs 

Behind Galdar, Topsy snorts.  "That's an image.  Wish  I could just conjure a ship, but my brother's the wizard sibling, not me." 

Eventually, they do see the  Manta  coming around towards them. A few new scorch marks and bloodstains on the deck, but intact.

 East Cliffs 

A sardonic smile graces the mage's face.  "Logic? A reason besides petty revenge?"  he laughs, glancing over at Sarith.  "Does the girl know that Ilvara was a priestess of..."  he trails off, pauses and gives one last chuckle.  "Well. Bad luck to say the name in vain. Particularly on a man's lips." 
 "Just so happens she  did  have a pretty good reason,"  setting his palms on his knees as he levitates, he allows Sarith to take the holstered wand from his belt with only a frown of dissatisfaction.  "Matron Melad bid it be so. After Ilvara failed to keep Faedryl in prison at Velkynvelve, the Matron was livid. Should she have failed this task and lived, Ilvara was to be transformed into a drider." 
 "To your second question..."  Urlyn rubs his chin.  "I hear tell that the old gnomish lighthouse to the west is haunted or cursed,"  they'd known this, though it probably confirms Y was being truthful about investigating those rumors, if there were any doubt. Hard to tell with derro.  "South of the lighthouse, across a bridge to an adjacent landmass, is an old wizard's tower. And near that is a monument that radiates Faerzress. It is older than the tower, which was founded there to study it when the svirfneblin controlled those islands. You may find a Feydark or abyssal rift there, if you are unlucky... or lucky, depending on your intent."  Lastly, he adds,  "I also know of a large Feydark incursion southwest of the Neverlight Grove, where the Myconids live. It is strongly attuned to the fey fungus lord, Psilofyr." 

The last question and the proffered lei seem to confuse him, more than anything. Urlyn cautiously takes the flowered necklace between two fingers and holds it like a soggy napkin.  "You must be quite mad to 'make friends' so easily,"  he comments, setting the lei in his lap.  "None of us can easily return home, now. Some are unimportant enough to disappear and then make new lives among our kind, if they cared to return. Not so for Xalith and I,"  he looks at the unconscious agent-assassin.  "Her family, Masq'il'yr, are not highborn enough to be served, yet she is woman, and so she served House Mizzrym as an agent and killer. I served as their prized wizard-slave. It was never the life either of us wanted, but... Our affair was in secret, for in Menzoberranzan love and affection are weaknesses to be exploited, cracks between ribs for a knife." 
 "If you are truly so generous, I would ask for safe passage to the Smuggler's Cove that Xalith and I may seek a new life of our own,"  he answers.  "On the surface, maybe... the Eilistraeens are good to their women, and kind at least to their kept men."  He looks at the other surrendered soldiers.  "Suppose you could come as well. Unless you plan to crawl back to the empire's territory."  Neither of them seem too keen on returning with the source of their shackles effectively dead, shaking their heads.

 The Ships 

After getting confirmation of the terms, the acting captain of the pirate vessel nods his head to Stool.  "Guess it'd be to mushrooms."  He folds his arms and looks back at the stairs they took the corpse down.  "Takin' him for rites. Got a sister. She'll want to say goodbye."  Rolling his shoulders, he walks with a visible wince to begin stripping down the corpses of their foes, and tossing the loot and Retriever remains down belowdeck.  "You can have any of the drow corpses y' want once I'm done stripping the loot,"  he tells Stool.

As Borthan lets out those who are to do the tallying and slaying, he brings the ship around to pick up Galdar and Topsy, who he can hear calling in the distance and spots with his keen eyes. They soon reconvene with the rest at the remaining drow ship.

ALADIN's efforts to save the rest of the soggy slaves are unfortunately unsuccessful. That is, until Derendil steps down onto the submersible with him. Together, they are able to bandage and triage three more slaves. Alas, the final victim passes on before they can get to him.

 Faedryl and Ront 

Faedryl walks among the fallen on the drow ship, slitting the throats of those who were felled fighting to the end. As she comes around to the living slaves, bound and captive by Ront, she finds that Jorlan has passed on without any medical attention. It's impossible to tell if the scarred drow died smiling after at last avenging himself on his former lover who abandoned him, or if the scars give his dead face a resting, twisted grin.

Two of the others bled out, and a few of them are looking pale from still-bleeding wounds. Most of their faces bear the expression of hopeless resignation. They are at the mercy of a female. They know their worth, and what is coming.

The drow helmsman is mouthing words at her.

 
 Spoiler: Faedryl Perception 
 
 Spoiler: DC 5 
He's asking her out to dinner.
 

 
 Spoiler: DC 12 
He's silently asking, "Do you know Diinar?"

 
 Spoiler: Insight DC 14 
Her sister's passphrase, if she hadn't recalled it on her own, already. This must be one of her agents she slipped into the capture operations. Makes sense. Who better to engineer an unfortunate accident that may have allowed a prisoner to escape should the need arise, than the one steering the ship.

During the fight, he barely seemed to be aiming his hand crossbow, just vaguely shooting in the direction of the  Manta . There may have been a few stray bolts that hit someone, but they'd have been as likely to hit one of the boarders by mistake. Looking back, it seemed like a token effort.
 

 

 

 
 Spoiler: Ront: Drow Looting 
 
 Spoiler: Mundane Equipment 
4 Light Crossbows
4 Longswords
2 Shortswords
2 Morningstars
10 Daggers
9 Hand Crossbows
70 Crossbow Bolts

4 Chain Shirts
8 Suits of Leather
2 Suits of Studded Leather
2 Shields

2 doses of Drow Poison
2 doses of Giant Spider Venom
 

 
 Spoiler: A Drow Wizard's Spellbook 
Contains the following spells:
1st: Fog Cloud, Grease
2nd: Acid Arrow, Cloud of Daggers
3rd: Summon Shadowspawn
And 1 Scroll of Sending, tucked into the pages.
 

 
 Spoiler: Ilvara 
A +1 suit of Scale Mail, glamoured to look like a skimpy black gown, which reverts to its normal appearance when removed from her
An unidentified magical ring
An unidentified magical rod
 

 
 Spoiler: Shoor 
A mundane shield
+1 Studded Leather armor
An unidentified magical shortsword
An unidentified magical hand crossbow, its wood pale and cracked with age, but no less sturdy
A vial of Shock Oil
 
 Spoiler: Description 
Shock Oil, when applied to a weapon or a bundle of ammunition within a single quiver, grants it the properties of a magical weapon and +1d6 lightning damage on hit, for 1 minute
 

 

 
 Spoiler: Jorlan 
A mundane shield
+1 Shortsword
+1 Hand Crossbow
An unidentified magical belt
 

 
 Spoiler: Asha 
A magical, black whip whose length sweats poison when held
An unidentified magical rod
Robes of Protection (+1)
 

 
 Spoiler: Giant Spider Corpse x1 
A dose of Giant Spider Venom can be harvested with an empty container and a DC 11 Survival check.
 

 
 Spoiler: Mini Retriever Corpses x2 
The fiendish metal used to construct these... constructs, could be a useful component for creating or enhancing magical items. There is also one Soul Coin in each of these, lodged somewhere in their abdomen where an organ would have been. It is easily pried out with time and elbow grease.
 

 

 
 Spoiler: Casualties and Prisoners 
 Ships 
Drow Slave-Hunting Ship B - Sunken

 Allies 
Kuo-toa Sailor A - Stable
Kuo-toa Sailor E - Stable
Kuo-toa Marauder A - Dead
Orc Deckhand B - Dead

 Freed Slaves 
5 Drow Slaves - Stable
10 Drow Slaves - Alive, belowdeck in Ilvara's ship

 Surrendered or Turncoat Foes 
 Jorlan (Ilvara's former lover, the scarred drow) - Dead 
Drow Sailor A (navigator) - Alive
 Drow Sailor E - Dead 
Drow Crossbowman C - Alive
 Drow Crossbowman D - Dead 
Drow Crossbowman E - Alive
Drow Crossbowman F - Alive

 KO'd Foes (who did not surrender) 
 Ilvara - Dying, critical 
 Shoor (Ilvara's lover) - Dying, critical 
 Drow Elite A - Dying, not critical
Drow Elite B - Dying, not critical
Drow Sailor B - Dying, not critical
Drow Sailor C - Dying, critical
Drow Venomancer C - Stable 
 Named Foes who Died 
Asha (Ilvara's Junior Priestess) - RIP
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 48/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Despite his best efforts, ALADIN knew he was losing the freed slaves.  He hadn't considered their presence when he made his plan.  but when Derendil arrives, and starts to help, things improve rapidly, allowing several of the slaves to be preserved.  After all of the survivors passed away, ALADIN looks to Y and Derendil.  " That is as many of the slaves rescued as possible under these circumstances.  As there may be useful artifacts remaining on the sunken ship, I will descend and search it before anything starts to consider the wreck it's home. "
With that, he jumps from the submarine, and starts to work his way down to the sunken wreck, keeping a careful eye out for anything large and dangerous that might have been disturbed by the passage of the wreck.

 
 Spoiler: OOC 

 (1d20+8)[ 9 ]  Investigation(Looking for threats on the way down)?
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 33/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With others arriving on the deck, Ront directs them towards the collection of dead and mostly dead drow, before he starts to pull on his vambrace chain, trying to pull out Dawnbringer from her perch.

 
 Spoiler: OOC 

 (1d20+11)[ 29 ]  Athletics?
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3 3rd: 2/2 

Faedryl slows her battlefield execution. Either the helmsman had taken complete leave of his senses - not unusual given the trauma of being so thoroughly defeated - or her lipreading needed practicing. Bloody dagger still in hand, she places the flat of the blade beneath the crouching male's chin and tilts it up.  "If you have something to say, say it, while you still have air in your lungs to do so." 
 
 
  
RandomWombat
 ALADIN 

Sinking down into the inky black waters, ALADIN drafts past curious fish and down onto the sunken deck. It is well below the water now, where no light reaches, and only his enhanced eye allows him to pierce the black with his gaze. It paints the world in shades of green, giving an eerie glow to the sunken vessel, as if it were a spirit peeking through from the Ethereal.

And it is a spirit that he encounters, down below, though he only notices it a few moments after he 'lands'. Or some sort of undead, at any rate. Its long bony tail winds between the wooden railings, the spine and bone structure resembling a giant eel skeleton. Eventually the tail slithers up into a ragged robe, hanging loosely around the frame of a bony humanoid torso in the water. The long protruding snout of an eel skull extends from an equally ragged hood, with light gleaming inside of the sockets. The light looks green - but with his Darkvision, he cannot tell for certain.

In the clutches of the undead creature, ALADIN can see one of the drow who'd been pulled under in the wake of the sinking ship. An archer, from whom a trail of shimmering light is being drained into the creature's jaws, leaving the corpse increasingly shriveled in spite of the wet all around. By a slight tilt of its head, he can tell that the creature has noticed him, and it releases the body, which crumbles apart into dust in the soft lake currents. Its jawbones rattle with a clacking sound that would be louder, were it not muffled by the feet of water between them.

A voice, feminine and with the fey lilt of a Sylvan accent, greets him with a casual observation,   "You are neither corpse nor fish. So you must be after treasure, then."   The entity shifts to face him.   "Ships that sink in this lake are mine. If you wish my treasures, you will trade for them."  
 The Ships 

Head tilted up towards Faedryl, the helmsman repeats himself quietly,  "Do you know Diinar?" 

Their respective trains of thought are momentarily interrupted by a sharp crack of shattering wood, as Ront tugs his chain hard enough to break through the wooden railing it's attached to. The vambrace reels in, and Dawnbringer finds his hands, the sword's shining light already receding nearer to its blade.    "Victory is ours' once more, comrades,"    the sword declares, voice resonating in the minds of those all around.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 48/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the many strange fish and other creatures as he descended, ALADIN carefully observed them, storing imagery into his databanks for later analysis.  Although the green discoloration caused by the light distortion would be challenging to filter.

However, his cataloging is interrupted by the arrival of the strange, undead-seeming eel.  And it's claim.  Still, as it seemed to be draining something from the dead, it was unlikely to be a threat.  Responding in the same language, and moving slowly so as to not produce clouds of mud and muck, ALADIN tries to speak.  " Greetings, strange being. "  The sound comes out distorted, as his vocabularizer wasn't optimized for creating sounds in water.  Still that was a matter of a few moments to correct with his tools.  " Greetings, strange being.  I am called ALADIN.  I was intending to explore the vessel that I sunk to see if there might be salvage of utility remaining, however, if you have other items for sale I would be willing to explore your offerings. What do you have on offer, and what would you be interested in obtaining in exchange? "  Despite the potential danger, ALADIN seems entirely unconcerned about an risks.
 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 33/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Grasping the sword once more, Ront roars in agreement with Dawnbringer.  " They never stood a chance before the might of Ront! " 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Create Bonfire 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 1/4 2nd: 0/3 3rd: 2/2 

Ah, that explained it. Dinner. Diinar. She  was  out of practice.  "He's a good friend of mine,"  she replies, letting the blade drop and squatting to meet his eye level.  "So? Now that we're here, in this position, what's your next step?"  She'd expected her sister's agents to be in a larger position of power. To her eyes, his contribution had been apathy more than assistance. She wouldn't say no to more manpower, especially since they'd lost one of their marauders, and a trained helmsman might come in handy, but somehow she doubted Azazzea would donate a trusted agent so freely, especially if he could be put to use elsewhere now that Ilvara was eelfeed.

 
 
  
RandomWombat
 ALADIN 
  "I do not have 'items' for sale,"   the creature responds, slithering across the surface of the ship and drawing nearer to ALADIN, though not near enough to attack.   "Sing for me a song I have never heard, and sing it well,"   she instructs, bony clawed fingers grasping one of the rigging ropes to hold her aloft.   "If your trade is satisfactory, I shall grant you freedom to pick this carcass clean of shiny treasure. If you disappoint me, I will take your tongue."   In a truly fey fashion, the deal offered is as whimsical as it is abstract and vague.

 The Ships 
 "Never know when we're being watched,"  the drow man speaks, looking around into the air as if he could see a scrying anchor floating invisibly nearby.  "If my identity is compromised, I cannot go back. Can you tell?" 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 48/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN nods at the creatures request, acknowledging the tasking.  " Certainly.  Allow me a moment to compose. "  Internally, he activates his dynamic content generator.  It was an experimental feature, intended to generate content that his master did not care about, but it would produce a song that the creature had never heard.  It took a few moments to generate, before he ran through his vocabulerator's range of sounds, to verify that things were on pitch, before he starts playing his tune.

" In a quiet corner of the world, where whispers weave their tales, There stands a librarian, her heart aflutter with ancient trails. Her glasses perch upon her nose, a map of constellations, As she tends to shelves of secrets, lost in quiet contemplations.

The dew-kissed pages cling to her fingertips, Each book a universe waiting to unfurl. She dances with words, pirouettes through time, A custodian of stories, her soul a precious pearl.

Oh, the librarian dreams of adventures untold, Of knights and dragons, and mysteries unfold. Her ink-stained fingers trace forgotten lore, As she guards the gateway to realms galore.

The library breathes—a living, breathing creature, Its wooden spine creaks, its heart a silent preacher. Dusty manuscripts whisper secrets in hushed tones, And the librarian listens, her spirit ever prone.

She knows the weight of lost love and ancient spells, The fragrance of parchment, the taste of ink. Her eyes reflect the moon’s silver glow, As she weaves enchantment into every link.

Oh, the librarian dreams of adventures untold, Of knights and dragons, and mysteries unfold. Her ink-stained fingers trace forgotten lore, As she guards the gateway to realms galore.

When the clock chimes midnight, the library awakens, Characters step out of pages, their stories unshaken. She waltzes with Jane Eyre, shares tea with Bilbo Baggins, And whispers to the ghosts of poets and their sagas.

Oh, the librarian dreams of adventures untold, Of knights and dragons, and mysteries unfold. Her ink-stained fingers trace forgotten lore, As she guards the gateway to realms galore.

And when the last reader leaves, the lanterns dim, The librarian sighs, her heart both heavy and prim. For she knows that within these walls, magic thrives, And she’ll forever be the keeper of countless lives. "

 
 Spoiler: OOC 

For reference, this is sourced from Bing Copilot.  I was going to make a modification of the "I am the very model of a modern major-general" song, but then realized that using AI generation would be a lot more appropriate here.
If you want a performance check...
 (1d20-1)[ 14 ]  +  (1d4)[ 4 ] (If the 1d4 would be useful).
Alternatively, if you will allow the fiddling with the vocabulerator to count for allowing tool usage, add 6 to that?  Or ask for a re-roll?
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan left the decisions for who lived and who died up to Faedryl, as this situation was murky with personal feelings, drow vendetta, and a cold practicality, none of which was Borthan's favorite flavor of ale. He began moving the crew to do repairs, dispose of the dead, and clean up the blood.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 45/45 
 34/34 MP 
 7 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil smiled at Aladdin as they worked side by side to keep the slaves alive, presumably with more success than if either of them worked separately. When they parted ways, he watched the small metal man go to his other work with renewed interest.  
 
  
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 11/32 MP: 40/45 | AC: 14 HP: -/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions: prone 
 Concentration:  

Nilvae listens intently, and even smiles at the wizard conceding this was merely business, and the jaded killer's will was not her own.  I wish I could grant you refuge on the surface for a time until you find those anarchist drow you speak of.  Nilvae's speech lapses.  But even I have run away from my life. Almost a poetic counterpoint to yours, I was force into a relationship which I did not approve of   The elf pauses, then continues.  Your words feel trustworthy enough so I would wake your darling.  Nilvae limps over to the unconscious drow assassin. She double-checks if the wizard is fine with her touching his partner.

She lays down petals in a triangle and hums a melody of loss and love.  We will probably have to investigate the Faerzess; for the little mushroom, Sarith. I know you are not used to being asked your opinion, but do you concur with that choice? For more pressing matters I need a bit of time to remove the corruption from your body though so you can heal properly.  Nilvae approaches the droow that defended her life and tries to hug him.  Thank you for saving my life, Sarith. I do owe you a great deal. 
 
 Spoiler 
Healing Hex on Urlyn for 14 and Xalith for 9.  Short Rest would be appreciated, along with 10 minutes to ritual recall Spide. Also Archmage convinced me to get Identify, so I'mma start IDing **** after caring for living peoples.
 

 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Faedryl) 
 Concentration: -  
  I do not want to pry, milady, but you should probably continue your conversation below deck. Magic may be capable but a bit of sturdy wood and steel can still prevent much prying of eyes and ears.   the dwarf's voice echoes in Faedryl's head. He then stands between the blade, Ront and the drow mage to give them some privacy.

 We noticed you shining bright braggard. But I feel Bront could have won by tearing out a plank from the ship and murdering drow.  His voice is not filled with hostility, but rather with an odd sense of pride. Dwarves may have hated orcs in the past, but the duergar was a muscle for hire, and he knew good work. Besides, Ront seemt like an useful idiot for the psion to manipulate.  Sometimes you just need a bit of muscle rather than fancy divine bull****. 
 
 
  
      
      Stool     
 Myconid Druid 
 AC: 15 (bucket armor) HP: 38/44 MP: ??/?? 
 PP: 16 PIv: 9 PIs: 13 San: 12 
 Conditions: Fungal Infestation (Drow Soldier Zombie 1hp, 1h)  
 Concentration: Healing Spirit 

A tendril of the myconid extends itself to the former enemy and the drow soldier slowly raises, its broken head still laying on the floor.  Dark Elf make mess. Dark Elf clean mess.  Stool signals to the pirate captain. Stool was only just starting to grasp the concept of poetic irony, but it also felt incredibly fair to him. After all, it was cyclical. the drow destroyed so the drow cleaned up.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl silently huffs. Of course they'd make it mildly more frustrating. She grabs the helmsman up by his collar, a little rough, to sell the deception, and drags him away below decks, into 'privacy'. On the way, with her free hand, she conjures up a small detection glyph, scanning for any scrying sensors or similar magic.

 
 
  
 
 Spoiler: Actions 

Expending her final 1st level slot to cast Detect Magic to search for scrying sensors.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 12/46 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  
  "I don't care where we go. Faedryl will decide, I'm sure."   He 'sidesteps' the attempted hug by tossing her the shortsword and wand.   "These will need looking at once we are back at the ship."  
 
 
  
RandomWombat
 ALADIN 

While ALADIN adjusts his vocabulator, the fey creature watches patiently - or perhaps curiously, more than patiently. Enough novelty to spare him its impatience. When he sings, she taps bony claws on the rope lines, inaudibly. Any sound the motions may have made is muffled by the water.

The creature does not sway or move to the music. It tilts its head to the side, observing ALADIN carefully with each of its eyes. Once the performance is through, the fey lets go of the ropes and drifts back down to the deck, drawing nearer.   "This song I have never heard,"   she says, in a low voice.   "Yet I cannot feel any  story  in the song. You weave music like the dolls. It does not come from a soul. This one, it is only words. Pretty words. Pretty words, sliced and arranged and delivered well, like an empty dessert. I admit, you have fulfilled the trade."   A bony tail lashes against the railing.   "I am curious. If you were to sing a song of your soul, construct, what would you sing of?"   Green light flares behind the lake creature's eye sockets.   "You do have a soul. Or  something  like it. Did you know that, I wonder?"  

Above them, discarded bodies cast overboard slowly sink as they become logged with water. With a motion of a claw, the fey ushers a pair of black eels to carry one of the partially-eaten corpses over, and takes it in hand.   "A soul leaves a residue, when it leaves. I detect the same sort of  substance  in you."  
 
 Spoiler: Insight DC 14 
This creature's mentioning of musical dolls brings to mind the dolls that perform at the Surly Siren - and that in turn brings back recollection of the tavern's namesake. Though the eel-skulled fey does not resemble traditional depictions of sirens, this may in fact be that namesake.
 

 The Ships 

Slowly but surely, the decks are cleaned of corpses. The drow ship sports a rather sizeable hole in the side, and for any seafaring vessel it would be a crippling wound. The Darklake is calmer, more often than not, reducing the risk of taking on water before it can be repaired - or limped to a port and sold for scrap.

When Stool raises one of the dead drow slaves, the man's muscular body heaves back to standing, back still dripping fresh blood from the gaping hole the mechanical spider burst from. It carries out a Sisyphean task of mopping up the very blood it trails behind it, until the corpse's supply runs dry, leaving it pale and shriveled looking. If the orcish pirate is bothered by the necromantic practice, he does not mention it.

Taking the prisoner helmsman with her, Faedryl scans the deck as she descends into Ilvara's ship. Below is a large rowing chamber, where rows of slaves are waiting. The destruction of the wall caused the deaths of some of their number, but also freed those who survived the cannonball passing through by blowing apart the wall that anchored their manacles. They have since managed to free their fellows, and the men huddle in a cowering mass when Faedryl appears, lowering their heads in deference.

 
 Spoiler: Faedryl 
Faedryl does, in fact, spot a scrying sensor above the naval battlefield, off the port railing and above their heads. As she moves below, she sees no such sensors in the interior.
 

 East Cliffs 
 "She should see me when she wakes. Else she may attempt to throw you from the cliffs,"  the wizard cautions, stretching his legs to once more touch the ground. He walks alongside Nilvae to his fallen lover's side, and kneels down. Nilvae notes that he himself is unwounded - he'd not been struck before arriving at their cliff.

Xalith's eyes blink open after Nilvae begins mending her, and she jolts upright. A soft hand on her shoulder from Urlyn stops her from grabbing a stone to strike Nilvae across the face.  "The fight is over, mistress. We have lost."  She looks up and examines Urlyn's unwounded body, making the same observation Nilvae had just before.

  "You spared no effort, I see,"   the agent remarks coolly, sitting up. Despite her tone, she lays a hand on his and holds it there, rather than brushing him away.

 "Dying in a losing fight unbefits us, when we are so far from home that we may have our freedom at last. Ilvara is dead,"  the mage delivers the happy news.  "Or soon to be." 
  "And who is the surface elf who walks with drow and leaves their throats unslit?"   locking eyes with Nilvae, and Sarith over her shoulder, Xalith inquires.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Detect Magic 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "Congratulations! You have been rescued. If you wish to live freely, ascend to the deck -  calmly  - and speak to the half-drow. He'll take care of you."  She shoos the slaves away, casually leaving them to Borthan to deal with. She's not unsympathetic to their fears and concerns. Were she not interrogating (no, 'questioning' might be the better word) the helmsman she might deal with them herself, but she has priorities.

Once the slaves are all gone and they're alone, she releases her grip on the drow's collar, giving it a gentle pat down.  "There are no sensors here, and no ears to listen but mine." 
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 12/46 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  
  "A pain in my neck,"   Sarith mutters at the agent's question. Her handcrossbow is still in hand, racked with a bolt, just in case.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 48/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
As his singing ends, ALADIN observes the creature, noting that it seemed to be content with the song provided.  As it started speaking of souls, ALADIN listens.  " I do not know.  Research into the nature of the soul is rarely recorded in a useful fashion.  Necromancers have been known to conduct such research, but they generally focus on utilization of souls to power magical constructs, rather than seeking to understand the underlying phenomenon.  Religious individuals typically produce non-reproducible results in any research they deign to report and their findings are frequently tainted by belief.  While golemancy is similar to necromancy in several ways, it is also far more complex, as animating never alive material requires a far great depth of knowledge.  I am afraid that my master never discussed my creation process, nor do I have records of any efforts to create a soul. "

Despite the potential danger posed by the creature, ALADIN continues to remain unconcerned by any danger, waiting patiently for the creature to conclude whatever it was doing and moving on before he could begin his search.
 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 31/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Hearing the insult to his weapon, Ront quickly swings around, grabbing Galdar by his breastplate, and lifting him with ease before moving his scowling face into Galdar's.  " Shiny Sword make light.  Light make drow weaker.  Weak drow die faster.  Shiny sword helpful.  Shiny sword aware.  Apologize to Shiny Sword. "
Ront's words, delivered in the sort of low, angry growl that you might hear from a bear right before the bear gets violent, are also somewhat difficult to make out, as his lack of skill with undercommon shows clearly.
 
 Spoiler: OOC 

 (1d20+11)[ 27 ] Athletics?
 

 
 
  
RandomWombat
 Faedryl 

Filing out past them, the slaves hustle up onto the deck. Their former helmsman takes a seat on one of the intact rowing benches.  "Your House was quite confident that Ilvara would succeed this time,"  he begins, rubbing his chin where there is a small nick from the dagger.  "Two ships, to track down a small party of escaped prisoners. It seems they underestimated you." 
 "Once they are aware of the failure, you can expect Doranesa to lead the next expedition,"  he says. Doranesa Melad, her eldest sister. A decorated Lolthite huntress, with many kills of marked foes to her name - and many more unmarked, yet implied, as is the way of Lolth. A particularly loyal troop of quaggoth slaves serves as her shock troops, minds warped to serve no other master.  "You have time. She is engaged in another hunt, last I knew." 
 "If there are no sensors here, my face is not known yet. I could make my way back, but not alone. The other survivors could act as a buffer,"  he glances up at the ceiling.  "They do not have much room to argue. That or die. If my face has been compromised, however, I should find my way to the Blingdenstone."  He does not readily offer an explanation for this location, however. With the scrying sensor abovedeck, his face is likely known, but keeping him around would mean giving her sister ears in and among the party.

 ALADIN 
  "That was a question of rhetoric,"   the fey chastises, but draws back all the same.   "If you've no answer to your soul's song, so be it. May you find it in time. Collect your treasure and I shall collect mine."   Losing whatever whimsical interest she had in the construct, she slithers through the water to drain the whatever-it-is from the dead sailors cast overboard.

 The Ships 
   "While your leap to my defense is most appreciated, wielder, I would prefer not to start fights with our allies,"    the sword-spirit speaks softly through the telepathic radiance. Though she cannot help but add,    "However odious."   

Emerging from below, another near-dozen slaves give the dwarf-orc confrontation a wide berth and shuffle towards the side of the ship where Borthan and the  Manta  float alongside.  "The half-drow,"  one says, pointing at him.

 "We are... rescued?"  another asks.  "What do we do?" 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Detect Magic 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

The sole benefit that her eldest sister was the next on the chopping block was that, hopefully, after that they'd give up. The idea that Mother Dearest would take to the field herself is so unlikely she doesn't even begin to entertain it. She doesn't relish putting Doranesa down, nor is she looking forward to their meeting, but at least now she knows.

 "There was a sensor on deck, none below. You can roll the dice yourself if they think they know your face or not. I would err on the side of caution."  Chances are they'd get off when they made it back to port and went their separate ways - one short journey shouldn't impact their information overmuch.  "Anything else?" 
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 48/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN politely waits for the strange creature to finish the conversation, before he starts to search the sunken remains of the ship for anything of use, scanning for both visual signs, and for signs of magic.

 
 Spoiler: OOC 

Casting Detect Magic, on the grounds of it seems handy.
 (1d20+8)[ 15 ]  Investigation?
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 33/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Even as Dawnbringer speaks, Ront's arm holds steady, his gaze, still threatening, still waiting for the puny dwarf's response. 
 
  
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 11/32 MP: 40/45 | AC: 14 HP: -/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions:  
 Concentration:  

The half-elf fumes as she hears hateful rhetorics and bravado.  Can you ****ing idiots hold your damn hate boners for each other for ONE FEY-CURSED MINUTE?  She snaps up pointing at Xalith and Sarith.  Can't you see you are both abused by a system that benefits from you two being hostile with each other? Sarith helped me escape a prison camp. You just attacked us, and we still give you the benefit of the doubt.  She pauses.

 Because we know drow SOCIETY. But not all drow subscribe to Lolth's insanities. I was serving a mad fae trickster, and I am now serving an equally engimatic divine being. And even I know that you dont have to take every command. Sarith took fate into his own hands, even if this meant serving Faedryl for the upcoming time. I expect him to sober up and eventually learn our group is based on mutual assistance, if not friendship. He defends Faedryl because her spells bring doom to his enemies. I heal his wounds because he protected me. And I still would if he failed to do so.  She holds her hand out for Xalith to raise, intentionally blocking Sarith's best shot.  Now if you want to stab me, do so now. Sarith is too weak to chase you down. Or you can leave without further fight, and learn what friendship is. Your love is evidence enough that you know what true affection is. 

Nilvae then turns and approaches Sarith going by him.  We should join the others, my friend. You need rest. 
 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Faedryl) 
 Concentration: -  

The Duergar transforms into a cloud of black vapor that quickly leaves Ront's reach and let's him flee up into the crow's nest.  Do that again and I will destroy your mind until there is no sanity left in that thick skull of yours.  the duergar growls.  Now if you fancy a contest we can brawl or arm wrestle later.  he says, fully intending on cheating.

 
 Spoiler 
Misty Step away.
 

 
 
  
      
      Stool     
 Myconid Druid 
 AC: 15 (bucket armor) HP: 38/44 MP: ??/?? 
 PP: 16 PIv: 9 PIs: 13 San: 12 
 Conditions: Fungal Infestation (Drow Soldier Zombie 1hp, 1h)  
 Concentration: Healing Spirit 
  Want Stool to read her mind, yes?   the myconid inquires from Faedryl.
 
 
  
RandomWombat
 ALADIN 

Descending belowdeck, ALADIN moves through the murk of the sunken ship's guts. Blood still hangs like a haze in the water. Trawling it for anything of value, he finds a galley, a crew quarters, a cargo hold, and a locked door into a captain's quarters. The large chamber where the slaves row holds nothing noteworthy of value.

In the galley, he finds barrels of cooking oil. Though the barrels' treatment has held up to the moisture all around, the lids have floated just off of the wooden rings. Trails of oil drift into the water, further polluting the visibility. Soggy foodstuffs and mundane cooking tools are all he finds, at first, until he locates a couple of stoppered glass bottles in a cabinet that have survived, filled with deep, dark red fluid. Occasional glimmers of color flutter through it like an aurora.

The crew quarters is divided by sex. The mens' side is far more spartan, with hammocks and a lack of footlockers. The womens' quarters does feature locked footlockers for personal effects, alongside more comfortable cots built into the ship structure. In this case, only two of the footlockers are in use. With plenty of time on his hands, ALADIN is able to pry them open. Inside he finds soggy, ruined toilet paper, pouches of coins, and a few small trinkets.

Within the cargo hold, where the gaping hole in the bottom of the shop lie, he finds that many of the crates have fallen out into the surrounding lakebed. Forcing a few open, he finds mainly dried goods and supplies.

Lastly, he comes to the captain's quarters. There is a lock on the door, engraved in spidery elvish runes. Drow script. He does not recognize what it says.

 
 Spoiler: Insight DC 10 
The runes on the lock may be part of a magical ward or defense system.
 

 
 Spoiler: Loot 
 
 Spoiler: Galley 
2 bottles of dark red fluid with an aurora inside
 
 Spoiler: Arcana DC 15 
The fluid matches descriptions of bottled dragon's blood. It has uses in alchemy, and regular consumption supposedly improved the potency of an arcane caster's magic. There are no significant studies on those claims, but the wealthy and magically inclined sometimes make use of it in cooking.
 

 

 
 Spoiler: Crew Quarters 
97 gp, 74 sp in coin pouches
An embalmed starfish
A taxidermy kitten wearing a pirate hat
A folding hand fan
A clockwork crab that can fit in both palms
 

 

 Faedryl 

The helmsman thinks to himself.  "I agree. If they've seen us speak, then I should go to Blingdenstone."  Smoothing himself out, he asks,  "May I travel with you to the next port? My name is Kethym. Darklake sailor by trade." 
 The Ships 
   "Bluster if you must, dark dwarf, but our sacred light shall scour away all foes! Hasten not to count yourself among them,"    the sword shouts back at Galdar as he slips away to the crow's nest. Everyone can hear it resonating inside of their heads, alerting anyone on the ships - willing or not - to the argument going on aboard the drow ship.

There is a clattering of a wooden haft against wooden deck. The kuo-toa marauder on the deck has a wide, fishlipped grin on his face.  "Fibht! Fibht! Fibht!"  he encourages raucously.

Some laughter follows from the pirate deck, as some of the crew emerge again from stowing their fallen. They bandage their wounds and salve their bruises while watching to see how the brewing brawl plays out. The acting captain leans on the railing and calls out to Borthan,  "You, in charge of the freed slaves?"  he asks.  "We can take any is no room for, who's willing to fight. Hunt mostly duergar slavers but won't turn away drow slaves who want a piece." 
 East Cliff 

Staring up at Nilvae, the drow woman knits her brow and endures the lashing of words with as much attention as a zoned out teenager listening to a teacher rattle off.   "You talk too much,"   the agent says, standing up on her own - though she does not shrug off the hands of her mage-lover.   "I don't hate your drow...  friend ,"   she adds,   "I simply-"  

Any further conversation is cut off as Nilvae begins coughing and gagging. Urlyn tuts his tongue.  "I warned you. Be careful what you put in your mouth when someone could be watching,"  he cautions, stepping forward and slapping Nilvae on the back.  "Come on. Cough it up!" 

Xalith grabs her by the shoulders,   "Open her mouth,"   she curtly instructs her lover, who follows the direction, forcing Nilvae's mouth open with his hands. The agent extends a finger and jabs it precisely into the back of Nilvae's throat, causing her to reflexively vomit.

The source becomes clearer when she begins to vomit up dozens of tiny spiders. Through a still-clogged throat, Nilvae struggles to breathe as tiny shapes continue to crawl around her esophagus and threaten to invade her airways.  Her throat and tongue begin to swell from their venomous bites, but not badly enough to close entirely.

 
 Spoiler: OOC 
Unfortunately, Lolth was paying attention. Nilvae was cursed with Throat Spiders for badmouthing her.

Nilvae risks  7  poison damage from tiny spider bites, but passes a save for half damage ( 3 ) and avoids suffocation from a reaction to the venom. She may make a DC 10 Constitution save to cough up enough of the spiders to end the effect.

Urlyn Helps Xalith apply a Medicine check, which gives her Advantage.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 17 HP: 33/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Ront looks up, his eyes tracking the cowardly dwarf as he flees.  " Coward.  Call names, flee when challenged. "  His call is mocking, and quite clearly conveys Ront's opinion of the dwarf.
However, his attention is brought to the quiet shuffling of the released slaves, and he pauses for a moment, looking to see if anyone else had any interest in them. 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 48/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Walking through the sunken wreck of the ship, ALADIN can't help but to note the many inefficiencies of the drow.  Why have their paper in rolls?  Notes were important, but if their minds were not capable of remembering then a proper journal would have been far more durable.

However, after searching the rest of the ship for objects of interest, ALADIN reaches the captain's quarters, and tries the door.
Locked.
Reconfiguring his trust crowbar into a series of more delicate tools, suitable for picking locks, he gets to work, attempting to simply unlock the door, although simply prying it open remained an option should the more subtle approach fail.

 
 Spoiler: OOC 

 (1d20+7)[ 24 ]  Thief tool check?
(If int can be used instead of dex, +4 to that)
 

 
 
  
RandomWombat
 ALADIN 

Sliding the tool into the lock, ALADIN turns it carefully. With an artificer's precision, he slides the unlocking mechanisms into place, and feels a click. As the door unlocks, ALADIN feels a sudden jolt run through his body. It nearly overrides his motor signals, but ALADIN's body is not one of flesh and blood. Shutting down certain pathways, he is able to cause his leg to give out under him, which frees the multitool from the lock. The sigil does not seem to register the water as an intrusion, at least, and the current cuts out once he falls free.

White light still glows within the triggered sigil. Touching the door handle may set it off again.

 
 Spoiler: OOC 
ALADIN successfully unlocks the door, but sets off a shock sigil. He takes  3  lightning damage, but passes his save against Paralysis, allowing him to let go of the door.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 48/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating: Detect Magic 
Shocked by the unexpectedly trapped door, ALADIN perseveres once he breaks the circuit, collecting a nice piece of non-conductive wood and using that to turn the handle and push open the door before pausing to examine the room before him for additional traps, and treasure.

 
 Spoiler: OOC 

Only 2 temp hp left now!
 (1d20+7)[ 8 ]  Disable device
 (1d20+5)[ 13 ]  Perception(Trap Seeking)
 (1d20+8)[ 26 ]  Investigation(Loot seeking)
 

 
 
  
RandomWombat
 ALADIN 

ALADIN's attempts turn up short - not thanks to another electrocution, thankfully, but because the zurkhwood plank slips off of the door handle without successfully getting enough grip to turn it.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 48/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With the knob not turning, ALADIN retracts his poking stick before attempting to give it a bit more grip by using his anytool to cut some grooves into the turning end of the stick.  Enhancement made, he then attempts to re-apply it.

 
 Spoiler: OOC 

 (1d20+7)[ 16 ]  Try 2, disable device(Assuming that the previously rolled trap/search rolls shall be used should he get in this time.)
 

 
 
  
RandomWombat
 ALADIN 

Carving a slot into the wood proves a bit more effective. Getting the slot onto the doorknob is not what one would call easy, but with careful handling ALADIN succeeds. Electrical current pulses through the zurkhwood plank and the water around him, but the indirect current is not as threatening to his motor functions. The door swings open and he tugs the improvised tool free.

Inside the captain's quarters is a large, more comfortable bed, a footlocker containing more pocket coin and soggy paper, and a chest containing clothes. They belong to both a woman and a man. There is a large jewelry box nestled into the clothing, with another, smaller and more delicate, lock on it.

 
 Spoiler: OOC 
ALADIN takes  7  lightning damage from the opening process, but the plank protects him from the Paralysis chance.
 

 
 Spoiler: Loot 
90 gp, 78 sp
A large, locked jewelry box.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Shocked once more as his precautions were inadequate, ALADIN pushes past the inconvenience, and searches the room beyond, collecting a modest amount of gold as well as the large, locked, and trapped jewelry box.  Afterwards, he departs the interior of the ship with his collection of loot in hand, checking for the undead fey creature before he heads towards the surface to reveal what he had gleaned from the wreckage.

 
 Spoiler: OOC Loot 

2 bottles of dark red fluid(Probably potions, but may not be magical?)
187 gp, 152 sp in coin pouches
An embalmed starfish
A taxidermy kitten wearing a pirate hat
A folding hand fan(Magical, Evocation)
A clockwork crab that can fit in both palms(Magical, Transmutation)
A large, locked jewelry box.(Probably trapped, Necromancy.  Contains something magical, with illusion)
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan moves to the side of the Manta, calling up one of his surviving marauders and two of the deck hands or rowers.  "That's the best part, you idjits- you're free. And I've got better news- this ship is hiring crew. The work would be much the same as you were doing, but with a lot less abuse and a lot more payment. We've lost some rowers and some hands, and I'd rather not limp back to port after all this damage. Our next stop is the tavern in the center of the Dark Lake- once we get there, your fate is yours- either stay on as a free worker, or take a bit of payment for rowing us home and seek your fate among more civilized members of the 'Dark."  He slapped the marauder on the back, then gestured to his galley-man.  "Tell 'em how much nicer things have been since we took over."  Leaning into the marauder, he began to whisper in it's fishy, froggy ear.   "We've got plans elsewhere- we won't be commanding this boat forever. Someone is going to have to take over. Someone strong, who can see the crew through danger. Might be you. Might not be. Work hard and prove yourself, and the big hat could be yours..."
   
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Detect Magic 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "We're due back to Smuggler's Cove after this. You can join us until then - there should be ample opportunities to find another path from there." 
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 12/46 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  

Sarith watches Nilvae choke on spiders, and their former-enemies save her. He doesn't say anything - years has taught him better than to speak up when a Female makes a mistake.
 
 
  
RandomWombat
 ALADIN 

Emerging from below with a few new scorch marks, ALADIN finds that the strange creature is still lingering upon the deck, draining something from the sunken remains delivered by the eels. Given his past discussion with the creature, he gets the sense that it may be the soul residue - the same lingering imprint that allows spells such as Speak With Dead or lower grade resurrection to function.

Swimming back up to the ship is a daunting task, since ALADIN does not float very well. Ascending could expend a large amount of time and energy.

 
 Spoiler: Skill Checks 
The same convenience that allows him to walk around on the underwater ship is a bit of an issue for getting back up. It will be an Athletics check at DC 18 to swim to the surface with a brute force method. Since he has plenty of time to work with he is assumed to succeed eventually, and so every 5 by which he fails to meet the DC inflicts a level of Exhaustion instead.

If ALADIN has alternative ideas or ways to make the check easier, feel free to  float  them.
 

 Borthan 

Clapping a palm on the marauder's shoulder, Borthan finds the fish scales a bit oily. At his proposal, the marauder looks over the freed slaves. They're fit - they would make poor rowers if the drow allowed them to starve and wither away.  "Guidte a few obf dem,"  the kuo-toa squelches, thoughtfully listening to Borthan's hushed proposal.  "Omly need a few to reblace de losses on  the Black Manta ,"  care and reverence, as always, is given to the ship's name.  "Bud, we bwill need sombwun do row de prize vessel back fer selling,"  he motions up at Ilvara's ship. It's not exactly in prime condition, but with its enchanted materials they should still get a sizeable price for it.  "Den, dey rest could gedt demselves hired on sommere else at the Surly Siren." 

One of the slaves speaks up to say,  "Many of us have never been on our own before..."  unspoken goes the implication that freedom, while hopeful and bright, is also a frightening and unfamiliar notion. These men are likely uneducated and inexperienced in much besides manual labor.  "Who will be... hired on, by you?"  there are jealous and guarded looks cast between the fellows who moments ago were shackled to one another, some of whom will soon escape that uncertainty.

 "Offer is still open, anyone. Once we pick up our crew and get there,"  the orog pirate reminds the slaves.

 Faedryl 
 "It will do, you have my thanks,"  the helmsman nods.  "It would be dangerous to travel alone. There is one of the crossbowmen, name of Gelzer. Has a gap in his left eyebrow,"  he traces a fingertip through his eyebrow, in example.  "I do not know the others well, but he's reasonable. Was considering recruiting him to the cause - if you spare him the knife and let him know his name was on my lips to live, I think I could bring him into the fold. And I could take of any freed slaves you don't intend to bring with you. Teach them something about surviving outside servitude,"  he proposes.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With the search through the boat finished, ALADIN walks past the strange creature as he heads towards the nearby cliff.  As the wood the ship was made of did not float, he would not be able to convert it into an emergency flotation device as he had originally planned, but scaling the cliff should be simple enough in the water.

 
 Spoiler: OOC 

 (1d20+5)[ 13 ]  Perception?(If useful for avoiding danger and finding a good route up)
 (1d20+2)[ 8 ]  Athletics(Attempting to climb.)
 

 
 
  
RandomWombat
 ALADIN 

Ascending the cliffside does prove a much more achievable endeavor. Here the water, and what little buoyancy there is in ALADIN, offer more aid than hindrance. There is the little matter of time, but the ship above shows no signs of leaving him behind.

As luck would have it, ALADIN comes across a small hole in the cliff wall as he ascends. Inside is a nest of small, freshwater shellfish, three of which hold up their pincers in warning as he appears. A mostly empty threat, as a few nicked fingers is all he would need to repair from their assault. Inside of their nest he can see that they've stashed away some shinies they found - a pile of coins the colors of which he cannot yet make out in his Darkvision. He could scoop them into a bag if he wished.

Whether he plunders the fishes' fortune or not, the rest of the climb is uneventful, until be reaches the surface onto a soggy ledge of stone near the base of the cliffs. From here the others are within waving and shouting distance.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the fish guarding the coins, ALADIN activates his defense matrix to prevent them from doing anything worrisome as he reaches in to add the coins to his collected findings before continuing the climb.

Reaching the surface, and seeing his allies nearby, ALADIN calls out.  " In searching the wreck, several items were acquired, however I appear to retain negative buoyancy. "

 
 Spoiler: OOC 

Gain 6 temp hp, which hopefully exceeds the pain the crabs might inflict?
 

 
 
  
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 11/32 MP: 40/45 | AC: 14 HP: -/37 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 0/2 |  
 Conditions:  
 Concentration:  

Nilvae retches and coughs up tiny poisonous spiders. She stops cursing Lolth, even just for the moment, though she would love to continue her tirade. Her throat is inflamed and her faced is heated from strain and anger. After a short while, she stops shaking and sweating, and meekly concludes:  We should leave. I need to commune with my familiar, and then my patron.  she finalizes.

Looking around for foodstuffs, she concludes.  But maybe we should start to cook. Those sla...freed drow do much better when fed. 
 
 Spoiler 
In order:
1) Feed the giant group of people. Wanna start a cookout? For mechanics, I would love to replicate the Goodberry spell a buncha times via the Grandma's cooking feature.
2) Ritual resummon Spide.
3) Short Rest.
 

 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 21/38 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 3/4, 2nd: 2/3, 3rd: 1/2 
 Sorcery Points: 1/4 
 Conditions: Telepathic Bond (Faedryl) 
 Concentration: -  

With nothing else to do, and him certainly not wanting to aid the cleanup or any of the slaves, Galdar just spends his time as a slightly bored lookout.
 
 
  
      
      Stool     
 Myconid Druid 
 AC: 15 (bucket armor) HP: 38/44 MP: ??/?? 
 PP: 16 PIv: 9 PIs: 13 San: 12 
 Conditions: Fungal Infestation (Drow Soldier Zombie 1hp, 1h), Wildshape (Giant Frog)  
 Concentration: - 

Stool silently shapes into a giant frog covered in what seems to be long white hair at first, but are just a lot more fungal spores at second glance. It hops into the water and swims over to fetch the autognome.   Stool did not know you love swim.   it echoes in the artificer's head.   Need to collect anything under water?   the myconid frog finally inquires.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the giant frog approaching, ALADIN waits for him to arrive.  " During the fight one of the drow vessels sank, so I checked it to see if there was anything useful aboard.  There were multiple potentially useful objects retrieved, as well as some coinage, and a potential contact with a rather strange merchant.  However, I have already retrieved the goods, so further travel underwater is not needed.  The next step is to return to the ship, so the items can be identified, and the enchantment on the chest I am carrying investigated. "

 
 Spoiler: OOC 

Assuming Stool is willing, ALADIN would appreciate a ride back to the ships.
 

 
 
  
RandomWombat
Once Nilvae has cleared her airways of Lolth's spiteful curse, she and Sarith and the survivors begin to make their way down from the cliffs. With nothing but time on their side, the process is long but simple, and eventually they make their way back to the gray-sanded beach within the bay, lit by looming mushroomlight.

With some cantrips fired into the air, they are able to signal to the ships for a pickup. When Borthan presumably brings the  Manta  around to collect them, he finds that Nilvae and Sarith have taken another set of prisoners.

Meanwhile, Stool brings ALADIN and his finds back from the base of the cliffs. He is able to join some of the others identifying magic items from the party's haul.

 
 Spoiler: Magic Item Identification 
 Previous/Bee Hive Loot 
 
 Spoiler: Jade Statuette of a Green Dragon's Head 
 Lithsith's Watcher 
 Requires Attunement 
This statuette of a green dragon's head is one of a set of eight created by the green dragon, Lithsith, in her image. She would gift these to nobles, merchants and other persons of influence in areas that she wished to entwine in her plots and schemes.

Any number of the eight Lithsith's Watchers the user possesses may be attuned to a single attunement slot. While attuned, the statuette's only identifiable ability is to light up like a lamp when someone nearby claps, or turn off by the same method. However, the true purpose is detectable while unattuned, or by the attuned user: By focusing the mind on an individual Watcher, an attuned user can see and hear through the target statuette. While using the statuette in this way, the user is blind and deaf to their own body.
 

 
 Spoiler: Three Empty Glass Bottles 
 Bottles of Conveyance 
When something is placed in one of these one litre bottles and a command word for another corresponding bottle is spoken, the contents are sent to the designated bottle at the cost of 1 charge. The bottles share a maximum of 3 charges between them, and regain 1d3 charges each dawn.
 

 
 Spoiler: Untarnished Golden Wine Goblet 
 Goblet of Chill Drink 
Any liquid poured into this goblet is chilled to a pleasant temperature.
 

 Ilvara's Crew Loot 
All of these are simply a +1 weapon/spell focus:
Xalith's +1 Shortsword
Xalith's +1 Hand Crossbow
Urlyn's +1 Wand

 
 Spoiler: Ilvara's Magic Rod 
 Tentacle Rod 
 Requires Attunement 
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage and 1d6 magical poison damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Ilvara's Magic Ring 
 Ghoul-Hunter’s Ring 
 Requires Attunement 
The attuned wearer of this ring is protected against the common abilities of ghouls. The attuned wielder is immune to the disadvantageous effects of strong scents, such as the Stench ability. Saving throws the attuned wearer makes against the Paralyzed effect have Advantage. Whenever the attuned wearer is Paralyzed, they may move at half speed, may take either an action or a bonus action on their turn, and are not automatically critically hit by attacks.
 

 
 Spoiler: Ilvara's Scale Mail 
 Staunching Mail 
 May be Attuned, but does not Require Attunement 
This magical suit of scale mail clamps down on open wounds to staunch the flow of blood. The wearer has Resistance to Bleeding damage. If worn by an attuned user, it is glamoured to look like a stripperific black gown.
 

 
 Spoiler: Shoor's Shortsword 
 Shortsword of Deflection 
This shortsword has a +1 bonus to attack and damage rolls. When held in at least one hand, the wielder may use their reaction when hit with a melee attack, gaining +3 AC against the triggering attack. If the user has a similar ability, the AC that ability grants against melee attacks increases by +2 against the triggering attack.
 

 
 Spoiler: Shoor's Hand Crossbow 
 Old Bowgun 
This hand crossbow looks old and weary, its wood paled and cracked with age. Despite its decrepit appearance, it has a +1 bonus to attack and damage rolls. Once, the wielder may reroll an attack roll they made with the weapon, and negate any Disadvantage on that attack roll. This ability refreshes at dawn.
 

 
 Spoiler: Jorlan's Magic Belt 
 Belt of Giant's Strength 
 Requires Attunement 
An attuned wearer of this belt has their strength score set to 18, if it would be lower.

  ALADIN Identify  
 Belt of Mighty Suffering 
 Requires Attunement, Cursed 
To a normal inspection, this belt appears to be a Belt of Giant’s Strength, increasing the wearer’s Strength to 18.
The belt’s true nature is revealed only when attuned, or when Identified. It does in fact increase the wearer’s Strength to 18, if it was lower. However, the attuned wearer also suffers chronic pain throughout their body. They have Disadvantage on Concentration checks, and -1d4 on skill checks requiring focus and acuity. This belt makes it impossible to soothe an attuned wearer’s mind with magic, granting them immunity to charm effects as a side-effect.
The Belt of Might Suffering interacts with a few specific spells and abilities, including but not limited to the following as they are discovered:
-While afflicted with the Bane spell, the attuned user’s suffering is twisted into power, changing the spell’s -1d4 penalty into a +1d4 bonus. The attuned user may opt to voluntarily fail their save against Bane.
-While Bloodied and in a Rage, the attuned user increases their Rage damage by +2.
 

 
 Spoiler: Asha's Whip 
 Toxic Whip 
This whip has a +1 bonus to attack and damage rolls, and deals +1d4 magical poison damage when it hits a target. The target must succeed a DC 11 Constitution saving throw or be Poisoned until the end of its next turn.
 

 
 Spoiler: Asha's Magic Rod 
 Rod of Baleful Light 
 Requires Attunement 
An attuned wielder of this rod may draw upon its power as an action to cast one of the following spells, drawing from a pool of 6 charges which refresh at dawn:
-Guiding Bolt (1 Charge per level, up to 3rd)
-Blinding Smite, which may be granted to a creature within 30 feet (1 Charge)
-Branding Smite, which may be granted to a creature within 30 feet (1 Charge)
-Moonbeam (2 Charges)
-Sickening Radiance (4 Charges)
 

 
 Spoiler: Folding Fan 
 Sirocco 
An arcane spellcaster may use this fan as an arcane focus. A creature wielding the fan may cast the  Gust  cantrip as an action. A caster may use their spell save DC, while a non-spellcaster has a save DC of 10 using the cantrip. The gust of air the fan produces is always hot like a desert wind.
 

 
 Spoiler: Clockwork Crab 
 Galxi 
This small clockwork crab has been animated with magic. Its construction appears to be of rock gnome origin. It will follow whatever creature touched it last. By pressing down on its body, it can be commanded to stay in place or resume following. If given a small object, the crab will hold and carry it. The crab answers to the name Galxi, and will also come if called from within earshot.
 

 
 Spoiler: 2 bottles of dark red fluid 
These are bottles of dragon's blood, from a dragon of unknown type.
 

 
 Spoiler: Locked Jewelry Box 
If this box is not opened with its intended key, the opener will be targeted by a curse (DC 17 Charisma save resists). For 1 minute, the afflicted creature's skin continuously dries and flakes off, causing them to have Disadvantage on Constitution ability checks and saving throws. Touching water causes the dry skin to bubble and burn as if the water were acid, dealing 1d6 acid damage per round of contact.
 

 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
After identifying many of the items, and making sure that everyone knew of the curse on the belt, ALADIN, having learned the limitations on the cursed jewelery box activates the battle poppet and has it open the box, before starting the identification process once more on the item contained within.

Afterwards, he looks to the collection of people on the ship.  " Perhaps we should discuss what we will be doing next?  We currently find ourselves in possession of two ships with a number of additional people.  We could return to the Smuggler's Cove and attempt to dispose of one of them, however, that will likely also result in dealing with the Zhentarim, and I think we need to purify the Queen's egg before turning it over, if we turn it over.  I would also appreciate an attempt to locate and rescue my master from the Dagon cultists, who have been attacking ships to the West of our current location.  There are also the disposition of all parties involved in this conflict to manage. "

 
 Spoiler: OOC 
 

 
 
  
RandomWombat
When Galdar does not rise to the taunting attempts to start a fight between the dwarf and orc, the kuo-toa marauder loses interest and returns to cleaning up the cannon damage to the side of Ilvara's ship.

 "I could put that ice dagger to use,"  Topsy comments as the party sorts through their pile of loot.  "If you all take the Zhentarim deal up, I would prefer to take my cut and make my way to Blingdenstone with the toan crew. We're needed there,"  she looks at Turvy, who seems to be biting his lip.

 "It may be safer not to go back. You heard there's been trouble there,"  he tries to argue against her, meekly.

 "And that's  why  we have business there,"  Topsy is unconvinced, and snippy in her answer.  "Besides, it's  home . We won't fit in anywhere else,"  she adds pointedly.

Elara looks towards the Society derro, who is at the edge of Ilvara's ship talking to someone over the railing - likely his colleague, in their submersible.   "We did agree to work with those ones instead of the Zhentarim,"   she speaks softly. The Society believes that a holy gnomish lighthouse can be used to purify the eggs, so long as they get there before the abyssal corruption settles in too deeply.   "The Zhentarim vampire has information I need, but I do not trust him. Or them. I would not put our fates in their hands."  
 "The eye-robed weirdoes is all news to me. The last two times we got caught up in their nonsense we ended up fighting demons and cultists."  The first being the duergar slave wagon under assault by a horde of demons, and the second Shuushar and his mentor and the battle for Sloobludop. The Society certainly seem to be magnets for trouble, but in both cases the party left behind a situation better than when they arrived. Freed slaves. Overthrown dictators. How they feel about that risk versus reward ratio is up to them...  "Personally, I see no issue with the Zhents. Just doesn't match the way  I'm  going,"  shuffling her feet, Topsy crosses her arms.  "And their type don't take kindly to being double-crossed.  If  they find out. Bear that in mind." 
 
 Spoiler: Stool 
A myconid would be unable to survive very well on the surface. Stool would have much difficulty there, and he still feels the pull of Psilofyr's purpose at home, in the Neverlight Grove. Though if he did not wish to leave his new friends, he would be able to survive by covering up during the day and being active at night when the sickening rays of the sun are absent. Much like a vampire.
 

 
 Spoiler: Sarith 
There is an eerie subconscious draw to the west. To the myconid lands, where he vaguely remembers capturing the little mushroom youngling. And where the gaps in his memory, and the murder of his comrade, took place.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Detect Magic 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "I don't trust the Zhents either, but it's not a double cross if we don't take them up on their offer of business - we still did their job with the bees, I doubt we'll have to fear reprisal if we don't buy passage."  Faedryl says. She doesn't want to speak for the group, exactly, but she's also - despite herself - concerned about the gnome's safety on their own.  "I think we should keep going together. There are other routes out of the Underdark, and we can accompany you a bit further yet."  They hadn't run out of time on the worms yet.
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 12/46 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: 0/8 THP  
 Concentrating:  
 Whispers: 0/3 (PB/LR)  
  "I agree."   Sarith adds, earning an unrestained shocked glance from Faedryl. Of course she wouldn't understand, so wrapped up in her own superiority. She didn't feel what he felt. The itching.
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 

Borthan selected the duelist's shortsword, hefting it and giving a few short thrusts.  "Not as big as my normal weapons, but I feel this will preform well just the same."  Turning to the orcish pirate, he gave him a stern look as he appraised his intent. Finding it foul, Borthan stamps his foot and assumes a fighting stance.  "You won't have them, ya cannibal bastards! I was willing to fight side by side with you, but that doesn't mean I'm gonna help you fill your larder!"  Relaxing slightly, rocking back on his heels, he growls.  "I'm not going to shed the blood of someone I fought side by side against, but you can take your disgusting offer and shove it up your ass, man-eater!" 

Turning, he heads back to find a place and the closest thing he could find for a bed for each slave. He'd find a purpose for them, or a direction for them, and hopefully a long life for some of them. It was doubtful in the 'Dark, but who knew?
 
 
  
RandomWombat
 The Departure 

Snorting at Borthan's accusation, the orog returns to cleaning his own ship.

As things settle, the pirates return to the bay to await their landing party's return, if indeed they return at all. With no objections, Topsy plucks the icicle-dagger out of the pile of loot and slides it into one of the dagger holsters on her bandolier.

In the end, the party determines that it would be better to drop the helmsman and any of the still-living drow not being hired onto the crew off at the Siren sooner rather than later. ALADIN raises a valid point that the window for purifying the queen's egg may not be very large, and so Faedryl loads up Ilvara's former ship with the drow lovers that Nilvae and Sarith dragged back, Azzie's agent, and the rest. Traveling alone with a bunch of natural opportunists seems iffy, so she takes most of the kuo-toan sailors with her. Topsy and Turvy board as well, and Elara takes a set of bee wings from the hold as proof of job completion so that she may learn the information she'd made a deal for.

The two ships part ways, with the Society's submersible leading the  Manta  towards the lighthouse.

 The Black Manta  (Borthan, Derendil, Sarith, ALADIN, Ront, Nilvae, Spide, Donk, Galdar, Stool, Kuo-toa Marauder)

It had grown rather crowded on the small kuo-toan smuggling and fishing vessel, but with the extra crew offloaded onto Ilvara's ship, it becomes just about right. It takes  at least  four people to row the ship (which Dr. Donk seems to have learned to do using his jaws) and one on the deck to navigate using the rudder and a pipe that allows orders to be hollered down below. Though the sailors had gone with Faedryl, the toan marauder remains with the  Manta , trading off the navigator's post with Borthan in shifts.

Those not on shift rowing have plenty of time to rest, in the corner full of bedrolls or in the captain's former quarters. The latter had been appropriated by Faedryl, but she's not here to complain if anyone chooses to sleep in the finer bed and a modicum of privacy.

 
 Spoiler: OOC 
The party receives a long rest. With this, we are now shifting over to the BG3 Short Rest model. You receive 2 Short Rests which refill per Long Rest. You may use these any time out of combat, providing SR ability recovery and regaining half of your maximum hit points (rounded down).

Abilities that spend Hit Dice continue to function as normal, and no longer share a resource pool with SR recovery.

 Mental HP  recovery is also simplified. Every LR, half of maximum MP is recovered (rounded down) and 1 burnt Mental Die is recovered.
 

 The Laughing Noose (Ilvara's Ship)  - Faedryl, Elara, Topsy, Turvy, Urlyn, Xalith, Kethym, Kuo-toan Sailors, Drow Survivors, Drow Sailors

Faedryl learns, after boarding, the cheerful name of Ilvara's ship. Her initial voyage is shorter than that of the rest of their party, the Surly Siren only a skip and a jump away from Xellas Island. The kuo-toa move down belowdecks to operate the oars, while the helmsman Kethym guides the slaves in the operation of the rigging and enchanted sails. Urlyn and Xalith, and their survivors, remain separated into smaller chunks and detained in the rooms belowdecks for now, with Topsy and Turvy keeping an eye on them for any betrayals that may be brewing. None do boil up.

When the  Noose  arrives, many of the vessels that had been stopping in on their last visit have gone their own ways. The Zhentarim vessel remains.

There is a new duergar ship here now, a sloop much like the one contained in their bottle. Along the sides are mechanical waterwheels that serve to control the ship, though whether powered by torment or manual labor is unclear. Whatever mechanisms they rely upon are inside. What catches her eye is the hulking orcish figure leaning on the railing. Captain Goron, covered in bloody bandages and with his arm in a sling. Further up the deck of the sloop is his first mate, scarred face and mutilated ear-holes now bare without his mask, but equally bandaged.

A pair of gnomish ships are also docked here, svirfneblin make by their no-nonsense exterior. Not the same ones as the gem-sellers, though.

 "I'm going to turn in the first part of our contract with the Zhentarim,"  Elara tells Faedryl, fidgeting nervously. It's clear she isn't very accustomed to social exchanges.  "Should I tell them anything if they ask where they others are...?" 
 "Contract says we're under no obligations,"  Topsy points out.  "They don't need to know, so they don't need to know."  She folds her arms.  "I'll go with the girl so she doesn't spill. Turvy, stick with Faedryl."  Topsy pauses and stares into the dark water.  "Actually, I need to have a talk with you, Faedryl. Can wait until we shove off from here."  Her tone sounds grim.

Her brother rubs his arm at the barked order.  "Right."  He looks up at Faedryl.  "Do we actually need to do anything here or just drop off the drow?"  Speaking of whom, they've come up to the deck and assembled. Four of the ex-slaves seem to have opted to stay with Faedryl and the others, while the rest have either branched into Kethym's group or Xalith's, though the two sound like they're planning to stick together for now - for reasons much the same as Faedryl and her companions.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Detect Magic 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl raises a quiet eyebrow. It was an ominous thing, being told 'we have to talk'. Secrets, usually complicated ones, tended to follow. Still, there was a little blossom of warmth if so - it meant there was a modicum of trust there.  "There's a reward from the innkeep, if I'm not mistaken, and then selling off our excess goods and buying supplies in turn."  She may as well make the most of their brief stopover while Elara dealt with the Zhents.

She turns to the remaining slaves, those who had stayed.  "Well then, you're free to do as you wish. I don't doubt you can find passage on a ship for service if you try, or remain here."  She hesitates for a moment.  "Our group is bound for the surface, albeit with some detours. So long as you can carry your own weight and do not slow us down, you can come along with us."  The offer was there. Did she trust drow slaves? No, of course not. But if she already had a diviner scrying on her, a few more eyes - that she had saved - were less likely to betray her.  "However, we are being hunted - I expect the safer option would be to find alternate employment and service." 

On the one hand she had no obligation to do anymore, but her mind still tugged to ensure their safety. She wouldn't - and couldn't - baby them forever though. She'd be moving on before long.
 
 
  
RandomWombat
 Faedryl - The Docks 
 "We will be at risk of the slave hunters, one way or another,"  one of the drow men who chose to remain on the ship replies to Faedryl, as the helmsman and his entourage disembark. The agent, Xalith, looks at her appraisingly before leaving. Topsy and Elara likewise make their exit to handle that business.

 "The surface... I hear drow are cursed by  the goddess  to fall into the sky if they leave the 'dark,"  one of the younger slaves, certainly no older than Faedryl, voices concern. It isn't an unusual lie for the slaves to be 'educated' on, to keep them from developing too many ideas about running.

Grimacing at the loopy idea, Turvy shakes his head.  "A more likely threat you will face is discrimination by surfacers,"  he corrects them.  "The commoners barely understand that svirfneblin are not conquering imperialists like the duergar and drow, because we look tacitly similar and live underground."  He looks away and rubs his knuckles.  "No offense." 

Soon enough they depart for the tavern, with another set of wings as proof of job. It's a quieter day(?) on the docks, with few traders in. The other party of escaped slaves turned adventurer are still here, but their sales are carried out and presumably now they await the Zhentarim departure for  their  purchased ride to the surface.

It may be that the Zhents turn out to be the best party to sell and trade magical goods with.

 The Ettercap 

As ever, the ettercap who works for the tavernkeeper is sitting on the docks operating the supply shop. When Faedryl approaches, it holds up the sign, ' Potions and Supplies for Sale ' and pats the coinbox on the boards in front of it.

 
 Spoiler: Surly Siren Supply and Services 
Any basic adventuring gear can be purchased here at market value, as well as the following items and services.

 Services 
-Ship Cleaning - 20 gp
-Ship Repairs - 500 gp (negotiable estimate)
-Medical Services - 200 gp (negotiable estimate)
-Basic Room - 50 gp (Vacancies: 2)
 
 Spoiler: Description 
Includes two beds, a counter with drawers, and a wash basin.

Grants Inspiration to those who sleep in the beds,  until next long rest .
 

-Suite Room - 200 gp (Vacancies: 2)
 
 Spoiler: Description 
Includes a large, luxury bed, a card table and chairs (with included set of playing cards and dice), a heated bath, and breakfast served in the 'morning'.

Grants Inspiration to those who sleep in the bed,  until it is spent .
 

 Items 
-Healing Salve - 25 gp
 
 Spoiler: Description 
Restores 1d8+2 hit points if applied as an action. If applied during a short rest, it also grants 2 bonus Hit Dice to spend during that short rest.
 

-Potion of Healing - 50 gp
-Potion of Shield - 50 gp
 
 Spoiler: Description 
The next time the imbiber is attacked within 1 minute, this potion casts Shield on them, regardless of the attack roll.
 

-Antitoxin - 20 gp
 
 Spoiler: Description 
Taking an antitoxin grants Advantage on saving throws against non-spell poisons for 1 minute.
 

-Energizing Water - 20 gp
 
 Spoiler: Description 
Removes 1 level of Exhaustion.
 

-"Sustaining Spoon" - 2500 gp
 
 Spoiler: Description 
This container... contains, three fine steel spoons. If asked about them, the ettercap takes a small descriptor card out of the box and holds it out in its palm for ALADIN. The card claims that a sustaining spoon will, when placed in a container, fill it with bland but filling oatmeal. It can produce enough each day to feed five people.
 

 

 Faedryl - The Bar 

Inside the bar, Faedryl spies some of the other survivors from Goron's crew who were sold to the duergar. The arbalest, stonehorned sorcerer, and one of the sahuagin who is dabbing a moist cloth on their gills and throat. Seated with them is Jimjar, who is drinking from a wine-smelling mug and speaking to a svirfneblin who seems to have come over from one of the other tables. When the orog woman with the huge crossbow sees Faedryl walk in, she bares her tusks in a decidedly less than friendly expression and takes a swig of something as if to wash away the taste of seeing the drow again, but doesn't start any trouble. Jimjar notices her through the corner of his eye, but does not break off his conversation.

There are many svirfneblin here, from the two ships out in the harbor. They look military, dressed in uniforms and with weapons at their sides. The one speaking to Jimjar is an older svirfneblin, or so Faedryl estimates. The svirfs tend to look old even when they are still in fact quite young and spry. He's wearing a cap with a turned-up brim and leaning over a feathered walking stick, a dangling golden nugget amulet hanging from his belt. The symbol of Garl Glittergold.

 
 Spoiler: Insight DC 10 
Considering the rumors of a dire situation in Blingdenstone, the svirfneblin may be recalling other military units from afar on the Darklake to return. If they are gearing up to go into battle, they may be customers for magical weapons and armor, though they are unlikely to be selling their supplies.
 


Behind the bar, the tavernkeep is currently frying up some eel in a pan, flipping it expertly from one side to the other and drizzling it with a spicy smelling sauce.   "What'll it be?"   he asks over his shoulder when he hears Faedryl and Turvy enter. The younger dwarf woman is not here at present, and a couple of the security guards seem to be picking up some extra gold serving the tables in her stead.

 
 Spoiler: Menu 
 Services 
-Ship Cleaning - 20 gp
-Ship Repairs - 500 gp (negotiable estimate)
-Medical Services - 200 gp (negotiable estimate)
-Basic Room - 50 gp (Vacancies: 2)
 
 Spoiler: Description 
Includes two beds, a counter with drawers, and a wash basin.

Grants Inspiration to those who sleep in the beds,  until next long rest .
 

-Suite Room - 200 gp (Vacancies: 2)
 
 Spoiler: Description 
Includes a large, luxury bed, a card table and chairs (with included set of playing cards and dice), a heated bath, and breakfast served in the 'morning'.

Grants Inspiration to those who sleep in the bed,  until it is spent .
 

 Drinks 
-Dwarven ale - 5 sp
-" Heavy " dwarven ale - 1 gp
-Duergar lichen liquor - 3 sp
 
 Spoiler: Description 
  "Burns good."  
 

- Ifsnittle  - 1 gp
 
 Spoiler: Description 
A deep gnome beverage made from fermented roots, and spiced to give it a flavorful kick.
 

-Svirfneblin wine - 8 sp
-Drow wine - 6 sp
-"Fizzy prissy elf drink" - 3 sp
-House-made ' Sirenshine ' - 10 gp
 
 Spoiler: Description 
  "If you can walk across the room without stumbling after finishing the jug, it's free."  
 

-Barrelstalk water - 2 cp
 - Add ice - 1 gp
 
 Spoiler: Description 
Fresh, clean and cool water produced by the barrelstalk mushroom.
 

-Boiled lakewater - free
 - Add ice - 1gp

 Food 
-Bowl of zurkhrice noodles in mixed bone broth - 1 sp
 - Add fried eel - 1 gp
 - Add lizard - 2 sp
 - Add egg - 2 sp
 - Add mushrooms - 1 sp
-Cave lizard kebab - 2 sp
-Lizard eggs, done as you like - 2 sp
-Pickled grick tentacle - 2 gp
-Fried eel - 1 gp
 - Add mushroom sauce - 1 sp
 - Add fire lichen sauce - 1 sp
-Mushroom skewer - 1 sp
-Bluebread roll - 5 cp
 - Fire lichen spread - 1 sp
-Roasted ripplebark strips - 3 cp
 
 Spoiler: Description 
This mushroom looks like rotting flesh and smells pungent, but it actually tastes pretty good. The strips are cut like bacon to make it look marginally more appealing.
 

 -Bee steak - 3 gp 
 
 Spoiler: Description 
  "Sorry, the bees are all messed up these days. Ain't gonna feed customers steaks what might melt their guts. I got booze for that! Heheh."  
 

-Firefly bowl - 2 cp
 
 Spoiler: Description 
It's a bowl of fried fireflies. They look a bit like black rice if you squint a bit.
 

 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Detect Magic 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "There's no curse on surface drow,"  Faedryl remarks with authority to the slave.  "A lie concocted to keep you in the Underdark and to give up on any dreams of freedom. It might not be safe there, but it will be safer than here." 

There's a quiet surprise in the bar that Jimjar not only survived, but ultimately made it here, despite everything. She glances at the gnomes he's with, and then the tavernkeep, and opts to make friends the way everyone does the world over: Spending money.
 "Wine for me, and a round for the house."  She tips a gold coin out for each person in the room, letting their clatter tinkle across the bar's air to the ears of all who'd hear. She was overpaying for some, but maybe that would just keep them happy. Or at least less likely to shank her the moment she left the room. When it seems like she's caught Jimjar's attention, she jerks her head - not urgently, but at least to signify willingness to speak, before turning back to the tavernkeep.  "We did your job - bees are dead, hive's cleared, queen's mush."  She holds up the wings to signify it.  "Got more corpses back on our ship. My associates said five hundred platinum for the job, yes?" 
 
 
  
 
 Spoiler: Prospective Sale List 

Sell List:-
1 Unholy Symbol
2 Vials of Unholy Water
Lustrous Shield
Burning Impact
Bristling Spear
Chicken Knife
Hat of the Painter
Totem of Shrouding
Rarouk's Shellcracker
Ingrid's Portable Catapult (Warpick)
Quan's Icicle (Icedagger)
Illbringer
2x +1 Shortsword
Ghoul Hunter's Ring
Old Bowgun
Sirocco
2 Bottles of Dragon's Blood
Lithsith's Watcher
ONyx Necromancy Spheres x4 (150gp each)
Bee Wax (magical?) x5
Embalmed Starfish
Taxidermy Pirate Kitten
2x Mini-Retriever Corpses
1 Apidae Faerza Carapace
1 Apidae Faerze Wings
1 Fully intact Apidae Faerze Venom Gland
5 Apidae Faerze corpses.
3 Apidae Warrior corpses with recoverable poison glands and materials (with risk of acid damage from carving)
3 Apidae Drone corpses which have no stingers, but can also be carved
1 Apidae Larva corpse
2x Harpoon Launchers
6x Harpoons
5x Pikes
5x Battleaxes
1x Handaxe
8x Javelins
2x Heavy Crossbow
28x heavy bolts
4x Light Crossbow
4x Longsword
2x Shortsword
10x Dagger
9x Hand Crossbow
70x Crossbow Bolts
3x sets of Leather Armor
2x suits of bone-decorated Hide armor
5x chain shirt
8x Leather
2x Studded Leather
2x Shield
2 non-magical slings
1 non-magical bronze memento amulet with a portrait of a young deep gnome boy
1 non-magical Cold Iron Dwarven Battleaxe (1d10 1h, 1d12 2h, offhand weapons have Disadvantage)
2x Duergar Warpicks (1d12 damage)
1x Warhammer
2x Gnoll Machuahuitls
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 43/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
En route, while Ront rowed, and others worked, ALADIN crafted.  With the help of Galdar, the acid seared armor and weapons were repaired, and ALADIN could turn his efforts towards the real work:  Finishing the eye(At least, for now), and starting working on Borthan's request for an enhanced knife.  Despite the large amount of work required, ALADIN did find some time to rest and self-repair along the way.
Additionally, in between working on his eye and the knife, ALADIN takes the time to activate the battle poppet, and uses it to trigger the trap on the box, so the item inside could be identified and analyzed properly.

 
 Spoiler: OOC 

 (1d20+11)[ 19 ]  Tinker's Tools:  Finishing the eye(Can't fail)
 (1d20+11)[ 29 ]  Tinker's Tools 2:  Upgrading the knife to +1

Adding a +1 bonus: 25 Progress
Attacks ignore AC from leather and hide armors, on a crit or targeted attack (forgoing damage) those armor types are sundered, reducing their AC by 1 until repaired: 50 Progress
Attacks ignore AC from metal armors, on a crit or targeted attack (forgoing damage) those armors are sundered, reducing their AC by 1 until repaired (can also sunder metal shields, or sunder metal weapons to give them -1 damage): Leather Piercing Upgrade, Revivify Diamond, 50 Progress
Ability to cut and weld metals together: Metal Piercing Upgrade, 50 Progress
 

 
 
  
RandomWombat
 Faedryl - The Bar 
 
 Spoiler: OOC 
A dozen patrons at the moment, so 14 gp spent including herself and Turvy.
 


A clatter of gold onto the counter, and in spite of the somber mood in the room Faedryl receives some toasts her way. The deep gnomes don't seem too thrilled overall, but her people and theirs' have far from a happy recent history. A round of drinks does a lot to unsober glares, however, and dampen negative attention.

  "You were with Borthan, aye?"   Brasstacks peers over his shoulder,   "With you in a second."   As he works on the eel, one of his attendants scoops the coin under the counter and begins pouring the drinks, while the other brings a round to the room.

 "Drow or svirfneblin wine?"  the gruff-looking dwarven bouncer asks, setting two bottles on the counter for her to choose from. Turvy opts for svirfneblin wine, seated beside her. Once she makes her choice, he pours her a mug as well. Brasstacks nudges the dwarf with an elbow and motions to a now-plated fried eel, which the attendant takes and brings out.

  "I've never known that lad to lie about completing a job. But I don't seem him with you, 'n I don't know you,"   the shrewd dwarf takes the wing in hand, he holds it up to the light and examines it, then returns it to her and washes his hands.   "Wing is genuine, anyways,"   he admits.   "Tell me a story 'bout the hunt, aye?"   Brasstacks suggests, stepping onto a stool so he can lean over the bar.   "I  like  to think I can tell a tall tale from a real caper."  

Turvy softly comments  "I would almost say we had more trouble with the ants,"  which makes Brasstacks chuckle loudly.

Meanwhile, Jimjar shakes hands warmly with the gnome he'd been talking to and slides out of his seat, bringing his mug to sit beside Faedryl at the bar. He doesn't speak to interrupt her current exchange with the bartender, instead patiently waiting his turn.

 ALADIN 

Using his Poppet, ALADIN springs open the cursed box. Inside, he finds a gleaming circle molded out of solid pearl, forming two squiggled, intertwining bands that weave back and forth with one another.

 
 Spoiler: Circlet Identification 
 Halo of Dreams 
When the wearer of this circlet sleeps, it temporarily takes up one of their attunement slots during that long rest; any item displaced by this effect is automatically re-attuned come their awakening. If a wearer would normally trance instead of sleeping, they may sleep while wearing this circlet.

When the wearer sleeps, they may choose to awaken lucidly and enter the Collective Plane of Dreams, a strange and highly morphic place formed out of the collective thoughts of sapient minds. Different regions of the Collective Plane of Dreams can be entirely different based on the thoughts of those that dream in the corresponding place in the Material, and distance is often nonsensical, guided more by want and intent than time or space.
The wearer may bring up to four other willing creatures with them, which must be within 5 feet of the sleeping wearer. Those creatures also enter a deep, dreaming sleep, even if they would normally trance.

Alternatively, the wearer and the four chosen creatures may enter the Personal Plane of Dreams of one of their number, exploring that creature's inner psyche.

While a creature is dreaming lucidly in the Plane of Dreams:
 
 A creature recovers all spell slots and ability uses upon entering the Plane of Dreams. These are reverted upon waking, if the creature does not complete their long rest. 
 They use their Intelligence modifier in place of Strength, Wisdom in place of Dexterity, and Charisma in place of Constitution, for the purposes of ability checks, attack rolls, saving throws, and character features (such as AC and class features). 
 Any damage a creature suffers in the Plane of Dreams impacts their Mentality Points instead of their Hit Points. 
 If a creature's Mentality Points are reduced to 0, that creature wakes up and receives no benefits from the current rest, then it regains 1 MP. It is unable to sleep for 8 hours afterwards, including being affected by magical sleep. 
 If the anchoring creature (the one wearing the Halo) is reduced to 0 Mentality Points, all other creatures cease lucid dreaming, but do not suffer any other negative effects. 
 Any healing a creature receives is halved if it would normally restore Hit Points. 
 Any healing a creature receives that restores Mentality Points is doubled. 
 A creature may burn a Mentality Die to temporarily alter the plane around them using their imagination. This alteration can imitate any spell of a level equal to or below an average roll of the burned Mentality Die (4th level for d6, 5th for d8, 6th for d10, 7th for d12), or produce an effect of comparable power. The type of action or time spent on the effect is the same as the spell imitated, or else dependent on the effect imagined. 
 
 

 Ront 

While he rows, the gleaming sword-hilt sitting on the bench next to him speaks in his tongue.

 
 Spoiler: Orcish 
 "It has been a strange journey thus far. This world below the ground is as foreign to me now as it was before the sky fell. Tell me, what has become of the surface?" 
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan does what he can to guide the ship, Captain the crew, and keep morale high, but his inexperience shows despite his confidence. He yearned to be away from the Dark Lake, or at least not so burdened by responsibility. Things were a lot more simple on his last journey across it, where he'd paid a pair of grey dwarf fishers to haul him and his "cargo" back to the Siren for an exchange. Look at him now- from riding in the belly of a hold filled with mutie fish to collapsing in a fish man's captain's quarters. The submersible was doing the hard part, Aladin was turning Patchy into a respectable side arm, Derendil had volunteered to direct the rowers (apparently he made junior varsity at University), and he finally had time to get some rest.

Taking the time to repair his boots with a thick needle and thread, Borthan then set them aside. Hugaboo had left a spare captain's hat on the corner of a somewhat damp bed. Borthan laid down in the bed, tried to ignore the wet, and set the hat over his eyes.  "Yo, ho, yo, ho, a pirate's life for me...."  
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 45/45 
 34/34 MP 
 7 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil was happy to display proper form to the rowers, though it didn't seem to take. Mostly it just felt good to be exercising his massive, furry bulk in a productive fashion. Perhaps he could get used to some aspects of his transformation...
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Armed with a newly golden eye, ALADIN approaches the collection of travelers with a circlet in hand, before he starts to speak of it in his deliberately calming voice.  " It appears that my efforts to open the trapped box were successful, and I was able to identify the item contained within.  It appears to allow for lucid dreaming and can take a group of people with the wearer into a dream.  It might be of interest to those who can dream.  Be aware that the plane of dreams is not necessarily safe, as there are creatures that attempt to prey upon visitors.  There may be knowledge, and misinformation present as well.  Finally, do not attempt to leave independently of your means of arrival, as that will likely kill you. "

 
 Spoiler: OOC 

ALADIN:  Not a dreamer.
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Rowing the boat along, trying to move in sync with the other rowers(And pushing the pace a little harder than they might like), Ront appears to have plenty of breath for speaking with the sword.  " The surface is the surface.  My people live in the hills between the Dessarin river and the High Forest.  The fishing was good, the sun bright, and humans were everywhere. "  He grins suddenly.  " Good times.  Elves don't like us, dwarves don't either, but they're weak, only winning with numbers. But the sky's never fallen.  It is the sky. "
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Detect Magic 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

She opts for the drow wine. A taste of home, even if distant, and occasionally unwanted.  "Borthan is busy finishing some business elsewhere with some other associates. Storytelling is not my forte, but I will endeavour to impress."  She takes a sip, lets the liquid wet her throat, and then begins.
 "When we arrived at the hive, we encountered the remnants of a failed duerga research expedition - there were a mere two survivors, but enough to offer a lay of the land. Leaving some on our ship, we chose to climb the hive from its exterior rather than battle through its depths room by room. When we reached its peak, we were set upon by wild magic ants, though we quickly settled the matter. Politely. In the roof of the hive was a breach, one that offered access into its depths from above. We descended, on wings of magic, right into its belly striking down from above to catch the hive guards off...guard." 
 "I was part of the second wave, descending after the battle was already underway. Bees and wax golems came from all sides as we fended them off, shoulder to shoulder, a battle that grew so intense it shattered the ground beneath us, opening up another chasm down into the queen's own chambers. There was no dialogue to be had, nor any quarter to be granted. We fought bitterly, and cut her down, smashed her eggs barely making it out with our lives intact." 
 "Unfortunately our tale didn't end there, for pirates had anchored at our ship, and we were forced into tense negotiations - made tenser still by drow hunter ships anchored off the bay. Through a temporary alliance with the pirates, we struck out at the drow, sank one vessel, took the other as legitimate salvage, and made our escape, all so we could return here and...get paid, I suppose."  She glances at Turvy.  "That's about it, really? I don't think I missed anything important." 
 
 
  
 
 Spoiler: Prospective Sale List 

Sell List:-
1 Unholy Symbol
2 Vials of Unholy Water
Lustrous Shield
Burning Impact
Bristling Spear
Chicken Knife
Hat of the Painter
Totem of Shrouding
Rarouk's Shellcracker
Ingrid's Portable Catapult (Warpick)
Quan's Icicle (Icedagger)
Illbringer
2x +1 Shortsword
Ghoul Hunter's Ring
Old Bowgun
Sirocco
2 Bottles of Dragon's Blood
Lithsith's Watcher
ONyx Necromancy Spheres x4 (150gp each)
Bee Wax (magical?) x5
Embalmed Starfish
Taxidermy Pirate Kitten
2x Mini-Retriever Corpses
1 Apidae Faerza Carapace
1 Apidae Faerze Wings
1 Fully intact Apidae Faerze Venom Gland
5 Apidae Faerze corpses.
3 Apidae Warrior corpses with recoverable poison glands and materials (with risk of acid damage from carving)
3 Apidae Drone corpses which have no stingers, but can also be carved
1 Apidae Larva corpse
2x Harpoon Launchers
6x Harpoons
5x Pikes
5x Battleaxes
1x Handaxe
8x Javelins
2x Heavy Crossbow
28x heavy bolts
4x Light Crossbow
4x Longsword
2x Shortsword
10x Dagger
9x Hand Crossbow
70x Crossbow Bolts
3x sets of Leather Armor
2x suits of bone-decorated Hide armor
5x chain shirt
8x Leather
2x Studded Leather
2x Shield
2 non-magical slings
1 non-magical bronze memento amulet with a portrait of a young deep gnome boy
1 non-magical Cold Iron Dwarven Battleaxe (1d10 1h, 1d12 2h, offhand weapons have Disadvantage)
2x Duergar Warpicks (1d12 damage)
1x Warhammer
2x Gnoll Machuahuitls
 
RandomWombat
 Faedryl - The Bar 
 "Uh,"  looking put on the spot, Turvy glances up at Faedryl, then at Brasstacks, who raises a brow at him.  "Weren't the ants on a plateau we jumped down from?"  he tentatively corrects, visibly uncertain if he was supposed to adjust facts or not.

  "Hm,"   rubbing his beard, Brasstacks nods.   "There's them colonies on the plateau, and the queens' chambers do tend to be near the top,"   he observes, tracking his known facts that line up with their story. Turvy suddenly has a thought and sets his acid-eaten shoes on the counter, which the dwarf guffaws at boisterously.   "What happened to your shoes?"  
 "The... bee acid ate through them. The whole hive was that way." 
  "Well dammit, that  is  new. But it lines up with the weird **** that's been happening with the Faerza,"   seemingly satisfied, Brasstacks waves a hand at Turvy as he walks around from behind the bar.   "Git those shoes off my counter. I'll be right back with the coin."   As the bartender leaves for another part of the building, one of his helpers wipes down the counter where Turvy pulls his shoes off.

  "Sounds like you've been busy!"   Jimjar sets down his mug after a sip of his wine, speaking now in the spare moment while Brasstacks gathers up their payment.   "That Abyssal infestation was another in a long, long waiting list. Thanks for taking care of it."  
 "Waiting list?"  looking back at the other svirfneblin, Turvy examines them more closely.  "These gnomes are with the Church,"  the capital importance placed on it being  the  Church suggests equal importance in the deity, which would make them associated with the church of Garl Glittergold, chief deity of the gnomes.  "Are  you  with the Church?" 
  "I  try  not to advertise it, but yes,"   the other gnome confirms.   "We're a little past subtlety now that all the Church agents are being recalled to defend Blingdenstone."  
 Ront 
 
 Spoiler: Orcish 
 "Ah, to see the sun again and be in its warm glow,"  the sword reminisces fondly.  "It is good to hear that the surface was not devastated, and that  Netheril  still exists. It was not the sky that literally fell, flying cities fell  from  the sky. I hope that the  Netherese  have learned their lesson?" 

Ront has never heard these words before. It seems to be a name.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
 
 Spoiler: More Orcish 

Ront shakes his head at the sword's words.  " Netheril?  Never heard of it.  Or Netherese. "
 
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating: Detect Magic 
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "That's what I said wasn't it?"  Faedryl asks on the subject of the ants. Perhaps her tale telling had gotten mixed up. She was, as she said, not a storycrafter.

She takes another sip of her wine, and considers her next words carefully. If her map memory was correct, Blingdenstone wasn't exactly  not  on their path, depending on the route they took. The favour of a Capital-C Church could come in handy. But Jimjar had left them to go help out a slaver, who had survived, possibly because of his help. She couldn't exactly call all things neutral.   "Since we seem to have saved you a job, do you have any news worth sharing? Maybe something from your Church contacts that would make our trek to the surface easier." 
 
 
  
 
 Spoiler: Prospective Sale List 

Sell List:-
1 Unholy Symbol
2 Vials of Unholy Water
Lustrous Shield
Burning Impact
Bristling Spear
Chicken Knife
Hat of the Painter
Totem of Shrouding
Rarouk's Shellcracker
Ingrid's Portable Catapult (Warpick)
Quan's Icicle (Icedagger)
Illbringer
2x +1 Shortsword
Ghoul Hunter's Ring
Old Bowgun
Sirocco
2 Bottles of Dragon's Blood
Lithsith's Watcher
ONyx Necromancy Spheres x4 (150gp each)
Bee Wax (magical?) x5
Embalmed Starfish
Taxidermy Pirate Kitten
2x Mini-Retriever Corpses
1 Apidae Faerza Carapace
1 Apidae Faerze Wings
1 Fully intact Apidae Faerze Venom Gland
5 Apidae Faerze corpses.
3 Apidae Warrior corpses with recoverable poison glands and materials (with risk of acid damage from carving)
3 Apidae Drone corpses which have no stingers, but can also be carved
1 Apidae Larva corpse
2x Harpoon Launchers
6x Harpoons
5x Pikes
5x Battleaxes
1x Handaxe
8x Javelins
2x Heavy Crossbow
28x heavy bolts
4x Light Crossbow
4x Longsword
2x Shortsword
10x Dagger
9x Hand Crossbow
70x Crossbow Bolts
3x sets of Leather Armor
2x suits of bone-decorated Hide armor
5x chain shirt
8x Leather
2x Studded Leather
2x Shield
2 non-magical slings
1 non-magical bronze memento amulet with a portrait of a young deep gnome boy
1 non-magical Cold Iron Dwarven Battleaxe (1d10 1h, 1d12 2h, offhand weapons have Disadvantage)
2x Duergar Warpicks (1d12 damage)
1x Warhammer
2x Gnoll Machuahuitls
 
RandomWombat
 Faedryl - The Bar 

Looking to his side, Jimjar regards Faedryl.   "The demon queen of fungi has rooted herself in the Neverlight Grove, to the west. The myconids have been conquered from within by those who follow her or have converted to her, and Psilofyr's faithful are struggling to resist."   His expression is unusually grim.   "Her servants now spread along the western coasts of the Darklake. Stillwater Landing, the myconid port, is already under her control. Duskburg, our port south of Blingdenstone, will soon be under siege. As Blingdenstone is already under assault by oozes, there will be no reinforcements for Duskburg besides us."   He motions to himself and the other church agents.

  "The cult of Dagon and its allies have also been expanding their influence over the Darklake,"   he adds, though this is not news to Faedryl or the party.   "Liberating Sloobludop has deprived them an important foothold in the east, and with the  right  guidance the pirates can help cull the spread in the west, instead of falling under their sway,"   Jimjar looks over his shoulder at the table where Goron's crew are eating and drinking. It seems his motivations for getting in Goron's good graces run deeper than a simple kindness.

  "On the bright side, the Wormwrithings remain clear of demonic influence, as far as I know,"   Jimjar smiles and raises his mug in toast, slipping back into his more personable attitude. He looks more naturally relaxed this way; less a facade, and more a relieving end to grim matters.   "I wish you luck in reaching them, if that  is  still your destination,"   he taps the side of his nose in some sort of salute.

 
 Spoiler: Demon Queen of Fungi: Arcana or Religion 
 
 Spoiler: DC 10 
Her name is Zuggtmoy. She holds dominion over fungi, rot and decay.
 

 
 Spoiler: DC 14 
Worshipers of Zuggtmoy most often include expansionist myconids, and some of the more radical and nihilistic shadow druids. She promises a spread of the fungal rot, and like most demons she aims for the collapse of all civilization into a ruin of her particular flavor.

Her rival is Juiblex, the demon lord of slime and ooze, with whom she shares a layer of the abyss. The two of them compete for the same biomass to consume. Unlike Juiblex, however, Zuggtmoy is dangerously clever - if distant and inhuman in her intelligence. She is capable of delayed gratification, and promises power to those who would form pacts with her, knowing that in time she can bring them to sprout and spread her infestation.
 

 
 Spoiler: DC 18 
Those infected by Zuggtmoy's spores initially become stronger, heal more quickly, and sometimes manifest abyssal magic and psionic powers. These abilities are even greater for those who willingly enter pacts with her, and they may be permitted to remain fresh and intact for longer if it would serve reaching an ideal location to spread the infestation when they 'bloom', such as royal company or other figures of import.

Eventually, they all 'bloom' into spore servants - bodies piloted by demonic fungi, some undead and some very much still living - which spread the infection further. Zuggtmoy's warlocks remain conscious and retain their personality through the transformation into a true fungal demon, becoming field commanders for her that relieve some of the attention-splitting from managing the rest of her fungal hivemind.

The incubation time of the infection can vary, but those who tap into their abilities often will transform more quickly, unless they seek a formal pact with her for more time.
 

 

 Ront 
 
 Spoiler: Orcish 
 "Well, I guess learning is not easily accessible in rural settings,"  the blade clumsily brushes off the confusion.  "Netheril is of course the great empire of humanity. They ruled from flying cities with magic rivaled only by the gods. But something went wrong. From my place watching over Lady Khaem's tomb, I experienced a long and terrible fall, and then the lights died and I was trapped alone in the dark, unable to light myself without a wielder attuned."  The sword's voice becomes increasingly distressed recalling this time.  "I do not know how long I was there, before those ruffians raided the tomb and found me." 
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Perhaps a blow to the head had done more damage than she'd accounted for, but the demon queen of fungi is entirely unfamiliar. Even the name escapes Faedryl. Oh well, it wouldn't be that important - she finds the idea of contending with an entire colony of myconids thoroughly revolting, even before the demons got involved. She'd prefer to give it a wide berth, if she can.  "Wormwrithings for now, with the occasional detour."  Her eyes can't help but slip to Turvy and back again.  "I expect we'll be passing through some of this Dagon area before we get back to shore. We'll probably end up going the same way but-"  She twitches an ear towards Goron.  "If you're going to use them, make sure they stay out of our way. You bought him a second chance. If he comes at us again, it'll be his last."  She takes another sip of her wine, but solely to break up the words.  "Still, if nothing else I'm glad you survived. Despite everything I think it would be a shame if you died." 

As far as compliments and outreach goes, it falls far short of how normal people would express such things. Faedryl's not exactly used to such overt kindnesses though.
 
 
  
 
 Spoiler: Prospective Sale List 

Sell List:-
1 Unholy Symbol
2 Vials of Unholy Water
Lustrous Shield
Burning Impact
Bristling Spear
Chicken Knife
Hat of the Painter
Totem of Shrouding
Rarouk's Shellcracker
Ingrid's Portable Catapult (Warpick)
Quan's Icicle (Icedagger)
Illbringer
2x +1 Shortsword
Ghoul Hunter's Ring
Old Bowgun
Sirocco
2 Bottles of Dragon's Blood
Lithsith's Watcher
ONyx Necromancy Spheres x4 (150gp each)
Bee Wax (magical?) x5
Embalmed Starfish
Taxidermy Pirate Kitten
2x Mini-Retriever Corpses
1 Apidae Faerza Carapace
1 Apidae Faerze Wings
1 Fully intact Apidae Faerze Venom Gland
5 Apidae Faerze corpses.
3 Apidae Warrior corpses with recoverable poison glands and materials (with risk of acid damage from carving)
3 Apidae Drone corpses which have no stingers, but can also be carved
1 Apidae Larva corpse
2x Harpoon Launchers
6x Harpoons
5x Pikes
5x Battleaxes
1x Handaxe
8x Javelins
2x Heavy Crossbow
28x heavy bolts
4x Light Crossbow
4x Longsword
2x Shortsword
10x Dagger
9x Hand Crossbow
70x Crossbow Bolts
3x sets of Leather Armor
2x suits of bone-decorated Hide armor
5x chain shirt
8x Leather
2x Studded Leather
2x Shield
2 non-magical slings
1 non-magical bronze memento amulet with a portrait of a young deep gnome boy
1 non-magical Cold Iron Dwarven Battleaxe (1d10 1h, 1d12 2h, offhand weapons have Disadvantage)
2x Duergar Warpicks (1d12 damage)
1x Warhammer
2x Gnoll Machuahuitls
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Ront only shrugs at Dawnbringer's words.  " Never heard of it.  Humans live in small villages.  Maybe some big cities far away too.  Lots of humans though.  Not much magic. "

 
 Spoiler: OOC 

Ront fairly clearly doesn't care much about human history.
 

 
 
  
RandomWombat
 Faedryl - The Bar 

With a smile, Jimjar slides off of the bar stool.   "It doesn't sound like anyone died?"   he half-asks and half-observes.   "I'm glad to hear it, as well. Duskburg is the nearest intact port, save for the drow port to the north. Which I imagine you would rather avoid,"   he chuckles.   "We may see each other there, if it holds. Let the others know I sent a hello,"   he raises his glass one more time, and returns to his table.

 "I have... researched demons, a little,"  Turvy mentions softly as Jimjar leaves the bar.  "But a queen of fungi has not crossed my desk. Demonic lore is as eclectic and scattered as they are." 

Brasstacks arrives soon after, setting a pouch of coin on the counter in front of Faedryl. Turvy holds out a hand and offers,  "I can count them."  Regardless of who goes through the long process, they find the five hundred platinum there in full.

While they wait for Elara, there is an opportunity to make some sale offers to the Glitteran war party. Jimjar and Brasstacks make the occasional offer as well, while the pirate crew largely ignore her. Though considering the party took all of their belongings they're probably not flush with coin even if they wanted to buy anything.

 
 Spoiler: Sales Offers 
1 Unholy Symbol - The Church offers 1 gp, intent on destroying it.
2 Vials of Unholy Water - The Church offers 1 gp each, intent on destroying them.
Lustrous Shield - Claimed by Nilvae
Burning Impact - The Church offers 1000 gp.
Bristling Spear - The Church offers 500 gp.
Chicken Knife
Hat of the Painter - Jimjar offers 300 gp.
Totem of Shrouding - The Church offers 2000 gp.
Rarouk's Shellcracker - Claimed by Galdar
Ingrid's Portable Catapult (Warpick)
Quan's Icicle (Icedagger) - Claimed by Topsy
Illbringer
2x +1 Shortsword - The Church offers 300 gp each.
Ghoul Hunter's Ring - The Church offers 1000 gp.
Old Bowgun
Sirocco
2 Bottles of Dragon's Blood - Brasstacks offers 200 gp each.
Lithsith's Watcher
ONyx Necromancy Spheres x4 (150gp each) - Brasstacks offers 150 gp each.
Bee Wax (magical?) x5
Embalmed Starfish - Brasstacks offers 25 gp.   "This will make a fine gift for my daughter. Her birthday is soon."  
Taxidermy Pirate Kitten - Brasstacks offers 25 gp.   "Oh, the lass would enjoy this one as well!"  
2x Mini-Retriever Corpses
1 Apidae Faerza Carapace
1 Apidae Faerze Wings
1 Fully intact Apidae Faerze Venom Gland - The Zhentarim have an open offer in writing for 30 platinum per intact gland.
5 Apidae Faerze corpses. - The Zhentarim have an open offer for 30 platinum per intact gland. Selling the full corpse would sacrifice any extra materials it could be harvested for.
3 Apidae Warrior corpses with recoverable poison glands and materials (with risk of acid damage from carving) - The Zhentarim have an open offer for 30 platinum per intact gland. Selling the full corpse would sacrifice any extra materials it could be harvested for.
3 Apidae Drone corpses which have no stingers, but can also be carved
1 Apidae Larva corpse
2x Harpoon Launchers
6x Harpoons
5x Pikes - The Church offers 5 gp each.
5x Battleaxes
1x Handaxe
8x Javelins - The Church offers 3 sp each.
2x Heavy Crossbow - The Church offers 102 gp for the crossbows and heavy bolts.
28x heavy bolts
4x Light Crossbow
4x Longsword
2x Shortsword
10x Dagger
9x Hand Crossbow
70x Crossbow Bolts - The Church offers 7 gp for the full hoard of ammunition.
3x sets of Leather Armor
2x suits of bone-decorated Hide armor
5x chain shirt
8x Leather
2x Studded Leather
2x Shield
2 non-magical slings
1 non-magical bronze memento amulet with a portrait of a young deep gnome boy - Jimjar offers 2 gp.   "Maybe I can find this boy and deliver the sad news."  
1 non-magical Cold Iron Dwarven Battleaxe (1d10 1h, 1d12 2h, offhand weapons have Disadvantage) - The Church offers 150 gp.
2x Duergar Warpicks (1d12 damage)
1x Warhammer
2x Gnoll Machuahuitls
 

 Ront 
 
 Spoiler: Orcish 
 "Ah. Rural lands, yes. That makes sense,"  the sword comments.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl leaves the counting to Turvy, though she eyeballs the pouch and judges it likely heavy enough regardless - assuming the coins are proper platinum, they'd been paid in full, or near enough.  "What made you want to study demons?"  Faedryl asks casually, making what she assumed to be small talk. Her own studies were varied, of course. They had to be, and while she'd dabbled in demonology it was hardly a focus.
 
 
  
 
 Spoiler: OOC 

Item list+funds updated
 
RandomWombat
 Faedryl - The Bar 

Looking rather tipsy after just one drink, Turvy is clearly a lightweight when it comes to alcohol. Not much of a regular drinker. He scratches the back of his arm, which is unusually hairy for a gnome.  "Before we were well..."  he clears his throat,  "Captured by the drow. My sister and I were scavengers. We'd find ruins, delve the, get stuff and get out. Never really went deep very often."  He pats the belt sack that contains his spellbook.  "Then, I was a... uh, not really a scholar exactly. Just someone who reads a lot. Then we found an old spellbook on one of our delves, and I started learning magic from it. But there were other things in the book, written in Abyssal I learned. So, I studied it to read more of the spellbook. It was ciphered, too. It's been a while since I had time and energy to work on deciphering it." 
 "What... about you?"  he awkwardly asks.  "I mean, drow don't usually... the women don't study arcane magic much?"  A bit of an understatement.

After a few minutes of conversation, Elara skulks into the room. It's hard to say given her usual pallor, but she looks pale - nervously pale. Slipping in next to the two of them, she sets several bags of coin on the counter.  "Eight hundred platinum for the Apidae extermination. And this is the pay for the glands and the corpses we brought." 
 "There's something I need to do. But it's the opposite of the way you're going,"  she says, softly.  "I would like to take some of the money. And I'll have to go my own way. I don't want to trouble all of you with my personal problems." 
 The  Black Manta  

As the carry on, the crew draws nearer to a new landmass - the one the lighthouse is on. The shores are steep and silty, but not jagged cliffs, and if they wanted to they could land here and carry on by foot. Looming high above are floating chunks of rock that they can see the silhouettes of against distant glowing crystals embedded into the ceiling and towering pillars of the Darklake cavern. To the northwest, they can also make out the shape of a distant tower, framed by a halo of dim blue light that flickers in and out of existence with no clear pattern. The lighthouse in question, and the light certainly does not look like the one it carries by design. These phantom lights must be the source of the haunting rumors.

 
 Spoiler: Nature DC 12 
The blue light looks like sparking electricity.
 


There is a waterway that goes deeper in, splitting two adjacent landmasses. Not quite running like a river, but more like a dip between the two where the lakewater has settled. The one to the southwest, according to their intel, contains an old wizard's laid and a Faerzress-infused monument. If they wish to draw nearer to the lighthouse, they should be able to continue traveling by boat. There is likely a place that gnomish military ships used to dock somewhere up this waterway. However, they may need to navigate old aquatic fortifications as well, and gnomes are well-known for designing traps, machines and other automated defenses.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With his work interrupted by the commotion of a lighthouse, ALADIN carefully folds up his anytool, seals his modifications to Borthan's knife, and heads up to the deck.  Looking over the lighthouse, he doesn't recognize the source of the lights, blinking on and off, with no clear pattern.  " The lighthouse seems to be malfunctioning, or else it is shut off and something else is causing the light.  Approaching by land or by sea are likely to be equally dangerous.  Is there a preference for which route you would prefer? "  His neutral voice speaks his final question calmly, looking around those standing and watching the lighthouse.

 
 Spoiler: OOC 

ALADIN, as always, is not great at having opinions of his own.
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Below the deck, Ront works the oar, his strong muscles pulling tirelessly at the oars.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "Fifth daughters rarely fall in line,"  Faedryl remarks idly, with a little bit of scorn in her voice for her beloved family.  "My Mother is many things but she could at least recognise where my talents were, and she understood I would better serve the family focusing on them instead of pushing me into something else."  A bitter, but earnest laugh passes her lips, urged by the wine.  "Made quite the fool out of her though. I expect I'll end up making a corpse out of her eventually, though perhaps she will cut her losses once I make it to sunlight."  She doubted that. Pride would drive them both to the brink.

When Elara returns, Faedryl's a little surprised the part-vampire is so eager to leave, but she doesn't have the right or reason to ask them to stay.  "If we end up crossing paths again, hopefully it will be as allies."  No reason to antagonise someone, and they clearly - to Faedryl's ears - don't want any more prying. Better to see them off as politely as possible.  "You've earned a share of the returns, I wouldn't deprive you of it." 
 
 
  
RandomWombat
 Faedryl - The Bar 

Her head nodding up and down, the dhampir girl looks over the bags of money uncertainly.  "How much should I take?"  Elara asks, hesitantly. She doesn't seem like she's handled much money or exchanges of coin in her time, however long it may be - she looks significantly younger than Faedryl, but between elvish genes and a touch of vampiric longevity who can say?

 "You, me, her, my sister, Derendil, Borthan, Ront and the construct,"  Turvy counts out on his fingers.  "Nilvae came back, and the dwarf joined with her, but they weren't part of the original party that took the job... and they don't know how much we're being paid,"  he off-handedly suggests that they could short the new-comers and they'd never know.  "Between the Zhents and the barkeep, we've thirteen hundred platinum to work with. We could send her off with a hundred, and we'd still have a cool hundred to split for everyone even if we cut the new blood in even, plus three hundred more to split or... put towards... group purchases?" 

From the blank look on Elara's face, much of the math is lost on her.  "I'll be going to Izrenvollen,"  she states, as if this would help them calculate.

 
 Spoiler: History: Izrenvollen 
Faedryl treats the DCs as 5 lower.

 
 Spoiler: DC 5 
Izrenvollen is a drow port to the north.
 

 
 Spoiler: DC 10 
As the primary drow port on the Darklake, Izrenvollen is a significant trade city for the drow empire. A main highway runs directly from it to Menzoberranzan, and it is likely where Ilvara and her crew set out from.

It is unlikely that Elara is well-known yet as a member of Faedryl's group, since she was not one of the original Velkynvelve escapees. She should be relatively fine traveling there, apart from the usual dangers of going into drow territory as a non-drow.
 

 
 Spoiler: DC 15 
The terrain around Izrenvollen is jagged and mountainous, and the city is rich in mineral wealth and mining operations. There is a significant duergar and quaggoth slave population utilized for mining, work too mundane and manual for delicate drow hands.
 

 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "Call it 125, just in case."  Faedryl says, tipping the coins into Elara's hands.  "Should buy you passage and then some. I'm sure I don't need to tell you but keep our names and involvement secret. They'd sooner toss you on a rack to get answers than ask you politely." 
 
 
  
RandomWombat
 Faedryl - The Bar 

Elara slides the coins into her purse, nodding her head.  "Yes, of course. I don't even know where you're going."  It's clear she's doing a wink-wink nudge-nudge 'didn't see you' bit, given she just said she was going the opposite direction.  "It's been... nice, traveling with people again. I appreciate tolerating my..."  she trails off and nods her head again.  "I might need a room for a while until I can find passage. Could you tell me when a ship comes through bound for Izrenvollen?"  she asks Brasstacks, setting some of her own gold on the counter for boarding.

  "'Course,"   the dwarf scoops up the coin.   "We get plenty traffic through, even with all the demons running amok. I'm sure you'll have a ride in no time."  
 "I suppose we should rejoin the others soon,"  Turvy drinks the last dribbles of his wine and slides off of the stool.  "Thank you for the drink, Faedryl. Are we seeing the Zhentarim about buying or selling anything more?" 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

The drow gives a soft shake of the head.  "No, I think we'd best move on while we can, before something else crops up to hinder us." 
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:53/53 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan observes the coming cliffs, as well as the beginning of the gnomish fortifications. Frowning, he speaks up.  "Best we approach on foot. I'm a half-ass Captain, and navigating a trapped waterway in this tub sounds like hell. Let's make a team and get to the runner boats." 
 
 
  
RandomWombat
 Faedryl 

With their business concluded, Faedryl and the twins board the ship and prepare to depart. They know the others' destination, but reaching the island will take an hour or two.

Topsy nods towards Faedryl, motioning belowdecks.  "There's that... situation I need to talk to you about, in private,"  she reminds.

 Landing Party  - Borthan, ALADIN, Ront, Nilvae, Galdar, Sarith

Borthan gathers a landing party and takes the smaller rowboat to the shore. They drive a stake into the lake's edge and tie a rope to it to moor the landing vessel, the climb the steep silty ledge onto land. The soil here is a pleasant brown, almost like surface-soil to the surfacer among them. No grass grows beneath the pale blue, moon-like light from the crystals high above on the cavern ceiling, but rather large brown mushrooms do. Other fungi grow amidst their groves, but these are the most numerous. They are the size of a stepping stool, broad, stiff and very sturdy. It makes for difficult walking through patches of them, but they do not blanket the entire ground.

 
 Spoiler: Nature DC 10 
These are fittingly called Barstools, for that is what they resemble. They are harmless, and their flexible stalks are edible if chewy. A piece of Barstool stalk could be sliced down to serve as a piece of gum. They are rich in iron and so have a metallic flavor.

Their caps are not edible, but are soft and sturdy, so they are sometimes cut off and treated with preservatives to be used as seat cushions or for stepping stones in gardens.
 


Pinkly glowing fireflies dance among the mushroom caps, often crawling underneath to suck the spores from the vents underneath or crawling on the ground eating smaller, lightless bugs crawling in the soil. Curious individuals flit close to the landing party and, if offered a stable enough perch, land. They are about the size of the end of a thumb, with a large bio-luminescent abdomen and a tube-like proboscis that probes their skin and clothes for particles of nutrition. No rashes break out from touching them, and they do not appear dangerous.

 
 Spoiler: Nature DC 10 
Pinkwicks, as commonly called, are frequent visitors to mushroom gardeners, as they eat mainly mushroom spores as their diet. Those landing on you are probably eating any that have settled on your skin and clothes. In the wild they use their glow's resemblance to faerzress to scare away predators, but they do not typically live in faerzress-rich areas themselves and are harmless.
 


In addition to the larger floating boulders that loom sometimes-concerningly over their heads by some unknown means of levitation, smaller chunks of stone float around the party as they walk. Whenever a party member approaches the floating stones, they tend to float away, and orbit the approacher from a safe distance, as if examining them. Their composition looks like iron ore.

 
 Spoiler: Arcana DC 14 
These are tiny Iron Elementals. Extrapolating that, the huge chunks overhead may be much larger Iron Elementals. They are able to fly by manipulating magnetic fields, and can push or pull those wearing magnetic metals. However, they are vulnerable to electricity. These sometimes manifest when an iron-rich part of the Underdark intersects with a faerzress deposit. They may have migrated over from around the faerzress monument on the other half of this island to the southwest.

The tiny ones could pelt you in the head painfully, but aren't dangerous unless they swarm. The big ones could be a major threat, but thankfully you don't seem to have their interest.
 


They eventually see a fortification built into the point where a small bay narrows into a thinner waterway. Two small stone watchtowers are erected on either side of the water, and between them was once an arch and portcullis not unlike that used by the duergar at their checkpoint. However, the arch as crumbled, leaving a fallen portcullis and chunks of stone littering the water between, rendering it impassable without some difficult, waterlogged heavy lifting.

 
 Spoiler: Insight DC 15, passed the DC 14 Arcana 
If properly motivated, the large Iron Elementals above would be able to easily move the rubble. Elementals lack the organic needs and mortal social structures to be easily befriended, but perhaps there is a way, if anyone knows Terran with which to communicate with them - or a Tongues spell.
 


The towers' interiors are lined with arrowslits. Atop each of the towers is a black metal spire orbited by a brightly shining blue sphere. Electricity sparks regularly between the spires and the spheres. Near the stairs up to the tower on their side, the landing party can see partially melted fragments of the small floating iron rocks littering the ground, alongside some charred bugs.

 
 Spoiler: Arcana or History DC 15 
Shock spires, an arcane svirfneblin fortification. Anything that approaches within a designated targeting area while the towers are active will be zapped by lightning from the tower, which acts like a  Witch Bolt  spell. Gnomish troops would be given minorly enchanted holy symbols of Gaerdal Ironhand, which the towers are programmed to exclude from their targets.

There should be controls inside of the towers to adjust the targeting area and targeting parameters.

 
 Spoiler: ALADIN, if successful 
ALADIN is familiar with these structures. His creator helped design them. With a bit of time (20 progress) or an Infusion, he could replicate the magical transponder that marks a wearer as permitted to enter. It doesn't actually have to be attached to a holy symbol, any carried item will do.
 

 

 
 Spoiler: Perception DC 11 
A gnome-sized, hooded figure is standing on the northern tower when they approach, but descends into the building.
 

 The Black Manta  - Marauder navigating; Donk, Spide, Stool, Derendil rowing

While having a party on land will help to investigate any fortifications, the crew decides it is best for the ship to carry on alongside them slowly, so that either may be aided with bow and spell in the event of an attack. The ship would also be safer, perhaps, away from threats that may pass and spot them from the open Darklake.

The landing party remains visible from the  Manta , which trawls along behind the submersible. Both vessels are small enough to traverse the shallow dip between the two halves of the landmass, though the  Eel  needs to surface and the  Manta 's oars sometimes get caught on stretchy, sticky weeds that have infested the bottom of the trench. The gnomes likely once groomed this place to trim them, but it has been left to overgrow for years now. It is a small comfort that the  Eel  has no trouble slithering through the aquatic mire, and could push them free if necessary.

As they advance, there are thankfully no signs of gnomish mines in the shallow water. But they eventually see a fortification built into the point where a small bay narrows into a thinner waterway. Two small stone watchtowers are erected on either side of the water, and between them was once an arch and portcullis not unlike that used by the duergar at their checkpoint. However, the arch as crumbled, leaving a fallen portcullis and chunks of stone littering the water between, rendering it impassable without some difficult, waterlogged heavy lifting.

The towers' interiors are lined with arrowslits. Atop each of the towers is a black metal spire orbited by a brightly shining blue sphere. Electricity sparks regularly between the spires and the spheres. Dead eels and other fish float in the water underneath the towers' shadows.

 
 Spoiler: Arcana or History DC 15 
Shock spires, an arcane svirfneblin fortification. Anything that approaches within a designated targeting area while the towers are active will be zapped by lightning from the tower, which acts like a  Witch Bolt  spell. Gnomish troops would be given minorly enchanted holy symbols of Gaerdal Ironhand, which the towers are programmed to exclude from their targets.

There should be controls inside of the towers to adjust the targeting area and targeting parameters.
 

 
 Spoiler: Perception DC 11 
A gnome-sized, hooded figure is standing on the northern tower when they approach, but descends into the building.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Accompanying Borthan on the raiding party, ALADIN keeps his eyes open, evaluating what he can see as he navigates the steep silty ledge to reach more solid land.  Looking at the brown mushrooms, he swiftly finds a match in his databanks.  " These mushrooms are likely Barstools, and are harmless.  Their tops are used as seat cushions if preserved, and their stalks can be chewed and enjoyed by some people.  The flying insects are pinkwicks, and while they eat mushroom spores they are otherwise harmless, despite their appearance. "  As he describes the threat level of the nearby vegetation and the insect life, he extends one hand, allowing one of the pinkwicks to land as a demonstration, before sending it on it's way.

Looking at the floating boulders, ALADIN frowns.  " I do not see a match for these stones in my databanks, but they do not seem to be an immediate threat.  It is possible that they are a part of the defenses, but must be manually activated. "

Finally, reaching the fortification, ALADIN gestures for everyone to stop before he slowly scans the gnomish defenses.  A few moments later his attention returns to the group.  " It appears that there are active shock spires present here.  Typically, small symbols are used to prevent them from attacking allies, and given some time I could create such a symbol which would allow for safe passage.  Alternatively, someone could attempt a run to reach the interior and adjust their parameters so they stop attacking everyone.  Finally, it is possible that Y may already possess such a symbol, which could be borrowed to allow someone to move through the area and adjust the targeting parameters. "
 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Easily climbing up the silty ridge to the more solid ground, Ront slaps at the insects buzzing near him, trying to keep the oversized glowing mosquitos away from his blood as he looks around for threats, clearly expecting an ambush at any time, even after ALADIN's explanation.   
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 
 "I'd rather NOT see how much juice these towers have in them, so I say we take a break, maybe find a quiet spot, and let Al manufac... manufac... MAKE what we need. If we can do it for the boat it'd be best we ward both, if we got the time."  Borthan looked at the towers with suspicion.  "Lotta demons are immune to electricity..." 
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 45/45 
 34/34 MP 
 7 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

From his rowing position, when plans are proposed he stands up for a break.  "I say we coordinate with the away team. See how they wish to continue. I've little idea if those towers would blast them or us. Either way, we must continue forward."
  
 
  
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 38/38 MP: 40/45 | AC: 14 HP: 47/47 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 2/2 |  
 Conditions:  
 Concentration:  
 Small iron elementals. They are curious is all. The fey hated them. But they do mean no harm. If anyone is capable of Terran or the primordial tongue, we could ask them what happens around here. 
 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 45/45 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (Faedryl) 
 Concentration: -  
 Lightning still vaguely needs a path to us. We could just jury-rig a few mushroom stalks and put compact dirt or stone on top of it to create a veritable lightning shield. Though I would be happier with a lightning rod type of deal. Any ideas, bucket?  he refers to ALADIN.

 
 Spoiler 
Mold Earth some dirt onto a construction of makeshift wood to create a movable barricade of sorts.
 

 
 
  
      
      Stool     
 Myconid Druid 
 AC: 15 (bucket armor) HP: 38/44 MP: ??/?? 
 PP: 16 PIv: 9 PIs: 13 San: 12 
 Conditions: Fungal Infestation (Drow Soldier Zombie 1hp, 1h), Wildshape (Giant Frog)  
 Concentration: - 


-
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Listening to Nilvae, ALADIN updates his databanks to include a reference to flying iron elementals.  At Galdar's suggestion, ALADIN frowns.  " Such a construct is likely to take a similar amount of time to construct, and may be less reliable.  There are multiple rods, and the lightning is not entirely natural, and might be able to bypass the shield from a non-shielded direction.  I can create a ward bypass token, then use it to head inside and add all of us to the exceptions list for the defenses.  The construction of the token should not take long, potentially less time with assistance. "

 
 Spoiler: OOC 

I... suppose getting started on creation?
 (1d20+14)[ 18 ]  Tinker check?
 (1d20+14)[ 25 ]  Advantage(If available)
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "No time like the present."  Faedryl says airily, though she does make sure to hold off long enough to do her by now customary Detect Magic ritual first, just in case someone might be watching her.
 
 
  
RandomWombat
 Landing Party  - ALADIN, Ront, Borthan, Nilvae, Galdar, Sarith

Raising a mound of soil and shaping it with a little groove he can crouch in, Galdar lines himself up with the base of the tower's staircase, and begins inching forward. It takes slow and concerted effort to keep the mound in shape and move with it, but the tower is nothing but patient. It will wait.

Behind him, ALADIN takes out his tools and begins engraving the pass-beacon's simple magical signature into a small token. Wood, stone, even paper, the material matters little and is up to his convenience. The tower's defenses are hard-programmed to recognize these, even if someone else modified them. It would take a skilled artificer to uncouple the token's signature without breaking the tower itself.

And so he completes his little project, just as Galdar is reaching the stair, and leisurely walks to join the grey dwarf. The stairs are steep, a small set on the backside of the tower. Each step is uncomfortable for Galdar, whose short legs strain with the steepness and whose large feet struggle to fit on them. It is more like a diagonal gnomish  ladder , than a stairway, in truth. All the better to slow down enemy troops. It is a small blessing that the compact design keeps the tower from 'seeing' Galdar along the way.

ALADIN walks onto the towertop unbothered. The tower spins, idly humming, content with his presence. There is another, less steep set of stairs into a low-ceilinged and unlit room below, the tower's interior. Though there is no dirt to manipulate on the tower, and the stairs are too steep for the mound do be trudged up them, Galdar should be able to make a break for the stairs and only suffer a little zapping at most.

 
 Spoiler: Galdar: Athletics 
A DC 12 Athletics check will allow reaching the interior without the towers responding in time. DC 10 will only get the response of the nearer tower, right next to him, which still needs to roll to hit him if he trips it.

He may also opt to wait for ALADIN to signal him in, if he wishes to 'see' what he's running into first.
 


Meanwhile, ALADIN is free to enter. And when he does, he finds a pair of hooded figures in the dark room. One is a svirfneblin man in a black cloak, wearing a grick-leather cuirass over a dark blue tunic and pants. The second figure's face swirls like dark ink, with four pale eyespots glowing inside. Trailing tentacles dangle out of the sleeves of a long, hooded robe, two from each sleeve.

It is the deep gnome who speaks.  "Hold now, friend gnome,"  at a glance, ALADIN's design looks real enough to fool. Or this individual is particularly liberal about autognome personhood.  "These are the defenses of Gaerdal's Torch, which is right now being retaken. We must amiably ask you and your companions to leave. For security reasons. I would not reckon a fight with all of you wise, so how can we settle this peacefully?" 
 
 Spoiler: Hooded Tentacle Guy: Arcana or Religion 
 
 Spoiler: DC 5 
This may be a poorly disguised mindflayer.
 

 
 Spoiler: DC 10 
The creature's origins are unknown, but a closer look reveals that the robe is not in fact clothing, but strips of skin attached to its body.
 

 
 Spoiler: DC 15 
These creatures are Tursor, also known colloquially as ink demons or squid demons. They are a relatively lesser, lower class of demon. Folklore suggests that they are born from the rotten souls of particularly loathsome pirates who drown at sea. Tursor use a mind-numbing stare, blinding ink, and freezing-cold necrotic tentacles to torment their prey.

They are unaffected by non-magical poisons and difficult to harm with mundane weapons. Their rubbery demonic flesh is completely immune to lightning and the deep ocean's cold. However, it cuts easily under a magical blade, and powerful radiance and sonic force are both highly effective.
 

 

 
 Spoiler: Perception DC 10 
The gnome is holding a silver handmirror behind his back, attempting awkwardly to hide it.
 

 
 Spoiler: Insight DC 10 
These two are clearly not representatives of Blingdenstone sent to reclaim the lighthouse. However, the gnome seems honestly cowed by the appearance of their large force. These two are probably alone, left to keep watch for someone else further up the waterway.

 
 Spoiler: Also passed the DC 10 Perception 
They have likely already sent a signal ahead by using the mirror's reflection, while the party was making their approach.
 

 

 Black Manta  - Derendil, Spide, Donk, Stool, Kuo-toa Marauder

 "Brblem's debfenses loogk magicky,"  the marauder burbles down to the rowers through the little vibro-phone.  "I'm think the odders habe a plan. Dey doing sombfin'. Should stay disdant. Is de plan, ye, dey open any da defenses so'bs we gin go drough." 

Indeed, anyone coming up to the deck would spy Galdar raising a pile of earth and crouching low behind it, advancing slowly. While he does, ALADIN sits down on the ground and appears to be working on something. The whole process takes several minutes, maybe ten, before Galdar reaches the bottom of the guard tower. Then, they ascend. What comes after they enter is a mystery.

The  Eel 's hatch opens next to the ship, and Y pops his head out to watch what's happening firsthand.

 Faedryl 

Shutting the door behind them in what was once Ilvara's room, Topsy gives a raised brow at a black leather... swing, dangling from the ceiling. It briefly occurs to Faedryl that nobody had given the room a good thorough look-over after the battle, among all the other things to examine and bodies to toss overboard.  "Right,"  Topsy waits a moment to let Faedryl do her spy check, then takes a seat at a desk along the wall. She scratches her ear, where there's some new tufts of hair growing out of it.  "I'm not really fast to trust. Half-figured we'd be splitting ways if you all took the Zhent-ways to the surface, so I was just going to leave this unsaid. But, if we keep on together you should know, and if you decide not to, well, my brother and I should take a raft back to the Siren,"  the opening of her explanation for calling the little covert meeting is ominous.

 "Before my brother and I were captured by the slavers up near Blingdenstone, we were in the middle of being inducted by an... organization,"  she glances at the door, then back at Faedryl.  "They're a sort-of-guild sort-of-clan of wererats that cropped up in the wake of the drow sacking the city. Lived there when it was ruins, until the rest of us started coming back. Now they're pretty entrenched."  As the picture starts to come together, it becomes notice able how much larger her front teeth look since back in the cell in Velkynvelve.  "I think we're getting close to the first turn. Feel it. The transformation won't drive you mad unless you fight it, and I don't plan on it. I don't know if my brother will pull back though, at the last second. He's always been flaky that way." 
 "So, if we're sticking around, we should keep him tied down until it's over. Can't really tell when day or night is, so he'll need to stay contained until it passes. And if you rather we go our own way, this seems like the last chance we'll have to safely get lost for a while." 
 
 Spoiler: Wererats: Arcana or Nature 
 
 Spoiler: DC 5 
Like werewolf but rat. Look like rat, talk like people.
 

 
 Spoiler: DC 12 
The proper name is arouranthrope, but most simply refer to the umbrella of blessings and curses (depending on who you ask) as lycanthropy. Some things just stick in the cultural mind.

By nature, wererats are far less wild and prone to rampant impulsive violence than their better known werewolf counterparts. They are often functional enough to form gangs and guilds of their kind in cities, carefully picking who to induct to the secretive inner circle.

Like all lycanthropes, they are vulnerable to silver.
 

 
 Spoiler: DC 15 
Wererats are known to lack the innate instinct to spread their affliction that is common to most lycanthrope varieties. They are more like scavengers and parasites than predators, though they still have a regenerative factor and increased durability. They carefully cultivate and control their population to avoid becoming too large and succumbing to factional infighting.

It is possible to cure the affliction with a Remove Curse spell, so long as it is cast prior to the first transformation, which occurs on the first full moon after infection. After the first transformation takes root in body and soul, it becomes far more difficult to remove.
 

 
 Spoiler: DC 17 
Lycanthropic transformation can go one of two ways. The creature can resist the curse, in which case they retain their personality most of the time but go mad and wild under the full moon, or they can accept it and retain a level of sanity and control through the change. There are, however, lasting effects on the personality of the individual.

Wererats are in many ways similar to devils. Ambitious and ruthless, but capable of reason and usually loyal to their group or organization.
 

 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Noting Galdar's approach beginning, ALADIN works quickly to finish his token, inscribing the appropriate runes onto a small rock, along with the correct magical signature.  Without taking the time to properly test it, he ensures that it is stored in his pocket, and walks across to the accessway, and ascends the stairs.  Seeing Galdar's dilema, he speaks up.  " I will be able to disable the protections inside, allowing you to approach safely, rather than risking the shock. "

His offer given, ALADIN continues up the way, into the tower, where he is surprised to encounter a gnome and a Tursor.  " That course of action would not be acceptable.  Considering the rising coincidence of demonic powers within this region of the underdark, I find it interesting that you are working with a tursor, as Blingdenstone's laws forbade such.  That being the case, it is unlikely that you are what you claim you are.  You have signaled to your group, and once I add my allies into the exception list, it may be possible for a negotiated solution to be reached, however historically negotiating with those who work with demons has ended poorly for everyone not the demons.  Regardless, I have my task to complete. "  ALADIN's neutral, calming voice is projected at a slightly louder than normal volume, ensuring that Galdar can hear the conversation in question.

With the conversation over, ALADIN looks about for the control center, so he can make the needed modifications to allow his allies through the defenses.

 
 Spoiler: OOC 

ALADIN isn't starting a fight, but one may occur anyway.  :(
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl lets out a soft sigh, an exhale of tension loosing itself when news you can't do much about reaches your ears.  "I wish you had told us sooner. And I understand why you didn't."  She says. There's no blame or accusation in her tone. Were their diminutive shoes on her feet, she'd be as likely to keep her secrets too. Were her family not plaguing their steps, would she have told them of her history? Maybe eventually. But certainly not to start with.  "I understand that wererats tend to have a group mentality. So long as you and your brother don't pose a threat to the group, you'll still be welcome, and I'll vouch for you with the others."  They had put up with Elara's predilections - in Faedryl's eyes this was no different. It might even be safer. Wererats generally didn't eat each other, and if their little group satisfied the classification of their 'clan' - for the moment - then maybe they'd be safer from wererat teeth than they were vampire fangs.

 "Is... containing  your brother something he'd agree to? Is this him volunteering to be bound, or something we'd need to impose on him?"  She didn't fancy the arguments for the second option, but maybe that would be necessary. Better a temporary binding rather than him going mad and infecting half their number and getting put down as a result.  "And, I suppose I should ask. If we found a way to stop the transformation - to cure it before it happened - would you want that? Would your brother?"  She didn't have access to such a spell, but that didn't mean they might not find it.
 
 
  
RandomWombat
 Faedryl 
 "He won't argue too much,"  the gnome answers confidently, to the matter of her brother's agreeability. Topsy is a little quieter at the subject of a cure.  "He might, if you offered one,"  she admits, folding her arms.  "Turvy was always iffy about this arrangement, but when an influential organization comes along offering you membership, the ability to regenerate from wounds, skin that won't cut under normal swords, immunity to all the sicknesses that plague the shanty towns around Blingdenstone's reconstruction..."  Topsy trails off, then she sighs.  "I know you haven't exactly lived on easy street. Sleeping in a big mansion sure, but with siblings who'd slit your throat if they thought they could get away with it. I won't lecture you like we got it harder out here, but it's a different kind of hard."  Sniffing the air, she scratches her nose.

 "The clan won't take a 'no' very well if he backs out now. And I... doubt his ability to survive on his own down here,"  she says, clearly not thinking much of his talents. Or maybe just a sibling's worry for his floormat personality.  " If  you find a way to get rid of it, and  if  he wants to, I guess he could go up to the surface with all of you. I'm staying. This is my chance to make it at something, to be someone who makes things happen." 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "You will laugh when I say this,"  Faedryl says quietly, not quite able to meet Topsy's eyes.  "But despite everything, I do think it's better for family to stay together. Oh, don't get me wrong, I'd still kill mine and wouldn't feel bad about it for a moment, but they brought it on themselves. It's different to your situation."  She lets out another quiet sigh.  "If you don't want a cure, and Turvy is on the fence, then we should leave it alone. Better he stay with you than separate. If he agrees, we'll bind him for the transformation to make it easy on him." 
 "Though I will say that I will look into a cure regardless. Not for you and your brother, but just in case someone gets a bite they don't want. Accidents happen. I should try to be prepared." 
 
 
  
RandomWombat
 Faedryl 
 "Svirfneblin take family and community very seriously,"  Topsy nods her head, anything but laughing.  "I would sooner stick together. But if he's grown enough backbone to choose to leave, in the end I gotta respect it. Either way, I appreciate the support. And I won't forget it."  Hopping down from Ilvara's chair, Topsy looks around.  "What say we loot this place?" 

Aside from Ilvara's recreational gear (which may, however awkward, hold value), the priestess' room contains several hygiene and luxury products, including hairwash, mouthwash, soaps, perfumes, and other amenities. She certainly spared no expense on her own comfort. A troglodyte skull is mounted on the back of the door, and a decorative silver dagger is sheathed on the bedside table.

 "Is there anyone from back home you  don't  hate?"  the gnome asks, as they work.

 
 Spoiler: Ilvara's Cabin Loot 
I assume they identify any magic items over their trip 'back'.

1 set of Drow Bondage Gear (when used to Restrain a captive, Disadvantage to escape attempts)
1 Luxury Hygiene Kit (10 uses, applying a use during a long rest restores half of the user's maximum mental hit points, making the long rest a full restore of MHP)
1 Magical Roll of Infinite Toilet Paper (produces one full roll per day)
2 Potions of Disease Immunity (grants immunity to disease effects for 8 hours after drinking)
7 bottles of drow wine (worth 30 gp each)

 
 Spoiler: Troglodyte Skull 
 Cleansing Skull 
This skull can be held aloft and commanded to absorb any odors within 20 feet, as an action. This also dispels the  Stinking Cloud  spell, and temporarily negates Stench and similar abilities within its range for 1 minute. Once the skull has absorbed odors, it must be emptied before it can be used again.
The skull can be held aloft and commanded to purge itself, causing it to vomit a projectile of clear fluid. This can be aimed as a 30 foot ranged weapon attack. Anything covered in or sharing a space with the substance, or in a space adjacent to the substance, is affected by any Stinking Cloud, Stench or other odor-based effect that the skull has absorbed, using the same DC. The smell lingers for 1 minute.

Though clearly intended for clearing bad odors, it can also be used to absorb and later emit pleasant ones, such as perfumes.
 

 
 Spoiler: Magical Dagger 
 The Healing Shiv 
This magical silver dagger immediately heals any wound it inflicts. It appears designed solely for torture and sadism.
 

 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "None of them made a move to help me when I was being tortured,"  Faedryl says dispassionately.  "Self-preservation gave them good reason, of course, and two of my siblings have since proven amenable to my point of view, but I'd be lying if I said it was easy to simply forgive and forget. I suppose now it's less hate and more...I just don't trust them. Can't. It's a hard thing to fix a broken bond once it's been severed, and I doubt they and I will have time to sit down and talk about it over wine. What about you? Anyone other than your brother?" 
 
 
  
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 45/45 MP: 39/39 
 PP: 12 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (Faedryl) 
 Concentration: -  

A brief whirring of electric currents is all that can be heard before Galdar reaches cover again. As ALADIN begins a conversation, the duergar shows up at the door stop, listening intently, no emotion betraying his stony mask.  To earn our trust, you should really just lose your signal mirror first.  He glares at the monster.  Whatever a tursor is, something that looks like a mindflayer is probably not party company. 

He turns a coin in his fingers.  What is our loyalty worth to you. I cannot speak for my new allies. But I am very venal. And enough support and supplies may convince our merry band of about two dozen to defend you. 
 
 
  
RandomWombat
 The  Black Manta   - Derendil, Stool, Spide, Donk, Kuo-toa Marauder

Watching from the ship at a safe distance from the defense towers, the crew can see ALADIN and Galdar move quickly into the tower's interior.

 Landing Party  - Borthan, Ront, Sarith, Nilvae

With one last burst of speed, Galdar dashes across the tower's plateau and down inside, before the two towers can finish whirring up.

 Fortification Interior  - ALADIN, Galdar

Tensions rise as ALADIN moves further into the room, ignoring the strange pair. The tursor begins to take a step towards him, but the gnome raises a hand as Galdar speaks his own two coppers.  "Hold,"  he cautions the demon, and speaks a few words in another tongue - presumably Abyssal. The two reluctantly allow ALADIN to walk further into the room, to a large metal structure. Luminous buttons and levers operate the machine, and ALADIN is quite familiar with them.  "You are mercenaries?"  the gnome lowers his hood. His head is shaved close, pale stubble all that is left for hair, with wide ears that stick out the sides of his head.  "My group could use the services of skilled mercenaries." 

The tursor takes a step back from ALADIN as he works on the tower's controls.  "There is a lighthouse that my people once held, just northwest of here,"  slipping the signal mirror back into a belt pouch, the gnome motions up the 'river'.  "We aim to retake and rebuild it, but it has been infested with goblins. If your band is willing to clear them out for us, we can pay you in coin and in relics from ruins we have already secured." 
Spore
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 45/45 MP: 39/39 
 PP: 12 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (ALADIN) 
 Concentration: -  

Galdar seemt happy with the turn of events so he let the assumption stand that he thought that they were mercenaries.  Goblins?  Galdar scoffs.  You are capable of technical marvels, you have allied with ...whatever this is, and you dont seem to be able to rid of goblins? Who are you kidding here? I do not want to betray your trust and pry it from your skull, so tell m, what makes those goblins so scary? 

Galdar absentmindedly looks at ALADIN before focussing the gnome again.   I do not trust them. But they may be valuable allies, and leave their shields down if we help them. If they try to backstab us, we just need to be faster. Have you found anything?  
 
 
  
RandomWombat
 ALADIN and Galdar 
 "We fully intended to oust them ourselves, but goblins or no, they are in a fortified position. Grasping it from them will not come easy,"  the gnome's mouth curls into a grin. He flexes his fingers, smaller and stouter than a human's but longer and narrower than a dwarf's.  "But you are the one asking about supplies and riches. If your company are willing to put in the work and accept the risk, my commander should be willing to pay. The details are for you to discuss with him." 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Sensing that conversation was ongoing, ALADIN finishes his approach to the control system, and starts to make the needed modifications to allow his allies and their ships through without electrocution.

 
 
  
RandomWombat
 ALADIN 

With a series of keystrokes, ALADIN begins entering the deactivation command. Pistons and other components hiss and disconnect inside, the hum of electricity abruptly halting and leaving is absence audible. As the autognome punches in keys, the panel prints out an ephemeral, pale blue illusory script that rises from the back like a typewriter, easily visible in contrast with the dark. After a few minutes, the command log dissipates into thin air.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Reviewing the command log carefully, ALADIN nods as it scrolls past.  " Safe shutdown successful. "  After informing the group of his success, he heads back towards the exit, and waves the rest of his companions in.
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 14 PIv: 9 PIs: 14 Sanity:12 
 Conditions:  
 Concentrating on:  
 0 of 5 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan saw the autognome waving in the distance, turning to his squad and motioning to advance. With a hand mirror, he flashed light from a wall fungus to signal then, dragging the beam of the light towards the defenses, which he had faith would be down. Surely they would... yeah, it'd be fine.
 
 
  
RandomWombat
 Landing Party 

Borthan, Nilvae, Ront and Sarith advance on the building after the signal from ALADIN that all is clear. As they approach, there is no whining wind-up of mechanisms preparing to reduce them to ashes and ozone. Up the frustratingly steep gnomish ladder-stair, they find a small opening on the tower's top. It leads down inside to a small, gnomishly-tall room (comfortable for the gnomes and dwarves among them, but a hunched posture for anyone else). Inside, a new, hooded deep gnome is standing next to a roped, tentacled creature.

 
 Spoiler: OOC 
The characters arriving may attempt the earlier Arcana/Religion check to identify the creature if they would like.
 

 "And this must be more of the mercenary company,"  the gnome says, hands folded in front of him. His tentacled companion watches them silently through glowing eyes inside of the inky shroud of its hood.  "I was just telling your duergar companion that my group may be interested in hiring you. There is a lighthouse ahead that we want to inhabit, but goblins have seized it first."  He gives a small shrug.  "We planned to slay them ourselves, but I think it will be worth the coin and relics we have to offer, to avoid our own blood spilt in the effort. Are you interested?" 
 Faedryl 
 "I can understand that,"  Topsy comments. She holds up a hand,  "In the conversational way that says I don't blame you for feeling that way. I haven't had an experience like that myself. Been betrayed and double crossed plenty in the scavving game, but never by kin."  Letting the hand fall and rest, she continues, answering Faedryl's question in turn.  "Our mother was a military mage. She died in the war with Menzoberranzan. Our father was a smith, he took us and went to Gauntlgrym with a caravan of refugees, after the city fell. Last I checked he was still there. Too old now to make the trek to rebuild Blingdenstone. No other siblings, it was just Turvy and I." 

Picking up a vial of Ilvara's mouthwash, Topsy swishes it around in the container and takes a sniff of it.  "Alcoholic,"  she observes with approval.  "Us too. You don't want to know what the dwarves use for mouthwash."  Setting the bottle aside, she nods her head.
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Following Borthan as he approaches, Ront is pleasantly surprised to not be electrocuted on approach, and squeezes his way through the various gnome sized entrances with a bit of difficulty and armor scraping.  Once inside, he listens to what the strange gnome says, keeps a wary eye on the other thing, and, after a few moments of trying to parse what was being said, tries to answer.  " Pay?  Job? " 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With his work complete, ALADIN moves out of the way as everyone piles into the control room.  " It is interesting to encounter a tursor that is even remotely friendly.  The reports we have received indicate that there are multiple active demon lords in the area, and that thus demons are unlikely to be friendly.  But as Ront was asking, what payment are you offering for us securing the lighthouse? " 
 
  
RandomWombat
 Landing Party 

The tursor regards ALADIN with an unreadable face. It takes in a wet, rattling breath, and speaks for the first time in a gurgling voice as ink dribbles from its face down the front of its robes,  "We serve." 
 "Yes, of course,"  the gnome laughs conversationally and pats the demon on the arm, causing it to look at him. He pulls his hand away and waves it in the air, a bit of frost visible on his fingers from the creature's icy touch.  "That is... the old government of Blingdenstone may have outlawed forming pacts with demons, but we live in a very different Underdark right now. Many new powers have come from out of nowhere. Is it really so outlandish to form alliances with the more cooperatively minded of them?"  the apparent warlock and possible cultists posits.  "I was not being untruthful, many of us were once part of Blingdenstone's military. The provisional government may decry us for it, but by the pact our admiral has formed, we now secure our peoples' waters against naval invasion by demons or otherwise. This lighthouse is a valuable staging point." 
 
 Spoiler: Insight  
 
 Spoiler: DC 13 
Given the area they are in, the variety of demon, and the supposed pact, this is likely a member of the Cult of Dagon that has been spreading throughout the northwestern Darklake. His claims suggest that the cult is in fact composed of the deep gnomes' navy.
 

 
 Spoiler: DC 16 
Deals with demons are always fraught with risk, but this navy-cultist seems to believe what he is saying. Whatever group he belongs to may be reasonable enough to negotiate with.
 

 

 
 Spoiler: History 
ALADIN has a +5 bonus.

 
 Spoiler: DC 5 
An admiral is some kind of important military rank.

Navies normally use the terms captain and crew rather than commander and unit. This seems odd.

 
 Spoiler: Arcana DC 14 
One of the blessings common to the followers of Dagon is the ability to breathe underwater, and the development of webbed feet for better swimming. This cultist's unit may not have a ship to crew at all, thus the different terms.
 

 

 
 Spoiler: DC 12 
Blingdenstone's navy is historically quite small, and mainly responsible for defending against piracy, compared to the likes of the duergar capital of Gracklstugh which is directly adjacent to the water. Against a serious invasion, it would have struggled. And that was before the city was razed. Whatever they've managed to cobble together during the rebuilding must be overwhelmed by the demonic threat. It makes sense they would have become desperate.
 

 
 Spoiler: DC 16 
The current admiral of the provisional government rebuilding Blingdenstone is Schoon Lazulihand, a female svirfneblin battlemage who served in the war against Menzoberranzan as a captain in the old navy. She was known as a skilled illusionist, and created her own spell with which she could conjure an entire illusory ship to befuddle her enemies. She was credited with holding back the drow naval invasion from Duskburg, though the city later fell to a terrestrial assault and she was forced to flee into the Darklake, where she reportedly hid the surviving ships until such a time as they would be needed.

After the return to Blingdenstone, she reclaimed these ships and was named the new admiral by the provisional government. You have not heard news of her since, or of a disavowment by the government, but the demonic invasion is a new occurrence.
 

 

 "My unit's commander is ahead, down the waterway, at the docks of a small village and supply port that once supported the lighthouse. We've gold and relics in our possession, from ruins we have already cleared and established as strongholds. You will need to discuss the particulars with the commander I'm afraid, but I can introduce you and ensure none of the demons mistake you for foe." 
Spore
      
      Nilvae and Mr Spide     
 Half-Elf Witch | Sentient Spider Cleric 
 AC: 13 HP: 38/38 MP: 40/45 | AC: 14 HP: 47/47 MP: 34/34 
 PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14 
 Spell Slots, 3rd: 2/2 |  
 Conditions:  
 Concentration:  

Nilvae arrives and is already exasperated that someone sold her power without consulting anyone before.  Great to know, but Galdar here does not speak for all of us. We have been attacked by demonologists several times now, and while goblins are decidedly evil creatures - at least defined by the adventurers that slew them - we have the choice of either believing someone who coddles with the worst thing that happened to this area of Faerun, or killing a bunch of goblins. 

Nilvae puts a smile with her explanation, trying to request more intel.  In truth, we need allies, but before anything else, we need reliable ones. So what guarantee can you give us that these goblins didnt just simply start to inhabit an abandoned  ritual place that you suddenly need cleared to call more of Mr Tentaclehead's friends?

You want naval supremacy on the Darklake, don't you? 
 
 Spoiler 
Helping Galdar in a very roundabout way for Persuasion. Also 15-1 for Insight.
 

 
 
  
      
      Galdar Bloodskull     
 Duergar 'Psion' 
 AC: 19 HP: 45/45 MP: 39/39 
 PP: 15 PIv: 9 PIs: 13 San: 14 
 Spell Slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 
 Sorcery Points: 4/4 
 Conditions: Telepathic Bond (ALADIN) 
 Concentration: -  

Initially frowning upon Nilvae's meddling, Galdar soon understands her argument.  The annoying elf does bring up a great point. How can we be sure this is not making life worse for all of us except those who rely in demonic powers?

But let's talk realistically. We want safe passage over the lake, and you have to cut off any drow vessels access to following us if you see them. Then we got a deal. 
 
 Spoiler 
Persuasion crit for 27
 

 
 
  
RandomWombat
 The Landing Party 
 "You have been attacked by demonologists,"  the gnome repeats, then motions with his hand in Sarith's direction.  "And my people have been ravaged by the drow. Not all drow serve Menzoberranzan, and not all who command demons do so for the same reasons,"  he points out. It's clear from his expression looking side-eyed in the drow's direction that he's anything but fond of them.

 "The lighthouse is no demonic temple. It is anything but - a sacred site of Gaerdal Ironhand, the gnomish god of protection and vigilance,"  waving a hand through the air, he educates Nilvae on the site.  "Once, it was an important military stronghold on the Darklake. With it, we can begin to secure our naval borders." 
 
 Spoiler: Religion DC 12 
This may be another element keeping the demonologists from simply assaulting the tower themselves. If the lighthouse is still hallowed as sacred ground, demons would be weakened upon its grounds.
 

 "If Menzoberranzan or its slave hunters pursue you, rest assured that we will be very happy to repel them from our waters,"  he tells Galdar.  "We can easily provide a token to mark you as an ally, that our forces do not mistake you for invaders." 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan's lip curled in revulsion as these gnomes reveal that they turned to allying with demons. He wanted to yell at them. Wanted to slap them. Wanted to... he wanted to save them. From themselves. Which is the one thing you can never do. He breathed out, vented the anger, and then sighed.  "Might as well go talk to your commander. If there's a deal to be struck, that's where we'll find it. Lead on. And if any of your pet demons look at me the wrong way, they won't have any trouble telling me from a friend."  Borthan looked nervously back at the group. He didn't intend for this to turn into a side project. He'd just figured they'd swoop in, dispatch some goblins, and be back at the Siren in time for happy hour.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN nods at the gnome's response, and listens while his companions ask their questions, before asking a followup question.  " Which admiral do you serve? "

 
 Spoiler: OOC 

Sorry about being so delayed in posting.  :(
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
In the tower, Ront just stands, looking grumpy as the many rapid words fly over his head, struggling to keep up. 
 
  
RandomWombat
 The Landing Party 
 "We serve under Admiral Lazulihand,"  the gnome states, setting his palms together, one over the other, in a salute of respect to her name.  "My commander is Turgot Coppern, of the 3rd Duskburg Submariner Unit,"  he explains further as he leads the way out onto the tower. His demon 'friend' follows behind him, gliding over the ground on a layer of squiddy limbs.  "If you intend to bring your ship, we will need to take the time to clear out the rubble,"  he indicates the space between the two towers, where the bridge and portcullis have collapsed into the water.

 The Black Manta 

The crew see two hooded figures, one tall and one small, emerge from the tower. The rest of the landing party emerge soon after, seemingly no worse for wear and not engaged in hostilities - yet.
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:22/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

"We got some mighty strong folk in our crew. Could probably break up that stone with the right tools. Maybe that admiral would consider that a favor. You happen to have picks on hand?" He looked back to the others. "Do we have picks? I think Ront and I can smash through easy enough, especially if we can get more trained hands involved." Borthan tried not to twist away in revulsion at their demonic "pet", which no doubt was simply looking for the right opportunity to eat them all.
 
 
  
RandomWombat
 Lighthouse Expedition 

As work gets underway on clearing away the rubble, the gnomish warlock climbs down into the water to assist, using pieces of rubble as platforms to chip at the larger pieces with his pick into manageable chunks. ALADIN shifts his anytool into a suitable shape and joins him. Borthan and Ront contribute lifting pieces away using ropes from above, clearing the way.

As they work, Blurg exits the submarine and approaches to assist. He eyes the hooded demon overseeing the work warily, climbing up to assist Borthan and Ront.   "Care to fill me in on the plan?"   he asks them quietly.

 
 Spoiler: Work Fatigue 
With five workers the DC is 10, so they all pass.
 


Clearing away the rubble takes a few hours, after which those on the  Manta  are able to row up and rejoin the rest. As they boat up the waterway, the warlock and demon dive down into the dark waters, swimming ahead.

Reaching the supply port doesn't take long. Moldy old docks, worn out by age and lack of care, jut out into the water. Boards are missing or broken, and the spartan svirfneblin buildings on the boardwalk and shore alike have not fared much better. The gnome's words appear accurate: the deep gnomes marching through the area saw zurkhwood into boards to replace the broken parts of the docks, moving with military precision and purpose. Not all of them look like cultists, but each of the hooded gnomes appears to have a tursor bodyguard at their heel.

Their own escort is already out of the water, wringing out his sleeves and approaching what is presumably their commander. He says something to nearby deep gnomes who are reaching for their weapons, staying hostilities. Instead, three soldiers (unaccompanied by demons) approach the  Manta  at the docks and help them place a gangplank.

Two other creatures stand on either side of a lithe gnome in a utilitarian Blingdenstone officer's uniform, with a sharp beard and bushy eyebrows, but a balding head. One of the creatures towers over the other two, with pale white-scaled arms the size of tree trunks. Long frills dangle from its three-eyed head, turning pink towards the ends. Perched on the dock next to the massive creature is a pink coral sword, which shifts and curdles, growing and atrophying branches as it stands on its own, ready to be picked up by its wielder. The third creature is taller than a human, with colorful skin and scales in pinks and yellows, and fins on its head, back and arms.

 
 Spoiler: Arcana or Religion: Hulking Creature 
 
 Spoiler: DC 5 
It has gills on its neck, so it must be aquatic.
 

 
 Spoiler: DC 10 
With context clues, the creature is likely a variety of demon. And undoubtedly of a higher echelon than the tursor.
 

 
 Spoiler: DC 18 
These creatures are known in folklore as Deep Ones, fiends molded from children offered up (down?) to the Demon Lord Dagon to be shaped and raised into loyal elite soldiers. They possess no esoteric magical powers or spells to wield in battle, but their raw power and intelligence more than makes up for it.

Unlike most demons, the Deep Ones are susceptible to poison, and magical poison proves especially effective against them. However, any weapon not made of cold iron will struggle to pierce its body - even magical weapons. Sound-based attacks ripple past them completely ineffectually, and like many aquatic demons they resist deadly cold.
 

 
 Spoiler: DC 22 
The proper name of the Deep One is Dagoloth, named for the lord who created them. Because much of the original soul remains intact, albeit corrupted, they possess remarkable intelligence and charisma compared to the raving hordes of madness that compose most demons, and especially the larger brutish varieties. Dagoloths are always educated by others of their own kind as they are corrupted and changed from infancy, to ensure they meet their lord's standards.

The most dangerous ability of Dagoloths comes when they are set loose in populated areas. Dagoloths can feed on powerful negative emotions within a wide range - things like fear, rage and despair. These emotions are quickly amplified, causing mental anguish in the victims and healing the Dagoloth's wounds.

However, their partially-mortal partially-fiend nature inflicts them with their vulnerability to magical toxins. They also bear a weakness against radiance and necrosis.
 

 

 
 Spoiler: Arcana DC 16: Coral Sword 
The sword is crafted from living Abyssal coral. Its control over its own shape is limited, but it is capable of moving on its own and even slaying the dying or helpless independent of a master. When wielded, it can focus its shapeshifting on creating a blade of rapidly moving, jagged parts that tears open wounds, causing severe bleeding.
 

 
 Spoiler: Nature or History: Aquatic Humanoid 
 
 Spoiler: DC 5 
Another kind of fish demon, probably.
 

 
 Spoiler: DC 10 
The creature appears to be a variety of merfolk, though it lacks the tail usually associated with their kind.
 

 
 Spoiler: DC 15 
Shalarin, they are called. Lithe, legged aquatic humanoids originally native to the oceans west of Maztica. Their society has long been culled, shaped and corrupted by Dagon, the Demon Lord of the deep.
 

 


As the party prepares a landing team to disembark, Blurg hops to their deck and informs Borthan in a low voice,   "Y has spotted ixitxachitl in the waters. Aberrant, intelligent manta-rays known to serve demonic powers,"   he warns.

 Faedryl 

By the end of the voyage, Turvy has been confined to Ilvara's room, in preparation for his coming first turn. Topsy stands on deck with Faedryl as they come to the entrance of a waterway too shallow for their vessel to traverse, slicing two halves of the island ahead in half. This waterway, according to the directions they have, should lead to the gnomish lighthouse the others travel to.

 "Guess they went ahead,"  Topsy observes the obvious, with barely veiled annoyance.  "This ex-slave crew we've got will barely be able to handle  minor  threats that come up."  She glances back at the drow and toa, adding more quietly,  "I don't care much about babysitting them or losing the ship. But I'd rather not leave Turvy tied up defenseless while they're the only ones around." 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Reconfiguring his tool to lend assistance in the efforts to clear the waterway to allow transport, ALADIN works without break or pause until the task is complete.

Traveling with the rest of the band up the river after it was cleared, ALADIN's neutral voice speaks up as the gnome and his escorts come into sight.  He doesn't address anyone in particular, instead choosing to ensure that everyone was aware.  " The large creature appears to be a Dagoloth, and is a mortal being corrupted by the demon lord Dagon.  They are intelligent and charasmatic compared to their peers, and get an education.  They also feed on negative emotions, which inflicts injuries and heals themselves.  They are vulnerable to poison, radiance, and necrosis, but resistant to non-cold iron weapons and cold, and are immune to thunder.  That sword near it seems to be a coral sword, which is capable of acting independently and tearing the injuries it inflicts open, causing bleeding.  The smaller non-gnome humanoid seems to be a Shalarin, originally from a place called Maztica, but their society fell to Dagon long ago, and have been shaped and corrupted by him. "  He pauses for a moment, before continuing, this time offering conjecture, rather than hard fact.  " It appears that the Navy of Blingdenstone has either had this band be corrupted by Dagon, suggesting someone at least moderately high ranking is involved, as the gnome we have been interacting with believes that he is acting on the orders of Schoon Lazulihand, who is the leader of the Navy, or they have somehow made an arrangement which Blingdenstone, or at least Admiral Lazulihand believes is worth the risks. " 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Grunting as he tosses the heavy stones blocking the rubble to the side, Ront keeps a careful eye on the demon and the cultist, clearly not convinced that they were not going to start something.  When Blurg asks him what the plan was, Ront shrugs.  " Lots of words.  Couldn't follow.  Something about lighthouse, and goblins? " 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "You think we should wait? Or split up?"  Faedryl asks, not really bothered by either option. She assumes - perhaps incorrectly - that if the others have gone ahead that the path to them would be clear, and that it's just a matter of closing distance rather than passing through additional danger.
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:53/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan nods to Blurg, speaking quietly.  "If any of them hassle us, you call me. I saved one of those evil fishy bastards, and if it comes back to haunt me with their spiteful shenanigans I'm gonna go spear fishing."  Borthan moved towards the officer apparently in charge of this place, and not one for ceremony, he speaks up.  "I heard you got a goblin problem. We may be able to help with that, assuming our purposes are met."  
 
 
  
RandomWombat
 Landing Party 

The efficient to-and-fro of the svirfneblin troops carries on as the party steps onto the docks and approaches the unit's commander. They must step carefully, as only parts of the boards have been replaced, leaving soggy sinkholes waiting to swallow up a leg, but the commander has thankfully chosen to observe from a newly refurbished section of the pier. Behind him, a command tent has been built into a partially restored building that appears to have once been a storehouse for supplies.

Blurg subtly nods to Borthan. The orog draws the commander's eye as they approach, but he addresses Borthan first.  "That's right."  The sharp-featured gnome glances over them with an analytical eye.  "I am Commander Coppern. We represent the Blingdenstone navy, are preparing to retake and secure this section of the Darklake by reclaiming the Gaerdal's Torch lighthouse,"  raising a hand, he points to the horizon. The vague outline of the lighthouse's peak can be seen by the contrast of the occasional flashes of light.  "A group of goblins have taken up residence in the keep." 
 "My lookout tells me you are mercenaries,"  the commander indicates the gnome they'd met at the checkpoint.  "If your leader would follow me, I can show you what we are willing to pay with if you take care of the problem for us."  He's curt and to the point, wasting no time with pleasantries. It seems in the brief exchange with the lookout, he's already taken stock of the situation and made a call.

Taking Borthan into the command tent, the ranger is met with crates of supplies, a table with a map of the lighthouse and surrounding area, and organized shelves of relics and artifacts.  "We are prepared to part with any one of these relics, and a resupply if you require one." 

He explains what each of the relics does.

 
 Spoiler: Relics 
 
 Spoiler: A zurkhwood tower shield propped against the shelf 
 Maritimus’ Gaze 
 Requires Attunement 
This zurkhwood tower shield is carved and painted with imagery of a great dragon tortoise’s head, the eyes set with red rubies. The shield has a +1 bonus to its AC, and reduces damage to the wielder from fire and cold by 1, regardless of attunement.

Maritimus was a draconic water elemental once worshiped as a deity by ancient tribes around the Darklake. An attuned user can activate the shield to produce a breathable air bubble around them with a 10 foot radius, and a 60 foot cone of bright light from the ruby eyes which can pierce deep into water, rendering its contents clearly visible.
 

 
 Spoiler: A verdant green handbag, in spartan deep gnomish fashion 
 Fallingstar Bag 
 Requires Attunement 
This handbag is a Bag of Holding with thin adamantine threads woven into its structure. It functions as a more durable Bag of Holding without the need for attunement.

By design, it selectively adjusts the weight of the bag for an attuned wielder. To the attuned wielder, it feels as light as an empty leather handbag. However, anyone an attuned wielder strikes with it is struck with a large portion of the weight of the contents. It can be wielded as a one-handed improvised flail weapon, dealing 1d8 bludgeoning damage for every 100 lbs of weight contained within the bag, or 1d6 bludgeoning damage if there is less than 100 lbs of weight within. Though the wires of adamantine do not provide it the effects of an adamantine weapon, the bag’s damage can bypass resistances and immunities of creatures vulnerable to the material, and offer it increased durability over a normal Bag of Holding.
 

 
 Spoiler: A dark blue, leatherbound tome 
 Galdergorm’s Greatest Bestiary 
 May be Attuned, but does not Require Attunement 
This hefty hook-horror-leather tome was writ by a dwarven sorcerer-ranger. As he grew old, he imbued the book with his power and spirit in an attempt to ward off death. This intelligent magical item is Lawful Neutral, possessing 16 Intelligence, 12 Wisdom, and 18 Charisma. It has a +4 Proficiency bonus in Arcana and Intimidation.
A creature attuned to the book receives the Revised Ranger’s Favored Enemy bonus of +2 against orcs, kobolds, and monstrosities.

When opened, the tome’s spirit can create images and text on the pages, pulling from its contents or barring them from view at its whims. By creating an inky image of his face, the dwarf can see, and is capable of speaking Dwarven. The tome understands Common, but refuses to speak in a non-dwarvish tongue. The tome contains entries detailing the dwarf’s studies of various creatures and monsters within the Underdark.

If presented with a creature that has a vulnerability or other weakness to a material (such as silver, wood, or cold iron), Galdergorm can leak ink from his pages. As an action, a creature can drape this ink over a weapon, granting it the properties of that material for 1 minute. This ability of the tome can be used once, before it must recharge at next dawn.
 

 
 Spoiler: A large, dwarven heavy crossbow 
 Gastraphates 
This dwarven heavy crossbow has a +2 bonus on attack and damage rolls. A target struck by its bolts must make a DC 13 Strength save or be knocked back 5 feet.
 

 
 Spoiler: A gnomish hand crossbow adorned with patterns of serpents 
 Stoneshooter 
This serpent-adorned hand crossbow is designed to fire sling bullets instead of bolts, dealing 1d6 bludgeoning damage. Once, when fired, a creature stuck may be forced to make a DC 15 Constitution saving throw or be petrified for 3 rounds. This ability refreshes at dawn, or when dipped in medusa blood.
 

 
 Spoiler: A foul-smelling, yellow stone dagger 
 Mage Masher 
 Requires Attunement (Cursed) 
A stone dagger carved out of foul-smelling sulphuric stone. The attuned wielder is muted, as if under the effects of the Silence spell, and is unable to cast spells. When thrown, the dagger returns to its wielder’s hand at the start of their next turn.
When an attuned wielder strikes a Concentrating spellcaster with this cursed dagger, the DC of the Concentration saving throw is 30, unless it would normally be higher.
 

 


After giving Borthan an overview of the items on offer, the commander informs him,  "Consult with your crew, if any of these relics are to your interest. If these terms are acceptable, I will have the agreement prepared in writing and you will be provided with a copy of the lighthouse map, which is to be  returned  to us after you are finished. Do not be concerned about the demons. They are under control - bound by pact magic - and will not be able to double-cross you."  He narrows his eyes.  "Unless you double-cross us first, that is."  With a curt motion, he ushers Borthan back out of the command tent.

 Faedryl 

Topsy looks over her shoulder at the drow and kuo-toa awkwardly lingering on deck as they finish the anchoring procedures.  "Eh. I can stay here and keep an eye on things. You should take a couple of them with you,"  she juts her chin at the sailors, adding more quietly,  "Make a decent distraction if something goes wrong, if nothing else." 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl's lips curl into a slight smile, allowing just a little levity.  "A very drow perspective."  It strays dangerously close to her actually cracking a joke. Even so, she calls up a handful of the crew to help her head further in without delay. She'd rather get it over with, since there's a long night's rest waiting on the other side of all this.
 
 
  
RandomWombat
 Faedryl 

Reading Faedryl's expression, Topsy puts on a dry smile as well.  "Maybe. Maybe. I do have my brother in bondage gear belowdecks, so maybe I've got a pretty drow perspective after all,"  she jests back.  "Watch yourself out there." 

Faedryl is free to  take her pick  of the four drow and five kuo-toa sailors - the former armed with daggers and hand crossbows, the latter with long-reaching naval pikes and handmade slings. Those selected for the landing party nervously take up their weapons and fall in alongside their spellcasting leader.

The island seems to be mainly inhabited by tall brown mushrooms, pink fireflies and floating rocks - tiny ones near the surface, and massive ones floating in the 'sky' above. Fortunately, none of them seem hostile to her. After some travel, she comes across the remains of a svirfneblin checkpoint in the waterway. Between the two towers on either side, the portcullis and arch have long since collapsed - but have recently been cleared away, judging by the fresh bootprints and dragmarks in the silty banks, leading to discarded chunks of stone and a portcullis now propped up on the bank out of the way.

Atop each tower is a smaller tower, a structure of black metal orbited by magical orbs. No light comes from the deactivated devices.

 
 Spoiler: Mushrooms: Nature DC 10 
These are fittingly called Barstools, for that is what they resemble. They are harmless, and their flexible stalks are edible if chewy. A piece of Barstool stalk could be sliced down to serve as a piece of gum. They are rich in iron and so have a metallic flavor.

Their caps are not edible, but are soft and sturdy, so they are sometimes cut off and treated with preservatives to be used as seat cushions or for stepping stones in gardens.
 

 
 Spoiler: Fireflies: Nature DC 10 
Pinkwicks, as commonly called, are frequent visitors to mushroom gardeners, as they eat mainly mushroom spores as their diet. Those landing on you are probably eating any that have settled on your skin and clothes. In the wild they use their glow's resemblance to faerzress to scare away predators, but they do not typically live in faerzress-rich areas themselves and are harmless.
 

 
 Spoiler: Floating Rocks: Arcana DC 14 
These are tiny Iron Elementals. Extrapolating that, the huge chunks overhead may be much larger Iron Elementals. They are able to fly by manipulating magnetic fields, and can push or pull those wearing magnetic metals. However, they are vulnerable to electricity. These sometimes manifest when an iron-rich part of the Underdark intersects with a faerzress deposit. They may have migrated over from around the faerzress monument on the other half of this island to the southwest.

The tiny ones could pelt you in the head painfully, but aren't dangerous unless they swarm. The big ones could be a major threat, but thankfully you don't seem to have their interest.
 

 
 Spoiler: Tower Devices: Arcana or History DC 15 
Shock spires, an arcane svirfneblin fortification. Anything that approaches within a designated targeting area while the towers are active will be zapped by lightning from the tower, which acts like a  Witch Bolt  spell. Gnomish troops would be given minorly enchanted holy symbols of Gaerdal Ironhand, which the towers are programmed to exclude from their targets.

There should be controls inside of the towers to adjust the targeting area and targeting parameters. It seems the other party has already deactivated them.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl takes two drow sailors and one fishman with her, for a party of four. The rest she leaves on the ship with the gnomes.  "Mushroom stalks are edible, fireflies aren't dangerous and those..."  She eyes the shock towers.  "We can ignore. Looks like the others already came through here and fixed it. Or someone else did. Still, I'd like to check the controls inside and make sure they're  permanently  disabled."  If they had more time and manpower she might have considered taking one with her. She doesn't, so she doesn't. She instead searches out the tower controls, intent on smashing them beyond repair, if they're not already smashed.
 
 
  
RandomWombat
 Faedryl 

Along with her entourage, Faedryl tromps up a set of annoyingly thin and tall stairs. Nearly a ladder, in truth, cast diagonally in stone. Atop the tower on her side of the waterway, a more reasonable set of stairs descend inside. Around the tower are arrowslits, and a magi-technological panel set into a black pillar beneath the shock spire.

Faedryl directs her minions to smash it, and they try. The drow kick it and try to pry open the panel with their daggers, while the kuo-toa smacks the side of the machine with his pike's haft. The magical material proves resilient to physical harm.  "I fear this will not come loose, mistress,"  the one trying to pry it open with a dagger apologizes, bowing his head and bracing himself for punishment.

The device may prove more susceptible to magical assault, with the right application. A second control panel is probably on the other side of the waterway, but it's shallow enough to wade through, and lacking in local eels and bite-minnows.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Standing outside the tent as Borthan is taken inside, ALADIN does his best to assess the state of the gnomes equipment and gear, trying to determine whether they were being properly supplied, or if this was a more restrained operation.

Afterwards, as Borthan emerges, ALADIN queries him.  " Were negotiations successful? " 
 
  
RandomWombat
 ALADIN 

The deep gnomes move methodically and with purpose. The zurkhwood they're using for planks seems to be material they harvested themselves from elsewhere on these two connected islands, judging from its status as raw logs. While there are plenty of supply crates, it's also impossible to tell how full they are from a glance at the outside. None of the soldiers look notably malnourished, but some look like they haven't been getting enough sleep. That, while not ideal, isn't unusual when deployed in hostile territory.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

There's no punishment to be given, of course, just a frown. She shouldn't have expected it to be made of such sturdy stuff.  "You're not slaves, stop acting like it."  She waves her helpers to the side, ensuring that they do not misinterpret her gestures, and then tugs her tentacle rod from her belt, just in case its bludgeoning proved more damaging than daggers did. Should that prove ineffective, she sets it on fire, intent on melting it to slag.
 
 
  
 
 Spoiler: Actions 

I dunno if you need any tentacle rod rolls but I'll throw down two rolls of it.
Attack rolls:  (6d20)[ 18 ][ 11 ][ 2 ][ 10 ][ 16 ][ 17 ](74)  +9 modifier.
 (6d6)[ 3 ][ 3 ][ 1 ][ 6 ][ 1 ][ 5 ](19)  bludgeoning for each one that 'hits'.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:53/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 
 "Negotiations are ongoing. They are willing to offer us a relic to purge the lighthouse for them, and there's some pretty nice stuff in there."  Borthan goes on to tell the party about each item in turn, then adds.  "Selfishly, I'd love to have that smackin' bag. If we load all out gear into it, I can use it to smack the flavor outta some demon mouths."  
 
  
RandomWombat
 Faedryl 

Ceasing his groveling, the drow moves aside with the others while Faedryl takes charge.

The grasping tentacles prove more effective, and the console stiffly refuses to come to life and defend itself. Their squishy surface squeezes into the gaps and seams, then expands forcibly, eventually causing screws to pop loose under continuous force. The interior of the console consists of a mess of copper wires carrying signals between the console and machine. At the heart of the construction she can see the power source, an inscribed golden sphere slotted between four copper prongs. No electricity currently runs through the mechanism, making it easy to reach in and extract the core. It is predictably heavy in her hands, and she soon has to lower it to the floor with a  clunk .

Touching it carries a static charge through Faedryl's body, causing her hair to stand up, floating eerily and frizzily around her head. When she moves, her body brushes against her clothes, causing tingling little sparks.

 
 Spoiler: Gold Sphere: Arcana or Nature 
 
 Spoiler: DC 5 
This thing is huge! That's a lot of gold! It must be worth a fortune.
 

 
 Spoiler: DC 10 
Gold is a good conductor of electricity. However, it doesn't generate any on its own. There must be something contained within the sphere that's providing the power supply.
 

 
 Spoiler: Arcana Only: DC 18 
The charge feels too continuous to be a stored Witch Bolt spell or a tool like a wand, which only last in a series of bursts until they are expended. Some magical devices and golems in the past have been powered by captured elementals, but they were often unreliable and carried a risk of an angry elemental breaking loose, leading to alternative routes that proved safer. It's not impossible that someone found a better, more reliable way to capture an elemental and tap into it for power.

Or they didn't, and this sphere could crack open and wreak havoc at any moment. Well, maybe not any moment. Usually it requires the system to be damaged or strained.
 

 
 Spoiler: Nature Only: DC 15 
Pure gold is very soft, and not good for things like this. Judging by the shade of the metal, it is likely electrum, an alloy of gold and silver. Since it includes silver in its composition, it can produce an allergic response in lycanthropes, and electrum weapons are effective against both lycanthropic shapeshifters and devils.

 
 Spoiler: Arcana DC 10 (already succeeded if you rolled it earlier) 
Electrum has properties that make it especially resistant to necrotic magic, and it is a potent component in several spells and rituals, including many that utilize electricity.

 
 Spoiler: Arcana DC 18 (likewise) 
Electrum's properties have likely made this core especially effective at containing a lightning elemental to serve as the power source of this machine. Judging by the machine's output, the elemental should be of middling size and potency.
 

 

 

 


There is likely a second sphere in the other tower, across the water. Getting there is as simple as wading across, as the water is only just above waist deep here and does not have a notable flow.

 The Landing Party 

Blurg is wearing a set scowl on his face as he looks around at the demons, and seems to have something he wants to say, but he holds it in for now.   "The lighthouse is our goal, one way or another. But take care should you sign anything here. Devils are not the only ones with the capacity to enforce their agreements with magic."  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN nods in clear agreement with Blurg.  " It is most unusual for gnomes to make deals with demons.  I considered that these gnomes may have betrayed Blingdenstone, and are in violation of their orders, but that hypothesis does not seem to be supported by the available evidence. "
Turning to address Borthan, ALADIN nods.  " From those descriptions, it does seem that the bag is likely to be of the most use. The other items seem to be minimally beneficial, or are things that I could replicate.  We could easily utilize rocks, mushrooms, or water from the Trove to fill it to the required amount of weight. " 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Not looking away from the demon he had been staring at, Ront speaks up in his broken common.  " Let's go quickly.  Bad things are coming. "

 
 Spoiler 

What Ront is trying to say is that the Gnomish alliance with the demons is going to explode, and when it does, bad things will happen.
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl frowns, running her hands over the object. Some sort of ensnared elemental, used as a power source. Clever, assuming it didn't break free. Perhaps ALADIN would have more to say on the matter. Or perhaps they would just sell it for a tidy profit - the gold content alone likely made it worth...well, its weight in gold.  "Wrap this in a bag and carry it. Carefully. Perhaps we will have another small windfall for the crew."  She hands it off to one of her assistants. Pay would keep them loyal, especially if she showed she was willing to spread it around.  "Make sure it doesn't touch the water."  Electricity and water rarely mixed well, so it was fine advice to give for their crossing to the other side. Greedy though it may be, she saw no reason  not  to aim for a second one. Assuming no hindrances or interference, she retrieves it in the same manner, handing it off to another of the crew. She doesn't really want to be carrying it around. Just in case.
 
 
  
RandomWombat
 Faedryl 

One of the drow steps in readily to take the sphere. The one who failed to pry the machine open, perhaps, in an attempt to show his usefulness. They do not look very distinct from one another, with their uniform slave haircuts and looted leather armor. The bloodstains from the armors' previous owners may be a bit different, or some of the facial features, if she cared to look. He heaves up the object like a cannonball, and waits at the shore while the rest cross over.

Prying out the second sphere proves just as easy, disabling the shock spire. The question of how to get back across without touching it to the water presents itself: the rubble that could have once served as stepping stones for a dangerous game of hopscotch has all been cleared away, and the sphere itself is too heavy for her telekinetic hand.

Someone could carry it across over their head, but any slip or fall could lead to electrocution.

 
 Spoiler: OOC 
DC 12 Athletics to carry the sphere across without touching the water. She can of course order one of the mook crew to attempt it.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

With the orb under one arm, Faedryl unhooks one of the wands at her belts, and conjures its magic. From the stony floor, platforms of rock with smooth flat surfaces. She scorches away any remaining water from them and then, with the orb, breaks into a short sprint and takes a running leap, shunting herself the final distance with a telekinetic push. In hindsight, she should have done it before getting her feet wet the first time. No risk of the orb getting wet, no risk of her falling flat on her face while waist-deep in it.
 
 
  
 
 Spoiler: OOC 

Wand of the Stoneshaper to make 3x5ft stepping stones, then a running jump gets her 8ft across, plus a telekinetic push on herself for 13ft. Brings her over without spending a spell slot. Does expend all three charges of the wand though.
 
RandomWombat
 Faedryl 

With the duergar wand, Faedryl expands a clumpy mass of land into the waterway, then takes a running jump and shoves herself further into the air with her telekinetic gift. When her feet plant, perhaps a little jarringly, on the ground, she finds them dry, and herself unshocked. The crew members who crossed with her leap across as well - or rather the drow does. The kuo-toa simply wade through the water without a care.

Now in possession of two large, golden balls, they are free to carry on. The waterway is a sure enough path to follow the Black Manta's course and find the rest of the crew.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Satisfied with her work, she hands the orb off to the second of her assistants to leave her hands free for...well, whatever's needed, and heads on. They really only had one path, and the sooner they reconvened the better for everyone.

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:53/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Hearing no opposition to him taking the heavy bag, Borthan grins.  "I'm gonna smack the crap out of some goddamn demons with that thing..."  He looks to the group.  "Then it's settled?"  
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
As Borthan speaks of the bag, ALADIN nods.  " It may be wise to fill it with water once it has been acquired. "
 
 
  
RandomWombat
 The Landing Party 

Negotiations with the unit's commander to get up-front payment end up stonewalled very swiftly, particularly joined with hesitation to sign the contract.  "No sane gnome would do business that way,"  he states coldly. Whether a sane gnome would ally with demons remains to be seen.  "If you do not want to sign a contract, I can understand, given present company,"  Coppern adds, looking up at his hulking 'ally'.  "Though contract typically be the method of devils, woe to the blindly trusting demonologist." 
 "If it is the bag you want, you will have your payment upon completion, formal contract or no,"  he resolves, with finality.

With that, the party is free to begin their march. Y and the kuo-toan marauder remain behind with the party's lakefaring vessels, while the Society orog Blurg accompanies them up the stairway that leads from the docks onto flatter ground. It is not far to the lighthouse in question. Scarcely a hundred feet of open field and unmaintained road between them and the keep built into the lower half of the tower. Though the stonework is old and in disrepair, still bearing the scars of a war that has since passed, its construction is sturdy and so are its reinforced wooden gates.

The svirfneblin have erected some wooden walls at the top of the stairs, from behind which two guards watch the no-man's land. Arrows can be seen embedded in the ground, some next to old dried bloodstains being nibbled on by tiny insects. Scorchmarks, too. There have been attempts to approach the tower before, dissuaded by ranged weaponry and either explosives or spellwork. The party has little doubt that the svirfneblin and demons could overrun the half-ruined fort and tower occupied by mere goblins if they so chose. But from here they can siege the goblins trapped within, and starve them out. Not timely, but effective and low-risk. Just how a svirfneblin likes it.

As they are considering their approach, one of the svirfneblin guards lifts up a loaded crossbow.  "Drow approaching... with kuo-toa? Unusual,"  she reports to her partner, who peers out from behind his own wooden wall. The party follows their gazes to see Faedryl and several sailors walking along the top of the waterway's bank towards them.

 Faedryl 

Moving along the bank from the fort they left behind, Faedryl and her party haul their prizes onward. Soon enough she sees the shape of the lighthouse coming up ahead, still framed by occasional crackles of electric-blue light from its apex. Lit by lanterns, there are some small makeshift fortifications next to a staircase, down a path from the lighthouse keep. A familiar eclectic group is clustered at the top of the stair, as is a svirfneblin behind the fortification peering at her through the scope of a crossbow.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl doesn't break stride on her approach, not even when she sees a crossbow being pointed at her. With one hand she flicks a fragment of magic, conjuring the illusion of a white flag - a universal sign of peace and parley. It shouldn't be necessary, given who else was there, but she did it just in case the gnome's trigger finger was faster than their eyes.  "We appear to have found them,"  she says to her assistants.  "Let's hope that they have not entered into more trouble since we separated." 

Assuming no one tries to shoot at her, she heads straight for the stairs.  "I assume my associates have already introduced me to stop you shooting,"  she addresses the svirfneblin first.  "Am I also to assume that we have now engrossed ourselves into some more trouble? Would someone care to catch me up on the key aspects? Oh, and Elara left the group. Topsy and Turvy are back on the ship anchored a ways away."  It's all the information they need to be brought up to speed on - the lycanthropy was Topsy's story to tell, not hers. Another flicker of magic conjures the illusion of a  very  rough map, from their current position back to the ship. It was a safeguard, just in case she was rendered unable to lead them herself.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
After the negotiations over the bag completed, ALADIN follows the group to the area outside the tower they'd been hired to clear, and observes it, trying to get a sense of fields of fire, the status of the various magical defenses, any routes that might get to the tower with more cover.
But before he can start reporting on what he found, Faedryl arrives, and, after explaining her findings, requests a similar report.  " After making our way up the river and disabling the defenses there, we encountered the demon allied Blingdenstone navy, and then Borthan struck a deal with to clear the goblins out of the tower. "

 
 Spoiler: OOC 

 (1d20+5)[ 23 ]  Perception?
 

 
 
  
RandomWombat
With a few motions of confirmation from the party, the svirfneblin lowers her crossbow. When she draws nearer, Faedryl recognizes the scope on it as one of her brother's designs. Given the relations between Menzoberranzan and Blingdenstone, likely a prize or piece of loot from past conflicts.  "As far as I have been notified, this mercenary company has agreed to assist in clearing goblins out of a tower we intend to reclaim,"  the gnomess states curtly. Though she eyes the drow warily, she adds,  "If you are also a member, you may come and go peaceably. Just don't cause any trouble." 
 
 Spoiler: ALADIN Perception 
There were once shock towers on the perimeter wall of the keep, but they have since been dismantled. At this point, the only parts left that he can make out are the bases of the structures. Whether they were taken apart by the goblins or a past occupant, he has no way of telling.

The sparking above the tower is undoubtedly from an electrical source. It is likely a gnomish machine once produced the light at the top of the tower, as opposed to the traditional flame, and is now malfunctioning.

Built as a stronghold, the keep is at an advantageous position on a raised portion of ground, with a wide open field on all sides. There are balistraria - arrow slits - along the upper and lower portions of the structure from which archers or magi can fire from safety. No matter where they approach from by land or sky, they will be vulnerable to interception fire.

Approaching from underneath by burrowing is a potential option, if they have the means. A keep such as this will have reinforced basement walls, but they would be no harder to breach than the reinforced gates 'above' ground. Though it is not far from water, there is likely also a well or other water source beneath the keep, to supply it with water for drinking and hygiene in the event of a siege.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
After having assessed the situation, ALADIN speaks, his calm voice conveying no emotion.  " It appears that the target structure has been well designed.  There are no pathways that are not open to hostile fire, and the gates would be challenging to breach.  It does appear that the shock towers have been dismantled, which makes an assault possible.  A direct attack without some means of preventing ranged fire is not recommended.  The ground would likely suffice, however, it would take a prolonged period of effort to tunnel to the lower portions of the structure. " 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 60/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
In comparison to ALADIN, Ront seems far more unsettled, looking over the situation, and occasionally glancing at his shield.  Despite this, he does not speak.
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "Are the goblin's capabilities known? If all they have are arrow and stone, a simple wooden turtle would suffice to safeguard us. Easily constructed, easily carried, would deliver us straight to the door."  Faedryl ignores that gnome's crossbow - let them have their loot, it wasn't worth a conversation to discuss.

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:53/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan welcomed Faedryl with a cheek smirk and a small wave, but it put his mind at ease to have her back. While having everyone look at him as a leader was kind of nice, the burden of command was a heavy yoke sometimes. He observed her map and committed it to memory best as he could.  "A turtle, huh? I'm no expert in siege or nothin', but that seems pretty useful. We've got enough muscle to get through just about any gate, given cover and hammers." 
 
 
  
RandomWombat
Blurg nods in approval.   "I agree. With cover to shield us from above, we will be much safer on approach. If you do not have a less destructive means of removing the door, I know a spell to emulate a dragon's breath. With an acidic breath weapon, I can melt through the wooden frame easily enough,"   he offers.

 "We have wood,"  the svirfneblin guard states.  "If you think you can fashion something out of it, speak to the engineers,"  she points them down the stairs. The deep gnome soldiers are working to repair the docks and component buildings of the small supply post, accompanied by demonic creatures - this is the first Faedryl has seen of their demonic 'allies,' which ALADIN had mentioned earlier. There are a few gnomes in lighter armor and combat gear, carrying tools and field blueprints, who must be the engineers. They are directing the rest.

The other guard speaks up to add to his compatriot's voice,  "The goblins have archers posted in the tower somewhere. They have a mage or two as well, able to use fire and lightning magic. Some of their arrows carry a weak magical shock effect." 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 23/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 10 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 
 "Even if they have some fire, the wood will still carry us closer than crossing an open field unguarded."  She nods at ALADIN.  "Perhaps you can put together some constructions for us? Scrap wood bolted into a box with no bottom or back, a small viewport shielded from attacks from on high to guide us, something we can carry across the battlefield, perhaps in teams?" 
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN reviews the available materials, and nods.  " Such a construction would be fairly simple, although assistance will be required to prevent the project from taking a prolonged period of time. "

 
 Spoiler: OOC 

Assuming no alternative instructions are issued to ALADIN...
 (1d20+11)[ 27 ]  Tinkering?(Or any tool check at all.)
 

 
 
  
RandomWombat
With many able hands, the work is made light. Wooden planks are lashed together, a flexible but haphazard array that would take the hands of those under its protection to lift and keep stable, but which would grant them near total cover from attack - vulnerable only from behind or below. Inuring the wood against catching fire is as simple as wetting it with some water from the lake. Bloating of the wood from the lingering wet would not matter. This was a single-use contraption.

Makeshift siege turtle ready, the party assembled beneath and began their advance. The construction certainly did not go unnoticed by the goblins inside of the keep, a clear declaration of their intent. Arrows thudded against the top of their structure, weak electrical enchantments fizzling against the wood and failing to catch spark. The impacts pressed down on them all the same, and occasionally an arrow would poke through, threatening to spear one of their hauling hands.

Nearer to the fort, magically conjured fires began to appear in their path, or beneath the feet of those in the lead. With their mobility hindered by their defenses, they had no choice but to skip over the scorching ground like hot coals.

 
 Spoiler: Rolls 
Each character except for Spide (he is unable to help carry the structure) rolls a d100 to see if they get some hand pokeys. A 25 or below results in 1d6-1 piercing damage and 1 lightning damage.

Each character (including Spide) makes a DC 12 Dexterity saving throw. Everyone (except Spide who isn't carrying) has Disadvantage on this check from the encumbering structure. Failing results in 1d8 fire damage.

Blurg avoids being poked by any arrows, but takes  6  fire damage.
 


Eventually, the party reaches the fort, near enough that they are no longer at an angle the goblins above can fire down at. Together they emerge from the structure, and Blurg weaves his spell with a motion of hands, leaning forward to expel a stream of acid at the reinforced wooden door. It takes only a few inhalations to boil a hole inside. A dark hallway beckons them forward, no doubt filled with goblin traps.

The time has come to plan their marching order.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 24/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 2 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl suffers not the slings and arrows, but she does singe her feet.
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 47/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 3/3 (PB/LR)  

Sarith suffers no such issues, easily striding over the fire and avoiding the shocks.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 50/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With the many hands available, the wooden shell of resistance to arrows and magic was completed in a fairly short order, although the rapid nature of the construction meant that it did not meet all quality standards.
Despite this lack, the decision was made to proceed with the work, and ALADIN was among those participating in carrying it.  Luckily, thanks to his small size he was able to avoid getting poked by arrows, but when the scattering of fire magic began, he activated his armor's defensive field to absorb most of the damage before Blurg blasted the door of the fort down.

 
 Spoiler: OOC 

7 Damage total from the burning coals, activating defensive field for 6 temp hp to reduce that to 1.
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 58/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Watching the gnomes and others work at assembling the turtle, Ront spends his time checking over his equipment, making sure that the glowy sword was properly chained, that his gauntlet was properly fitting, and that his shield was fine.

When the time came to use the turtle, he found himself in the van, holding up the front of the structure with his shield strapped to his chest as he ran across the ground, using brute force to kick burning embers out of the way as he went, only getting peppered slightly with arrows on the way.

But, at last, the hellish march was over, and he could shift asides as Blurg blew the door down, strap his shield to his arm, and prepare to rush the goblins.
And when the door failed?  He was the first through, letting loose a mighty roar to scare the pathetic creatures as he charged through the battered door, his shield before him, and light reaching out from the sword in his hand.

 
 Spoiler: OOC 

Ront takes 2 damage from arrows on the way in, and takes the van...
 (1d20+3)[ 10 ] 
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:53/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan is lucky, with no arrows finding his flesh, no cinders scorching his feet, and no sparks getting in his eyes, but he did feel one of his dreadlocks get severed by an errant arrow. The goblins would pay. When the reached and breached the door, he assumed his position in the pack, grinning like a loon in eagerness for the assault.
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 45/45 
 34/34 MP 
 7 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (10hp/12hp) 
 Concentrating on: Rage 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd 

Derendil is similarly lucky with arrows, but his bare feet take some heat as he passes over a scorched patch of earth. His aegis readily absorbs it, and when the turtle is left behind he moves towards the front of the group, incanting a brief necromantic charm to reinforce himself. Looking to Ront, he says  "Would you like to lead, or would you prefer I take the vanguard?"  
 
  
RandomWombat
Ront rushes ahead just as Derendil is about to ask who takes the van - his answer is apparent. There is a snapping sound as a tripwire is broke by the orc's heavy strides, and a heavy sack of rusted gnomish hammer-heads falls down from above.

What his long, lunging strides does do is send him flying over a different trap - one that Derendil's more cautious steps leave him vulnerable to. Beneath a layer of dirt and sand just inside of the melted door is a hidden snapjaw trap.

 
 Spoiler: Ront: DC 14 Dex Save 
Failure:  (3d6)[ 10 ]  bludgeoning damage.
Success: Evades damage.
 

 
 Spoiler: Derendil: DC 12 Perception Check 
Failure: Derendil fails to notice the trap, and is latched onto for  (2d4)[ 8 ]  slashing damage and 1 Bleed. A DC 13 Athletics or DC 10 Sleight of Hand/Trapmaking/Tinkering check will free him from the trap, and the Bleed cannot be ended until the trap is first removed.
Success: Derendil spots the trap, and the party is easily able to neutralize it with a piece of rubble if they wish to, or they may leave it set and move around.

The trap, once disabled, is lootable.
 


The hammer-sack crashes into the floor with a resounding clang. However, following the crash, a silence falls over the tower. Its interior feels more like an ancient mausoleum, a tomb. Ancient bloodstains have long since turned into faint discolorations on the floor, and a pile of gnomish bones is stacked in the corner. Someone cleaned up remains that were likely once as scattered as the bloodstains.

To the party's immediate right is a main stairwell, which has unfortunately collapsed.

At the center of the room is a large gnomish statue (so about Ront's size) of an armored gnome warrior with his hands resting at the top off a kite shield bearing a torch sconce on the front. There really is a torch there, its magical unending flame illuminating the room.

 
 Spoiler: Statue: Religion 
ALADIN cannot have lower than a 10.

 
 Spoiler: DC 5 
This gnome must be one of their commanders or nobles.
 

 
 Spoiler: DC 10 
This is a statue of Gaerdal Ironhand, gnomish god of vigilance, protection and war. The lighthouse, Gaerdal's Torch, is named after him.
 

 
 Spoiler: DC 15 
These statues are typically placed at the entrances of gnomish settlements and fortifications. Though Gaerdal Ironhand has few temples, these statues and their surroundings are considered a holy site in his name.

Even with the statue in its dilapidated state, those with keen senses for it still feel a holy presence. It is likely that the demons would be weakened if they were to try entering this room.
 

 


There are several small rooms within the larger chamber. Two on either side of the entrance once contained supplies that have long since rotten away inside of their containers, producing a rancid stench when the rooms are opened. The goblins were desperate enough to try eating some - evidenced by nearby vomit stains - and have since stuffed lengths of cloth under the doors to contain the smell. The party likely replaces them soon after investigating.

On the left hand side of the room is a small chamber with one side open to the room, containing a partially collapsed well and a few barrels of water.

 
 Spoiler: Well: Perception 
 
 Spoiler: DC 5 
Below, in the well, are dark waters. Parts of the structure have collapsed inside.
 

 
 Spoiler: DC 10 
Straining your eyes, you can make out the shape of an armored body entangled with the rubble. During the svirfneblin-drow conflict, someone was knocked down the well and perished below.
 

 
 Spoiler: DC 15 
It's hard to make out, but the well is larger than it seems below the brickwork walls. A larger chamber - and it looks intentionally carved and crafted, not a natural water reservoir that was dug into to make the well. There's some kind of submerged chamber down there.
 

 


At the back of the room on the left-hand side is a small bedchamber with two cots. A bedside table between them contains decayed clothing and a weathered journal.

 
 Spoiler: Journal: Gnomish 
This was the logbook of two civilian lighthouse keepers who lived here. Their job was to tend to the machines and devices here. According to their logs, the machines were all powered by enslaved lightning elementals contained in runic golden spheres.

 
 Spoiler: DC 10 Investigation or Insight 
The elemental that was powering the lighthouse beacon itself sounds more powerful than the others, judging by the maintenance logs - its containment sphere required frequent maintenance to prevent its attempts to break free.
 

 


In the far left-hand corner is an empty space where several of the structural supports are.

 
 Spoiler: Left Corner: Investigation 
 
 Spoiler: DC 5 
It's empty.
 

 
 Spoiler: DC 10 
Part of the wall here doesn't match the opposite side of the room, as if there was some small closer space here.
 

 
 Spoiler: DC 15 
There are seams around one side of the jutting nook that comes out of the wall, signs of a hidden door.
 

 
 Spoiler: DC 20 
Some of the bricks on the side of the hidden compartment are able to slide from side to side. They must control the hidden door. With some experimentation, you can probably get it open.
 

 


On the right side, a room whose original purpose is long forgotten has now been used as a watch post for goblins. Four cushioned nests of scrap surround a rough, lumpy firepit where old wooden furniture has finally crumbled to ash and dust under the flame's lick. Some embers are still going. Some fresher supplies are stocked inside this room, lumpy mushroom bread and a few smoked strips of cave lizard meat.

 
 Spoiler: Firepit: Perception DC 12 
Buried under the hot coals is a cube-shaped metallic device.

 
 Spoiler: Arcana 
Borthan treats the DCs as 5 lower.

 
 Spoiler: DC 5 
It's a metal box. Probably hidden loot inside.
 

 
 Spoiler: DC 10 
This is some kind of explosive. The fact that it is sitting in a fire pit is probably not good.
 

 
 Spoiler: DC 15 
A duergar timed detonation charge, typically used for demolition or mining. It is not actually affected by the heat at all, since it uses psionic force - pulling out and turning a mechanism on the top activates and times the device. The device can be disabled by pushing in the same switch on the top - but the goblins have placed it upside down.

The goblins have underestimated the destructive force of this device, or they're willing to die to spite you. It could cause a partial collapse of this structure if not extracted from the firepit and disabled soon.
 

 

 


Beyond the watchroom is a nook containing a gnomish drill mechanism, as large as a wheelbarrow, and tools for its maintenance.

 
 Spoiler: Drill: Arcana 
 
 Spoiler: DC 5 
You can't figure out how it's supposed to turn on. None of the switches do anything.
 

 
 Spoiler: DC 10 
There is a large compartment inside of the machine that must be where the power source goes. It is empty.
 

 


Behind the watchroom is another reinforced wooden door. It is not locked, but has been barred from the other side.
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 58/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Forcing his way into the room, Ront has just enough time to notice the tripwire he triggered, spot the bag falling from on high, and raise his shield, the jarring impact of the heavy sack barely moving his mighty arms as he rushes into the chamber, and sees...
No goblins at all.
With his blood pumping, he makes his way towards the firepit, trying to determine where the goblins that must be here are, and how long ago they left.

 
 Spoiler: OOC 

 (1d20+2)[ 18 ]  Perception
 


It takes him only a moment to notice the box in the fire, and something in his instincts screamed danger.  But something else had him know what this was.
Moving with urgent care, Ront reaches for the device, uncaring of the risk of burns as he tries to push the switch to disable the explosive.
 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 50/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Following further back, as ALADIN enters the room, he finds his attention drawn to the unusually large statue of a gnome, and approaches it, clearly intending to investigate this strangely untouched statue.
It doesn't take long before his neutral voice speaks.  " This appears to be a statue of Gaerdal Ironhand, god of vigilance, protection, and war, and the namesake of this lighthouse.  It appears that the consecration still holds, and would likely weaken demons within this room. "
 
 Spoiler: OOC 

 (1d20+5)[ 24 ]  Religion
 

 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 24/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, THP: 2 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl looks towards the well - not out of any deep desire to go down there, but mostly out of wanting to make sure nothing came out of it.  "Well has a submerged chamber - created, not natural. Might want to board it up before we go up, just in case there's something down there." 
 
 
  
 
 Spoiler: OOC 

Perception: 13+3=16 on the well.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 47/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 3/3 (PB/LR)  

Sarith quietly, and with typical smugness, points out the hidden door. He taps on the bricks with his bow's end, signifying silently how to open it, though he's not going to be the one to put himself at risk and do so.
 
 
  
 
 Spoiler: OOC 

Second roll in the list was a nat 20, so 20+1=21.
 
RandomWombat
Derendil proves clumsier than wise - the trap concealed under stand ensnares him before anyone can call out a warning, clamping down on his leg. Fortunately his arcane ward absorbs the impact, leaving only the painful pressure of the blades resting on either side of his limb and the careful act of extricating himself. Borthan squats down to assist him, and together they manage to get him free.

If there is any upside, the trap is theirs' for the taking. While the set of metal jaws attached to a pressure plate is anything but subtle, it can be hidden easily beneath a layer of debris such as the sand cover demonstrated by these goblins.

Drawn to the machinery in the back, Blurg wanders over, examining it while rubbing his chin.   "The power source of this machine is missing. If I were you, I would be-"   he is interrupted by a loud mechanical  clunk . He stands and peers around the corner at where Ront has disabled a small device.   "... On the lookout for whatever the goblins have done with it,"   the orog scholar finishes.   "Judging by that explosive, it is probably part of a trap somewhere."  
 
 Spoiler: Ront 
Takes  1  fire damage from the coals. Beats 4d10 force damage and a pile of falling rubble.
 


As investigations are about to resume, the party hears a buzzing sound. Some of the jutting metal supports in the collapsed stairwell crackle and spark, vibrating loudly against the pile of broken stone. With a loud cracking  pop , three bright sources of light illuminate the room. Their bodies are composed of electricity, two in the shape of flickering sigils hanging in the air that produce steadier light and a third a vaguely person-shaped storm cloud. Lightning flows through the billowing masses of air-magic like a skeletal structure of exposed bone, giving the big one a menacing and macabre appearance.

A rattling, buzzing sound emanates from the cloud-creature, a backdrop punctuated by loud pops and booming bass sounds.

 
 Spoiler: Insight 
 
 Spoiler: DC 8 
The sound the creature is making is more than a growl or warning noise. It sounds like language, an attempt to communicate.
 

 
 Spoiler: DC 12 
The edges of the creature's cloud body crackle and shift in a rippling motion towards the door. Its looming stance is intended to intimidate, but is not yet aggressive. It appears to be trying to tell you to leave.
 

 

 
 Spoiler: Arcana 
 
 Spoiler: DC 5 
Sparky sparky boom man dangerous.
 

 
 Spoiler: DC 10 
These are lightning elementals, native to the Elemental Plane of Air. They are composed of living electricity. Needless to say, angering it will result in being zapped, and striking it with a melee weapon or otherwise touching it will probably result in the same.

 
 Spoiler: If at least Insight DC 8 was passed 
The creatures likely speak Auran, the language of the Elemental Plane of Air.
 

 

 
 Spoiler: DC 15 
Elementals from the Plane of Air tend to be impulsive and flighty. Lightning elementals are no exception, but they also tend to be very aggressive and prone to passionate outbursts of emotion. Long speeches bore or irritate them. If negotiating with them, it is important to make your argument short, to the point, and evocative.
Assuming, of course, you can speak to them.

As for fighting them...
Smaller lightning elementals, such as those flanking the larger one, can still have their bodies disrupted by other sources of electricity- though it will not be terribly effective. The larger one will simply absorb other sources of electricity into itself, restoring any lost energy. Thunder magic is also likely to be ineffective against their energy bodies.

Elementals will be resistant to non-magical weapons, and only magical poisons will affect them - though they are as susceptible to magical poison as a mortal would be to mundane poisons.
 

 
 Spoiler: DC 20 
Lightning elementals are susceptible to cold magic, which saps their energy and keeps them from maintaining their internal currents.
 

 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 50/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing the lightning elementals appear, ALADIN looks at them, and starts to speak, his voice still neutral even as he somewhat clumsily rotates to face them.  " These appear to be lightning elementals, and may be attempting to persuade us to leave.  Hitting them in melee is likely to result in electrical shocks, and while negotiations may be possible, they would likely require auran.  I am uncertain as to why these elementals are acting to protect the goblins. "

 
 Spoiler: OOC 

Surprisingly, ALADIN does not speak Auran.
 

 
 
  
RandomWombat
The elementals fidget and grow restless in the standoff. With no way to communicate, and the party standing their ground, they discard the flimsy attempt at a peaceful resolution and resort to their nature - swift and sudden violence.

One of the smaller elementals leaps to action first, jumping ahead of even its cohort's expectations. In a crackling second, it arcs into Ront's armor, passing through and leaving hot electrical stings on his skin underneath, then emerges on the other side. One of the jagged sigil-like bolts angling out of its body twists around and jabs into him like an insect stinger, piercing his defenses. Following the contact, a deafeningly loud pop of sound rattles his ear drums.

 
 Spoiler: Combat Log 
Lesser Lightning Elemental R Leaps through Ront's armor, dealing  4  lightning damage, then stings him for  5  lightning and  2  thunder damage.

Faedryl, Ront and Borthan may act if they wish, or may delay to act with their other character.
 

 
 Spoiler: Initiative 
As always, players may opt to bunch up or separate their characters. In this case it has no bearing on blocks since each player has a character in each block, it's just a question of whether you prefer to have your characters act together or get a jump on some of the zappers.

Lesser Lightning Elemental (Red) - 27

 Faedryl  - 20
 Ront  - 20
 Borthan  - 20

Lightning Elemental - 17
Lesser Lightning Elemental (Blue) - 17

 Faedryl/Sarith  - 14.5
 Sarith  - 9
 ALADIN/Ront  - 12.5
 ALADIN  - 5
 Borthan/Derendil  - 11.5
 Derendil  - 3
Blurg - 3
 
RandomWombat
As suddenly as the first, the second lesser elemental zips through Derendil's weapon, shocking his hand, and leaps through Borthan's armor. Emerging on the other side of them, it stabs Borthan with a booming electrical sting.

Their towering leader swells to its full size, larger around than both Derendil and Ront - though perhaps not the two combined. In the span of a second, it winks out of existence, then a thunderous crash erupts between Faedryl and ALADIN. Faedryl is thrown backwards by the blast, tumbling down the well in her unconsciousness. ALADIN fares better than her, his automated systems compensating with a series of shock absorbing springs.

In the wake of its sudden teleportation, the larger elemental looks dimmer.

 
 Spoiler: Combat Log 
Lightning Elemental teleports between Faedryl and ALADIN, dealing  29  thunder damage to Faedryl and  14  to ALADIN, who passed his save. Faedryl fails a Dex save not to fall down the well due to unconsciousness.
Faedryl is knocked Prone, and is Blinded for 1 round.
Lightning Elemental gains Exhaustion 1 and cannot use its teleport again until it recharges.
Lesser Lightning Elemental B Leaps through Derendil and Borthan, dealing  7  lightning damage to Derendil, and  9  to Borthan. Then, it stings Borthan for  4  lightning damage and  4  thunder damage.

The party is up!
 

 
 Spoiler: Initiative 
Lesser Lightning Elemental (Red) - 27
Lightning Elemental - 17
Lesser Lightning Elemental (Blue) - 17

 Faedryl/Sarith  - 14.5
 ALADIN/Ront  - 12.5
 Borthan/Derendil  - 11.5
Blurg - 3
 
Amnestic
]      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 0/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Faedryl is unconscious.
 
 
  
 
 Spoiler: OOC 

Death Save: 19
1/3 Pass
0/3 Fail
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 47/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 3/3 (PB/LR)  

Sarith sees Faedryl go down, and makes no motion to help her, instead shooting at the lightning.
 
 
  
 
 Spoiler: Action 

 Bonus Action:  Steady Aim.
 Action:  Longbow Attack the big lightning elemental with my magic longbow, Elven Accuracy Advantage.  (1d20+11)[ 24 ]  (1d20+11)[ 20 ]  (1d20+11)[ 30 ] 
 Damage:   (1d8+6)[ 11 ] + (3d6)[ 6 ][ 2 ][ 5 ](13)  Sneak Attack. +1 from Bicorne.  25  total.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 58/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Snarling as he watches the lightning elementals devastate his allies, Ront pulls out the sunblade, and hurls it with brutal force at the lightning elemental, before pulling the chains back, and hurling it again.  Then he moves, rushing towards the lightning elemental, and standing tall.  As he resumes his ready stance, his shield facing the elemental, he whispers to the sword.  (Orcish)" Turn down the light, because the pointy ears hate it. "

 
 Spoiler: OOC 

Action: Attack twice?
 (1d20+10)[ 28 ]  Attack one
 (1d8+7)[ 8 ]  +  (1d4)[ 1 ]  Radiant Damage

 (1d20+10)[ 13 ]  Attack two
 (1d8+7)[ 14 ]  +  (1d4)[ 1 ]  Radiant Damage
The shock effect from touching them(There is one, I'm sure) might affect him via the chain, maybe?
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 34/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Straightening from the thunderous surprise, ALADIN readies himself.  " It appears that communications have broken down.   Shifting to combat. "  With that slightly belated warning given, ALADIN moves around the lightning elemental, his upgraded eye sending a beam of fire towards it as he goes, before he follows Faedryl down the well, splashing into the water and trying to swim to her.  Near Faedryl's body, before he extends his hand over her, the components within once more revealing themselves as they work to repair her injuries.  Once they run out of charge, he turns about, and looks back up, towards the top of the well.

 
 Spoiler: OOC 

Moving around to cast Cure Wounds on Faedryl
 (1d8+5)[ 8 ]  Healing.

Bonus action to use the Goldeneye's laser mode.
 (1d20+8)[ 10 ]  Attack
 (1d4+1)[ 2 ]  Fire damage.

He will either be casting Absorb Elements or lasering again with his reaction, but that will depend on what happens.
 

 
 
  
RandomWombat
Blade of light in hand, Ront bears down on the large lightning elemental. The one behind him rakes a shocking sting across his back, the boom surging him forward.    "Yes, wielder!"    his blade acquiesces, dimming her light to only the space near him. An arrow from one of the pointy-ears punches into the creature's body and then passes through the other side, leaving sparks erupting from a hole.

ALADIN drops down into the well after Faedryl gets ragdolled inside. As he escapes the menace of the lightning elemental, a spark pops against his back, though it is nothing compared to the storm front that blasted him earlier. Dropping down the dark well, he lands in the water next to Faedryl's floating shape at the bottom. Sinking below her, he reaches up and mends a wound along her forehead from the fall.

Around them is a room at the bottom of the well. Murky water tainted by years-old blood forms a domed bubble around the well-bottom, where an armored and rotting gnomish skeleton lay dead, with a warhammer next to it. The lack of rust on either implement or armor implies magical gear. Outside of the bubble, the rest of the chamber is dry, with a short set of stairs at the opposite end leading up - probably to the secret passage Sarith found. There is a switch on the wall to operate the passage.

A grate beneath ALADIN is closed, with a silver-plated lever nearby outside of the water-bubble to control it. There appear to be three settings: horizontal, up or down. It is currently in a horizontal position.

 
 Spoiler: Combat Log 
Sarith shoots Lightning Elemental for a beefy  25  damage.

Lesser Lightning Elemental Red gets an AoO on Ront for  6  lightning and  2  thunder damage.

Ront slashes Lightning Elemental twice, hitting once for  9  damage. Dawnbringer makes Ront immune to the lightning retaliation, since her blade is not physical. Hurray!

Lightning Elemental takes an AoO on ALADIN, dealing  6  lightning damage.

AL's eye laser misses, but he heals Faedryl for  8  hit points.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:36/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan winced at the spark that went through him, then spit a curse at the blow on the other side, but he didn't let it stop him from sizing up the situation. "Spread out! Put your backs to walls! Maybe if we don't make straight lines they can't get a few of us with those jumps!" He watched Aladin leap after Faedryl and hoped the tin man could get her. He knew he could, but he was needed here... for now... he gave the hole a last look before turning to face the fight at hand.

Targeting one of the smaller elementals to try to cut the enemies numbers, Borthan turned his vambrace to the elemental. He didn't know if this thing bled, but he'd know soon. " PREY !" he muttered, eyes bulging, before launching himself into combat.
 
 
  
 
 Spoiler: OOC 
Bonus action to hunter's mark the little elemental who bit me, attack and extra attack to smack the crap out of him.  (1d20+8)[ 11 ]  to hit with his battle axe, for  (1d8+5)[ 7 ]  plus  (1d6)[ 2 ]  plus 1 bleed (if it bleeds), or 3 on a crit. Second attack-   (1d20+8)[ 17 ]  to hit with his battle axe, for  (1d8+5)[ 6 ]  plus  (1d6)[ 4 ]  plus 1 bleed (if it bleeds), or 3 on a crit
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 45/45 
 34/34 MP 
 0 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage, Haste 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 1/2 3rd 

Derendil winces as the electrical attack pulses through him like a conduit. It stripped the last of his arcane defenses... for now. Preparing to throw up a shield spell, he felt anger beginning to bubble up like lava in his soul. Hissing, his eyes go wide when he sees Faedryl soar down the hole. When Aladin rushes after her, he turns his hate and anger into a howling yowl that echoes throughout the chamber. Trident in one hand, shield in the other, he intoned elvish words of speed, grace, and most importantly, lethality, and launched himself at the large elemental, moving swiftly with traces of wind behind him... and his weapon.
 
 
  
 
 Spoiler: OOC 
Rage, Cast haste, move to taking position on the big boomer.
 
RandomWombat
Borthan's axes fly furiously through the air. Two swipes catch the air, with one coming close enough he feels tingles in his fingers. The third catches lightning with steel, and the tingle is replaced with a painful shock. There is no  blood  within the entity to bleed, but the tear left in its structure by the axe-blade crackles enough that the damage is clear. A faint trickle of energy leaks out of the elemental.

With a battle cry and a shimmering aura, Derendil flies across the room with speed comparable to the elementals. As he takes a stance to menace the towering elemental, Blurg raises his hands and performs a series of arcane gestures.   "Interloper, begone!"   his declaration is accompanied by a mighty  pop . The large lightning elemental vanishes into thin air like a bursting bubble in reverse before Derendil's eyes, and a glowing series of chains coils around Blurg's wrists. He flicks his sleeves out with an authoritative air of finality.   "If my spell is disrupted, it will return,"   he cautions.

Fortunately, the smaller elementals lack the understanding to register him as the cause. They zap past Ront and Borthan respectively, attempting to exactly what they did before with the single-minded efficiency of a creature hard-wired to take the path of least resistance.

This time, when Ront feels the elemental course through him, he responds reflexively to set his shield down and defend against the coming sting. The grounded tower shield absorbs the electrical current and sends it harmlessly into the ground. Borthan's more aggressive style leaves his back open to the follow-up strike, but he grits his teeth and resists the worst of the shocks.

 
 Spoiler: Combat Log 
Borthan Hunter's Marks LLE Blue and misses twice, but hits with his third attack for  10  damage. The helmet's Bleed effect is magical rather than mundane, so it inflicts 1 Bleed.
Borthan is zapped for  4  lightning damage from striking with a metal weapon.
Derendil Rages and casts Haste on himself, moving into melee with the Lightning Elemental.

Blurg drops concentration on Dragon's Breath to cast Banishment on the Lightning Elemental. It fails its save and disappears. If Blurg can hold concentration for the full minute, it will be unable to return.

LLE Red leaps through Ront, dealing  10  lightning damage. Then it tries to stings him, but misses.
LLE Blue leaps through Borthan, dealing  4  lightning damage (after saving for half against 8 damage). Then it stings him, for  5  lightning damage and  3  thunder damage.

The party is up!
I rule that Haste gives an extra action on current turn when self-cast, so Derendil can retroactively take another attack action from this round if he likes, either against the banished big boy in case he returns or alter his course to one of the littl'uns.
 

 
 Spoiler: Initiative 
Lesser Lightning Elemental (Red) - 27
Lightning Elemental - 17  (Banished) 
Lesser Lightning Elemental (Blue) - 17

 Faedryl/Sarith  - 14.5
 ALADIN/Ront  - 12.5
 Borthan/Derendil  - 11.5
Blurg - 3
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 8/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 2/2 

Stumbling back into consciousness, Faedryl blinks around the well, trying to understand what just happened. Flailing a little, she stumbles directly into the button for the secret door in an act of raw chance and luck, opening the way back to the surface. She's vaguely conscious of the gnome beside her, but is still regaining her bearings.
 
 
  
 
 Spoiler: Action 

 Move:  To button, press button, move towards surface.
 Action:  Press button.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 47/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 3/3 (PB/LR)  

Sarith clicks his tongue with a quiet tut at the disappearance of the larger elemental. Yes it might be 'better' to do so, but if his arrow was wasted it was still a waste. He targets the nearest buzzing thing, and shoots again.
 
 
  
 
 Spoiler: Action 

 Bonus Action:  Steady Aim.
 Action:  Longbow Attack the red lightning elemental with my magic longbow, Elven Accuracy Advantage.  (1d20+11)[ 13 ]  (1d20+11)[ 20 ]  (1d20+11)[ 24 ] 
 Damage:    (1d8+6)[ 7 ]   6 (discord piercer reroll)+6+ (3d6)[ 2 ][ 2 ][ 2 ](6)   18  total.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 30/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing Faedryl up and moving, and seeing the door that Faedryl opens, ALADIN readies himself, before heading up through the presumable secret passage.

 
 Spoiler: OOC 

If Faedryl opened it, ALADIN will head through it first, and hope that things will be ok.  If the far end needs to open he will see if he can do so.
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 54/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Roaring in pain as the elemental darts straight through him, Ront doesn't hesitate to spin about and do his best to return the favor, with interest.  As he does, he cracks his neck, and growls to it in Orcish.  " I'll crush you! ", shrugging off some of his injuries.

 
 Spoiler: OOC 

Attacking the Red elemental twicee
 (1d20+10)[ 27 ]  Attack 1
 (1d8+7)[ 13 ]  Damage +  (1d4)[ 1 ]  Bonus damage

 (1d20+10)[ 21 ]  Attack 2
 (1d8+7)[ 8 ]  Damage +  (1d4)[ 1 ]  Bonus damage

Using Second Wind for...  (1d10+6)[ 14 ]  Healing
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:20/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan was starting to flag from all the small zaps and thunderous hits from the elementals, but he wouldn't be going down without a fight. Identifying the nearest foe, he throws himself at it, knowing it would hurt but trusting his lethality to end the fight before it matters. 
 
  
 
 Spoiler: OOC 
2 attacks with the battle axe, one with the short sword, hunters mark for all of them.  (1d20+8)[ 11 ]  to hit with axe, for  (1d8+5)[ 12 ]  plus  (1d6)[ 6 ] .  (1d20+8)[ 20 ]  to hit with axe, for  (1d8+5)[ 6 ]  plus  (1d6)[ 1 ] . Short sword off hand-  (1d20+8)[ 13 ]  for  (1d6+5)[ 8 ]  plus  (1d6)[ 3 ] . One bleed per hit, 3 per crit.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 45/45 
 34/34 MP 
 0 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage, Haste 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 1/2 3rd 

Whirling with wind and fury, Derendil kept his distance from his foe, instead throwing a trident wreathed in green flame, return, and then thrown again, his movements whirling but somehow precise.
 
 
  
 
 Spoiler: OOC 
Derendil will keep his distance to try to avoid the zap and just throw his trident at someone.  (1d20+7)[ 18 ]  for  (1d6+6)[ 7 ]  damage plus  (1d8)[ 7 ]  fire damage. Return the trident for  (1d20+7)[ 26 ]  to hit for (1d4+5)[ 8 ]  damage, then a third attack for  (1d20+7)[ 25 ]  for  (1d6+6)[ 12 ] 
 
RandomWombat
Faedryl flails her way out of the bubble of dark water and finds herself on dry - well, solid ground. A few steps takes her towards a wall, where she leans quite incidentally on a stone switch. Her weight presses it in, and a pair of doors open at the bottom and top of a short staircase. ALADIN trots past her at a healthy pace.

The autognome arrives to find the situation well in hand. The large elemental has vanished, and a quick bolt and pair of slices from Sarith and Ront banishes one of its followers.

Borthan fights through another shock as he manages to clip the zipping elemental with one of his blades. The impact pauses its erratic flight long enough for Derendil to deliver a deadly pair off tosses, shattering its magical energy into glimmers of fading sparks.

No more crackling electricity. The battle is over. Only the faint hum of Blurg's magical chains resonates against the stone.   "It will take a short while before the elemental is fully and truly banished,"   he states, calmly.

   "Skillfully done, wielder and company,"    the shining sword's telepathic call rings in their heads.    "I trust my value has been proven thus far...!"   

With a few moments' pause, though the goblins (and apparently elementals) above have time to prepare with every moment spent doing the same, the party has a new room to examine. Below, where Faedryl and ALADIN had fallen, is a small rectangular chamber lined with machinery. This is not electrically powered. It seems to be simple gears and pulleys, operating the hidden doors and the grate system below the well. There are three small barrels (about up to a gnome's knee) on a shelf to the room's left side. Opening the lids reveals that they are filled with an electric-blue powder and metal measuring cups.

A frame of silver travels along the walls where the bubble of water is caught, preventing it from flowing into the rest of the room. Beside the frame is a lever. Among rubble in the round nook where the water sits, a gnomish skeleton in magical armor has come to rest.

 
 Spoiler: Grate: Insight or Tinkering DC 12 
This device is intended to pull water up from an underground reservoir or river on the other side of the grate, presumably through a pipe, and store it in the bubble. This allows more water to be drawn to a convenient to access depth and stored.

The lever's up position draws water up, horizontal closes the grate, and down drains the reservoir back into whatever is below.
 

 
 Spoiler: Well Bubble: Arcana DC 13 
The enchantment upon the silver frame is based on the Air Bubble spell, expanded and used to encase water instead. Reversed Air Bubble spells are sometimes also used by aquatic species that need to go onto land.

Unfortunately, they do not seem removable. Extracting them from their structure would break the enchantment.
 

 
 Spoiler: Barrels: Nature DC 15 
This is a powder gnomes use to purify water, killing any parasites or diseases within. The powder is shown to be non-toxic in extended studies, but causes intense irritation and blurred vision if its solid form gets into the eyes.

 
 Spoiler: Statistics 
There are three barrels, each containing 5 cups/handfuls worth of Purifying Powder. A cup of powder can cleanse about 40 gallons of water, or be tossed into an enemy's eyes within 5 feet. The target must pass a DC 15 Constitution saving throw or be Blinded for 1 minute.
 

 

 
 Spoiler: Gnome: History or Religion 
ALADIN treats these DCs as 2 less.

 
 Spoiler: DC 12 
The pair of prominent iron armbands on the gnome's otherwise unornamented armor signifies them as a former warrior of Gaerdal Ironhand, likely felled in battle against the drow. Likely a paladin or battle-cleric, judging by a weighty warhammer resting in the same watery grave as its bearer.
 

 
 Spoiler: DC 15 
Traditionally, funerary rites for followers of Gaerdal Ironhand include being burnt on a pyre before one of his statues, then the urn of ashes interred in their family home or place of service as a symbol of their dedication to its defense.

Sitting here and rotting away to bones in a watery grave below a fallen fortress is a great dishonor, a recipe for an unpleasant undead spirit. Disrespectfully looting the remains or causing unnecessary damage to the fortress could incur the ghost's wrath if it lingers somewhere nearby.
 

 
 Spoiler: DC 20 
Usually, undead would be weakened within a holy site. However, given the soldier's status, it is likely that the spirit would linger around one of Gaerdal's statues within the keep and be strengthened still by the blessings of their god.
 

 

 
 Spoiler: Combat Log 
Sarith shoots LLE Red for  18  damage.
Ront LLE Red twice for  14  and  9  damage, enough to slay it.
Borthan hits LLE Blue once for  7  damage, and takes a  3  damage shock in return.
Derendil hits twice with his trident throw for  14 ,  8  and  12 , putting down the last elemental.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 30/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing that the battle was well in hand, ALADIN begins to investigate, first starting with the gnomish skeleton.  " It would appear that when this fortress fell, at least one defender remained.  I would recommend applying the appropriate funerary rites for a follower of Gaerdal Ironhand before repurposing any items he might have.  Said rites would consist of the body being respectfully burned upon a pyre before the statue of Gaerdal Ironhand, and the resulting ashes interred in either their family home or place of service.  The barrels appear to contain a purification powder, which may be helpful for ensuring water is safe to drink.  The water mechanisms appear to be designed to ensure that the tower could retain a reserve of water, even if an enemy blocks the access.  It would be possible to descend past the grate, as it can be opened. "

 
 Spoiler: OOC 

ALADIN is taking a short rest to recover some hp.
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 54/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
As the lightning elementals fall before his strength(And the whiny sword), Ront lets loose a battle cry, hoping to unsettle the presumably watching goblins before he starts to wander about, trying to figure out how they knew.  He... wasn't quite sure what to do with the glowy sword.

 
 Spoiler: OOC 

 (1d20+3)[ 12 ]  Intimidation?
And...
 (1d20-1)[ 17 ]  Investigation?
Ront... really doesn't have much to add here.
 

 
 
  
RandomWombat
 
 Spoiler: Ront Investigation 
There is a knot in the wood of two of the wooden planks composing the reinforced door that form a small hole. What at first appears to be a flaw in the material may be intentional design by the original gnome inhabitants, as it's about the right height to let a gnome (or goblin) use it as a peephole.

The door lacks a lock, but has been barred from the other side. It will require brute force or another dose of magic like Blurg's acid breath to remove.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (15/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 1/2 

Once she's back on the 'surface', Faedryl downs two potions of healing to knit the wounds and fix herself back up again. Her mind once again alert, she appears to know exactly what the barreled powder is - purifying stuffs that, when tossed into the eyes of someone, prove quite blinding. As a general rule though, she doesn't want to get close to people enough to make use of it. Even so, now that she's been downed once, she dons an aegis of frost.
 
 
  
 
 Spoiler: OOC 

Two potions downed - 8 HP before + 9 + 9 =26
Barrel Nature: 20+8=28.
Casting Armour of Agathys (3rd).
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 47/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 3/3 (PB/LR)  

Sarith keeps watch, ready for any more enemies.
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:46/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan takes time to slug some water, apply some bandages, and take a shot of some whiskey he bought at the siren. Gasping, he shudders, stands up, and belches.  "Ready to push on, I suppose. Do we know where we're goin yet?"  When he listened to Aladdin's info dump, he nodded along, catching most of it.  "Sounds like we should find any gnomish defenders bodies, burn em and scrub em clean, and then we might be free to find some good loot in here."
  
 
  
 
 Spoiler: OOC 
Bonus action to hunter's mark the little elemental who bit me, attack and extra attack to smack the crap out of him. [roll0] to hit with his battle axe, for [roll1] plus [roll2] plus 1 bleed (if it bleeds), or 3 on a crit. Second attack-  [roll3] to hit with his battle axe, for [roll4] plus [roll5] plus 1 bleed (if it bleeds), or 3 on a crit
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC: 17 HP: 45/45 
 34/34 MP 
 0 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage, Haste 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 1/2 3rd 

Derendil's shoulder sag as the rage goes out of him and the magic wears off, leaving him feeling nauseous and drained. He takes some time to recover.
 
 
  
 
 Spoiler: OOC 
Short rest for Borthan, Derendil does nothing.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 54/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
With Borthan's words still in the air, Ront tries to answer the half-drow using a language more compelling than words.
He raises his recently repaired, still acid-scarred boots, and tries to kick the door down.

 
 Spoiler: OOC 

 (1d20+11)[ 16 ]  Athletics
 

 
 
  
RandomWombat
Though the door is a few abandoned years old and unmaintained, the gnomish architecture is solid. Not dwarvish, perhaps, but respectable nonetheless. Ront raises a foot and solidly pounds it into the door, bending the wood and creating a splinter in one of the planks. He earns a minor jolt up his leg from the impact, but also renders the door a little less structurally sound. On the other side, the party can hear something squeal and scramble away.

 
 Spoiler: Results 
Ront takes  1  recoil damage and reduces the breakdown DC of the door by 2 (it is now 16).
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (15/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 1/2 

The goblins had heard them, in which case they could also hear the party.  "Surrender and live or fight and die! Make your choice!"  Faedryl yells out, nodding at Ront to try again.
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 47/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 3/3 (PB/LR)  

Sarith sighs at the big lug's ineffective kick, knowing he could do better, but as a drow he would not reduce himself to actually doing so. Instead, he uses his keen sight to identify a weakness, and points it out.  "Kick there." 
 
 
  
 
 Spoiler: OOC 

Longwinded way to say Help action for Advantage. He could've just assisted in the kicking but...eh...
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 54/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Emboldened by his companion, Ront raises his boot once more, slamming it into the indicated spot with all the force he could muster.

 
 Spoiler: OOC 

 (1d20+11)[ 12 ]   (1d20+11)[ 30 ]  Athletics advantage
 

 
 
  
RandomWombat
Following Sarith's directions, Ront expands the crack he made the first time, breaking open the lower half of the door until it is no longer intact enough to keep them from squatting and crawling underneath. A tight fit in the gnomish halls, particularly for the orc, but traversable. On the other side of the door is a round stairway, leading to the next floor.

Crossing the threshold of the door above, already expecting a fight, the party finds themselves in a large central chamber built around a huge (by gnomish standards) bonfire with a chimney leading up through the structure. The chamber was once multi-purposed: tables for dining, whetstone wheels for sharpening weapons, rooms budding in all directions. In the far corner, machinery that was once part of a gnomish elevator platform has since collapsed into a deep, dark shaft. Pillars that support the vaulted ceilings provide cover for those exiting the stairway. This place had seen better days even before the goblins moved in. Wooden scaffolding has been set up where the goblins have been attempting to shore up sagging portions of the structure. One of these has now become a perch.

About seven goblins are arranged around the room, armed with a variety of weapons - maces, javelins, bows, axes. They bristle and attempt to broaden their shoulders to square up with the invading party. Among them is another of the small, crackling lightning elementals, body language unreadable.

What once was only a finely made dining chair has been converted into a throne, decorated with skulls larger than gnomish - thick, blocky duergar skulls. Standing before it is an aged female goblin wearing bone jewelry. Not duergar this time - other goblins. Added to the macabre garb are fragmented jewelry made out of broken scrap metal taken from old weapons and armor. At her side is a spherical yellow orb of living ball lightning - lesser in size even than the sigil elementals.

Holding up a staff - a metal rod from some part of the structure that no longer possesses a metal support - she shouts in a stout, brutalist tongue. Any residents off the 'dark would recognize a Grackstugh accent - and the duergar tongue.

 
 Spoiler: Dwarvish 
 "Leave our home or you will pay! Subdue them!" 
 


Even those unfamiliar with the words recognize a battle-cry.

Behind the party, a goblin steps swiftly out of an alcove in a partially-collapsed room, swinging his mace. He takes out a support holding up some scaffolding above the doorway, sending it down in an avalanche of wooden detritus onto their heads. ALADIN and Faedryl are struck by the worst of the collapse, while Sarith sidesteps it smoothly and Blurg ducks back beneath the protection of the archway. Behind the ambusher, a bulkier goblin charges out at Borthan, who'd been at the edge of the collapse, swinging a battleaxe over his head. Blue bolts of energy try to move in jagged lines through the air to strike him, but the veteran headhunter avoids them deftly.

Another goblin runs up a short set of stairs around the bonfire pit, leaping up to deliver a brutal morningstar strike to Derendil's shoulder. One approaches Ront's sturdy front line more warily, then reaches up and grabs onto Ront's tower shield, attempting to wrest it to the side long enough for a skull-helmed (a Grick skull by the looks of it) goblin warrior to charge in two-handing a duergar battleaxe. Ront feels a static charge in the air as the blade goes by, and some tiny blue motes of electric light flicker in the air towards him, but he twists out of the way.

Two archers lean out of cover and take shots at Derendil and Ront. Derendil catches the arrow on his shield, but while still wrestling for control from the goblin in front of him Ront takes a deep wound. The arrow sparks and crackles on contact with his skin, singing the edges of the entry point.

 
 Spoiler: Combat Log 
Lighthouse Warrior B steps out of hiding and collapses some scaffolding. Sarith and Blurg avoid the collapse, while ALADIN and Faedryl take  6  bludgeoning damage. The gray square on the map is difficult terrain from the debris.
Lighthouse Warrior A crits Derendil for  16  damage.
Lighthouse Warrior C uses Help to attack Ront.
Lighthouse Berserker A attacks Ront, hitting for  18  damage. A spark attack misses him.
Lighthouse Berserker B attacks Borthan, hitting for  17  damage. A spark attack misses him.
Lighthouse Archer A shoots Derendil, but misses.
Lighthouse Archer B shoots and crits Ront for  14  piercing damage and  2  lightning damage.

Borthan, Derendil, Faedryl and Sarith are up!
 

 
 Spoiler: Initiative 
Lighthouse Warriors - 16
Lighthouse Berserkers - 16
Lighthouse Archers - 15

 Borthan/Derendil  - 14
 Faedryl/Sarith  - 13.5

Lesser Lightning Elementals - 12
Elemental Spark - 7
Storm Shamaness - 6

 ALADIN/Ront  - 5
Blurg - 5

Lighthouse Skirmishers - 5
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Though it was her final spell, Faedryl traces a new set of runes in the air.  Flame. Burst. Burn.  A ball of flame leaps from the floating circle, detonating in the centre of the room. Fire sweeps across the goblins, and though it does reach Ront and Derendil, it passes over them harmlessly.
 
 
  
 
 Spoiler: Actions 

 Action:  Evoker-shaped Fireball, at an intersection where it hits Lighthouse Warriors A+C, Lesser Lightning Elemental B, Storm Shamaness, and Lighthouse Beserker A, without harming any of our allies because evocation wizard.
 Damage:   (8d6)[ 31 ]  vs DC17 Dex save
LWA:  (1d20)[ 20 ] +mods
LWC:  (1d20)[ 2 ] +mods
LLEB:    (1d20)[ 8 ] +mods
SS:   (1d20)[ 16 ] +mods
LBA:   (1d20)[ 3 ] +mods

 Move: None 
 Bonus Action:  Shove Warrior C away from Ront.  (1d20)[ 11 ] +mods strength save vs DC17.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 47/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 2/3 (PB/LR)  

Ducking away from the falling debris, Sarith aims a follow up shot against the leader. Better to put them down before they can inspire any more actions. Ghosts follow the arrow, splitting off towards the nearest elemental.
 
 
  
 
 Spoiler: Actions 

 Bonus Action: 
 Action:  Longbow shot Storm Shamaness. EA advantage:  (1d20+11)[ 22 ]  (1d20+11)[ 28 ]  (1d20+11)[ 31 ] 
 Damage:   (1d8+6)[ 8 ] + (3d6)[ 4 ][ 2 ][ 4 ](10)   Crit.  Additional damage:  16  (From discord). Total:  34 
Activate Wails from the Grave to deal  (2d6)[ 8 ]  necrotic to the lesser lightning elemental B, assuming it's still alive.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:29/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Cursing loudly, Borthan goes to work slashing and hacking at goblins, trying to end this quick. "Ya damn idjits! Didn't have to be this way!" Missing their healer, he attempted to lay low foes in a hail of slashing blows.
 
 
  
 
 Spoiler: OOC 
So this is a 4 attack rounds. Borthan will continue moving and hacking through as many goblins as he can finish off, if he does at all. First attack- Battle Axe-  (1d20+8)[ 19 ]  for  (1d8+5)[ 13 ]  damage, plus one bleed, plus  (1d8)[ 4 ]  for the bonus attack from being a gloomstalker. Then a normal attack- Battle Axe-  (1d20+8)[ 21 ]  for  (1d8+5)[ 7 ]  damage, plus one bleed. Then extra attack- Battle Axe-  (1d20+8)[ 19 ]  for  (1d8+5)[ 10 ]  damage, plus one bleed. Then shortsword-  (1d20+8)[ 9 ]  for  (1d6+5)[ 8 ]  plus one bleed. Crits double damage and do 3 bleed instead.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC:  17  19 HP: 29/45 
 34/34 MP 
 0 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage, Haste 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 0/2 3rd 

Surprised by the blow of the goblin, the roar that exploded out of Derendil cut through the din, shaking dust from the ceiling. Smacking his trident against his shield and uttering the same elvish charm he had before, the air moved and swam visibly around Derendil as he sped up. Lashing out with unnatural speed, he optimized his efficiency and his anger into a vicious strike.
 
 
  
 
 Spoiler: OOC 
Rage, Cast haste, Smack goblin-  (1d20+7)[ 23 ]  for  (1d6+6)[ 12 ]  damage.
 
RandomWombat
Fire explodes from the center of the room. It washes over the warrior squaring off with Ront from behind, scorching the entirety of his back and sending him into a smoking heap on the ground. Their leader, the mage, is hurled back into the throne, where a promptly placed bolt from Sarith pins her corpse in place. The ball of lightning that had been at her side flickers out of this realm, her connection to the familiar broken. The elemental and berserker in the middle of the room do not go unscathed, but nor do they fall.

A telekinetic push knocks one of the warriors back from Derendil, who steps after him with a swiftness that the goblin cannot keep up with, ramming a trident into his chest. The armor does its job, turning a lethal wound into merely a near-lethal wound, and the goblin staggers back. He drops his weapon and crouches on the floor, cowering and babbling in the dwarvish tongue.

Behind the party, Borthan unleashes a deadly flash of weapons against the axe-wielding goblin. They go back and forth, Borthan outpacing his foe and scoring many bleeding wounds, but the goblin manages to turn his sword away at the end off the exchange. The scorched elemental leaps through him, but he shoves the thing away before it can follow him up with a sting.

Jittering from the alcove at the top of the collapsed main stairwell, another elemental leaps through ALADIN. Well used to their predictable and repetitive strategy, he twists his torso unnaturally and weaves out of the way of the jagged electric sting.

 
 Spoiler: Combat Log 
Faedryl Fireballs the room, dealing full  31  damage to Warrior C, Lesser Elemental B and Berserker A. Warrior C is one-shot by the blast. Half damage of  15  to Warrior A and the Shamaness.
Assuming she retargets from the dead man, Warrior A is knocked back from Derendil.
Sarith shoots Shamaness for  34  damage, which finishes her off. The spark familiar poofs with her.
Wails from the Grave deals  8  necrotic damage to Lesser Elemental B.
Borthan flurries Berserker B for  8 ,  3 , and then  5  damage as well as  3  Bleed, after Resistance. The final shortsword swing misses.
Derendil Rages, Hastes, and strikes Warrior A for  12  damage. Warrior A drops Prone and surrenders.

LLE A leaps through ALADIN for  3  lightning damage, but misses its sting.
LLE B leaps through Derendil for  4  lightning damage, but also misses its sting.

ALADIN and Ront are up!
 

 
 Spoiler: Initiative 
Lighthouse Warriors - 16
Lighthouse Berserkers - 16
Lighthouse Archers - 15

 Borthan/Derendil  - 14
 Faedryl/Sarith  - 13.5

Lesser Lightning Elementals - 12

 ALADIN/Ront  - 5
Blurg - 5

Lighthouse Skirmishers - 5
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 20/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Battered by the vicious strike of the goblin berserker before him, Ront lets loose a bonechilling howl (Or so he hopes), before punching forwards, his shiny sword forgotten in his rage and fear.  But not to simply punch, but to grab, and throw, trying to hurl the berserker into the blazing firepit in the center of the room.

Then, with another roar, he charges to the south, running past the pair of goblins in the south as he pulls out his glowy sword, commanding it to remain dim, and slashing at the other berserker.

 
 Spoiler: OOC 

Action:  Punch!
 (1d20+9)[ 23 ]  Attack one?
 (2d4+6)[ 11 ]  Damage.
Bonus Action:  Grapple
 (1d20+11)[ 19 ]  Opposed Athletics.

If that hits, throw the berserker into the firepit in the center?(It looks burny, and maybe a little challenging to get out of.)
 (1d20+8)[ 17 ]  Throw?
If thrown, 2d5+5(10) damage, plus whatever the firepit does.

Action surge!
Move a bit.
 (1d20+10)[ 19 ]  Attack 1?
 (1d8+7)[ 8 ]  +  (1d4)[ 3 ]  Radiant damage

 (1d20+10)[ 16 ]  Attack 2?
 (1d8+7)[ 13 ]  +  (1d4)[ 3 ]  Radiant damage

And... if they try to go after Sarith/Faedryl?
AoO:
 (1d20+10)[ 23 ]  Attack Reaction
 (1d8+7)[ 9 ]  +  (1d4)[ 2 ]  Radiant damage
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 42/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
While Ront spends his time screaming, ALADIN looks about the battlefield, and assesses that it would be best if Sarith and Faedryl were not beaten to death by a pair of goblins.  With that insight in mind, ALADIN politely moves past them, activating his defence matrix to fend of the inevitible attack from the lightning elemental facing him before squaring himself off against the pair of goblins to the south, reaching out to touch the berserker to discharge his gauntlet's thunderous payload into them.

 
 Spoiler: OOC 

Bonus:  Activate Defense Matrix(6 temp HP)
Move:  A few squares to the south(Shown on map)
Action:  Punch?
 (1d20+8)[ 10 ]  Attack 1
 (1d8+5)[ 11 ]  Thunder damage.
 (1d20+8)[ 9 ]  Attack 2
 (1d8+5)[ 6 ]  Thunder damage.
 

 
 
  
RandomWombat
Tales of orcish ferocity, it seems, have not been exaggerated. Swinging a fist into the berserker's face, Ront reaches forward to grab onto the goblin's hair, knocking aside his skull-hat. The tenacious little thing yanks itself hard enough to tear the hair Ront gripped free, but is met by Dawnbringer's searing blade. The initial, weightless thrust stuns the goblin, and then Ront swings the sword free, leaving a smoldering hole. Pivoting into a hop over the rubble off the collapsed scaffolding, Ront joins Borthan with an equally fearsome strike.

Turning away from the lightning elemental, ALADIN finds himself subjected to a painful shock right in the small of his back, sending convulsions through his artificial nervous system. Thanks to his preparation, he is far from struck down, however the jerky motions as his system self-corrects leave his two gauntleted swings going wide.

Taking ALADIN's place on the northern front, Blurg stamps his foot and slices a hand through the air. Blades of magical energy emerge from the air mid-swing, spiraling around him. One elemental jerks out of the way, but the one Faedryl blasted is nearly shorn apart, left sparking and shorting.

Upon the scaffolding ahead, one of the slimmer, wiry goblins lines up a javelin and looses it at Sarith, intending to avenge their fallen leader. Eyes meeting across the room, another steps from the southern gate and hurls a sibling to the projectile, before stepping back into cover. The heavy impacts leave him staggering, his armor and straps knocked loose and for a moment vulnerable.

Kept at bay by Ront, ALADIN and Borthan, the warriors at their rear are unable to fully capitalize. One raises his hand, and ALADIN detects a magnetic field around the goblin, warding away metal weapons. The field shifts and then shoves the autognome back into Sarith, to little effect for all the fanfare.

Defiant to the end, the last berserker yowls in an animalistic response to Ront, delivering an axe swing that nearly buckles the orc. A glimmer sparks in the goblin's eyes, and shoots across into Ront's skull, the pulse causing him to shudder and then collapse into unconsciousness.

   "My wielder has fallen. Assist us at once!"    the spectral voice of the sword bellows into the minds of everyone present, causing eye twitches of confusion in some of the goblins.

The two archers deeper in the room scrabble for ammunition in a growing panic, taking aim at Derendil as the most prominent target on their side of the engagement. Only one of their electrically charged arrows finds its mark, the other sparking against stone. A small bag attached to the arrow tears open and unfurls into grick-like tendrils that scrabble for purchase on Derendil's body, restraining him momentarily.

 
 Spoiler: Combat Log 
Ront hits Berserker A for  5  damage. The Grapple is resisted.
Throw attack shifts into a sword attack, dealing  12  radiant damage.
Ront's first Action Surge attack deals another  11  radiant damage to Berserker A, enough to take him down. He is then free to move and hit Berserker B for  16  radiant damage, leaving Berserker B bloodied but not surrendering.
ALADIN gains some temp hp, but gets a crit AoO from the Lesser Lightning Elemental for  10  lightning damage and  11  thunder damage. He takes a few swings at Goblin Warrior B, but misses both.

Blurg moves between the lightning elementals and uses a power-boosted Sword Burst, missing LLE A but hitting LLE B for  13  force damage and almost finishing it off.

Skirmishers A and B take aim and toss javelins at Sarith, hitting for  11  and then  18  damage. He is left Exposed, taking +1d6 damage from attacks for 1 round.
Warrior B activates a magnetic ward, then Shoves ALADIN with a magnetic repulsion for a mere  1  damage each to himself and Sarith.
Berserker B crits Ront for  18  damage, then sparks Ront for  2  lightning damage after a successful save, which happens to be just enough to KO.
Archers A and B shoot at Derendil, one hits for  3  physical damage and  1  lightning damage. Derendil fails a save against a Grickfoot Bag despite Advantage, becoming Grappled (DC 12 Athletics to break free as an action).

Borthan, Derendil, Sarith and Faedryl are up!
 

 
 Spoiler: Initiative 
Lighthouse Warriors - 16
Lighthouse Berserkers - 16
Lighthouse Archers - 15

 Borthan/Derendil  - 14
 Faedryl/Sarith  - 13.5

Lesser Lightning Elementals - 12

 ALADIN/Ront  - 5
Blurg - 5

Lighthouse Skirmishers - 5
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Her spells once again expended, Faedryl slips through the melee, tentacle rod in hand, and unleashes its tendrils upon one of the javelin throwers. She can do nothing for Ront - she is no healer.
 
 
  
 
 Spoiler: Actions 

 Move:  As map.
 Action:  Tentacle Rod Slaps Skirmisher A.
 Attack 1:   (1d20+9)[ 18 ]   Damage:   (1d6)[ 4 ]  Bludgeoning and  (1d6)[ 3 ]  poison.
 Attack 2:  (1d20+9)[ 27 ]   Damage:   (1d6)[ 6 ]  Bludgeoning and  (1d6)[ 3 ]  poison.
 Attack 3:   (1d20+9)[ 18 ]   Damage:   (1d6)[ 2 ]  Bludgeoning and  (1d6)[ 4 ]  poison.

 22 total  if all 3 hit and no resistances.

If all three hit, target needs to make DC15 Consave or the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute, and on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

I rolled the consave in discord and alas got 16+mods, so probably success...

 Bonus Action:  Tug him 5ft closer,  (1d20)[ 19 ] +mods vs. DC17 strength save.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 23/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 1/3 (PB/LR)  

The satisfaction of downing the spellcaster is marred by the javelins. He turns his weapon on one of the throwers - the one Faedryl had ignored - and shoots them.

 
 
  
 
 Spoiler: Actions 

 Reaction:  Uncanny Dodge the first hit down to 5.
 Bonus Action:  Steady Aim.
 Action:  Longbow shot Skirmisher A. EA advantage:  (1d20+11)[ 19 ]  (1d20+11)[ 25 ]  (1d20+11)[ 27 ] 
 Damage:   (1d8+6)[ 9 ] + (3d6)[ 1 ][ 3 ][ 6 ](10)  +2 from Bicorne,  21  total.
Activate Wails from the Grave to deal  (2d6)[ 4 ]  necrotic to the lesser lightning elemental B, assuming it's still alive.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:29/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan devotes himself to hacking at the surviving enemies in the area, and if none stand he will hurl one of his weapons at a foe, a dead dwarf's chains dragging the weapon back to him in one smooth motion.
 
 
  
 
 Spoiler: OOC 
Battle axe x2 and short sword.  (1d20+8)[ 28 ]  to hit for  (1d8+5)[ 8 ]  plus  (1d6)[ 6 ]  plus bleed.  (1d20+8)[ 10 ]  to hit for  (1d8+5)[ 6 ]  plus  (1d6)[ 3 ]  plus bleed. Short sword-  (1d20+8)[ 25 ]  to hit for  (1d6+5)[ 10 ]  plus  (1d6)[ 1 ]  plus bleed. If there's remaining attacks Borthan will hunt down nearby targets or attempt to throw a weapon at a foe.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC:  17  19 HP: 29/45 
 34/34 MP 
 0 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/12hp) 
 Concentrating on: Rage, Haste 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 1/2 3rd 

Roaring in fury, Derendil tore at the tentacles, attempting to free himself. Still sped up by the wind, he also lashed out at the nearest elemental, trying to end it.
 
 
  
 
 Spoiler: OOC 
Attempt to break free-  (1d20+6)[ 9 ]  or  (1d20+6)[ 23 ] , whichever is higher. HAste attack the elemental-  (1d20+7)[ 8 ]  for  (1d6+6)[ 9 ] . Derendil will cast shield to avoid getting more hits.
 
RandomWombat
With an uppercut from his axe to the bottom of the skull, Borthan sends the berserker into a bloodied heap on the floor. Stepping over the body, he thrusts with enough force to get through the substantial resistance of the warrior's magnetic field, leaving a bleeding wound in the wake of his shortsword.

A shot from Sarith nearly kills the skirmisher up on the scaffolding outright, and a wraith-trail screams from his shadow into the badly weakened elemental, sapping the last of its strength. It winks out of existence. Faedryl marches in the opposite direction, Ilvara's rod extended in front of her. The tentacles burst out of the end and reach around the corner, lashing and grabbing the goblin there in their caustic grip. Though it's able to wriggle free and resist the force of her mental pull, it nearly collapses onto its side from the damage done.

Derendil bursts free of the tendrils binding him and takes a long-legged stride to stab at the remaining elemental, but it darts out of the way of his trident. It flickers through the air, sending a painful shock through the quaggoth prince and the orog mage, then jabs Blurg with a shocking stinger.

 
 Spoiler: Combat Log 
Faedryl uses her tentacle rod to lash Skirmisher B, dealing  22  damage total, but they resist the crowd controls. They are nearly dead.
Sarith shoots Skirmisher A for  21  damage leaving them Bloodied, and his  4  damage wail finishes off LLE B.
Borthan crits Berserker B for  12  damage after Resistance, which drops him. His second attack misses, but his offhand hits Warrior B through Disadvantage for  10  damage and 1 Bleed.
Derendil breaks free and attacks LLE A, but misses.

Lesser Lightning Elemental A leaps through Derendil and Blurg, dealing  4  lightning damage to each. Then it stings Blurg for  5  lightning and  4  thunder damage.

Ront and ALADIN are up!
 

 
 Spoiler: Initiative 
Lighthouse Warriors - 16
Lighthouse Berserkers - 16
Lighthouse Archers - 15

 Borthan/Derendil  - 14
 Faedryl/Sarith  - 13.5

Lesser Lightning Elementals - 12

 ALADIN/Ront  - 5
Blurg - 5

Lighthouse Skirmishers - 5
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 0/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Lying on the floor, Ront practices the skill he most wants to not practice:  Bleeding.

 
 Spoiler: OOC 

 (1d20)[ 16 ]  Death save
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 26/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Seeing Ront fall, ALADIN quickly calculates the chances of successfully reaching him to apply medical assistance, however the nearby warrior makes any such approach extremely risky.  Statistically, individuals with his injuries would take at least twenty seconds to expire, so there was sufficient time to resolve the immediate obstacle.

A plan created, ALADIN reaches out to touch the goblin warrior before him, with lethal intent.

 
 Spoiler: OOC 

 (1d20+8)[ 15 ]  Attack 1
 (1d8+5)[ 7 ]  Thunder damage.

 (1d20+8)[ 21 ]  Attack 2
 (1d8+5)[ 8 ]  Thunder damage.
 

 
 
  
RandomWombat
Facing the remaining warrior on the southern flank, ALADIN delivers two rapid punches with his gloves. The magical sonic bursts send force up into the goblin's body, fragmenting bones and leaving him clinging to life.

Blurg takes a step and bends his leg, then launches into the air to deliver a diagonal fan of blades to the lightning elemental and wounded javeliner in an attempt to finish them both off. The elemental proves its superior speed by ducking under his blades, and though they catch the skirmisher in the chest their pale body continues to function through raw adrenaline. Fueled by nothing but survival instinct, the goblin jumps down from the scaffolding, landing midrun and leaving through a gaping hole in the wall. The hole leads onto the battlements, where tarps have been put up around the exposed area to hide it from casual view. There, the fleeing goblinoid grabs onto a ladder and begins to climb towards higher parts of the keep.

Across the room, Faedryl's target seems of a like mind. Breaking away from the tentacles, they dash across the room, knocking over a makeshift training dummy and crashing through one of the side room doors in search of an escape route.

An archer, in cover behind one of the tables, draws an arrow while shouting to their fellows. It seems to be an order for a fighting retreat. The interim leader's shot nearly scores against Derendil's shoulder, but the quaggoth prince swats it away with a force shield. Another arrow is more successful at striking Blurg, punching through the shimmer of his enchanted robes and leaving a bloody wound in  his  shoulder.

 
 Spoiler: Dwarvish 
 "Fall back to the mine shaft!" 
 


Too surrounded to obey the order, the warrior facing ALADIN bares his teeth, ready to go down fighting like a cornered rat. Taking his mace in both hands, he swings it at the autognome, who swivels his body at an unnatural angle out of the way.

 
 Spoiler: Combat Log 
Ront bleeds successfully (passes a death save).
ALADIN punches Warrior B twice for  15  damage total, almost enough to take him down.

Blurg Sword Bursts, missing the last Elemental. Skirmisher A is hit for  5  damage, surviving by only 1 hit point.

Skirmisher A Disengages and passes an Athletics check not to die to jumping down from their perch. They flee towards the lighthouse tower, though they're still just barely on the ladder and in range of attack.
Skirmisher B Dashes away.
Warrior B attacks ALADIN, but misses. He maintains his magnetic ward, giving Disadvantage to metal weapon attacks.
Archer A shoots at Derendil, which would hit but he Shields it.
Archer B crits Blurg, dealing  14  damage and leaving him Bloodied.

Faedryl, Sarith, Borthan and Derendil are up!
 

 
 Spoiler: Initiative 
Lighthouse Warriors - 16
Lighthouse Archers - 15

 Borthan/Derendil  - 14
 Faedryl/Sarith  - 13.5

Lesser Lightning Elementals - 12

 ALADIN/Ront  - 5
Blurg - 5

Lighthouse Skirmishers - 5
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Faedryl lets the fleeing goblin go, focusing on those still fighting. Still armoured in ice, she returns to the fray, her tentacle rod slapping at the lightning.
 
 
  
 
 Spoiler: Actions 

 Move:  As map.
 Action:  Tentacle Rod Slaps LLE-A, or Warrior A if LLE-A dies.
 Attack 1:   (1d20+9)[ 19 ]   Damage:   (1d6)[ 6 ]  Magical Bludgeoning and  (1d6)[ 1 ]  poison.
 Attack 2:  (1d20+9)[ 25 ]   Damage:   (1d6)[ 6 ]  Magical  Bludgeoning and  (1d6)[ 4 ]  poison.
 Attack 3:   (1d20+9)[ 25 ]   Damage:   (1d6)[ 2 ]  Magical  Bludgeoning and  (1d6)[ 4 ]  poison.


If all three hit a single target, target needs to make DC15 Consave ( (1d20)[ 19 ] +mods) or the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute, and on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

 Bonus Action:  I think Warrior A is aligned with a pillar, so shove him into it.  (1d20)[ 18 ] +mods vs DC17 strength save,  (1d4)[ 2 ]  damage.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 23/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 Whispers: 1/3 (PB/LR)  

Faedryl might be weak willed enough to let the targets flee. Sarith was not. He aims another shot, and fires at the skirmisher's back.
 
 
  
 
 Spoiler: Actions 

 Bonus Action:  Steady Aim.
 Action:  Longbow shot Skirmisher B. EA advantage:  (1d20+11)[ 21 ]  (1d20+11)[ 16 ]  (1d20+11)[ 31 ] 
 Damage:    (1d8+6)[ 7 ]   6(piercer reroll)+6 =12+ (3d6)[ 4 ][ 5 ][ 5 ](14)  =  26 
Crit damage:  22  (from Discord)
Total:  46  damage.
 
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:29/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

With the remaining goblin having some protection from metal weapons, Borthan depends on determination and a flurry of attacks to bring it down.
 
 
  
 
 Spoiler: OOC 
Lots of attacks.  (1d20+8)[ 12 ]  for battle axe,  (1d20+8)[ 12 ]  disadvantage (if I'm reading correctrly). If it hits, it deals  (1d8+5)[ 10 ]  plus  (1d4)[ 2 ]  plus 1 bleed.  (1d20+8)[ 24 ]  for battle axe,  (1d20+8)[ 13 ]  disadvantage (if I'm reading correctrly). If it hits, it deals  (1d8+5)[ 11 ]  plus  (1d4)[ 2 ]  plus 1 bleed.  (1d20+8)[ 14 ]  or  (1d20+8)[ 22 ]  for the short sword, for  (1d6+5)[ 7 ]  and one bleed.
 

      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC:  17   19 HP: 19/45 
 34/34 MP 
 0 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (2hp/12hp) 
 Concentrating on: Rage, Haste 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 1/2 3rd 

Derendil spit and hissed, the sizzling electrical attacks starting to cause wounds to mount. He lashed out with his trident twice in rapid succession, the winds of speed making a second attack possible. The first, however, surged with thunderous arcane might, trying to punish the elemental if it leaps again.
 
 
  
 
 Spoiler: OOC 
First attack is a booming blade-  (1d20+7)[ 24 ]  to hit, using reckless attack for advantage for  (1d20+7)[ 26 ] . If he hits,  (1d6+6)[ 12 ]  damage, plus  (1d8)[ 5 ]  thunder, plus  (2d8)[ 13 ]  thunder iof it moves. Bonus action to cast True Strike. Second attack-  (1d20+8)[ 26 ]  and  (1d20+8)[ 15 ]  to hit, (actually a +7 to hit, not +8, so one lower) for  (1d6+6)[ 11 ]  damage.
 
RandomWombat
Sarith's bolt sails across the room and tears the skirmisher's head from her neck, pinning it to the wall several feet behind her. If only there were a way for him to record his feat and play it back, he would have made a highlight reel.

For her part, Faedryl imperiously lashes the lightning elemental. The magical poison sears into its conceptual body, and the tentacles hold it still long enough for Derendil to mash it into oblivion with his trident, the impacts echoing loudly through the room. With a glance she tries to dash the prone warrior into the floor. He scrambles back against the pillar, shielding his head and begging for his life - in a language she doesn't understand, but it's a pretty translatable concept.

Borthan's muscle power proves more than adequate for the goblin warrior's magical defense. An axe swing brings him down, and when Borthan turns it seems the fight has been all but won. With a swashbuckling step, he leaps across the rubble of the improvised fallen scaffolding trap, then steps forward to skewer the fleeing skirmisher with his shortsword. The goblin falls back onto the battlement, freeing his blade.

Only the two fleeing archers remain in their doomed retreat, and the cowering warrior on the floor groveling for his life.

 
 Spoiler: Combat Log 
Faedryl Tentacle flails LLE A for  7 ,  10  and  6  damage. Her controls are resisted, unfortunately.
Sarith shoots Skirmisher B for an excessive overkill.
Borthan misses once, but hits Warrior B with his second swing for  13  damage, finishing him off. Natural Explorer lets him ignore difficult terrain, which means he can make it to the fleeing Skirmisher on the ladder and finish them off with his shortsword attack.
Derendil strikes LLE A with a Booming Blade for  12  damage, and  2  thunder damage after resistance. His Hasted attack also hits for  11  damage, finishing it off.
Derendil takes  4  lightning damage from melee recoil.

Ront and ALADIN are up!
 

 
 Spoiler: Initiative 
Lighthouse Archers - 15

 Borthan/Derendil  - 14
 Faedryl/Sarith  - 13.5
 ALADIN/Ront  - 5
Blurg - 5
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 0/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Continuing to lie on the ground, Ront attempts to perform the practice of what might well be his final skill he can learn:  Bleeding.

 
 Spoiler: OOC 

 (1d20)[ 12 ]  Death Save
(Alas, I have been taking Ront's turn first, so for consistency...)
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 26/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With the foes around him eliminated, ALADIN steps over to Ront, and surveys him for a moment, the clockwork of his eyes and brain whirring for a second, before he extends his hand, the tiny medical components embedded within unfolding once more as he runs it over Ront's broken body, trying to restore at least some functionality as muscles are gently pulled closed, then stapled shut, veins and arteries reinforced, and stitches applied.

As Ront starts to stir, returning to consciousness, ALADIN heads north, ultimately standing near Derendil, and attempting to gaze a hole into the Lighthouse Warrior before him.
 
 Spoiler: OOC 

Action: Casting Cure Wounds(Level 1) on Ront, for  (1d8+5)[ 13 ]  Healing.
Bonus:  Eye Laser:   (1d20+8)[ 16 ]  Attack  (1d4+1)[ 3 ]  Fire damage
Reaction:  MOAR LASER:  (1d20+8)[ 14 ]  Attack  (1d4+1)[ 5 ]  Fire damage
 

 
 
  
RandomWombat
After swiftly patching Ront's leaks and vacates the area with all the pomp of a mechanic who finished his job. With the same cold and calculating gaze, he executes the goblin prostrating itself beneath one of the pillars.

Taking his staff in both hands, Blurg moves in leaps and bounds after the nearer of the two fleeing archers, whose eyes widen in fear at the sudden closing of distance. The goblin skips back just in time to avoid a blow from Blurg's weapon, which chips deep into the stone in spite of its mere wooden construction. The goblin turns tail and runs, allowing Blurg to strike it firmly across the back, leaving what will surely be a large, red welt. In utter desperation, the goblin leaps down the elevator shaft, likely to its death - quickly overtaking the descent of its fellow, who'd descended a rope positioned at the edge.

And like that, the fight is over. By the time the party crosses the room to the shaft, the goblins have vanished down into what seems to be a mine below the fort, judging by the nearby mechanisms for the absent lift, and a few moldy crates of both iron ore and lavender crystals.

 
 Spoiler: Crystals: Arcana DC 14 
These are Chasm Creepers, crystals that grow in some parts of the Underdark. They possess magic that can increase the size and strength of creatures that spend a long time within their radiance - more pronounced in short-lived creatures, such as beasts. As such, caverns featuring them often include some rather large wild occupants.

If crushed, the salts of the Chasm Creeper can be used to create elixirs of the colossus, a potion that causes the imbiber to grow in size and strength.
 


After the fight, Blurg comes back around, fishing some healing potions from his robes. As he downs the two vials, it's clear they were either of poor quality or had gone off a bit, as he scrunches up his face and requires two even to seal the worst of his wounds. But he looks much better off than before.   "A victory for our side,"   he booms.   "But not the last danger we will face, I think. Allow me a moment to recoup myself."   He finds his way to one of the more intact chairs and takes a seat.

There are several places to investigate:

Stairs to the north, behind the improvised throne, leading upwards. They do not look like they lead to the tower, but their central position and upward incline suggest import. On either side of the throne itself, upon what was once a podium for delivering speeches, are reinforced barred doors leading into what is no doubt some kind of jail.

To the south, the collapsed stairwell denies easy entry to the tower.

To the west, two doors into side rooms, as well as the elevator shaft itself. A rope attached to a piton dangles down into a murky tunnel. More than darkness obscures their view, cloudy air suggesting the breathability down there may not be entirely safe. A problem for the fleeing goblins, for now.

To the east, the small room that some of the goblins were hiding in is largely collapsed, leaving nothing of worth. They simply used it as another angle of attack. The hole in the wall leading to the tarp-covered ladder, however, promises a path to the summit.

 
 Spoiler: Combat Log 
Ront is brought back with  13  healing.
ALADIN lasers Warrior A twice for  8  fire damage, finishing him off.

Blurg moves in and attacks Archer B with his staff, but misses.

Archer A Dashes to climb down the elevator shaft.
Archer B also Dashes, and dives into the shaft. Blurg scores a  13  damage AoO as they flee.

Threat suppressed!

Blurg uses two potions and a short rest to recover.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 
 "I suggest the jail first,"  Faedryl says after looking around.  "In the event that someone is still alive, we might be able to use them against any remaining goblins." 
 
 
  
 
 Spoiler: Actions 
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 46/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 SR: 1/2 Whispers: 1/3 (PB/LR)  

Sarith doesn't care where they go next, but he does take the time while others are planning to rifle through the goblins things for anything of value or use.
 
 
  
 
 Spoiler: Actions 

Burning an SR. Looting corpses.
 
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 43/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Groaning as he stands up after the strange gnome healed him, Ront, seeing that the battle was over, promptly started attending to his injuries, applying bandages, if somewhat inexpertly to his many wounds.

 
 Spoiler: OOC 

Using a short rest, then burning second wind.   (1d10+6)[ 12 ] 
 

 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
After attending to the damage the goblind had inflicted to his frame, ALADIN set about investigating the strange lavender crystals while waiting for everyone to finish healing themselves.  It doesn't take long before he looks back to the collective group.  " It would appear that these crystals possess magic that can be utilized to increase the size of creatures that live around them, and with the application of alchemy, could be utilized to make a potion that replicates that power on a shorter timescale. "

With his report delivered, ALADIN moves up the stairs, and starts to investigate the doors, as Faedryl had suggested.

 
 Spoiler: OOC 

Also burning his second short rest.

 (1d20+8)[ 27 ]  Investigation to examine the door.
 

 
 
  
RandomWombat
Picking clean the goblin corpses, Sarith finds them largely lacking in anything quality. Most of their weapons have been fashioned together from scrap, though they carry a few duergar-made weapons as well. Whatever minor magical abilities they possessed don't seem to come from their gear.

 
 Spoiler: Sarith Loot 
Morningstar x3
Dagger x3
Leather Armor x5
Spear x2
Javelin x2
Battleaxe x2
Handaxe x4
Quarterstaff
 


Moving up to the barred doors, ALADIN finds the locks have already been broken and bent. He enters, the interior a small space - little more than a brig for disobedient soldiers and temporary prisoners. There is a desk, small for most but comfortably sized for the gnome-shaped ALADIN. Atop the desk are a crude hooked sword made out of bent metal, and the broken or disassembled parts of duergar slave collars. The metal is partially melted, as if someone cut them off with a welding torch.

 
 Spoiler: ALADIN Loot 
 
 Spoiler: Hooksword x1 
One-handed, 1d8 piercing or slashing damage
Weapon Abilities: Sweep 2/encounter, Disarm 1/encounter,
 

 


These are sturdy, and often reinforced with either psionics or magic if the owner is wealthy enough to afford the extra security of a kill switch or mental influence. It would have taken powerful and precise magic to cut these off without killing the wearers. Given what the party has observed here, ALADIN estimates the removal of the collars was probably the work of the lightning elementals.

Along the back of the room, little more than a small hallway between a brick wall and a barred 'wall,' are three cells. Two of them are occupied, one by a squirrely looking derro wearing similar ragged clothes to the goblins who stares out at ALADIN with wide eyes, and one by a drow skeleton picked clean by scavengers. The derro is sitting next to an empty bowl and a wooden mug half-filled with water. He's been fed recently.

A document in the desk lists the drow prisoner as Tarann, no family name listed, male. Apparently, when the drow took the fort during the war, the prisoner wasn't worth releasing. Then again, dying of dehydration in a cell might have been a mercy compared to punishments a failure male may have encountered returning home.

 "You are,"  the wide-eyed mad-dwarf stares at ALADIN from beneath a wild mop of white hair, his beard expanding below and merging with it like a lion's mane. His hands twitch, as if playing on an invisible piano.  "Not a, n-not a n-n, a gnome. But shaped like one,"  he astutely observes.  "Are you a g-g-ghost?"  The stutter in his voice doesn't sound like fear.
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 55/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Looking considerably healthier after his... misadventure, the heavily bandaged Ront slowly wanders about, examining the goblin throne room for anything else of interest... and not taking the lead with exploring somewhere new. 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Entering the evident prison, ALADIN examines the initial room, taking in the hooked sword, seemingly designed to inflict pain, and the remains of a multitude of slave collars, perhaps trophies of some sort?  " It appears that the gnomes did not get along with the duergar, and were working to release their slaves. "  ALADIN doesn't check to see if anyone is following him in his task, instead proceeding further into the corridor leading away from the warden's desk, finding his way into the cell room, and notes the presence of both an elven skeleton of some sort, and a living derro, who had evidently been kept alive by the goblins.  " Greetings.  I am the Automated Library Analysis Dynamo of Independent Nature.  Might I inquire as to how you ended up here? " 
 
  
RandomWombat
The derro's eyes stare through ALADIN, unfocusing as the autognome unloads the heap of his name on the prisoner's doorstep.  "Lib...rarian,"  the malevolved dwarf concludes, after processing what ALADIN had said.  "Never- b-b- been to a library. Heard. D-... of one. No. N- yes. Seen one. Yes. Here."  One finger points up at the ceiling. Wracking his body with a cough to clear his phlegmy throat, the derro glances to somewhere else in the room, focusing on nothing.  "Miner  4859 ,"  he places a hand on his chest, introducing himself with a series of duergar numerals. Though he's locked in the cell, he doesn't have any manacles on his arms or legs.

Sniffing, 4859 stands up on creaky legs and stretches, taking a few paces around his cell to limber up. His mouth moves, no words coming out, as if having an invisible conversation with someone else in the next cell over, where the skeleton lay sprawled out. Suddenly, the derro's eyes jerk back to ALADIN, remembering he's there.  "Ah. W... w-was escaped. Escape p-plan, me and- t-them. Part of the plan."  A jagged finger points behind ALADIN, then the derro makes motions beside his head like pointy ears.  "G-goblins. And me. Miners, slaves, we escape planned, away we went-t- t-to here."  4859 rubs his hands together.  "They said s-stay, stay here they said, for me. Unt-til I stop- hk- p- licking them."  His tongue slips in and out of his mouth, as if imitating a snake's.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN takes in the information that Miner 4859 provided, and added it to the collection of observations about the lightning elementals and the goblins.  The only sign of this process being a slight increase in the volume of his clockwork innards as he otherwise remained as still as a statue.  " It would appear that there has been a significant miscalculation on the part of someone.  Both the goblins and the lightning elementals attacked us, although the elementals may have attempted communication in a language we did not understand first. "  Despite the awfulness of his words, ALADIN's voice remains entirely neutral.  " Did something happen between the gnomes outside and the goblins and elementals here? "

 
 Spoiler: OOC 

Whoops, we murdered all your friends and sent the survivors scurrying for their deaths.  A slight miscalculation.
 

 
 
  
RandomWombat
4859 picks at his nails, face showing no emotional response to ALADIN's dreadful news. Or maybe he doesn't fully understand.  "Y-yelling. Lots of- of yelling. N-n... nobody listen, or- or hear? Or under- u-un-stand. Arrows. Then they- then the n- the gnomes go away." 

Shrugging his shoulders, 4859 looks at the ground.  "Then we were- w-we were hatching the egg. Helping the- the egg hatch, in the n-n-nest." 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN nods, once, as the pieces begin to fall into place, before 4859 introduces another factoid.  " An egg?  We came here with a similar goal, as we found some demonically tainted eggs, and were hoping to use the lighthouse to purify them. "
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Faedryl looks on quietly.  "So, what do you want to do with him?"  She asks ALADIN.  "Take him with us or leave him with the gnomes?"  She can't imagine 4859 would be of any use to them, but she'd been surprised before.
 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 46/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 SR: 1/2 Whispers: 1/3 (PB/LR)  

Sarith finishes gathering up the goblin tat. It seemed like more stuff to add to their ever growing pile, but if it meant coin then that was the cost of the effort.
 
 
  
RandomWombat
 "The egg is- is on the r-roof,"  4859 stammers.  "G- great big, g-g-golden, g-golden egg."  He doesn't seem to have any comments about the demon eggs.  "Are you... l-letting me out?" 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Listening to the discussion, ALADIN nods."  I do not see a reason to keep you confined, and I believe we should inspect the roof.  "  Despite his words, ALADIN makes no move to release the derro, instead waiting for approval.

 
 Spoiler: OOC 
 

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:29/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

With the fight over, Borthan looks for a place to take a breather and apply some bandages, cinching one off with his teeth and cutting it with Patchmaker. When the question of what to do with the derro comes up, Borthan looks genuinely sad.  "Poor bastard. Let him loose. If he wants to follow us back to what qualifies as civilization, I say we let 'im. I'm a sucker for the derro, none of em asked for what they got."
  
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC:  17   19 HP: 15/45 
 34/34 MP 
 0 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (2hp/12hp) 
 Concentrating on: Rage, Haste 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 1/2 3rd 

Derendil sagged as the winds of speed left him, causing his body to sag with sudden weakness. He flumped down onto his butt and began to lick at his wounds, trying to stem some bleeding.
 
 
  
 
 Spoiler: OOC 
Short resting ok, or do I need to lean on potions?
 
RandomWombat
With no voices of objections, the derro miner is loosed from his cell. He does not immediately begin attacking, but rather wanders over towards his hooksword. While he attempts to pick it up, he does not respond if it is kept from him, only looks lost with the lack of any further direction.

The party emerges from the prison, and Blurg stands up, stretching.   "A derro?"   he wonders aloud.   "We should bring him to Y, once we leave here. My colleague is quite capable at determining the mental faculties of his kin."   In other words, the other Society member should be able to tell if this new tittering lunatic is dangerous or not.   "Did you learn anything?"  

After sharing what they would like, the party can easily make their way up into the tower via the ladder one of the goblins tried to flee up. One by one they ascend into the lower chamber of the lighthouse tower, a dark, cobwebbed bedchamber. There are fine painting frames on the wall, from which the paintings themselves have been torn. Ashes mark the floor in front of a scroll-shelf, which rests below a crest of Gaerdal Ironhand. Gnomish skeletons clad in similar armor to the one in the well, though theirs' paradoxically has weathered time with less fervor, are arrayed around the ashes.

A desk has been ransacked, the contents - papers, journals - strewn about. Anything useful taken already. Vases and ornaments have been dashed upon the stone floor, or else absconded with. And lastly, a fine bed, mostly untouched.

 
 Spoiler: Insight DC 12 
This chamber would have been the commander's, the highest ranking cleric or paladin. Perhaps the same one found in the well. The drow invaders stole what they wanted or could carry, then destroyed the rest. Any surviving faithful of Gaerdal were made to watch as the drow burned their most treasured scriptures and teachings.
 


At the center of the tower is a stairwell. The pathway below into the fortress has collapsed, but a stairway leads up to a higher level of the tower. Fortunately, no new foes appear to harry them, though that could change if they anger the spirits of this place. Perhaps that is why the goblins have left the chambers untouched. The only evidence of their presence disturbing decades old dust are footprints to the stairway.

Unless left behind with someone to watch over him - or not - the derro slave listlessly trails behind the party.
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Faedryl wants to investigate further, just in case the drow raiders foolishly left some treasures behind, but... "We should ensure the rest of the tower is clear first, so we can scour it safely,"  she suggests.

 
 
  
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 46/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 SR: 1/2 Whispers: 1/3 (PB/LR)  

Sarith says nothing, idly looking around but not really caring. As he's at the back of the group, the derro is closest to him. Unpleasant that he had apparently been saddled with the job of babysitting the pathetic creature.
 
 
  
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 55/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Still subdued, Ront keeps on following others about. 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN follows Faedryl an Sarith as they regroup with Blurg, Ront, Borthan, and Prince Derendil. " Miner 4859, I believe that following us is in your interest. "
After emerging, ALADIN replies to Blurg.  " We did learn quite a bit.  It seems that these goblins were escaped duergar slaves, and that our conflict was a result of our failure to share a common language.  It also seems that there is an egg of some sort on the roof we should investigate and verify the safety of.  Finally, Miner 4859 accompanied the goblins in their escape.  Additionally, it seems probable that the tunnels below this tower link to a duergar location.  I would recommend heading up, and allowing the goblins to flee. "

After ascending, ALADIN takes in the evident crypt.  " It would appear that the fallen were taken after they fell.  We may be able to put the remaining skeleton to rest here. " 
 
  
RandomWombat
The miner nods and meekly follows ALADIN. Blurg eyes him analytically, watching his tics and where his eyes go.   "Regrettable this fighting could not be avoided,"   he voices on the subject of escaped slaves.   "I was once a slave of the duergar, myself. They teach you only what you need to know to do your job. The less they can speak to each other, the more difficult to form an escape or a revolt,"   he explains.   "So it often falls to those not born into slavery to covertly teach what they can, and those clever enough to learn from their masters. Unfortunately, the few who escape often turn to piracy or banditry to make ends meet out here."  

Ascending the tower, the party comes into a long-cooled smithy, with forges of various molds and sizes for mechanical parts and larger products. This one is more traveled by the goblins, whose dusty footprints and curious hands have smeared and cleared the dust, and explored the tools and machinery.

 
 Spoiler: Investigation DC 14 
Fallen into one of the ventilation grates behind one of the forges, you find an ingot of electrum.
 


There is only one other exit, a door leading out onto the towertop. A lower ring covered in parapets stretches around them, and beyond it they can see far - at least as far as the darkness allows, which is far further for the drow compared to the others. From here the island has clear sight lines to illuminate several sections of the surrounding Darklake, either to guide an allied vessel or single out an enemy vessel and convey its location. The lower section of the tower is littered with pickaxes and cracked open electrum spheres, some larger than others.

 "The egg,"  4859 points up a dual stairway leading around either side of the tower's torch, which is perched on the roof of the forge. The torch is a mechanism angled up towards a mirror to aim the light. Its power source is a far larger electrum sphere, which has been cracked open along one side. Sparking blue electricity bursts from the opening and arcs to nearby surfaces, a chained elemental inside struggling to break free - clearly far larger than any of the others they'd faced, and clearly with the help of 'egg'-breaching goblins. Enough of the binding runes remain, flaring with molten light, to hold its furious prison break back for now.

The size and power source of the machine suggests it was once, or was intended to be, capable of far more than just illumination. Some form of long-ranged weapon, perhaps, a scaled-up version of the principle behind ALADIN's eye and its heat rays.

  "The gnomes abhor slavery,"   Blurg states, his voice carrying a philosophical air.   "But the measure of what we consider a slave is determined by its otherness, and its utility."   Folding his arms, the orog eyes the 'egg' thoughtfully.   "Do you think it would be happy if we freed it? Its fellows were certainly cooperating with their liberators... but then, might it hold a grudge? I have never been able to guess at an elemental's motivations. If need be, I have refreshed the energy allocated to holding my banishment spell in hand."  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Spotting the treasure out of the corner of her eye, Faedryl fishes out the ingot of electrum with her telekinetic magic.

When it comes to the tower's 'final' device, she doesn't see much need to do anything, if she were being honest with herself. Smash it and free the elemental? To what end?  "The task from the gnomes was to reclaim the tower, not break it. If the goblins are all dead, the job is done. I don't see a need to put our lives at risk for an ensnared elemental, one that just as likely will try to murder us for freeing it." 
 
 
  
 
 Spoiler: OOC 

Investigation: 16+5=21, ingot get.
 

      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 46/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 SR: 1/2 Whispers: 1/3 (PB/LR)  

Sarith would agree with Faedryl out loud, but that would give her too much support, so instead he silently looks around for anything else that's valuable that isn't crackling and threatening to explode.
 
 
  
RandomWombat
 Sarith 

The large spheres of electrum that have already been cracked open litter the tower like gleaming eggshells. There are four spheres the size of what Faedryl's crew lugged back, and one larger sphere. They would be extremely heavy to lug around manually, but also very valuable.
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Assessing the partially freed elemental, ALADIN continues to be indifferent at Faedryl's words, accepting the instruction.  " It would likely be quite valuable to the gnomes.  Now that we have reclaimed the tower, it may be advisable to perform the appropriate rituals for the fallen defenders of the tower, to strengthen the holiness of the Lighthouse, reduce the chances of an undead attack, and allow the reclamation of some of their equipment. "
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:29/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan frowns at the elemental in the orb. He knew he wouldn't want to be trapped in a sphere for the rest of time as a slave. And he voiced it.  "If we can find some way to communicate with the elemental, I'd feel... better... if we found a future for it that didn't include servitude forever."
  
 
  
 
 Spoiler: OOC 
OOC I'm fine leaving. IC Borthan doesn't like slavery in any form.
 
RandomWombat
  "I lack the arcana for Tongues, I'm afraid,"   Blurg states solemnly. He is clearly inclined towards Borthan's side of the argument, if it were at all practical.   "Were this not a time sensitive matter, I would send for some of my colleagues better suited to cross-planar communication."   Raising a knuckle to his chin, he considers,   "If this is a more developed elemental creature, it may know other languages. Are there some among you familiar with any extraplanar languages? Or perhaps try Gnomish, as that is what its captors would have spoken,"   he adds the latter, perhaps after considering his own time in slavery.

  "I could also attempt banishing it from within the sphere, and send it back home,"   he suggests.   "But there is a chance that will disrupt the already strained bindings."  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN speaks up again in the wake of Borthan and Blurg's words.  " I can make an attempt using gnomish, should that course of action be desirable.  Otherwise, I can start gathering wood for the needed funeral pyre. "
 
 
  
Amnestic
      
      Sarith Kzerkarit     
 Drow Fighter/Phantom Rogue 
 AC: 16 HP: 46/47 MP: 22/22 
 PP: 16 PIv: 11 PIs: 10  
 Conditions: --  
 Concentrating:  
 SR: 1/2 Whispers: 1/3 (PB/LR)  

Not caring about the discussions, Sarith begins the ponderous task of rolling the spheres down to the 'safe' area, so that they can take them as trophies for sale whether the elemental is fought or not.
 
 
  
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 


Seeing Sarith move the spheres, Faedryl assists. They could always drop them (gently) if combat started. She's already given her opinion on the larger elemental - they could sort the rest out between them.

 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:46/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan, much like a dog with a bone, refused to let go.  "Blurg, if I break the seal... and Aladdin tries to calm it... and then YOU try to banish it... maybe we can make this right before we hand this creature into servitude to demon dealing gnomish military types..." 
 
 
  
 
 Spoiler: OOC 
Should we enact this plan?
 
RandomWombat
  "I am willing to take this risk with you,"   the orog mage volunteers, nodding his head to Borthan's plan.   "Naturally, there will be no hard feelings should anyone wish to not be here when the attempt is made."  
Archmage1
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 55/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
As the discussion of what to do with the elemental takes on a more dangerous bent, Ront makes sure that he is out of sight, securing the lower level against the return of the goblins. 
 
  
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN speaks again.  " It may be possible to attempt to converse with the elemental prior to breaking the seal, although it might not be happy.  If the elemental has been driven insane by the imprisonment, release is likely not recommendable. "
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Faedryl can see when she's outvoted, but she can't leave them all to die without helping. She doesn't leave, but she does keep her distance. If anyone was going to suffer electrical burns for their folly, it wouldn't be her  first .
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:46/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 
 "If we can try to talk to it let's lead with that. If'n that don't work... we'll go with plan smash, banish, and run. If we end up in a fight... well, call me an idiot and I won't argue."  Bort set his weapons down, spit on both hands, the picked his weapons back up, readying himself for whatever comes next.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With approval for the plan clearly conveyed, ALADIN totters up to the slightly broken egg with the elemental, and tries to speak in gnome, his neutral voice failing to convey any emotion at all.  " Greetings.  We are discussing whether it would be safe to set you free or not.  Do you have any opinions on that topic? "
 
 
  
RandomWombat
From inside of the lighthouse's large, arcane engine, the hum of electricity surges. The runes along the surface glow brighter, becoming painful to stare at.

 
 Spoiler: Gnomish 
  "Containment,"   something replies in decidedly unskilled gnomish, forming the words out of the electrical hum. Its 'accent' is difficult to understand.   "Free? Not stay. Containment stop. Free!"  
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN nods to the elemental's words.  " I will convey your words to my allies. "

Switching back to undercommon, he turns to address Borthan.  " The elemental has expressed a desire to be freed, and has indicated that it will leave in such a situation. "
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:46/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions:  
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan nodded at Aladdin, then approached the crumbling seal. He goes down on one knee, presses his forehead to it, and starts to speak quietly. He doesn't speak Gnome, and his conversation partner no doubt didn't understand him. But it didn't matter to him. The words were for himself, mostly.

  "Hey. I know. How you feel, I mean. Kept pent up. Contained. And only let free to hurt someone for your captor. I've been there. And I wouldn't be surprised if you were REAL angry. But don't take it out on us, ok? I didn't have someone to pull me out of it. But I had someone give me the strength I needed to free myself. Strength I'm going to use to free you. And you won't be the last. If you appreciate it, pass it on. Only way we're all going to get out of our chains is if we keep passing on the favor to the others down the line. Be free, sparky. And PLEASE don't make me regret this..."  

And then Borthan flipped his short sword into the air, caught it, and brought it down to bash the seal with all his might.
 
 
  
RandomWombat
When Borthan steps forward, Blurg picks up one of the mining picks and walks up the stairs with him to the apex of the tower. Taking it in both hands, he waits for the bounty hunter to finish his speech, then assists Borthan in hacking at the sphere. The electrum proves to be less robust than steel in the end, chipping and denting with each blow. More of the sealing runes become deformed or disrupted, and fizzled out of existence with popping sparks.

Between the two of them, the work is not terribly exhausting.

The final blow is struck, and a tipping point is reached. The entire network of runes flashes brilliantly and spectacularly burns out. Whether intentional or not, the elementals eruption from within sends Borthan and Blurg flying back, and they stumble and fall down to the level below, knocking the wind out of them.

A stream of electricity reaches out from the expanding crack, indeed like an egg, and coalesces into the physical form of a large scythed limb like that of a praying mantis. It strikes the structure of the tower and its serrated edge catches on a ledge for leverage, heaving more of the creature out into the physical realm. A second limb, then a head at the end of a long neck. In place of a face it bears a disc-shaped white mask with blue streaks that run down it like bolts of lightning, and similarly colored inky eyespots that move like living paint to fix themselves towards those nearby.

Emerging in full, the creature flexes out a broad pair of wings from its back, gleaming gossamer like the morning sky and flowing with rippled waves of electricity. A musical, resonant hum fills the air as the wings vibrate, and ALADIN recognizes the sound of its 'voice'. It climbs down the torch onto the roof, and surveys the party before it.

 
 Spoiler: Gnomish 
  "Free. No containment,"   the creature sings in what can only be celebration.   "No gnomes,"   it observes of the party's composition, apparently recognizing ALADIN for a construct.
 


Leaning down, it regards Borthan and Blurg's prone forms, eyespots trailing down to examine them. Reaching out with its scythed limbs, it touches each of them lightly in the chest. Borthan feels a thrumming charge run through the limb and into his body, where it settles into place, an alien numbness in his chest where it vibrates.

Then, with no further pomp, the creature stands and begins crawling down the side of the tower, towards the hole in the side of the keep's main hall.

 
 Spoiler: Arcana: Elemental Creature 
 
 Spoiler: DC 5 
That's a big bug.
 

 
 Spoiler: DC 10 
Clearly something native to the elemental planes, but not a 'raw' elemental like those they faced before. It may be closer in nature to something like a djinn.
 

 
 Spoiler: DC 18 
Known as a Cionume, these rare elemental creatures originate from the deeper reaches of the Planes of Air and Storms. They are little known on this side of the world, but are revered by some sects of martial artists in Kara Tur as the originators of several schools of elementalist martial arts. Lore also claims them to be fond of artists, viewing weather systems within the planes as a canvas to express themselves. Cionumes are said to be able to charge things with elemental lightning with ease, creating enchantments and 'blessings' for those who earn their favor.
 

 

 
 Spoiler: OOC 
Blurg Helps with the Athletics check to bust it open without getting tired out.
Both fail a Strength save against getting thrown back by the seal breaking, and take  6  falling damage.

Borthan receives  Cionume's Favor (Magnetic) , which gives him access to the Magnetic Ward and Magnetic Push/Pull actions.

Magnetic Ward: Bonus action to inflict Disadvantage on metal weapon attacks against user until the start of their next turn.
Magnetic Push/Pull: Action to Shove a target wearing metal armor within 30 feet, using a Wisdom-based spell attack roll with Advantage. The Shove can go away from or towards the user.

Blurg also receives a blessing.
 
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
Stepping back from the imprisoned Cionume as Blurg and Borthan work to break the containment, ALADIN observes the work, watching the successive failures of the seals and wards with interest.

As it leaves, ALADIN speaks.  " The Cionume conveyed thanks for freeing it, and indicated that it is not fond of gnomes.  It also seems to be departing. "
 
 
  
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Faedryl pokes her head from around the corner.  "Well that's that then, and with no electrical burns to show for it. To the gnomes?" 
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
ALADIN looks to Faedryl as she speaks.  " Perhaps it might be wise to conclude our business within this tower, and respectfully dispose of the fallen defenders while Blurg cleanses the demonically tainted bee eggs? "  Despite the seeming challenge in his words, ALADIN seems to be entirely prepared to go along with whatever is decided by others.
 
 
  
RandomWombat
 Lighthouse Tower 
  "I cannot say I would be too fond of gnomes after being imprisoned by them for who knows how many years,"   standing up, Blurg straightens himself out.   "Certainly I can relate my feelings for the duergar."  

The party's descent from the tower goes uneventfully. The desecrated corpses of the tormented gnomish defenders are collected without the intervention of angry spirits, whether they are not but imaginings or understand the intent is unknown.

 Main Hall 

Down into the main hall again, and they find the elemental insect carrying the body of the goblin shamaness on its back and cradling a sickly looking goblin in its scythes. Pale and thin, the goblin has certainly been in better health.

One of the side rooms they'd not explored is open, likely where the ailing goblin was extracted from. 4859 walks up to it.  "The egg has hatched,"  he says.  "C-can we go... far away from th-this place?"  Though the elemental may not understand his words, his reaching up seems indication enough. It allows him to climb onto its back, where he holds onto the corpse to keep it from sliding off. After the party is out of the way, the Cionume exits from the hole in the wall and its wings hum up into a very loud, very rapid motion as it takes off into the under-sky with its passengers.

 Lower Level 

Delivering the remains to the base of the statue at the lower level proves simple, and they find Ront waiting for them there. The issue of drying out the waterlogged skeleton from below is easily solved with the magical flame of a conjured bonfire. When the remains are only ash, all that is needed to complete the funerary rite is an urn to inter them in, and a suitable place of honor to place them within the fortress.

  "I shall see to the egg - the  real  egg - here,"   standing before the statue, the orog mage holds out his hands for the payload.   "This statue is a holy site, and when you complete the rites I am certain it will be favorably empowered."  
 
 Spoiler: OOC 
Party members are free to explore unexplored parts of the place, poke around, or interact with characters at any point along the way on a temporal side-track, just getting things rolling again.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

She leaves the urns to the others, and frankly doesn't think this is the ideal position to play catch up or socialise. Instead, with Sarith in tow, Faedryl sets about making sure they've recovered everything of value that they can reasonably carry.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
With the corpses collected, the pyre prepared, a brief prayer recited, and the ritual mostly completed, ALADIN sets out to locate an appropriate urn, searching the areas the goblins had inhabited, in hopes that they had kept such a useful item available.
 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 55/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Still battered, bruised, and nursing his pride and courage after the beating he had received at the hands of mere goblins, Ront finds himself in the statue room(The safest room), stewing in himself, watching as others did the work(As they should.)
 
 
  
purepolarpanzer
      
      Borthan Zuek     
 Half-Drow Ranger 
 AC: 17 HP:40/53 
 22/29 MP 
 0 Temp HP 
 PP: 15 PIv: 9 PIs: 15 Sanity:12 
 Conditions: Cionume's Favor (Magnetic) (Dodge/Push/Pull) 
 Concentrating on:  
 3 of 6 d10 HD. 
 Spell Slots- 4/4 1st, 2/2 2nd 
 Reaction- +3 AC if a attack would hit by 2 or less. 

Borthan lost consciousness for a moment from the concussive blast of the explosion, sending him flying through the air, stunned and zapped. Things were unclear for a moment them, and then another pulse of electricity in his chest that had him gasping for air and starting awake. When the elemental left, Borthan rose to his feet, coughing and hacking, with every metal charm and bead through his dreadlocks standing on end, as though it were trying to flee from him.  "That... damn... cool?"  Borthan gave a thumbs up to the rest indicating his wellness.

Borthan was quiet as the others began wrapping up this location. While Faedryl and Sarith looked in every crack and cranny for value, he waited near the fire, aiding in moving remains, wood, or accelerant.  "Good for everyone involved if these shorties are put to rest. Our employers would be pretty pissed if we gave them a haunted tower."  
 
 
  
      
       Prince Derendil      
 Quaggoth Barbarian/Abjurer 
 AC:  17   19 HP: 33/45 
 34/34 MP 
 0 Temp HP 
 PP: 10 PIv: 12 PIs: 10 Sanity 10 
 Conditions: Mage Armor (8 hrs), Arcane Ward (2hp/12hp) 
 Concentrating on: Rage, Haste 
 HD:0/1 D12, 1/4 D6  
 Spell Slots- 3/3 1st, 3/3 2nd, 1/2 3rd 

Derendil winced when the two freedom fighters went flying, but smiled when their act, at least on the surface, resulted in good. Sometimes the ferociousness of the fighting made him forget that they could do good while they were on this meandering quest. He took a spot near the funeral pyre, making some notes in a blank book he'd picked up somewhere along the way.  
 
  
RandomWombat
 Faedryl's Looting 

One of the more intact rooms remaining proves to be a small personal study. Atop a set of stairs just beyond the makeshift throne room, One side of the room is broad windows that look north over the island's admittedly bleak natural scenery: an expanse of dirt and floating iron elementals. There are bookshelves and a desk, nearly picked clean by the drow. But by shuffling around the contents of the room (or delegating to someone more qualified, such as Sarith), Faedryl locates a floor safe below a heavy stone bookshelf.

One of the remaining scraps of paper in the desk, left behind by the drow invaders, is a series of numbers and letters. Familiar with ciphers as she is from dealing with Azzie in her youth, Faedryl deduces the combination from the note and turns the mechanical lock to each number in turn. With a click, its old and oil-hungry hinges creak open.

Within the safe, Faedryl finds several bags of gold and platinum coinage and gems - the keep's treasury. While there is nothing magical within, the funding it provides is significant.

 
 Spoiler: OOC 
Rolled a 19 Investigation.

Inside of a floor safe, she finds a veritable hoard of 275 platinum coins, 588 gold coins, and a stash of gems and precious stones worth about 340 gold pieces.
 

 Laying to Rest 

Finding an intact urn or substitute proves difficult. What the drow did not loot of the tower's valuables they've smashed to spite the previous residents. Save for some chamberpots, which the gnomes probably would not appreciate as a final resting place, ALADIN's search proves fruitless.

 
 Spoiler: OOC 
Rolled a Nat 1 Investigation for locating an urn or vase. Some creative thinking may be required.
 


Borthan, Derendil and Ront remain below near the statue, where Blurg sets the queenly egg on the ground propped up between some sleeping mats, and shredded upholstery the goblins had been piling up to use as pillows. Raising his arms, he performs gestures that seem to be derived from his Banishment spell; while no cleric, he attempts to tap into the purity of this hallowed statue to exorcise the demonic energies from the egg.

  "I beseech you, Gaerdal Ironhand, ward this fledgling soul from the rocky shores of the Abyss with your light,
Dark one, begone from this vessel and return to the evil pits which spawned you,"   chanting along with his repeated gestures, swaying back and forth into a flow, the war mage's magic begins to do its work.

An eerie green glow shines from within the egg's translucent, leathery interior, silhouetting a curled royal larva. It wriggles, trails of the sickly light draining from its body like sickly humors from an excised boil. The demonic power seeps from the egg, oozing down its exterior like oily, sizzling condensation. Bringing his hands together, Blurg conjures the mystical chains of his Banishment spell, which lash out and surround the egg. They vibrate, and begin pulling the sludge from its surface and onto their own.

  "I see you, Prince of Ooze,"   Blurg challenges.   "Begone from this plane and return to the evil pits which spawned you!"  

No mere elemental, the oozing fragment that had been gestating within the egg roils at the mortal demands. Slithering up into the air, they attempt to break away from the chains pulling them apart and down towards festering cracks to where they belong. Blurg's face strains with the effort of wrestling against them. It is plain that he could use some assistance, but he cannot stop his chanting and motions to ask or the thing will break away from his control - and they may have another fight on their hands.

 
 Spoiler: OOC 
Blurg succeeded in exorcising the demonic corruption from the egg. Any relevant spells or abilities may be contributed to the exorcism attempt to help Blurg dispel the Oozing Fragment from this plane now that it has been removed from the egg.
 
Amnestic
      
      Faedryl Melad     
 Drow Hexblade/Evoker 
 AC: 17 HP: 26/40  MP: 14/31 
 PP: 13 PIv: 15 PIs: 13  
 Conditions: Exhaustion (1), 4 exp hit dice, Armour of Agathys (9/15) 
 Concentrating:  
 Arcane Recovery: 0/2. Hexblade Curse: Exp.  
 Slots:- Pact: 0/1 1st: 0/4 2nd: 0/3 3rd: 0/2 

Faedryl comes away quite satisfied with her haul, and feeling particularly smart about it. She has no spells that could aid in banishment though, her magical powers thoroughly exhausted from her long time without rest. The best she can do is conjure up a steed, which doesn't seem terribly useful.

Outside of digging a hole in the dirt for the gnomes, or pulverising the bodies and putting their remains into the 'holy' grail, she doesn't see much she can contribute to the burial either. Likewise, neither of those options seemed to be ones that the party or the gnomes would accept.  "Cremation?"  is the one and only thing she can offer that might actually be of use.
 
 
  
Archmage1
      
      ALADIN     
 Autognome Artificer 
 AC: 19 HP: 51/51  
 PP: 15 PIv: 18 PIs: 13 Sanity: 10 
 Conditions: 
 Concentrating:  
After searching fruitlessly for a viable container to use for internment, ALADIN returns to the group near the statue.  " Error.  Container not found.  Appropriate burial rituals are unable to proceed until such an object is present.  An appropriate container is a key piece of the ritual. "
His statement, like all of his others, remains in that entirely neutral state, a calm report, rather than a panicked outburst.


 
 Spoiler: OOC 

Would ALADIN's Artificed bag of holding work?  It would lose the enchantment in the near future, but would remain a bag?
 

 
 
  
      
      RONT     
 Orc Brute Fighter 
 AC: 19 HP: 55/60  
 PP: 11 PIv: 9 PIs: 11 Sanity: 10 
 Conditions: 
 Concentrating:  
Having found himself in what was the safest location(Near the statue), Ront is somewhat put out when the ritual to purge the demonic taint goes wrong, as he had been hoping to just watch the ritual, and then claim he was there to help later.
Luckily, he had his trusty cestus, and what was good for one demon would no doubt be good for another.
Blurg might have the magic, but Ront could punch.  And punch he did, trying to drive the ooze thing into the cracks it was being pulled before, to break it's grip on this world.

 
 Spoiler: OOC 

Ront punches?  And uses Tavern Brawler to force it into the cracks?
 (1d20+9)[ 12 ]  Attack?
 (1d20+11)[ 28 ]  Athletics?
 

 
 
  