J-H
Your tribe of goblins recently found an old underground structure, some sort of tomb.  It may have once been a lair for some sort of powerful creature, but you don't care.  It's sheltered from the weather, fairly defensible, and located near a small lake for fish and clean water.  A human village you think is named Nearb is a few hours travel away, and a city of Generica is a couple of days away.  But you're kind of hidden and have started to settle in.  Life is good, but you need more tools and equipment.

Luckily, the merchant caravans around here aren't guarded at all.  Manyteeth even manages to get a suit of armor that he can wear most of the pieces of, although it's pretty heavy.  A few days pass.  Your clan chief, priest, and the good warriors all go out to raid another caravan that the chief scout spotted.

Disaster!  One warrior returns in the evening, limping, with one arm broken and the other hand missing fingers from a sword-blow.  The caravan was guarded by a wizard, and a couple of armored guards with glowing swords!  Everyone is dead.  Your tribe has lost all of its leaders, and its best fighters.... and worse, it's likely that whoever killed your tribe-mates knows that they didn't get the whole tribe. You can't count on being left alone.

Goblins don't stop to grieve.  They can't afford to.  Life as a goblin is hard, and stopping means going hungry or dying.  Goblins remember, but they don't pause for more than a moment.  Around the stew-pot that night, discussions are had.  In the goblin way, sometimes these discussions involve nothing but gestures and pokes, and the occasional smack or punch.  By the time the sun rises, a general consensus has been reached:

 Manyteeth  will lead the tribe as Chief in the name of Maglubiyet and gets to boss everyone around.
 Boomfizzle  will take over as the Shaman, the medicine-giver and spiritual advisor, and the one everyone goes to when they need encouragement or advice.
 Bighead  will be the Loremaster, keeper of books and written stuff, and gets to play with anything magical first.  He also gets to help the shaman out by brewing funny-smelling liquids that do stuff and usually don't give you the runs.

(map goes here once things are placed on it)
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 10/10 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Chief Manyteeth had been granted a divine vision and though it seemed like a bit of a pain she aimed to see it through. Using her big brain and bigger words she brought the tribe into line and set about doing what her predecessors hadn't bothered with: getting her warriors into shape. It wouldn't be long before the bigfolk came back with their steel and spells, and they had to be ready.
 
 
  
 
 Spoiler: Day Actions 

Day 1: Use materials to create slings.  (1d6)[ 6 ] 
Day 2: Train Manyteeth's Mashers in use of slings.  Day 1/2  (1d6)[ 4 ] 
Day 3: Hunt  (1d6)[ 3 ] 
Day 4: Train Manyteeth's Mashers in use of Slings.  Day 2/2   (1d6)[ 4 ] 
Day 5: Hunt  (1d6)[ 4 ] 
Day 6: Train Mudbugs in use of Slings.  Day 1/2   (1d6)[ 1 ] 

She'll be using Hall 1 as her sling training spot.

Bonus if available:
Used for full set of slings for future training purposes.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
Bobthewizard
      
       Boomfizzle      ,  Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/2
Conditions:  

Boomfizzle had been the lowest member of the Mudbugs, a young group led by Dungplop and loyal to the tribe's Battle Champion, Bonecrusher. He had always been assigned the worst tasks, frequently having to dig holes. But like most goblins, he was convinced that he was special. He once saw a wizard create fire and was sure that he could figure it out. He prayed to the forest spirits and to Maglubiyet. For a few months he could make smoke or a small spark but no flame. When Chief Upchuck, and the big warriors, including Bonecrusher, left for their final raid, he somehow figured it out. He created a large bonfire, singeing his front and forcing him to jump back. He's gotten better at controlling it, and has learned even more tricks.

When the lone goblin returned from the raid, Boomfizzle was able to make some grub balls that took away the pain. The fingers didn't return, but the arm seemed better.

He always thought Upchuck was a bad Chief. He knows that now his friends Manyteeth and Bighead will be better. When everyone realizes that the humans will be coming for us, Boomfizzle decides he needs to dig escape tunnels throughout the complex. He gets the Mudbugs together to start working on it.
 
 
  
 
 Spoiler: OOC 
 Action: Goodberry to heal the goblin.

Days 1-6, Dig tunnels. Have the crew remove stones and then use Mold Earth to dig the tunnels. Start with the tunnel from E to entry, then all the small tunnels between cells in room 3, then C to 2, then secret passage to 4, finally room G to the beach. That last one will end 20' above the beach, rising to a peak of 30' in the middle, then dropping into room G. Using the dirt from these excavations to fill in the stairs from 2-3, leaving only a tunnel that small creatures need to squeeze through.

If it takes a few hours to remove the rocks on each side, it looks like I can probably make 2 tunnels per day. Length isn't really an issue since the digging is almost instantaneous.

 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Heads return to the clan had made a big stink a few weeks ago. After one too many taunts and insults, the little goblin had run away from the cave and through some incredible luck became the good luck charm of a river pirate mage. Working his way up from on board rat catcher, he managed to learn to read and write as well as eventually learning how to cast a few simple spells.
Now, armed with a spellbook of his own, Big Head has returned to a clan bereft of its original elite. Sometimes Big Head wonders if his attempt to cast the Wish spell really worked and if he is responsible for the death of all his elders. He really hoped so.

Anyway, now the remaining goblins don't have any other choice but to respect him and his knowledge. And as soon as he has mastered the arcane arts, he'll show them, he'll show them all, muharhar...

For now he concentrated on getting the place into shape with the few goblins he considered friends and keeping his own crew on the straight and narrow.
Finding food was the first thing to do, to keep the would be warriors in shape. Also a bit of security to their lair was important, just as a few potions to get everyone back in fighting shape as quickly as possible...
 
 
  
 
 Spoiler 


1 Hunt/Forage for herbs
2 Hunt/Forage for herbs
3 Build: wall and secret door in Hall 1 to secure the shortcut to room 2
4&amp;5 brew healing potion
6 Hunt/Forage for herbs
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Pustleplop
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
 Day 1 
Chief Manyteeth instructs the goblins to start making slings, then delegates the task to a few of the oldest and youngest goblins after her squad has gotten started on it.  She then starts to train her squad on the first few slings.
Boomfizzle digs a tiny tunnel between side room E and the entry.  It’s a squeeze for goblins, but big people definitely won’t get through it.
Bighead leads his squad in hunting.

Food 1 start + 2 hunted – 1 eaten = 2
Herbs 1

 Day 2 
Manyteeth leads her squad in a hunt.
Boomfizzle continues to dig, his spells moving dirt while his subordinates pack rocks and reinforce the tunnels to keep them from collapsing.  This time, he builds four tiny tunnels between the side rooms off the sleeping area (Room 3)
Bighead continues to hunt, using his magic to kill animals.
Food 2 + 4 hunted – 1 eaten = 5
Herbs 3

 Day 3 
Manyteeth finishes training the mashers in the use of slings.
Boomfizzle keeps digging, this time making a tunnel from the kitchen to a side room off the sleeping quarters.
Bighead starts building a wall in Hall 1 and a secret door to cover the tunnel, but he isn’t very good at using masonry tools, and doesn’t have any worked lumber to work with, so it’s pretty easy to spot unless someone’s very distracted (Hidden:  DC 8 + 3 Dex, no PB, = DC 11)
Food 5 – 1 eaten = 4
Herbs 3

Everybody's feeling pretty good about the food situation right now.

Day 4
Manyteeth goes hunting with her squad.
Boomfizzle begins digging.
Big Head starts to brew a healing potion.

About mid-morning, Manyteeth’s group runs across tracks in the wood.  Fresh tracks, from big people…heading towards her home.  She starts hurrying back.

In the lair, the off-duty squad that was keeping watch runs in to tell Boomfizzle and Bighead that there are big people coming along the beach, and about to come in the entrance!
Manyteeth’s group will arrive at the end of round 3.

The noncombatants drop what they are doing and run to the sleeping area to hide.

 
 Spoiler: Initiative 

Manyteeth &amp; Mashers  (1d20+2)[ 22 ] 
Big Head &amp; Sparks  (1d20+3)[ 20 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 5 ] 
Adrian  (1d20+1)[ 7 ] 
Black Leaf  (1d20+3)[ 9 ] 
Helga  (1d20-1)[ 18 ] 
Mark  (1d20+2)[ 20 ] 
 Init results 
Manyteeth &amp; Mashers
Big Head &amp; Sparks
Mark
Helga
Black Leaf
Adrian
Boomfizzle &amp; Mud Bugs
 

 =&gt; Big Head &amp; Sparks  There’s too much noise from running goblins to hear anything, and the adventurers are not in sight.

 
 Spoiler: map 

   
The pre-existing secret doors should be red.
The newly made one is s1
 
Bobthewizard
      
       Boomfizzle      ,  Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/2
Conditions:  

The mudbugs spend the first few days digging escape tunnels for the tribe, depositing the dirt in the stairway between the kitchen and the sleeping rooms. Each time they finish a tunnel, Boomfizzle demonstrates it to the civilians, complete with instructions on when to use them. He assigns the noncombatants to the southern rooms (D,E,F), each room also sleeps one of the off-duty goblins. They have been instructed to escape through the tunnel and scatter into groups of 3-4 once the sound of fighting reaches the kitchen. A rendezvous spot has been found on the cliff about 500 yards south of our home.

Chief Manyteeth and the Mashers are given room A, as befits a chief. Bighead and the Sparks are given the next highest room, B, and Boomfizzle and the Mudbugs take room C. While there are less goblins in our rooms, we also have tools, weapons and 1 days worth of food for the tribe stored in our rooms.

On the 4th day, the Mudbugs have removed the stones from inside the secret tunnel and are working on the ones for the exit spot in the alcove when they hear the alarm. When the big people arrive, Boomfizzle turns to his crew.

  "Leave the tools. Hide and shoot. Lead them away from the no fight goblins."   

The mudbugs follow his orders and prepare their blowguns.  
 
  
 
 Spoiler: OOC 
[B]Action: none yet
 Bonus Action: 
 Reaction: 
 Movement: 
 Object: 
 Concentration: 
 

 
 Spoiler: Notes 
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head and his Sparks ran towards the newly created secret door as soon as the message reached them.
 "Argh, I should have left Eyepicker outside."  With a gesture, Big Head's familiar manifested on his shoulder - just in case he needed a distraction.

 "Ok you lot, be very still. When the big ones move past our secret door, I'll hit them with a big bang. You throw your stones at them and we run back. Don't let them get close to you! Always keep running and evading." 
 
 
  
 
 Spoiler 


Move south, call familiar to myself, instruct sparks. Bonus action Hide

 (1d20+3)[ 10 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Pustleplop
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
Bighead and the Sparks run south towards the kitchen area.  As the clamor calms down, he hears voices, speaking in the language known as Common.
 
 Spoiler: Common (INT 12+) 

There are several different voices, but they all sound kind of the same to a goblin's ears.

"That commotion and yelling means we've found the right place.  Or at least something!"

"I hope it is the goblins.  Once we turn in the bounty on the ears we can get some better gear and get registered as adventurers."

"As long as it's fast.  I, uh, borrowed this, you know?"

"I remember, I was there."

"I go right, you go left, yell if you see anything?"

"Sure."
 


The lair is pitch-black, and your darkvision extends only 60' out, but it's hard to miss the glowing sword that turns the corner, and the illumination it grants on the figure holding it.   Bearing no wrinkles or scars, this tall person wields a sword longer than a goblin is tall in two hands, and wears armor made of metal rings.  His sword is glowing, casting a bluish bright light in a 20’ radius, and dim light for another 20’.  You're lucky - the illumination doesn't quite reach Bighead, so even though there's nothing to hide behind, he doesn't see the wizard.

Another tall person comes around the corner behind him, wearing armor made of some plates, and carrying a shield and mace.

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle &amp; Mud Bugs, then Big Head &amp; Sparks 
Bobthewizard
      
       Boomfizzle      ,  Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/2
Conditions:  

Boomfizzle first yells in common, knowing the goblins won't understand but hoping to make the invaders feel bad.

  "They want to cut off our childrens' ears. Bad people!"  

He then tells the other Mudbugs what to do.

  "Shoot and hide."   

They all move out into the open, use their slings, and then hide in the darkness. Boomfizzle moves to the opposite alcove, while the other Mudbugs move forward to get behind the doorway.
 
 
  
 
 Spoiler: OOC 

  Boomfizzle  
 Action:  Sling:  (1d20+5)[ 22 ] , damage  (1d4+3)[ 5 ] 
 Bonus Action:  Hide
 Reaction: 
 Movement:  Moves 20' east, then shoot, then hide, then moves 10' east.
 Object: 
 Concentration: 
  Mudbugs   AC 13, 24 HP
 Action:  Snotgobbler:  (1d20+2)[ 6 ] , damage  (1d4)[ 2 ]  +2 = 4
Dungplop:  (1d20+2)[ 21 ] , damage  (1d4)[ 4 ]  +2 = 6
Splat:  (1d20+2)[ 12 ] , damage  (1d4)[ 1 ]  +2 = 3
 Bonus Action:  All Hide
 Reaction: 
 Movement:  Mudbugs move 5' E, 10' SE, shoot, hide, 15' SE
 Object: 
 

 
 Spoiler: Notes 
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head realized he hadn't be seen yet, so he didn't go all out yet. Instead he said a word in the big lizard language that made people's head hurt.
 "Income statement" 
 "Now, throw at the glow sword man" 
 
 
  
 
 Spoiler 


Use Mind Sliver vs. the Lightblade guy DC 12 INT save

Sparks throw rocks unaided (disadvantage, but unseen), so it cancels out

 (1d20+2)[ 4 ]  damage 3
 (1d20+2)[ 13 ]  damage 3
 (1d20+2)[ 6 ]  damage 3

If hit, add fury of the small for another +2


Afterwards change position and hide as a bonus action to X19 and AA19 respectively into cover
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Pustleplop
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
 "Oof!  Aah!"   Two rocks hit the guy with the glowing sword for a total of 9 damage.
 "Yeah, there's a something up here!"  (in common)

Nobody has line of sight to the intruders now, as everyone's hiding behind walls.  You can hear the clatter of armor and the thump of boots as they move closer, as well as the sound of a spell being cast.  The one with the sword advances farther, and dim light begins to shine into the hall.

 "Looks like a kitchen..."   As the end of the hall by the doors begins to be illuminated, a dagger comes flying out of the dark towards Big Head, but misses and clatters off the wall.  The thrower is still trying to hide, but it looks like there's someone about your size behind the corner leading to the storage room.
 
 Spoiler 

Int save  (1d20-1)[ 6 ]   3 damage 

Second wind  (1d10+2)[ 8 ] 

Sneak attack, with advantage due to being unseen + disadvantage due to range, but Big Head has +5 AC due to cover.
Attack  (1d20+5)[ 15 ] 
Dagger  (1d4+3)[ 4 ]  plus  (1d6)[ 3 ]  sneak
 

 
 Spoiler: map 

   
 

 =&gt; Boomfizzle &amp; Mud Bugs 
Bobthewizard
      
       Boomfizzle      ,  Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/2
Conditions:  

Boomfizzle moves first, moving across the hall, retreating and using his sling to throw a stone at the man with the sword. He calls out in goblin to let the noncombatants know to start evacuating and barricading the cell doors behind them.

  "Bree-yak! Bree-yak!"  

The Mudbugs follow his lead, throwing sling stones at the glowing-sword wielder and then retreating into the darkness.
 
 
  
 
 Spoiler: OOC 

  Boomfizzle  
 Action:  Sling:  (1d20+5)[ 9 ] , damage  (1d4+3)[ 6 ] 
 Bonus Action:  Hide  (1d20+5)[ 7 ] 
 Reaction: 
 Movement:  Moves 10' northwest, then moves 20' north, then shooting as soon as he gets into darkness, and hiding, then NE.
 Object: 
 Concentration: 
  Mudbugs   AC 13, 24 HP
 Action:  Snotgobbler:  (1d20+2)[ 18 ] ,  (1d4+2)[ 4 ] 
Dungplop:  (1d20+2)[ 3 ] ,  (1d4+2)[ 6 ] 
Splat:  (1d20+2)[ 8 ] ,  (1d4+2)[ 6 ] 
 Bonus Action:  Hide once in darkness
Snotgobbler:  (1d20+4)[ 12 ] 
Dungplop:  (1d20+4)[ 9 ] 
Splat:  (1d20+4)[ 15 ] 
 Reaction: 
 Movement:  Mudbugs move 5' W, shoot, then 25' north, hiding once in darkness, then NW
 Object: 
 

 
 Spoiler: Notes 
 
J-H
As the Mudbugs move out into the open and in the light, a ray of fire jets out at them from behind the sword-wielder, burning one of the Mudbugs.

Fire Bolt  (1d20+5)[ 15 ]  for  (1d10)[ 2 ] 

"Ow, dangit!"  One rock hits the sword-carrier for 4 damage as the goblins retreat down the hall.

 =&gt;Big Head &amp; Sparks 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head saw that the situation became precarious
 "attack and fall back" 
He commanded his squad, he also sent a fire bolt of his own at the mage in the back

 
 
  
 
 Spoiler 


Sparks move into darkness and throw rocks w/ Fury of the Small at Adrian

 (1d20+2)[ 15 ] damage 3
 (1d20+2)[ 3 ] damage 3
 (1d20+2)[ 21 ] damage 3
If hit, add fury of the small for another +2

Big Head shoots fire bolt at Helga

 (1d20+4)[ 13 ] / (1d20+4)[ 8 ]  damage  (1d10)[ 10 ] , if crit  (1d10)[ 10 ] , if hit +2 fury of the small

Everyone bonus action hide in the alcoves
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Pustleplop
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
Another rock hits the armored man carrying the sword, causing yet another yelled complaint.
 
 Spoiler: Common 

"This stinks!  Put the light on someone else!"

"Look, I'll heal you.  Let's try not standing here in the open."

"Check those doors, maybe there's a way around."

"Did we seriously forget torches?  Maaaark!"

"What, I have darkvision, don't blame me just because I'm smarter than you are!"
 


The cloth-wearing big person moves into the room, but out of line of the doors.  The one with the mace then moves up and casts a spell, a blue glow coming over the one with the glowing sword for a moment as his wounds close.  The mace-and-shield one steps west, and you hear doors open...the doors to Room 3.

 
 Spoiler: Common 

"This place stinks.  I bet they keep rats as pets in here."
 


The short figure pads forwards, hands moving fast.  There's a clatter and a rolling sound, and you see a bunch of small metal things scatter in front of the double doors.  The room they're in brightens, as a lantern is lit and set down.  The one with the sword moves out of sight.

 =&gt; Boomfizzle &amp; Mudbugs 
Then noncombatant evacuation begins.  24 goblins to escape.
Traversing the escape tunnel requires squeezing twice (20' of movement) out of 30'.  They are going to bottleneck going through it and out pretty fast as they run out of space, so it'll take a couple of rounds.  The tunnel will also be very crowded, so Manyteeth will have trouble going through it.
 =&gt;Then Manyteeth &amp; Mashers, then Big Head &amp; Sparks 
 Map: Currently my computer can't connect to imgbb, will drop in Discord 
Bobthewizard
      
       Boomfizzle      ,  Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: fog cloud
Conditions:   none

Boomfizzle moves south, using his magic to cover the light of the lantern with a thick mist.

  "Let's get them"  

The Mudbugs follow his lead, moving towards the fog cloud, attacking anyone they can locate, first targeting the wizard. If they get to a point where they can attack the enemy, they will. If not, they will dash to get into the kitchen
 
 
  
 
 Spoiler: OOC 

  Boomfizzle  
Moves 5' SE, then casts fog cloud, then 25' south
 Action:  casts fog cloud on the steps between 3 and kitchen, 20' radius.
 Bonus Action:  Hide  (1d20+5)[ 15 ] 
 Reaction: 
 Movement: 
 Object: 
 Concentration:  fog cloud

  Mudbugs   AC 13, 22/24 HP
Mudbugs move 5' SE, then 25' south, then shoot if they can, or dash to the stairs if they can't, then hide
Even though we can't see the enemy, I think we should still know their locations. Unless they used their actions to hide, we should be able to still hear them and locate them even if we can't see them.
 Action:  Snotgobbler: 12 OOC,  (1d4+2)[ 3 ] 
Dungplop: 10 OOC,  (1d4+2)[ 6 ] 
Splat: 6 OOC,  (1d4+2)[ 6 ] 
 Bonus Action:  Hide once in darkness,  (1d20+4)[ 11 ] 
 Reaction: 
 Movement:  if they have to dash, DEX save for likely ballbearings  (1d20+2)[ 12 ] 
 Object: 
 

 
 Spoiler: Notes 
 
J-H
The Mud Bugs sort of guess where they think someone might be, but their attacks don't seem to hit anyone.

The fog covers much of the room, and spills over into Room 3.  The fog dims the lantern greatly, causing it to only illuminate a very small area as it's mostly making the fog glow.

The non-fighting goblins knock the badly hidden door by the entry open with a clatter, and start spilling out into the entry.  The noise of 24 goblins rushing through a tight tunnel is impossible to hide.
 -&gt;Manyteeth, Mashers, Big Head, Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 10/10 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

It had been a hard run back to the home, but they'd finally arrived.  "In the Mighty One's name!"  She calls out as her battle cry, getting her Mashers hyped with a hefty dose of spell-based support as they make their way forwards. She might be able to bait whoever was coming up from behind to turn and face them, and protect the weaker tribes people from the invader's blades.
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
 Move:  30ft to  W33 
 Action:  Cast  Bless  on her Mashers.
 Bonus Action:  Hide.  (1d20+2)[ 18 ]  Disadv:  (1d20+2)[ 16 ] 
 Mashers:- 
 Move:  30ft to  W32 
 Bonus Action:  Hide.  (1d20+4)[ 9 ] 
 Action:  Ready Sling attacks in case anyone retreats back to the entrance when they hear us coming. I'll roll if it happens, but I don't think it will - but likewise I don't wanna dash into the open and leave them vulnerable.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head couldn't see the enemies anymore, so he commanded his familiar, a tiny owl to scout ahead. Meanwhile he commanded his squad to ready their attacks and move back towards the others

He himself also moved back, deeper into the cave, getting more cover between himself and the enemy.
 
 
  
 
 Spoiler 


Send familiar (Owl) out to Y21 to scout. If it sees the adventurers it should disengage and move back.

The Sparks ready their rocks and attack as soon as a target presents itself.

 (1d20+2)[ 8 ] , damage 3
 (1d20+2)[ 3 ] , damage 3
 (1d20+2)[ 17 ] , damage 3

Big Head moves to W9 and readies a mind sliver against the first enemy to appear.
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Pustleplop
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
Manyteeth and her minions make some noise as they enter, boxing the big intruders in.

Big Head's owl flies into the fog, and doesn't see anything except the light - although there is a rustle of clothing near it.  Big head retreats, and the Sparks prepare to fling rocks if anything charges up near them.

 
 Spoiler: Common 

From within the fog:  "I think there are some more of them coming in the entrance or something.  I'm going to follow you in there."

"Come on, there's something behind one of these doors.  I get it, you go in?"

"Yeah.  Oh no, LOTS of Goblins!"
 


Light footsteps hurry into the fog, and the light source of the lantern rises to a foot off the ground, then seems to go towards Room 3.

Manyteeth hears some yelling on Goblin, coming through the escape tunnel.

 a goblin has been killed.  -1 noncombatant 
 
 Spoiler: Map 

The area in front of the Room 3 steps (rows 24 &amp; 25) is illuminated.
   
 

 =&gt; Boomfizzle, Mud Bugs
then noncombatants continue to evacuate
=&gt; Manyteeth, Mashers, then Big Head, Sparks 
Bobthewizard
      
       Boomfizzle      ,  Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: fog cloud
Conditions:   none

Boomfizzle and the Mudbugs move south into the kitchen, once past the obstacle, Boomfizzle drops the fog cloud. If they see something to attack, they will, otherwise they dash into the secret tunnel to the living quarters.

  "BigHead, Manyteeth. They are in there with the children!"  
 
 
  
 
 Spoiler: OOC 

  Boomfizzle  
drop fog cloud, move south, DEX save  (1d20+3)[ 11 ] ,
 Action:  sling at first enemy he sees  (1d20+5)[ 6 ]  for  (1d4+3)[ 4 ] 
(if advantage  (1d20+5)[ 8 ] )
 Bonus Action:  Hide  (1d20+5)[ 24 ] 
If no target, instead dash to go through tunnel to Room C.

  Mudbugs   AC 13, 22/24 HP
Mudbugs move south, DEX save 11 from last post
 Action:  Snotgobbler:  (1d20+2)[ 10 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+2)[ 13 ] )
Dungplop:  (1d20+2)[ 5 ] , damage  (1d4+2)[ 3 ] 
(if advantage  (1d20+2)[ 8 ] )
Splat:  (1d20+2)[ 20 ] , damage  (1d4+2)[ 3 ] 
(if advantage  (1d20+2)[ 14 ] )
 Bonus Action:  Hide,  (1d20+2)[ 12 ] 
If no target, instead dash to tunnel to room C.
 

 
 Spoiler: Notes 
 
J-H
Running into the kitchen, you don't see any enemies in the room, so both Boomfizzle and the Mud Bugs squeeze through the tunnel to Room C.  The Mud Bugs, in the lead, make it to the room, while Boomfizzle is currently crawling through the tunnel exit into C.

The noncombatants continue to evacuate through the tunnel, running away at top speed, and thus provoking an opportunity attack.

 a goblin has died.  -1 noncombatant 

However, everyone has made it out the entry tunnel!
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 10/10 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Seeing all her precious Cackling Moons fleeing gives her a sense of simultaneous pride - that they're running away so well - and anger at the adventurers who barged into their home. Raising her holy-symbol-carved shield she marches forward.  "Maglubiyet is with us, and I am with you!"  She calls to harden their hearts, and to draw the adventurer's attention to her instead.
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
 Move:  To  R32 , blocking the tunnel.
 Action:   Dodge  to give attackers disadvantage against her.
 Bonus Action:  None.

 Mashers:- 
 Move:  To  R34 
 Bonus Action:  Hide attempt again:  (1d20+4)[ 21 ] , to try to get advantage on the slingshots.
 Action:  Ready Sling attacks for adventurer SCUM getting into line of sight.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Seeing that the enemy had declined to follow him, despite the annoying stone throws, Big Head got angry:  "Stupid big folk - too stupid to fall for traps. Plan B - Follow me, full speed." 

He and his squad ran down the corridor and took cover behind the door frames
 
 
  
 
 Spoiler 


Moving from W8 to X19 with a double move, followed by bonus action hide. Squad follows behind.
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Pustleplop
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
Manyteeth and Big Head reposition, working to cut the intruders off while staying out of sight.

 
 Spoiler: Common 

"Fog's gone."
"Did we chase them all off?"
"No, the ones throwing rocks were over that way."
"Check the other doors."
"Nothing here."
"Nope."
 


The illumination in Room 2 has dimmed slightly, as though the lantern was moved.

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle &amp; Mud Bugs
Manyteeth &amp; Mashers
Big Head &amp; Sparks 
Bobthewizard
      
       Boomfizzle      ,  Kobold Sorcerer | AC: 15 HP: 10/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: none
Conditions:   none

Boomfizzle finishes crawling out of the tunnel, runs past the Mudbugs and opens the door from their room to the common living area.

  "Let's see what's out here."  
 
 
  
 
 Spoiler: OOC 
 

 
 Spoiler: Notes 
 
J-H
Boomfizzle opens the door to see the lantern just ahead, and a couple of armored figures in the room.  There's also a halfling trying to hide behind the open entry door.  The armored figure with the mace turns from the door to room E and touches her holy symbol.  A bright flame flies from her towards Boomfizzle.

 
 Spoiler 

Readied Sacred Flame  (1d8)[ 1 ]  radiant damage, Dex DC 13 negates

   
 
Bobthewizard
      
       Boomfizzle      ,  Kobold Sorcerer | AC: 15 HP: 8/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: none
Conditions:   none

Boomfizzle steps forward, and is immediately hit by the radiant flame and a fireboat from his right. He flings open the door and creates a bonfire right on top of the Cleric. He then retreats back to the tunnel.

  "Let's go"  

The Mudbugs step forward and throw sling stones at the wizard. Snotgobbler grabs the lantern carrying it away. Dungplop reaches over and shuts it off, and Splat shuts the door behind them as they leave, all of them holding it closed.

Then the bonfire goes out.

Boomfizzle yells out in goblin,   "Two behind the doors! Two more in the middle of the room!"  
 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
Dex Save  (1d20+5)[ 6 ] 
 Object:  completely open the door
 Movement:  casts spell, south one square, then retreats towards original tunnel
 Action:  Create Bonfire on Cleric DC12 Dex save or takes  (1d8)[ 8 ]  fire damage
 Bonus Action:  Hide  (1d20+5)[ 12 ] 
Drops concentration on bonfire

  Mudbugs   AC 13, 22/24 HP
 Movement:  out to lantern, shoot wizard, then back to S22.
 Object interactions: 
Snotgobbler grabs the lantern
Dungplop turns off the lantern
Splat closes the door behind them
 Action:  They all attack the wizard
Snotgobbler:  (1d20+2)[ 14 ] , damage  (1d4+2)[ 4 ] 
Dungplop:  (1d20+2)[ 15 ] , damage  (1d4+2)[ 6 ] 
Splat:  (1d20+2)[ 14 ] , damage  (1d4+2)[ 3 ] 
 Bonus Action:  Hide,  (1d20+2)[ 9 ] 
 

 
 Spoiler: Notes 
 
J-H
 
 Spoiler: rolls 

Helga Dex  (1d20-1)[ 12 ] 
Concentration check if needed  (1d20+2)[ 13 ] 
Mark readied Fire Bolt vs mudbugs  (1d20+5)[ 13 ]  plus  (1d4)[ 3 ] 
 
J-H
Helga manages to sidestep the bonfire, barely.  The Mudbugs grab the lantern, and Mark manages to scorch Boomfizzle with a Fire Bolt.  Just a bit.
 
 Spoiler: forgot damage roll 

 (1d10)[ 1 ]  fire damage
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head stepped out until he could make out the form of the man cowering next to the door. He once again sent a migraine attack his way, followed by a bombardment from his squad, before everyone pulled back and hid again
 
 
  
 
 Spoiler 


Moving out into the corridor until I can see Adrian - hitting him with mind sliver  (1d6)[ 3 ] Psychic damage INT DC 12 to resist
Squad also tries to hit with thrown rocks

 (1d20+2)[ 5 ]  3 damage
 (1d20+2)[ 3 ]  3 damage
 (1d20+2)[ 19 ]  3 damage

Everyone goes back to their starting position and hides.

Big Head  (1d20+3)[ 20 ] 

Squad  (1d20+2)[ 12 ] 
Squad  (1d20+2)[ 4 ] 
Squad  (1d20+2)[ 3 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Pustleplop
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Pyrophilios
 
 Spoiler: Moving over ballbearings 

 (1d20+3)[ 16 ]  Dex save Big Head

Sparks
 (1d20+2)[ 15 ] 
 (1d20+2)[ 4 ] 
 (1d20+2)[ 19 ] 
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 10/10 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Seeing no dastardly gnomeventurers emerge in pursuit of her precious Moons, Manyteeth plunges into the tunnel towards the sound of battle. Switching from her native tongue to common she yells out:  "Run away invaders! Chief Manyteeth is here! I will take your heads and your eyes and most importantly your teeth!"  Pointing at the only one she can see, she utters only a single word:   "FLEE!"  
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
 Move:  To  P28  - pretty sure she can reach that with the squeezing?
 Action:  Cast  Command: Flee  on Mark. Wis Save DC12:  (1d20)[ 13 ] +mods.
 Bonus Action:  None.

 Mashers:- 
 Move:  I believe that with the squeezing they can only make it to  Q30 , so they're still in the tunnel.
 Bonus Action:  None.
 Action:  Ready Sling attacks for adventurers. - hiding should negate squeezing disadvantage.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
J-H
 
 Spoiler: rolls 

Adrian INT save or 3 damage
 (1d20-1)[ 14 ]  plus  (1d4)[ 3 ] 
 

The fighter with the glowing sword ignores the mental attack, and stones clatter against the door next to him (cover).

 
 Spoiler: Common 

"Just shut the big doors and get over here!  Both sides!"

"Black Leaf, stop hiding. They stole the lantern.  Isn't stealing things your job?"
 


Mark shrugs off the Command effect and rushes towards Manyteeth, pulling up short and flaring his hands in a V-shape while muttering something as rocks fly towards him, one hitting.  A cone of flames jets out, washing over the chieftan and her squad.  He backs up out of the room, bleeding heavily.

Helga crosses the room while yelling something in frustration, and yanks on the door.
 
 Spoiler: rolls 

Burning Hands on Manyteeth and the Mashers
 (3d6)[ 12 ] fire damage, Dex DC 13 half

Door opening is object interaction but with opposed checks
Helga Athletics  (1d20+2)[ 16 ] 
Mudbugs Athletics  (1d20-1)[ 11 ]  going with single skill checks for the group still
 
J-H
Helga cries out in surprise and swings her mace at the silhouetted goblins while backing up.  The halfling runs over to help, stops at the door, and stabs with her short sword and her dagger before backing out of range to stand next to Helga.
 
 Spoiler 

Helga
Mace  (1d20+4)[ 22 ]  plus  (1d4)[ 3 ] 
Damage  (1d6+2)[ 4 ]   hit for 4 

Black Leaf
Shortsword  (1d20+5)[ 13 ]  for  (1d6+3)[ 5 ]  piercing damage  hit for 5 
Dagger  (1d20+5)[ 12 ]  for  (1d4)[ 4 ]  piercing  miss 

OA:
Concentration if applicable  (1d20+2)[ 3 ] 
 

 =&gt;Mudbugs get an OA on Helga 


The big guy with the glowing sword (Adrian) snarls in frustration and exits the room, hopping down the stairs and over to Big Head and the Sparks.  His sword swings in a wide arc, twice.  A goblin head hits the ground.
 
 Spoiler 

Action Surge
Greatsword  (1d20+5)[ 9 ]  + Bless  (1d4)[ 2 ]  for  (2d6+3)[ 13 ]   miss with or without Bless 
Greatsword  (1d20+5)[ 14 ]  + Bless  (1d4)[ 3 ] for  (2d6+3)[ 11 ]   hit for 11 with or without Bless. 
 

 
 Spoiler: Map 

   
The lantern is in Boomfizzle's space.
 

 =&gt;Boomfizzle &amp; Mud Bugs
Mashers, Manyteeth makes Death save
Big Head &amp; Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 0/10 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Falling beneath the torrent of flame, the Chief clatters to the floor, but Manyteeth's Mashers leap into action to avenge their not-dead Chieftain. They give chase to the dastardly fireflinger and do their level best to stab, stab, and stab some more.
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
Death Save:  (1d20)[ 11 ] 

Successes:  1 /3
Fails: 0/3

 Mashers:- 
 Move:  Up to P26, attack Mark, then back to P27.
 Bonus Action: 
 Action:  Daggerx3
Threefoot:  (1d20+2)[ 20 ]   Damage:  (1d4+2)[ 5 ] 
Sneezer:  (1d20+2)[ 8 ]  Damage:  (1d4+2)[ 5 ] 
Lava:  (1d20+2)[ 12 ]  Damage:  (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head wanted to scream as he saw Pustleplop lose his stupid head. But that wouldn't have helped anyone.

 Stab him and run to the long hallway! 
To his owl he said:  "Distract him" 

Then he readied his own fire magic, hoping for the best before running after his breathren

 
 
  
 
 Spoiler 


The remaining goblins stab at the fighter

 (1d20+2)[ 11 ] , damage  (1d4+2)[ 6 ] , if crit  (1d4)[ 3 ] 
 (1d20+2)[ 8 ] , damage  (1d4+2)[ 4 ] , if crit  (1d4)[ 1 ] 

Runs to AD24

Owl: Help Action - distract for Advantage - uses flyby to move away as well to AD 24

Big Head: Firebolt

 (1d20+4)[ 13 ] / (1d20+4)[ 7 ] , damage  (1d10)[ 10 ] , if crit  (1d10)[ 1 ] 

Runs to AC24
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
 Pustleplop (RIP) 
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid | AC: 15 HP: 8/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: none
Conditions:   none

The Mudbugs all try to stab Helga with their daggers when she retreats. Then they, along with Boomfizzle, attack her with their slings, before hiding and moving away. The mudbugs use the tunnel to move into room B, while Boomfizzle retreats back towards BigHead.

None of them say a word.
 
 
  
 
 Spoiler: OOC 
All attacks to Helga first

  Boomfizzle  
 Action:  sling at Helga  (1d20+5)[ 13 ]  for  (1d4+3)[ 5 ] 
(if advantage  (1d20+5)[ 13 ] )
 Bonus Action:  Hide  (1d20+5)[ 22 ] 
Then moves into long tunnel to V20

  Mudbugs   AC 13, 13/24 HP
 Reactions:  Snotgobbler:  (1d20+2)[ 18 ] , damage  (1d4+2)[ 6 ] 
Dungplop:  (1d20+2)[ 16 ] , damage  (1d4+2)[ 5 ] 
Splat:  (1d20+2)[ 10 ] , damage  (1d4+2)[ 4 ] 
 Action:  Snotgobbler:  (1d20+2)[ 14 ] , damage  (1d4+2)[ 5 ] 
(if advantage  (1d20+2)[ 3 ] )
Dungplop:  (1d20+2)[ 14 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+2)[ 3 ] )
Splat:  (1d20+2)[ 17 ] , damage  (1d4+2)[ 3 ]  +1 OOC +2 Crit rule for  6 
(if advantage  (1d20+2)[ 22 ] )
 Bonus Action:  Hide,  (1d20+2)[ 12 ] 
Then move back into room C, through tunnel to B and end at P21.
 

 
 Spoiler: Notes 
 
J-H
The Mudbugs hit Helga, breaking her concentration on her  Bless  spell, then launch stones at her.  One hits her in the head, causing her helm to ring briefly like a bell. (total 12 damage).
Boomfizzle's sling stone goes wide.

The Mashers bring down Mark, then stab him again as he lies on the ground unconscious.
Death save  (1d20)[ 20 ] 
He groans and wakes up.

Big Head and the Sparks try to hit Adrian, but all of their attacks fail to get through the warrior's armor.

 
 Spoiler: Common 

"Adrian, get back here!  They put out the lantern."

"No, I've got them on the run."

"Well do it in the dark or get back here! Oh no - Mark!"
 

Helga casts  Light , causing her shield to glow.  The light on Adrian's sword winks out.

Black Leaf moves into room C, re-lighting the lantern and picking it up.  Boomfizzle hears a soft voice, as she comes through the tunnel blade-first
(squeezing), then a loud voice from outside the tunnel he's in, as the lantern light spills around the corner.
 
 Spoiler: Common 

"Where did those little rats go...?  Tunnels!"

"I see your light.  I'll guard this end of the tunnel, and we have whatever's in there bottled up!
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle &amp; Mudbugs
Mashers, Manyteeth death save
Big Head &amp; Sparks 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid | AC: 15 HP: 8/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: none
Conditions:   none

As soon as the halfling sticks its head out of the part of the tunnel made for tiny creatures, Boomfizzle stabs it in the head. He stays where he is so if the halfling wants to attack him, he will have to do it from the tiny part of the tunnel.

Seeing the light in the room with their leader, the Mudbugs go back through the tunnel to room C, and then attack the thief from behind.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
 Action:  Stabs halfling  (1d20+5)[ 18 ]  for  (1d4+3)[ 4 ] 
(advantage since halfling is squeezing  (1d20+5)[ 17 ] )

  Mudbugs   AC 13, 13/24 HP
Mudbugs move to T20 and attack halfling, with advantage since he's squeezing
 Action:  Snotgobbler:  (1d20+2)[ 9 ] , damage  (1d4+2)[ 5 ] 
(advantage  (1d20+2)[ 21 ] )
Dungplop:  (1d20+2)[ 19 ] , damage  (1d4+2)[ 4 ] 
(advantage  (1d20+2)[ 14 ] )
Splat:  (1d20+2)[ 17 ] , damage  (1d4+2)[ 3 ] 
(advantage  (1d20+2)[ 11 ] )
 Bonus Action:  Hide,  (1d20+2)[ 22 ] 

If he drops, they grab the lantern and turn it off again.
 

 
 Spoiler: Notes 
 
J-H
Black Leaf yells out as she is repeatedly stabbed.
 
 Spoiler: Common 
"Ow, oh, ow!  I want out of here!"
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid | AC: 15 HP: 8/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: none
Conditions:   none

Boomfizzle whispers to him in common.

  "Drop your weapon and turn off the light. I'll let you live."  
 
 
  
 
 Spoiler: OOC 
 

 
 Spoiler: Notes 
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 0/10 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Manyteeth continues to lie still as her Mashers go back to stabbing Mark - he woke up, and they wanted to make sure he couldn't do so again - and then returning to cover, standing guard over their fallen Chieftain.
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
Death Save:  (1d20)[ 14 ] 

Total:
Successes:  2 /3
Fails: 0/3

 Mashers:- 
 Move:  Up to P26, attack Mark, then back to P27.
 Bonus Action: 
 Action:  Daggerx3 on Mark, they're going for the kill since he already woke up once.
Threefoot:  (1d20+2)[ 20 ]  Adv:  (1d20+2)[ 22 ]   Damage:   (1d4+2)[ 3 ] 
Sneezer:  (1d20+2)[ 21 ]  Adv:  (1d20+2)[ 17 ]   Damage:   (1d4+2)[ 5 ] 
Lava:  (1d20+2)[ 4 ]  Adv:  (1d20+2)[ 4 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head saw the light go out and realized this was the last chance to get the warrior down, before he would inevitably kill another of his squad.

 Charge him and disengage again 
For good measure, he sent his owl with them. If the owl was killed, it was unfortunate, but at least the little spirit could be called back again.

He ran with his men into melee, ready to stab this guy, but had no intention of disengaging

 
 
  
 
 Spoiler 


The remaining goblins stab at the fighter w/advantage in the dark

 (1d20+2)[ 6 ] / (1d20+2)[ 18 ] , damage  (1d4+2)[ 4 ] , if crit x2
 (1d20+2)[ 22 ] / (1d20+2)[ 7 ] , damage  (1d4+2)[ 6 ] , if crit x2

They Bonus Action disengage one square to Z22

Owl: Help Action - distract for Advantage stays next to Ad to act as damage sponge


Big Head: Dagger attack - if retaliation comes against him, he'll shield if necessary.

 (1d20+5)[ 24 ] / (1d20+5)[ 11 ] , damage  (1d4+3)[ 5 ] , if crit x2

Stays in Y22
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
 Pustleplop (RIP) 
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
The halfling rogue doesn't seem to believe Boomfizzle.  She's also somewhat distracted by bleeding injuries and being surrounded, though.

The Mashers stab Mark, causing him to pass out again (back to 2 failed death saves).

 
 Spoiler: Mark 

death save  (1d20)[ 12 ] 
If he gets back up he now has 2 levels of exhaustion from going to 0 twice
 


Big Head charges in, forgetting his spells in favor of stabbing from the darkness, and brings Adrian down as their blades find gaps in his armor. (crit, hit, hit for 21!)
J-H
Helga turns her head at Black Leaf's cries, and bites her lip.  She lifts her holy symbol, which glows with a soft golden light as she steps towards the door to room C, finding a midpoint where she can see both of her allies.  She then moves up to stand blocking the path from the Mashers to Mark, her glowing shield at the ready.

 
 Spoiler 

Channel Divinity, 10 hp healing:
3 hit points to Black Leaf
3 hit points to Mark
4 hit points to Helga
Move to P26 to block the route out the door to reach Mark.  You can't stab out a doorframe around a corner.
 


Black Leaf strikes at Boomfizzle, hoping to clear a path through, but even with her short arms, the tunnel is too small.
 
 Spoiler 

Disadvantage
[roll]1d20+5[roll] or [roll]1d20+5[roll]  miss with an 8 
for  (1d6+3)[ 4 ] 
If she downs Boomfizzle, she'll move forward through the tunnel.
 


Adrian lies on the ground bleeding.
 (1d20)[ 15 ] 
 
 Spoiler: Map 

   
 

 =&gt; Party 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid | AC: 15 HP: 8/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/2 | Concentration: none
Conditions:   none

  "I told you to turn off the light!"   

Boomfizzle stabs at the halfling but misses before fleeing into the kitchen.

The Mudbugs then try to finish the job. Snotgobbler misses but Dungplop catches the thief right in the back. When the rogue drops, Dungplop grabs the lantern, Snotgobbler turns it off, they all hide and move to the doorway. Splat throws a sling stone at Mark to prevent him from getting up, but misses.

 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
 Action:  stabs halfling  (1d20+5)[ 9 ]  for  (1d4+3)[ 6 ] 
(advantage  (1d20+5)[ 12 ] )
If the halfling drops, he picks up the lantern
If not, he disengages. Either way, he then moves to X23.

  Mudbugs   AC 13, 13/24 HP
Stab halfling. If he drops, they grab the lantern if Boomfizzle didn't, hide, move to the door at S23, and use any remaining attacks to throw sling stones at the wizard
(Advantage for hiding should counteract disadvantage from range and prone)

 Bonus Action:  Hide,  (1d20+2)[ 3 ] 
 Action:  Snotgobbler:  (1d20+2)[ 7 ] , damage  (1d4+2)[ 4 ] 
(if advantage  (1d20+2)[ 11 ] )
Dungplop:  (1d20+2)[ 22 ] , damage  (1d4+2)[ 3 ]  crit =  6 
(if advantage  (1d20+2)[ 20 ] )
Splat:  (1d20+2)[ 6 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+2)[ 18 ] )
 

 
 Spoiler: Notes 
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  
 Finish him, got to help the others 
Big Head let the remaining sparks stab at the downed fighter while he hurried into the sleeping quarters

 "Boom, boom motherlovers" 
he said, before unleashing his strong spell.
 
 
  
 
 Spoiler 


Sparks stab at downed Adrian to kill him dead
 (1d20+2)[ 7 ] / (1d20+2)[ 4 ] 
 (1d20+2)[ 11 ] / (1d20+2)[ 10 ] 

Big Head runs to S25 and casts Thunderwave on the two adventurers

 (2d8)[ 7 ]  DC 12 for half damage
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
 Pustleplop (RIP) 
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 0/10 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Blocked off from stabbing the downed human the Mashers back up slightly to pelt the shield-bearer with rocks from not very far away, all the better to hit hard.
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
Death Save:  (1d20)[ 11 ] 

Total:
Successes:  3 /3 Stable!
Fails: 0/3

 Mashers:- 
 Bonus Action:  Disengage
 Move:  Mov back 5ft to P28
 Action:  Sling x3 on Helga since they can't hit Mark.
Threefoot:  (1d20+4)[ 23 ]   Damage:    (1d4+2)[ 3 ] 
Sneezer:  (1d20+4)[ 14 ]   Damage:    (1d4+2)[ 5 ] 
Lava:  (1d20+4)[ 21 ]   Damage:    (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
J-H
Boomfizzle and the Mudbugs scatter, leaving the halfling behind, bleeding and unconscious.

The mashers sling stones at Helga, who collapses to the ground with a clatter of armor.

Big Head runs into the room and casts a spell, causing Mark to pass back out as his body is knocked into Helga with a crack that's only inaudible because it's covered by the sound of a thunderclap.

All four of the adventurers are unconscious.
 =&gt; What do you do? 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid | AC: 15 HP: 8/10 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 0/2 | Concentration: none
Conditions: none 

Boomfizzle runs south, looks in to the common living room and sees the cleric and wizard both down. He also sees the Mudbugs which means the halfling is down too.

He runs back to the Sparks and joins them in stabbing the downed fighter.

The Mudbugs go back to the tunnel and drag the halfling out, stabbing him as they bring him into the Living area, and then continuing with the body into the kitchen.

When Boomfizzle sees them, he calls to them,   "Cut off its ears. We will send them back to the village."  

He cuts the ears off the fighter's body, while the Mudbugs do the same to the halfling. Boomfizzle then goes to Manyteeth, offering her some berries to help her heal. He ends up giving everyone a berry.

Snotgobbler takes his berry and replies,   "We should cook them and have a feast."  

It's not clear if he means the berries or the adventurers.
 
 
  
 
 Spoiler: OOC 
Stabs and stabs and stabs, then cut off the ears.
Then cast goodberry and pass them out.
 

 
 Spoiler: Notes 
 
J-H
 
 Spoiler: loot 

One of you should probably keep track of the tribe's loot.

Adrian the Fighter
Greatsword
Handaxe x 2
Chain mail
Backpack
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin
Dagger
pouch with 1 pair of goblin ears

Helga the Cleric
Holy symbol of Lathander
Scale Male
Mace
Shield
Sling
Backpack
Blanket
Block of Incense, Candle, Censer, Tinderbox
Waterskin

Black Leaf the Rogue
Shortsword
Dagger x 2
Leather armor
Backpack
Calligrapher’s supplies
Thieves Tools
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
Waterskin
6 gp

Mark the Evoker
Quarterstaff
Spellbook containing Mage Armor, Burning Hands, Sleep
Backpack
Iron Pot
Ink &amp; pen (not suitable for spell copying)
Small knife
Spell component pouch
 

   and level up to 2!   
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 8/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Perked up by the goodberry, Manyteeth awakens to find that in her slumber all the invaders had been killed. An excellent performance by her clan, especially her Mashers. She's a little miffed when the adventurers had already been stabbed - partly because she wanted to do it and partially because now they can't interrogate them.  "We can't send the bodies back, they'll just send more. We'll sacrifice them to the Mighty One and then feast on them here. Let their deaths give our living more life." 
 
 
  
 
 Spoiler: Character Actions 

From the lootlist, Manyteeth is claiming the Thieves Tools since she's proficient.

Could give the shortsword to one of the minions - they're non-proficient but that's true for dagger too, so slightly higher damage dice size. Since the Mashers are already sling-trained, they'll be low-prio for melee weapons I think.

Once the party's decided what to claim I'll do a big "Tribe Lootlist" with everything left.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 8/8 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Once everyone is gathered, Big Head also had an opinion
 No, no cutting off ears. We need to be smart - make it look like they were killed out in the woods, somewhere else. They were looking for us. If we want to stay  here and not get another visit soon, we need to make their friends look in the wrong places. Preferably at some cave with a bear in it. 
He looked at Pustleplops head:  "We need to learn to fight better. That was all very sloppy. Dreadpirate Skinner would have tanned our hide for that performance." 
 
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
 Pustleplop (RIP) 
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 2/2 | Goodberries: 1
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 10/10
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle helps the Sparks finish off the fighter and then lets them loot the body for Bighead.

Meanwhile, the Mudbugs take the halfling's belongings from her body. Dungplop claims the short sword while Snotgobbler and Splat each take a metal dagger. They take the bell, crowbar, hammer, hooded lantern, flask of oil, rope 50’, string, tinderbox, and waterskin and give them to Boomfizzle.

They take the thieves tools and calligraphers tools to Manyteeth and give 2gp to each of the leaders.

Boomfizzle turns to Bighead and looks at Mark's book.   "I think we should eat these four. Then we should use a piece of paper and tell the big people that if they stop cutting off our children's ears, we won't cut off their ears. But if they do it again, we will steal their children and eat them."  

He agrees with Bighead's assessment of our fighting ability.   "Can you make us bows? We need bows so we don't need to get so close. I need to close off these stairs so big people can't kill the kids again."  
 
 
  
 
 Spoiler: OOC 
Happy to give up any of these things.
Bighead's plan is probably better.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x1 Melee Weapon: +2 to hit, 5', 1d6+2 piercing
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head looked at Boomfizzle with a look that said: Are you stupid?
Then he said:   "Are you stupid? That will only draw more of them to us. Think!
We can keep their stuff, but we don't eat them! Humans hate us, but they will hunt us like wolves if they think we eat them and their babies.
The pirates taught me that. You only strike when you can get away with it and you don't do it too often or at the same place. The authorities acept that sometimes people go missing. But if it happens too often they hire mercenaries to take care of the problem. Our old leaders were stupid. They got greedy. Now they are dead and we are weak. The weak have to hide until they are strong.

We need to build fake walls to hide the rest of the tomb. Then me make a fake tomb that looks like it has been raided already. Adventurers will think someone came before them and leave again. If they are clever and look for secret entrance, we kill them. But that way we have to fight much less and will lose fewer goblins. We also need traps. The humans got in much too quickly. If they find a trap, they will move much slower because they are afraid that there are more traps.

Also give me that short sword. I have an idea what to do with it.


And no, I don't know how to make good bows. I'd need to find a book to teach me. Or we need to buy them. I can do that. I know a spell to disguise me as a filthy halfling. Then I can go into town and just buy them with gold."  
 
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
 Pustleplop (RIP) 
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 8/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Manyteeth snorts.  "Humans already hunt us for sport. See the ear they had?"  The Chief holds it up.  "Put their things in room with big coffin after we take what we need. Bodies stay here - going missing less suspicious than finding them with stab and bash marks that they could track back to home. Eat or burn in sacrifice or bury, but we're not dragging them out."  She kicks the biggest human.  "You think we could carry this without leaving tracks?"  Manyteeth shakes her head.  "Waste of energy. More humans always come, but no need to make a trail straight to us." 
 
 
  
 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 2/2 | Goodberries: 1
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 10/10
Mudbugs: AC: 13 HP: 24/24 

Despite Bighead being one of his two best friends along with Manyteeth, Boomfizzle doesn't like being called stupid. When he's called that, he instead looks at the wizard, holds the ear up that he just cut off, and slowly, deliberately, puts it in his mouth. He chews loudly with his mouth open, drool falling on the ground.

When Bighead demands the sword, Dungplop, disappointed but understanding his place in the tribe,  starts to give it to him, knowing that Bighead could destroy him in an instant. But Boomfizzle is mad now.

  "No. Mudbugs killed the halfling, so Mudbugs get the halfling's sword. You can have the fighter's stuff. If you use your disguise and get us three bows, you can have the sword. Until then, Dungplop gets to keep it."  

He continues to cut off pieces of the halfling.

  "We can cook them and leave the bones for the big people to find. We should feed the tribe then use the bones for your plan. No point wasting good meat."   
 
  
 
 Spoiler: OOC 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x1 Melee Weapon: +2 to hit, 5', 1d6+2 piercing
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head threw up his hands in frustration.
 "Argh. It's wasted breath with you - as always. And three bows for one sword is a rip-off. You'll see I was right, when the next group comes with a paladin."  

Big Head went to his lab and slammed the door. In there he immediately began to cast, calling forth an invisble servant and sent it to clean up the place and collect all the ball bearings. That done, he went outside and began placing alarm spells to silently alert him, if someone other than animals or goblins came close.

 
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 2/2 | Goodberries: 1
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 10/10
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle continues to prepare the feast. As the shaman, he also prepares the dead goblins' bodies for burial. We will not eat them, but will show our kind respect in death.

Not wanting to keep the sword and incur BigHead's wrath, or now give the sword to Bighead and make Boomfizzle angry, Dungplop gives the sword to Boomfizzle to give to the Chief.

In front of the whole tribe, a bonfire raging to cook the bodies, Boomfizzle takes the shortsword and presents it to Manyteeth.

  "Oh Great Chief Manyteeth, in honor of leading us to victory over the evil Big People in the First Battle of the Tomb, we present you with this magnificent sword!"  

He then turns to the goblins,   "Tonight we feast and celebrate our victory, and bury our dead. Tomorrow we continue work improving our new home."  

During the ceremony, his new Fire! dances around, entertaining the tribe, while Boomfizzle makes a spectacle of erupting bonfires in different places.

Over the next few days, Boomfizzle continues working on our defenses, using the Mudbugs when they are available, or another crew when the Mudbugs are training.
 
 
  
 
 Spoiler: OOC 
Wildfire spirit is named Fire!
Day 1. Use dirt to close off stairs, enclosing the 10' square except for a tiny tunnel.
Day 2. Open the secret doors from the Living Quarter to the Shrine and make ends tighter.
Day 3. Make a stone wall and secret door at Bighead's wooden wall.
Day 4. Dig and cover pit traps (starting at the entrance)
Day 5-6. Tunnel from Secret tunnel to alcove to room 4.

He can help with hunting whenever you both think it's needed.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x1 Melee Weapon: +2 to hit, 5', 1d6+2 piercing
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

During the following days, Big Head was in a particularf foul mood. For two days, he didn't leave his lab except to set alarm spells and grab something to eat.
After that he went out with his sparks to hunt and to scout, always on the lookout for someone he could sell the loot to.
And then he went back to brewing...

 
 
  
 
 Spoiler 

Actions:
Brew (2 days) health
Scout (especially for some trader) (1 day)
Hunt
Brew (2 days) health
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
[/QUOTE]
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 8/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

There was no rest for the wicked and Manyteeth sat about continuing her training of the goblin warriors - the more prepared they were the better.
 
 
  
 
 Spoiler: Day Actions 

 Day 5:   Train Mudbugs with Slings (1/2)(Chief bonus already rolled, failed)
 Day 6:   Train Mudbugs with Slings (2/2)(Chief bonus already rolled, failed)
 Day 7:   Train Sparks with Slings (1/2)  (1d6)[ 3 ] 
 Day 8:   Train Sparks with Slings (2/2)  (1d6)[ 3 ] 
 Day 9:   Hunt  (1d6)[ 1 ] 
 Day 10:  Train Mashers with Medium Armour (1/2)  (1d6)[ 1 ] 

Any bonuses rolled will be spent on hunting to stock up on food supplies while we can.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
[/QUOTE]
J-H
Goblins remember their losses, but they don’t mourn them, much.  There’s not time.  After distributing the loot, the Cackling Moon Clan holds a feast where they celebrate being alive for another day… and eat well.  There’s going to be a lot of bone broth available to drink or cook with for the next few days.  They share some of the best stories, like stabbing a stuck halfling in the back, or the big guy with the sword being so blind when it stopped glowing.
An adolescent goblin named Bubblesnot gets a little too boastful about what he could have done, and gets drafted to join the Sparks.
Food supply +1 for eating adventurers?? Net no loss of food for the day.

 Day 1 
Boomfizzle moves dirt to close off the stairs to Room 3 except for a narrow passage.  You don’t have a lot of stones, so it’s a dirt wall with stone reinforcements.
Big Head starts brewing something stinky.
Manyteeth trains the MudBugs to use slings.
Food -1, 3 remain
Herbs -1

 Day 2 
Boomfizzle and the Mudbugs repair the secret doors.  They try to pile some dirt in to make it narrower, but will need to get some flat stone or bricks from somewhere, as the dirt keeps sliding down to just make piles.  They do use their masonry tools to clean up the stonework on both ends, making the doors harder to spot (DC = 16).
Big Head finishes brewing a Potion of Healing.
Manyteeth finishes training the MudBugs to use slings.
Food -1, 2 remain

 Day 3 
Boomfizzle and the Mudbugs build a stone wall, blocking the shorter hallway from the kitchen to the entry.  They make a small trapdoor, and mortar some stones onto it to make it blend in with the rest of the wall.  DC to spot:  8 + PB (proficient with mason’s tools) + applicable stat (DEX?) = 13
Big Head goes scouting, but doesn’t detect anyone inbound on this day.  He does figure out a path to the major road about three hours away, but the only traffic he sees on it while he watches is a trio of wagons rumbling past, escorted by armed and moderately armored guards.  It has only been a week or so since the tribe’s previous leaders were wiped out raiding a caravan here, so everyone in the area is probably still on the alert.
Manyteeth starts training the Sparks to use slings.
Food -1, 1 remains

 Day 4 
Big Head goes Hunting, taking the Mashers with him.
Boomfizzle starts digging a pit trap at the entrance.
Manyteeth works on training the Sparks in sling-work, using the entry hall as a slinging range – better there than near the shrine.

The Mudbugs are helping carry dirt outside, which is the only reason you have advanced warning – big people are creeping along the beach, and are nearly here!  There’s a big person with a wolf next to him, another big person with swords, and a hairy big person with a stick.  The wolf has his nose to the ground, but his ears have perked up.

 
 Spoiler: initiative 

Manyteeth &amp; Sparks  (1d20+2)[ 12 ] 
Big Head &amp; Mashers  (1d20+3)[ 17 ]  absent for the first 3 rounds of combat, then returning from the east
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 21 ] 
Hound  (1d20+3)[ 6 ] 
Wind  (1d20+3)[ 12 ] 
Grump  (1d20+2)[ 20 ] 
 

 
 Spoiler: Map 

   
 

=&gt; Boomfizzle &amp; Mud Bugs
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 10/10
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the Mashers build the wall and tunnel between the living area and the kitchen while Manyteeth teaches the Mudbugs to use their slings better. They then open the secrets doors for the tunnel between the living area and the shrine so everyone can worship more easily. They also move the storage to be in the same room as the shrine. Maglubyet would want us to think about him every time we got food.

Finally, they create a rough secret door and wall, backed by 5' of dirt and a small tunnel in order to make invaders take the long way around to the kitchen.

When the new invaders arrive, the Mudbugs see them first. Not wanting to fight in the open or the daylight, they drop their dirt and run back into the Compound, not yet calling an alarm so they can hopefully ambush the big people.

  "Booomfizzle, Manyteeth. 3 Big People and wolf. They've come to kill us all!"  

Boomfizzle joins them in retreat. They all run east and hide behind the corner.

  "Let's prepare an ambush. Manyteeth, want to come with us."  
 
 
  
 
 Spoiler: OOC 
There should be 5' of dirt and a tunnel behind the secret door at Z31.
Dash to AE31 (Boomfizzle) and AF 31 (Mudbugs)
Boomfizzle BA hide  (1d20+5)[ 10 ] 
Mudbugs BA hide  (1d20+4)[ 24 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
You hear from muttering from outside, but it's too quiet to make out.
Manyteeth sees a head poke around the corner and then withdraw.  This big person has a lot of hair on his face and on the back of his head.

Another big person dashes into the opening and takes cover behind the opposite side of the entry - out of sight and behind cover, unless you expose yourself by moving up.

 
 Spoiler: Map 

   
 

 =&gt; Manyteeth &amp; Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Manyteeth glowers at the invaders come once again to take their home from them. Disgusting monsters. Calling upon Maglubiyet's power she calls out in a magically enhanced voice   "Flee, invaders! This domain is blessed by the Mighty!"   Not one to stand alone however she follows behind the Sparks, closing the door as she passes through it, to better aid the planned ambush.
 
 
  
 
 Spoiler: Character Actions 

 Sparks:- 
 Move:  30ft to Z30
 Action:  Hide:  (1d20+4)[ 18 ] 
 Manyteeth:- 
 Action:  Thaumaturgy (LOUD VOICE)
 Move:  30ft to Z31
 Object Interaction:  Close door.
 Bonus Action:  Hide:  (1d20+2)[ 3 ]  Disadv:  (1d20+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
J-H
Manyteeth hears a short laugh.
 
 Spoiler: Common 

"This may be what we're looking for."
 


There's a bit of crunching of sand and gravel on the beach, but that's all Boomfizzle can hear.
 =&gt;Boomfizzle &amp; Mud Bugs 
Nothing new visible on map for you.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 10/10
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the Mudbugs prepare to use their slings against the first person (or wolf) that they can see in the entryway.

  "Shh"  
 
 
  
 
 Spoiler: OOC 
Still hiding, ready action to attack with slings.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Boomfizzle and the Mud Bugs see a head poke around the corner at U34.  It looks like the big person is trying to hide, but trips on a rock and comes out farther than expected.  She does seem to see Boomfizzle, though.

 =&gt; Readied attack rolls 
Distance is around 50', so disadvantage,  Mud bugs are hidden and have advantage, canceling out the disadvantage.
Target has half cover, would have been 3/4 cover except she got a nat 1 on her stealth check.

=&gt; Manyteeth &amp; Sparks
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 10/10
Mudbugs: AC: 13 HP: 24/24 

Not wanting to give away their location yet, Boomfizzle and the Mudbugs wait, keeping their slings loaded and ready for someone to come out into the open. Boomfizzle puts his finger to his mouth, as if to say,  "Shh"  , but he makes no sound.
 
 
  
 
 Spoiler: OOC 
Still hiding, ready action to attack when someone comes out in the open.
I think we're also in darkness.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

The Chief quietly makes a series of gestures that are utterly incomprehensible to onlookers, conveying her genius battleplan of: she kicks open the door and the Sparks sling rocks at the target. Thankfully, "throw rocks at enemies" is a language all goblins speak, and they load their slings in preparation.

 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
 Action:  Ready Action: Open the door when a big'un moves into the Z column.
 Move:  None


 Sparks:- 
 Move:  None
 Action:  Ready Action: Attacks with Slings when the door opened.
Bugsmoosh:  (1d20+2)[ 10 ]  Advantage from hiding?  (1d20+2)[ 17 ]   Damage:   (1d4+2)[ 4 ] 
Bubblesnot:  (1d20+2)[ 3 ]  Advantage from hiding?  (1d20+2)[ 5 ]   Damage:   (1d4+2)[ 3 ] 
Rotrustler:  (1d20+2)[ 3 ]  Advantage from hiding?  (1d20+2)[ 13 ]   Damage:   (1d4+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 10/10
Mudbugs: AC: 13 HP: 24/24 

When they finally see someone in the open, Boomfizzle and the Mudbugs launch their sling stones.

  "Now!"  

They then retreat back to 5' north of their previous locations.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
 Action:  sling  (1d20+5)[ 12 ]  for  (1d4+3)[ 4 ] 
 Bonus Action:  Hide,  (1d20+5)[ 18 ] 
  Mudbugs  
 Action:  Snotgobbler:  (1d20+4)[ 7 ] , damage  (1d4+2)[ 3 ] 
Dungplop:  (1d20+4)[ 14 ] , damage  (1d4+2)[ 3 ] 
Splat:  (1d20+4)[ 23 ] , damage  (1d4+2)[ 3 ] 
 Bonus Action:  Hide,  (1d20+4)[ 24 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
A tall person with a bow steps into the entry, watching cautiously down the hall.  Rocks fly at him from Mudbugs, and from the Sparks, two of which connect.
 
 Spoiler 

Bugsmoosh hits for 4.
Splat hits for 3.
 


The bowman fires an arrow at Boomfizzle, who is peeking around the corner most un-subtly, and barks a brief command in common.  A fierce-looking wolf bounds around the corner and heads for the open secret door, jumping at the goblins, fangs and claws first.  Both miss, the arrow clattering against the far wall.

 
 Spoiler 

Longbow vs Boomfizzle, with Boomfizzle having +5 AC from cover
Attack  (1d20+7)[ 13 ]  for  (1d8+3)[ 5 ] 

Wolf  (1d20+4)[ 10 ]  for  (1d8+4)[ 6 ]  slashing damage
 

 Imgbb is currently having an encryption problem, so map will go in Discord. 
 =&gt; Boomfizzle &amp; Mud Bugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/3 | Wild Shape: 2/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 10/10
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle summons Fire! to attack the wolf. A goblin of pure fire appears 10' from the canine.

He then orders his crew to attack,   "Get the wolf!"  

They all throw a round of stones at the wolf, then retreat to the Northeast.

Fire! throws a ball of fire at the wolf before joining the retreat.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
 Action:  Summon wildfire spirit to AB32.
Wolf must make DC12 DEX save or take  (2d6)[ 6 ]  fire damage

 Bonus Action:  command wildfire spirit
 Move:  10' NE to AG29

  Mudbugs  
 Action:  Snotgobbler:  (1d20+4)[ 10 ] , damage  (1d4+2)[ 6 ] 
Dungplop:  (1d20+4)[ 20 ] , damage  (1d4+2)[ 5 ] 
Splat:  (1d20+4)[ 6 ] , damage  (1d4+2)[ 6 ] 
 Move:  10' NE to AH29
 Bonus Action:  Hide,  (1d20+4)[ 6 ] 
  Wildfire Spirit  

Flame Seed wolf  (1d20+4)[ 12 ] ,  (1d6+2)[ 5 ]  fire damage

 Move:  to AG30
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The flame wolf spirit appears in a puff of fire, fires a jet of flame at the wolf that misses, then retreats, covered by sling-stones, only one of which hit.
 
 Spoiler 

Wolf Dex  (1d20+4)[ 18 ]  or take 6 fire damage
1 sling hit for 5
remainder of attacks miss
 


The fire spirit sees the bearded man enter the tunnel, his staff held in front of him.  He cautiously intones something in Druidic, and motes of light appear and race towards Boomfizzle, the MudBugs, and the fire spirit.  The MudBugs bump into each other, and end up with glowing motes surrounding them.
 
 Spoiler: Faerie Fire 

Dex DC 13 or attacks on target have advantage, and it can't go invisible and radiates light.
Rolling now as this could affect next set of moves.
Boom  (1d20)[ 13 ] 
Mudbugs  (1d20)[ 7 ] 
fire  (1d20)[ 12 ] 
 
J-H
Moving like the wind, the tall person with a pair of short-swords runs east along the hall, smoothly weaving her way past the spellcaster and the wolf.  One of her swords sheds light around her in a small radius, but she seems to see just fine outside that area, and it looks like she's got pointy ears.  Boomfizzle doesn't have much time to study her as she comes around the corner, her blade swinging and slicing through his summoned fire spirit.  The fire gutters and weakens, but doesn't go out.

 
 Spoiler 

There's a spell at work here briefly.
Attack with advantage from spell  (1d20+5)[ 8 ]  or  (1d20+5)[ 21 ]  for  (1d6+3)[ 9 ]  plus  (1d8)[ 1 ]  force damage.  hit for 10 
 Horde Breaker second attack, with advantage from Faerie Fire  (1d20+5)[ 13 ]  or  (1d20+5)[ 18 ]  for  (1d6+3)[ 8 ]   hit for 8  
 


In Common  "Follow me, I've caught them!" 
 =&gt; Manyteeth &amp; Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: Blessed 
 Concentrating: Bless (1 min) 

Wolves were longtime friends of goblins, serving as guards and mounts. It was almost a shame this one had to be put down. She doubted one trained to feast on goblin flesh could be retrained, after all. She invokes Maglubiyet's words once more, calling the Sparks to strike the wolf down and ready themselves for more slaughter.
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
 Action:  Cast  Bless  on the Sparks(and herself
 Move:  None

Bless triggers Order Cleric's  Voice of Authority , so Bugsmoosh uses their reaction to make a Sling attack:  (1d20+2)[ 17 ] + (1d4)[ 3 ]   Damage:   (1d4+2)[ 4 ] 
 Sparks:- 
 Action:  Attack with Slings.
Bugsmoosh:  (1d20+2)[ 22 ] + (1d4)[ 1 ]   Damage:   (1d4+2)[ 3 ] 
Bubblesnot:  (1d20+2)[ 11 ] + (1d4)[ 4 ]   Damage:   (1d4+2)[ 6 ] 
Rotrustler:  (1d20+2)[ 17 ] + (1d4)[ 2 ]   Damage:   (1d4+2)[ 4 ] 
 Move:  None if the wolf survives. If they kill the target next to Manyteeth then they'll move south 10ft to shoot at Grump, and then back behind Manyteeth again.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
J-H
The volley of sling stones pelts the hound, made more accurate by Maglubiyet's power, and kill it!  Rotrustler leans out the door and launches a sling stone at Grump, hitting, and then retreats.

The archer moves up to the edge of the door, angrily calling out:   "You'll pay for that!"   Manyteeth's skin prickles in the presence of magic by something other than the divine.  Somehow, the stones and soil around the goblins instantly sprout vines and roots, which reach out to grasp the goblins.

 
 Spoiler 

 Entangle 
STR save or Restrained until spell ends.
Can take an action on your turn to make a STR save to get free.
DC 12
Manyteeth  (1d20-1)[ 0 ] 
Sparks  (1d20-1)[ 9 ] 
 


Big Head and the Mashers approach...
 map in Discord 
 =&gt; Boomfizzle &amp; Mud Mudbugs &amp; Fire 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 5/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle tries the same spell on the tall person with the two short swords. Roots from under the rocks of the tunnel grow up and try to grab onto the elf.

He then orders his crew to attack,   "Kill him!"  

They all throw a round of stones at the elf, then retreat further to the Northeast.

Fire! grabs Boomfizzle and teleports away down the hallway. Leaving Boomfizzle, he returns to the elf.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
 Action:  Cast Entangle, DC12 STR save or restrained.

 Bonus Action:  command wildfire spirit
 Move:  none (moved by Fire! though)

  Mudbugs  
 Action:   Action:  Snotgobbler:  (1d20+4)[ 6 ] , damage  (1d4+2)[ 4 ] 
(if advantage  (1d20+4)[ 21 ] )
Dungplop:  (1d20+4)[ 11 ] , damage  (1d4+2)[ 3 ] 
(if advantage  (1d20+4)[ 24 ] )
Splat:  (1d20+4)[ 8 ] , damage  (1d4+2)[ 5 ] 
(if advantage  (1d20+4)[ 21 ] )

 Move:  around the corner to AF25
 Bonus Action:  Hide,  (1d20+4)[ 18 ] 
  Wildfire Spirit  

Fiery teleport to AI27, moving Boomfizzle to AI26

Elf must make DC12 DEX save or take  (1d6+2)[ 8 ]  fire damage

 Move:  back to AH29 if the elf is restrained, AH30 if he is not.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
 
 Spoiler: Saves 

Str save vs Entangle  (1d20+3)[ 11 ] 
Dex save  (1d20+5)[ 14 ] 
Maybe disadvantage  (1d20+5)[ 24 ] 
 


The vines and roots grab the elf, who can't pull free.  She manages to duck and shield herself against the burst of flame, but that doesn't stop a bunch of sling stones from hitting her (15 damage).
J-H
As the hide-clad man with the beard steps closer to the open doorway, Manyteeth sees that his quarterstaff is carved in the shape of a snake.  The wooden snake's mouth opens as he draws it back, and shoves the staff forward in a punching strike at the stuck goblin.  He misses, but just barely, the staff deflecting off Manyteeth's shield.
 "I've got this, help her." 
 
 Spoiler 

Advantage on attack roll due to Restrained condition
Staff of the Adder  (1d20+4)[ 15 ]  or  (1d20+4)[ 16 ] 
Damage  (1d6+2)[ 3 ]  piercing damage + Con DC 15 or  (3d6)[ 10 ]  poison damage, Manyteeth Con save  (1d20+2)[ 19 ]  +  (1d4)[ 1 ] 
 

 =&gt; Big Head &amp; Mashers 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/3
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head and the hunters retuned just in time to hear the chiming of the alarm spell. Immediately everyone in the group began to run, closing the distance toward the faint screaming.
 "I told them, I told them so."  Big Head mumbled while he ran.

His owl Eyepicker flew ahead, trying to relay an image of what was going on 
 
  
 
 Spoiler 

Actions:
Move 60ft to the entrance to U37
Owl to U33
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
Wind twists, bends, and manages to break free of the roots and vines that surround her.  She makes her way back towards the entrance, having to walk slowly and carefully to avoid being tripped.
In Common:   "I think we found out what happened to the kids.  We should go." 
 
 Spoiler 

Str save  (1d20+3)[ 17 ]  vs DC 12

Wind has moved to  AC32 , slow going across the difficult terrain
 

 =&gt;Manyteeth &amp; Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: Blessed 
 Concentrating: Bless (1 min) 
 "They're trying to run! Don't let them flee!"  Manyteeth calls out with her magically enhanced voice, carrying far beyond its normal range. Straining at the binds, the Sparks seek to strike Grump again with rocks before they can make an escape. The Chief considers commanding the foe to drop his magical snake staff, but she reasons she can just take it off his corpse. Instead she ignores her binds and points a calloused finger at Grump and commands him in common:   "KNEEL!"  
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
 Action:  Cast  Command: Grovel  on Grump.  (1d20)[ 7 ] +mods vs DC12 or spend his next turn falling prone then immediately ending turn.


 Sparks:- 
 Action:  Attack with Slings. If an attack's not possible, use the first d20 for each gob with a -1 mod strength check to break the restrain (no bless bonus, boo)
Bugsmoosh:  (1d20+2)[ 4 ]  Disadv:  (1d20+2)[ 7 ]  + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 5 ] 
Bubblesnot:  (1d20+2)[ 19 ]  Disadv:  (1d20+2)[ 14 ]  + (Bless)  (1d4)[ 1 ]   Damage:   (1d4+2)[ 5 ] 
Rotrustler:  (1d20+2)[ 20 ]  Disadv:  (1d20+2)[ 3 ]  + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 6 ] 
 Move:  None.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
[/QUOTE]
J-H
The bearded man with the snake staff blinks, but shakes off her Command with an ornery look on his face.  Moments later, he's hit by a sling stone.

The bowman jogs over to Wind, laying a hand on her.  The bleeding slows as his healing magic takes effect for  (1d8+2)[ 5 ] .

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle &amp; Mudbugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 5/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle drops concentration on his current Entangle spell, runs forward and casts it again on the elf, catching the other Big People as well.

Fire! flies at the elf and the bearded man, teleporting back in burst of flames.

The Mudbugs move as far south as they can, just enough to get shots at the intruders, throwing stones at the best target they can.
 
 
  
 
 Spoiler: OOC 

  Boomfizzle   Moves to AG 31
 Action:  Casts entangle from Z33 to AC32, catching all 3. DC12 STR save or restrained
Without mods (Wi  (1d20)[ 2 ] , Ho  (1d20)[ 3 ] , Gr  (1d20)[ 9 ] )

 Bonus Action:  command Fire!

  Fire!   Move to AC33, teleport to AF 31
 Action:  Fiery teleport catching Ho and Wn
DC12 Dex save or  (1d6+2)[ 8 ]  damage
Without mods (Wi  (1d20)[ 10 ] , Ho  (1d20)[ 12 ] )
If disadvantage from restraint, without mods (Wi  (1d20)[ 16 ] , Ho  (1d20)[ 11 ] )

  Mudbugs   Move to AI29

Attack Wn, unless Ho restrained and Wn isn't, then attack Ho.

 Action:  Snotgobbler:  (1d20+4)[ 13 ] , damage  (1d4+2)[ 4 ] 
(if advantage  (1d20+4)[ 14 ] )
Dungplop:  (1d20+4)[ 19 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+4)[ 19 ] )
Splat:  (1d20+4)[ 17 ] , damage  (1d4+2)[ 3 ] 
(if advantage  (1d20+4)[ 20 ] )

 Bonus Action:  Hide  (1d20+4)[ 9 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The plants growing out of the walls and floor catch all 3 of the big people and lash them in place.  Unfortunately, they are not restrained enough that they can't shield their exposed skin from the flash of heat created by the Wildfire spirit.

The mud bugs launch sling stones at the bow-wielder, hitting twice for 9 damage.

 
 Spoiler: Hound concentration saves 

 (1d20+2)[ 18 ] 
 (1d20+2)[ 22 ] 
 


The glowing lights around the Mudbugs wink out.  The bearded man ignores Manyteeth for a moment.   "They have a druid of their own then... yes, Wind, we should be going."   The ground underfoot sharpens, as the stones themselves seem to grow razor edges under Boomfizzle and his team.
(Spike Growth, roll your 2d4 if you walk on it)
 
 Spoiler: Map 

   
 

 =&gt; Big Head &amp; Mashers 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/3
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head drew his dagger and started to chant. Immediately he became swifter and ran towards the large human and tried to skewer him. The Mashers hung back and began pelting him with their slings.
 
 
  
 
 Spoiler 


Mashers: move to U33 attack, move back to U34 into cover

 (1d20+2)[ 18 ] / (1d20+2)[ 14 ] , damage  (1d4+2)[ 5 ] 
 (1d20+2)[ 22 ] / (1d20+2)[ 6 ] , damage  (1d4+2)[ 5 ] 
 (1d20+2)[ 16 ] / (1d20+2)[ 21 ] , damage  (1d4+2)[ 4 ] 

Big Head: Bonus Action: Bladessong Move to Y32
 (1d20+5)[ 15 ] / (1d20+5)[ 7 ] , damage  (1d4+3)[ 6 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
The bearded man collapses to the ground, bleeding and unconscious.  Without his influence, the sharpened stone melts back into its normal shape beneath Boomfizzle.

 
 Spoiler 

Wind Str save vs Entangle  (1d20+3)[ 14 ] 
 

The elf moves towards the exit, picking her way through the entanglement once more.  Her blades are at the ready, but she seems very tense.

 
 Spoiler: Map 

   
 

 =&gt;Manyteeth &amp; Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: Blessed 
 Concentrating: Bless (1 min) 

Her luck with her Command spell had been limited so far, but third time was the charm, and if not third then maybe fourth? She gestures to Wind and Commands her   "Approach!"   while the Sparks continue their bombardment from behind Manyteeth, even if it is just at Grump's unconscious body.
 
 
  
 
 Spoiler: Character Actions 

 Manyteeth:- 
 Action:  Cast  Command: Approach  on Wind.  (1d20)[ 18 ] +mods vs DC12 or spend their next turn moving as close to Manyteeth as possible and then ending their turn.


 Sparks:- 
 Action:  They'll attack Wind if they can see them, but I don't think they can, so Grump's body if not. If an attack's not possible, use the first d20 for each gob with a -1 mod strength check to break the restrain (no bless bonus, boo)
Bugsmoosh:  (1d20+2)[ 18 ]  Disadv:  (1d20+2)[ 21 ]  + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 4 ] 
Bubblesnot:  (1d20+2)[ 10 ]  Disadv:  (1d20+2)[ 9 ]  + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 6 ] 
Rotrustler:  (1d20+2)[ 13 ]  Disadv:  (1d20+2)[ 14 ]  + (Bless)  (1d4)[ 3 ]   Damage:   (1d4+2)[ 3 ] 
 Move:  None.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
J-H
The elf shakes off Manyteeth's command.  One rock hits the unconscious man in the head with a solid  thunk .

The archer struggles to pull his arrow around, aiming and releasing it at Boomfizzle.  His string is fouled by one of the vines and the arrows falls to the ground at his feet.

 
 Spoiler 

Attack w/ disadvantage
 (1d20+7)[ 8 ]  or  (1d20+7)[ 12 ]  for  (1d8+3)[ 5 ] 
Possible concentration save  (1d20)[ 18 ]  plus mod
Move away if concentration is broken
 

 =&gt; Boomfizzle &amp; Mudbugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 5/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the Mudbugs all continue their assault on Hound and Wind. Boomfizzle stands his ground, while the Mudbugs go back around the corner.

Fire! flies to get between Hound and Grump, then teleports back to get in front of Boomfizzle.
 
 
  
 
 Spoiler: OOC 
 All attacks on Hound first, then Wind

  Boomfizzle   Moves to AE33
 Action:  Sling  (1d20+5)[ 6 ] , damage  (1d4+3)[ 6 ] 
(if advantage  (1d20+5)[ 19 ] )

 Bonus Action:  command Fire!

  Mudbugs   Move to AE32, attack, move back to AH29

 Action:  Snotgobbler:  (1d20+4)[ 24 ] , damage  (1d4+2)[ 6 ]  Crit for  12 !
(if advantage  (1d20+4)[ 6 ] )
Dungplop:  (1d20+4)[ 10 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+4)[ 12 ] )
Splat:  (1d20+4)[ 8 ] , damage  (1d4+2)[ 3 ] 
(if advantage  (1d20+4)[ 18 ] )

 Bonus Action:  Hide  (1d20+4)[ 18 ] 
  Fire!   Move to AA32, teleport to AD33
 Action:  Fiery Teleport DC 12 Dex save or  (1d6+2)[ 4 ]  fire
(Without mods, Ho  (1d20)[ 4 ] , disadvantage  (1d20)[ 13 ] )
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The stones bring Hound to the ground, the tall man collapsing.  The fire spirit joins in, scorching him further, and killing Grump.

 =&gt; Big Head &amp; Mashers are up 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/3
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head didn't stop to swing his dagger as the next opponent appeared. Likewise the Mashers popped around the corner threw their stones and went out of sight again.
 
 
  
 
 Spoiler 


Mashers: move to U33 attack, move back to U34 into cover

 (1d20+4)[ 22 ]  damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 24 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 5 ]  damage  (1d4+2)[ 5 ] 
Big Head:
 (1d20+5)[ 24 ]  damage  (1d4+3)[ 4 ] 
If hit and opponent still stands, add +2 damage from Fury of the Small
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
The elf collapses to the ground under the flurry of accurate blows.

All of the adventurers are unconscious or dead.  What do you do next?
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 5/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle drops concentration on his spell. The Mudbugs repeatedly stab Hound to make sure he is dead, and then search the body for anything valuable.

Boomfizzle shakes his head at them.   "BigHead wants to keep one alive."   It looks like the elf will have to do.

 
 
  
 
 Spoiler: OOC 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
 
 Spoiler: Loot 

Loremaster auto-identifies magic items.

Hound &amp; Wolf, Beastmaster &amp; Beast
Studded Leather armor
Handaxe
Longbow
20 arrows
Bedroll
Mess kit
50’ rope
10 torches
Tinderbox
Waterskin
4gp

Wind, Hunter
Chain Shirt
Dagger x 4
 Moon-touched short sword 
Short sword
 Ruby of the War Mage 
Bedroll
Mess kit
Tinderbox
Waterskin
12gp
Pouch with 6 pairs of goblin ears

Grump, Druid
 Staff of the Adder 
Hide Armor
Pan Flute
Bedroll
Leatherworking tools
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 
 "Won't hurt to ask why they came, but not expecting much. We should make sure she can't move."  She commands the Mashers to retrieve some rope from the bodies to tie her up while Manyteeth sets about disarming them, keeping half an eye on the unconscious elf's features at all times.  "More ears in their pack. Another clan nearby?"  Manyteeth sniffs them, trying to determine their freshness.
 
 
  
 
 Spoiler: OOC 

Medicine(?) check on ears to try to work out long since they got cut off:  (1d20+2)[ 8 ] 

Nothing in the loot list that interests Manyteeth or the Mashers - once the party's said what they want to claim I'll update the "Unclaimed Loot List" with the remainder.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
J-H
The ears do not appear to be particularly fresh.
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/3
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head looked on with glee at the two adventurers that had succumbed to him and the hunting party.
 "What nice baubles those two had with them. It's truly fortunate, that we established last time that the one of us who fought and killed the intruders gets to pick who gets which part of the loot." 
He stuck out his tongue at Boomfizzle.
 
"And if you listened to them, you'd know they were looking for the others we killed last week - JUST AS I FRAGGING TOLD YOU!"

"Anyway, yes, let's question the elf." 
 
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head helped carrying the elf to the tomb room. Once she woke up, he stepped into view presenting himself in the guise of a gnome in dirty and ripped merchant's clothing. In his best Common he said:
 "You are finally awake. Have you come to rescue me? I have to say, you didn't do a good job then. We are both trapped in here.
Where do you come from? Is there hope that others will come to get us out of here?" 
 
 
  
 
 Spoiler 


Deception

 (1d20-1)[ 16 ] 
If advantage due to disguise self

 (1d20-1)[ 0 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
 
 Spoiler: roll 

Insight d20 (16) + 2 = 18
Beat the Deception DC, so she thinks something is off.
 


She looks over at him in the darkness.  The world is nothing but shades of grey and black with light gone.  Something seems off about the gnome's voice or words.   "Wha... I have no idea who you are."

"Some of the teenagers in town got a bright idea and went missing several days ago, and we tracked them, then found some dangerous goblins.  Who are you and where are you from?"   She sits up and leans against the sarcophagus.   "If you're a friend, help untie me." 
 
 Spoiler 

Investigation check  (1d20+2)[ 6 ] 
The illusion is convincing under inspection.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 5/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the Mudbugs help Manyteeth take the loot to the shrine room, having moved storage to that room already. There is nothing in the loot that they are particularly interested in so they let the others decide what to keep first.

Boomfizzle then uses his magic to cover the tracks of the Big People, Bighead, and the Mashers from the beach.

They then prepare the bodies for another feast for the tribe. There will again be music and laughter, and dancing Fire!

Over dinner of human stew, Boomfizzle turns to Manyteeth (and BigHead if he's done with the prisoner.   "We should raid the village and try to get short bows or crossbows. And maybe go out to find this other tribe of goblins."  

In the morning, Boomfizzle and his crew will get back to digging and covering the pits that they had planned. 
 
  
 
 Spoiler: OOC 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head sighed:  "Those bastard cut off my thumbs and made me eat them. But I can try.
I'm Jebeddo Kellen. Merchant. I thought maybe my clan had paid some adventurers to look for me. The goblins kidnapped me and have been torturing me on and off. Luckily they aren't too bright.
So what's your name? Turn around so I can get a look at your bonds.
Don't you have any friends waiting outside? Don't tell me you all went in without at least having a lookout to watch your rear!" 

Big Head kept nestling ineffectively at the tight knots on the elf's back.
 
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
She turns and gives access to the ropes holding her arms.   "We figured they had gotten themselves lost...but now I think the goblins probably killed them.  Murderous vermin.  And smelly, too.  Right next to a lake and it smells like goblin here; the smell's even gotten on you."
"Most of them are pretty dumb, so we can probably get out of here.  I think we'll need to get some professional help... they were matching us spell for spell."   Wind sounds frustrated.
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head spoke now rapidly  "Professional help is good. How long do you think the people in your village will wait until they send help? I think we need a distraction to get away from them." 
He stopped nestling at the knotts

 "I can't do it. No thumbs. I'd need to use my teeth." 
 
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
 "Not that long.  The guards will be expecting trouble if we don't make it back.  No way the three of us were going to get lost.  They'll probably send a message to ask for some professional trouble-shooters, too.  No telling what that will turn up, though." 

Wind levers herself back around and looks around at the room.  Dust, rocks, a heavy stone door, and...  "Have you checked that big stone coffin yet?" 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 
 "Ears aren't fresh, they were carrying them a while, probably far off."  Manyteeth shakes her head. Could be days away, and she wouldn't send what few warriors they had away on a chase like that without knowing where they were.   "Raiding villages risky, we can't make bows here?"  Not to mention she'd just spent days and days training them with slings - could any of them even use bows?
 
 
  
 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings [expended, would need to be gathered up]
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head sighed again.  "No, it's heavy and I didn't want to risk finding an undead in there or something. Turn around kneel and try sticking your hands as far back as you can, I'll try to gnaw through your restraints." 
When the prisoner turned around, Big Head took out his dagger and slugged the elf with the pommel over her head.

Then he called to the waiting Sparks:  "Keep watch over her, but don't harm her - yet. I want her alive." 

He then strode to find his fellow leaders:

 "Alright. It's exactly as I expected: They came from the village to search for the young humans we killed last week. And if we had bothered to leave them somewhere else along their tracks, they wouldn't have found us. Now, the elf exects that the village will send guards and also hire mercenary specialists if they don't come back. The elf is still alive.

I want to take her into the forrest back along their tracks as well as the corpses of..."  He looked at the meat preparations that had been going on while he did his little play  "...Gods damnit. Again?" 
Big Head face palmed hard enough to leave a mark.

 
 
  
 
 Spoiler 

Going for a knock out blow - to my understanding, the Elf should now have 1 hp from waking up (and by the way he would have had disadvantage to all his saves from being down to death saves and having gotten exhaustion)

 (1d20)[ 7 ] / (1d20)[ 19 ] +5
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Manyteeth snorts.  "Big  empty  Head. They would have followed our tracks back here, and if youths could find us then so would others. They were always going to find and hunt us, just a matter of time ever since last Chief died in raid."  She wags her finger.  "Why waste time dragging the elf away? Gonna carry her yourself?"  She pinches Big Head's flimsy arms before pointing at the bodies.  "Died from rocks, died from stabs, died from fire."  she mimes being tied up.  "Bruises from ropes. How do you plan to disguise these? Think 'specialists' won't notice? Spend your time training, hunting, working, not playing with corpses in the woods." 
 
 
  
 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

Greatsword
Chain mail
Backpack x4
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin x3
Dagger x3
Holy symbol of Lathander
Scale Mail
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bag of ball bearings
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
6 gp
Iron Pot
Small knife
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head slapped the hand away  "I'm stronger than any goblin here. I worked on a ship, I know how to move bodies. The trick would have been laying false tracks. But it's moot now. We need better defenses. Wolves to help us against dogs. We need to find cubs and train them." 
He turned and indicated towards the exit:
  "But most important, we need a fragging door at the entrance." 
 
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 5/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle listens as Manyteeth and BigHead argue. He doesn't care what we do with the elf, since the other two are already in the stew. He doesn't want to argue with Bighead about the elf, but he does not want a door yet.

  "We need an escape tunnel before we build a door. They could trap us in here if we had a door. I can start on that after I dig the pits. For now, I'd prefer we lure them into the kitchen and then attack from all sides. Manyteeth, maybe try not to get trapped in a tunnel again. It's hard to fight from the small tunnels. They were meant as quick escapes and to let us get into position to attack from behind. So maybe let them pass before you attack."  
 
 
  
 
 Spoiler: OOC 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  
 "They can trap us in here with or without a door. So prioritise the tunnel by all means.
As it stands we almost never have all warriors at hand when those people come. Which reminds me: The results of the hunt are still outside.
The Sparks and I will take the shoes of the invaders and follow their tracks back, while erasing them and then create a false track with them. Hopefully, that will buy us some more time. But first..." 

Big Head went over to the pile of loot and picked out the short sword as well as the ruby, his eyes glinting:  "Come to papa. Oh and keep the glowing sword somewhere save. It's bad for us to light up our cave, but if we have to fight something that can't be harmed by normal weapons it will come in handy." 

He tossed the staff at Boomfizzle.  "Here, it's a snake staff. The command word is "Sith". Do something useful with it." 
 
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
Big Head comes back into the room later and kills the elf, as keeping her captive is too much work.

 =&gt;post your day actions in order for up to 6 days 
 Boomfizzle , over the next few days you have odd dreams.  You feel taller, and like you're seeing someone else's memories.  They involve a lot of fighting and betrayal, and feature mostly humans and elves and the like instead of goblins.  When you awaken, the details are too imprecise to remember much.  You know you saw some flags and writing, but don't remember what any of it said - if you could even read in dreams.

Still, after a couple of nights of this you are pretty some of the symbols from your dream match the weird alphabet used in the markings on the sarcophagus.

If you slept in the room near the sarcophagus, you might learn more.  Or maybe it would be unsafe.

What do you do?
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 5/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle tells BigHead about his dream,

  "I think it has something to do with this coffin. Do you think I should sleep in here to try to learn more? I know it is your lab."  

If BigHead wants him to stay out of his lab, he will. If he thinks it would be a good idea for Boomfizzle to sleep in there, he will, with the Mudbugs keeping a watch rotation.

During the days, Boomfizzle works on making pits. He explains his thinking to the others.

  "The first pits are just to slow them down so we can get ready, then we draw them into Hall 4 where they have to move slowly or fall in the pits. Some of us will attack from the kitchen and we can use the secret tunnel to loop around and attack from around the corner in the hallway."  
 
 
  
 
 Spoiler: OOC 
The blue pits are a squeeze for small creature to pass on either side. The red pits are normal for a small creature and a squeeze for a medium creature. The ones in hall 4 are right against one wall so you have to weave around them.

Assuming three pits per day since they shouldn't require as much reinforcement as tunnels. If you think that's too fast, you can move back the tunnel. At 15' per day, the tunnel will take 4 days.

Day 1 - Pits
Day 2 - Pits
Day 3-6 Tunnel from Room G to cliff
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  
 "Just don't touch anything. That includes opening the coffin. If there's a vampire in there or ghoul or whatever, we risk losing too many goblins" 

Big Head answered while getting ready to finish his hunt.  
 
  
 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

With Boomfizzle working on defenses and Big Head dealing with Big Head things, Manyteeth continues her job of training and hunting, trying to put any extra effort to filling out their food stores.

 
 
  
 
 Spoiler: Day Actions 

 Day 9:   Finish training Sparks with Slings (2/2) (Chief Roll: Prerolled and failed)
 Day 10:  Hunt (Chief Roll: Prerolled and failed)
 Day 11:  Train Mashers with Medium Armour (1/2)  (1d6)[ 4 ] 
 Day 12:  Hunt   (1d6)[ 1 ] 
 Day 13:  Train Mashers with Medium Armour (2/2)  (1d6)[ 2 ] 
 Day 14:  Hunt   (1d6)[ 1 ] 

Any bonuses rolled will be spent on hunting to stock up on food supplies while we can.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 18/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
J-H
 Boomfizzle  spends the night in the room with the sarcophagus.  It's cold, even for someone who can summon a magical bonfire... too cold.  But you dreams, and the dreams are clearer.  Whoever's life you's seeing fragments of ended up betrayed, and full of hatred, before he died and was buried.  When you awaken, you spend some time considering the existence of the dreams, and what they may indicate.

Whoever he was, the fragments of that person are now a malevolent spirit of some power, confined within a trapped body.  You suspect that, should the sarcophagus be opened, it would prove dangerous to any living creature in the area.  However,  Protection from Evil  should hide you from it, at least for a time, and such spirits are not prone to wander far from their resting place, or to seize the initiative and search if there is not a living being in sight to kill....
J-H
 Day 1 
Manyteeth finishes training the Sparks to use slings.
Boomfizzle digs a big pit trap and conceals it somewhat.
Big Head goes hunting.
Food +2-1=1

 Day 2 
Manyteeth goes hunting.
Boomfizzle digs a big pit trap and conceals it somewhat.
Big Head goes out and creates some false tracks.  He finds some marks on trees and erases them where he can, but there might be more he missed.
Food 1+2-1=2

 Day 3 
Manyteeth starts to train the mashers with medium  armor
Boomfizzle digs a smaller pit trap and spends time carving some wood spears and planting them in the bottom.  Snotgobbler asks if he’s planting a spear garden, and if spears grow like that.
Big Head goes out again to try to crate paths leading away.  He doesn’t feel like he’s very successful today.  It’s too bad he doesn’t know plant magic or dirt magic.
Food 2-1=1

 Day 4 
Manyteeth goes hunting.
Boomfizzle starts on the next spike trap.7
Big Head starts brewing a potion.
(roll 1d10, 3!) An hour into her hunting trip, Manyteeth spots trouble coming clanking through the woods.
A big person with red scales and a lizard-like head is in the lead.  His armor is very shiny, and has a silver star prominently embossed on the left side of his chest. He’s carrying a spear and shield, and is accompanied by three big people in scale armor, each carrying a long pole with a blade on the end, and other equipment strapped to their backs.

What do you do?  =&gt; Manyteeth
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Manyteeth glares at the dragonscaled one. Dragons often took care of goblins because goblins took care of dragons. Maybe this was a dragon servant come seeking a new tribe?  Her  tribe? That would be lucky. She considers, for a moment, revealing herself, or deliberately luring the scaled one back to their lair, but their scales were red, and that meant they were fast. If they were an enemy - the guards or 'specialists' - then they would be faster than Manyteeth and her Mashers, and she wouldn't put them at risk on the hopes of a draconic patron.
 
 
  
 
 Spoiler: OOC 

Manyteeth will retreat back to the lair and make the others aware of potential danger so we can make preparations for an ambush if so.
Stealth if needed:-
Manyteeth:  (1d20+2)[ 10 ]  Disadv:  (1d20+2)[ 10 ] 
Mashers:  (1d20+4)[ 17 ] 

Manyteeth Religion check on the star symbol:  (1d20+4)[ 9 ] 
If it's History instead, it's a +2 instead of a +4.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
J-H
Manyteeth heads back in a hurry.  She hears the clanking of armor behind her - apparently her passage through the woods was enough to draw some attention after all.

 =&gt; What brief preparations do you make and where is everyone starting? 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/3
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  
 "Gods damnit, everytime I set out to make potions, we get intruders. Sparks, to me. We'll await them at the entrance inside the shadows. Maybe we can talk with them and gain a bit more time for the old and young to go into the tunnels." 



Big Head collected his troupes and took position just around the corner of the entrance  
 
  
 
 Spoiler 

Placement at R and U 35
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 
 "Get into positions! They might be friendly, but I doubt it. We should be ready to fight and retreat and fight some more!"  Manyteeth yells as she collects her squad together, ready to fight.

 
 
  
 
 Spoiler: OOC 

Manyteeth and the Mashers will set up in P32/P33. She'll also send the NCs to rooms A/B/C to take cover there instead of DEF so the secret tunnel is clear/free.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
[/QUOTE]
J-H
Not long after Manyteeth arrives, you hear the sound of clanking armor and the occasional grunt as the armored guards make their way down the beach.
 
 Spoiler: initiative 

Manyteeth &amp; Mashers  (1d20+2)[ 19 ] 
Big Head &amp; Sparks  (1d20+3)[ 10 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 22 ] 
Earp  (1d20)[ 10 ] 
Biggs  (1d20+2)[ 10 ] 
Vicks  (1d20+2)[ 11 ] 
Wedge  (1d20+2)[ 9 ] 
 

 
 Spoiler: Map 

   
Init order on map is incorrect, Vicks goes before Big Head
 

 =&gt; Boomfizzle, Manyteeth 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 
 "If they look nasty toss rocks, give them no chance!"  Manyteeth commands, uttering a short prayer to the Mighty to bless her allies.

 
 
  
 
 Spoiler: Actions 

Manyteeth:
 Action:  Bless the Mashers, Big Head, and the Sparks.

Mashers:-
 Move:  5ft right to R33.
 Action:  Ready attacks, trigger being the first creature that comes into sight range that "looks hostile".
Threefoot:  (1d20+4)[ 11 ] + (1d4)[ 1 ]   Damage:   (1d4+2)[ 6 ] 
Sneezer:  (1d20+4)[ 15 ] + (1d4)[ 3 ]   Damage:   (1d4+2)[ 5 ] 
Lava:   (1d20+4)[ 22 ] + (1d4)[ 2 ]   Damage:   (1d4+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 15/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle looks to the Mudbugs,

  "Shh. Let them come to us. Get in position."  

Fire! appears next to him, ready to help.

Boomfizzle and the Mudbugs move forward to help Manyteeth and Bighead. 
 
  
 
 Spoiler: OOC 
Boomfizzle: BA summon Fire, move to X32

Mudbugs move to V33 BA hide  (1d20+2)[ 11 ] 

Fire moves to V32
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Goblins reposition themselves.  Slings are readied.

One of the armored big people jogs closer to the entrance.
 
 Spoiler: Common 

"Definitely not just a cave, and there's a fire thing in there, and goblins, and...oh, a trap here at the entrance."
 


Vicks moves to R36, his pike pointed at the cave entrance in a guard position.

 =&gt; Big Head and Sparks are up 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/3
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head made sure the sparks were hidden while he also had cover and ready to throw at the first sign of aggression. Then he said in a loud and clear voice:
 "You there, this is our home, identify yourself. What do you want from us? We are a peaceful people, but we will defend ourselves if necessary. " 
While he did that, he readied himself to move back, deeper into the tunnel.



Big Head collected his troupes and took position just around the corner of the entrance  
 
  
 
 Spoiler 

Sparks ready sling attacks - hidden  (1d20+2)[ 17 ] 

Big Head readies movement back to V33
Intimidation (or whatever other social roll)  (1d20-1)[ 12 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
 
 Spoiler: Common 

"If you're not harboring goblins or killing some missing folk, you won't mind letting us agents of the law search your hole here, will you?"
 


The sound of armor moves closer.  The one with the dragon-like head moves up to the edge of the pit.  The Mashers can sort-of see him, and he can see the fire spirit.  Deciding that he looks hostile, the Mashers unleash their rocks.  Unfortunately, one of the soldiers (Biggs) jabs his pike forward, partially deflecting the rock.  The other one hits the dragonborn solidly, but doesn't seem to hurt him under his shell of armor.

 
 Spoiler: Map 

First hit for 5 reduced by Interception  (1d20+2)[ 12 ] 
Second hit for 3 reduced by Heavy Armor Master
Note: Big Head may have moved and may not be accurately placed on the map.
   
 

 =&gt;Boomfizzle, Mudbugs, Manyteeth, Mashers 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: none
Fire!: AC: 13 HP: 15/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle sees Manyteeth and the Mashers throw their stones, to little effect. He wishes we could have let them into the compound so we could spread them out more and use the darkness to our advantage, but this will have to do.

  "Now!"  

Boomfizzle moves forward and tries to entangle the warriors.

The Mudbugs throw their stones, and then retreat. Fire throws a ball of fire and moves in front of Boomfizzle 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Moves to U32
 Action:  Cast Entangle
(Without mods, V  (1d20)[ 17 ] , E  (1d20)[ 6 ] , B  (1d20)[ 4 ] , W  (1d20)[ 3 ] )

 Bonus Action:  command Fire!

  Fire!   Move to T33, attack anyone entangled (E,B,W,V in order)
 Action:  Fire Seed  (1d20+4)[ 20 ] ,  (1d6+2)[ 5 ]  fire
(if advantage  (1d20+4)[ 8 ] )

  Mudbugs   Attack then move to X32
attack anyone entangled (E,B,W,V in order)

 Action:  Snotgobbler:  (1d20+4)[ 8 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+4)[ 5 ] )
Dungplop:  (1d20+4)[ 20 ] , damage  (1d4+2)[ 4 ] 
(if advantage  (1d20+4)[ 14 ] )
Splat:  (1d20+4)[ 16 ] , damage  (1d4+2)[ 3 ] 
(if advantage  (1d20+4)[ 15 ] )

 Bonus Action:  Hide  (1d20+4)[ 9 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 
 "Dragon's scales are tough! Hit the squishies!"  Manyteeth orders her mashers, as she tries to bend dark energies around the dragon - if rocks don't hurt maybe shadows do?

 
 
  
 
 Spoiler: Actions 

Manyteeth:
 Move:  15ft east, cast, then return 15ft west to her current position, so no overall change.
 Action:  Toll the Dead on the dragonborn.  (1d20)[ 12 ] +mods vs DC12 or  Damage:   (1d12)[ 10 ]  necrotic.

Mashers:-
 Move:  10ft right to T33 for a better angle, then 15ft west to Q33 and cover.
 Action:  Attacking Biggs.
Threefoot:  (1d20+4)[ 18 ]  Possible Adv due to Entangle:  (1d20+4)[ 21 ]  + (Bless)  (1d4)[ 1 ]   Damage:   (1d4+2)[ 3 ] 
Sneezer:   (1d20+4)[ 11 ]  Possible Adv due to Entangle:  (1d20+4)[ 21 ]  + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 3 ] 
Lava:    (1d20+4)[ 10 ]  Possible Adv due to Entangle:  (1d20+4)[ 16 ]  + (Bless)  (1d4)[ 3 ]   Damage:   (1d4+2)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
[/QUOTE]
J-H
As Boomfizzle moves into view of the entry to cast his spell, a crossbow bolt flies at him from Wedge, but it misses.
 
 Spoiler 

Readied attack  (1d20+4)[ 7 ]  for  (1d8+2)[ 9 ]  damage
 

Boomfizzle's spell catches three of the four in grasping roots.  The Fire spirit blasts the dragonborn, but does little damage (resist, 2 damage).  The Mudbugs' shots mostly miss, and the one that hit deals minor damage (1).

Manyteeth's spell hits home, causing the dragonborn to start bleeding in several places (hit for 10).

The Mashers have two of their stones hit Biggs, and another one get deflected by Wedge (first hit of 3 is reduced by 1d10+2, then hit for 3 &amp; 5).
J-H
Vicks pushes through the vines to get in front of the door, then plants his feet and leaps across the pit trap, landing next to the Sparks and the fire spirit, and stabbing twice with his pike.  The first hit skewers Boomfizzle, instantly causing him to lose consciousness and collapse.  He makes a follow-up strike against the magical fire spirit, but misses.

The vines vanish.
 
 Spoiler 

He has an 8' jump with Str 16 from a standing start.  Action surge attack!
 (1d20+5)[ 24 ]  for  (1d10+3)[ 11 ]   Champion crit on a 19, 22 damage.  Boomfizzle is down! 
 (1d20+5)[ 11 ]  for  (1d10+3)[ 12 ] 
Concentration checks if needed
 (1d20)[ 12 ] 
 (1d20)[ 14 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Big Head &amp; Sparks 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 14/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/3
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recover)  

Big Head saw with Horror as Boomfizzle fell.
 "Sparks fall back, take Boomfizzle with you!" 
Then, he stepped forward again, hoping against hope that his spell would be effective while also starting to hum his fighting song.  "Be gone!" 


Big Head let rip a thundering concussion against the intruders 
 
  
 
 Spoiler 

Sparks move back w/ disengage, carry Boomfizzle with them to R32. If grabbing unconscious people is an object interaction they dash into the secret tunnel.



Big Head activates blade song and casts Thunderwave to push intruders out, from S33.
Con DC 12
 (2d8)[ 11 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
 
J-H
The Sparks grab Boomfizzle and drag him over to the door, then open the secret door.

Big Head moves off the pathway by the pit trap, then unleashes a very loud spell.  The dragonborn is blown back, along with a cloud of dust and the loose cover that had been on top of the pit trap by the door.  The closer pikeman mostly resists the spell.
 
 Spoiler: Saves 

Con save vs DC 12
Vicks  (1d20+4)[ 12 ] 
Earp   (1d20+3)[ 5 ] 
 
J-H
The closest pikeman across the pit, Biggs, leaps the pit with his big-person legs, and stabs at Big Head before sidestepping, but misses as he's still off-balance.
 
 Spoiler 

Attack  (1d20+5)[ 6 ]  for  (1d10+3)[ 8 ] 
 


The dragonborn roars "At 'em, I'll be behind you in just a moment!" as he chugs a potion and leaps across with a roar that ends in a weak burst of flame that washes over most of the goblins.  He coughs and sputters, then spits.  "Breathed too much dust."
 
 Spoiler 

Potion  (2d4+2)[ 6 ] 
Action Surge
Second wind  (1d10+4)[ 14 ] 
Fire breath  (2d6)[ 2 ]  fire damage, Dex DC 11 half, 15' cone hitting
Big Head  (1d20+3)[ 19 ]  + bless  (1d4)[ 4 ] 
Boomfizzle (fail, 1 death save)
Sparks  (1d20+2)[ 15 ]  + bless  (1d4)[ 3 ] 
Mashers  (1d20+2)[ 15 ]  + bless  (1d4)[ 2 ]  +2 partial cover from the corner
 


The crossbowman lets his crossbow dangle by a leather strap and picks up his pike, jumping across as well.

 
 Spoiler: Map 

   
 

 =&gt; Mud Bugs, Fire, Boomfizzle death save; Manyteeth &amp; Mashers 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 17/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 
 "Up up up Boomfizzle! The Mighty isn't done with us just yet!"  Manyteeth calls, summoning a small fiery halo of healing to snap the fallen goblin back to the realm of the awakened. She then raises her symbol-emblazoned shield and calls forth   "In Maglubiyet's Name,  He  Commands You: LISTEN!"   A wave of divine energy washes out from the shield, attempting to wrest good sense away from the soldiers, even as the Mashers continue their assault and then flee into the tunnels.
 
 
  
 
 Spoiler: Actions 

Manyteeth:
 Bonus Action:  Healing Word on Boomfizzle for  (1d4+2)[ 4 ]  hit points.
 Action:  Channel Divinity: Order's Demand:
 
 Spoiler: Details 


Channel Divinity: Order's Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
 


4 Wismod saves, in order from left to right:  (4d20)[ 9 ][ 8 ][ 15 ][ 13 ](45)  vs. DC12. If they fail they're Charmed by Manyteeth until they take damage, and also must immediately drop whatever they're carrying.

 Move:  Somewhat dependant on if any of the above saves are failed - if they drop anything, she'll move in to nab pick up their dropped weapon and then run away north+east, towards the second set of trapped squares. If no one fails their save, she'll just move straight east 30ft to V32 - she's leaving the secret tunnel to the others to take.

If Manyteeth's turn can go after the Mashers that'd be preferable to not break the charm, but if not that's fine.

Mashers:-
 Bonus Action:  Disengage
 Move:  Up 5ft, attack, then move into the tunnel - I believe with squeezing they can only get to Q30 but if they can get out into the next room they will do.
 Action:  Attacking Biggs again
Threefoot:  (1d20+4)[ 24 ]  + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 6 ] 
Sneezer:  (1d20+4)[ 11 ]  + (Bless)  (1d4)[ 3 ]   Damage:   (1d4+2)[ 5 ] 
Lava:   (1d20+4)[ 19 ]  + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 23/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 4/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 15/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle lies dying in a pool of blood.

The Mudbug seek to avenge his death. They move across the pit and throw stones at Biggs.

Fire then teleports away taking Boomfizzle, Bighead, and the Mudbugs with him.

Boomfizzle does not attack when Manyteeth heals him, instead lying still and not presenting himself as a threat.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
Death save  (1d20)[ 7 ] 
 Bonus Action:  none

  Mudbugs   Move to U32 and attack W.

 Action:  Snotgobbler:  (1d20+4)[ 13 ] , damage  (1d4+2)[ 3 ] 
Dungplop:  (1d20+4)[ 20 ] , damage  (1d4+2)[ 5 ] 
Splat:  (1d20+4)[ 18 ] , damage  (1d4+2)[ 6 ] 
  Fire!   Teleports to W33, taking Bighead, Boomfizzle, and the Mudbugs with him. He then flies back to his current position at T33.

 Action:  Fiery Teleport DC12 Dex Save or  (1d6+2)[ 6 ]  fire damage
(without mods E:  (1d20)[ 3 ] , V:  (1d20)[ 18 ] , W:  (1d20)[ 2 ] 

This puts Bighead in V33, Boomfizzle in V32, and Mudbugs back to X32.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Vicks partly deflects the first stone aimed at Wedge by the Mudbugs aside, but the other one hits.
 
 Spoiler 

I am assuming you're targeting Wedge on the right, with clear line of sight.
Interception  (1d20+2)[ 3 ]  to reduce 5 damage
The other hits for 6
Firey Teleport
Earp takes 3 damage (resistant)
Vicks saves, 3 damage
Wedge takes 6
 


Two of the Mashers' stones strike home, including one that clonks Biggs in the head (crit for 12, hit for 4).  He looks pretty badly injured.  Manyteeth invokes the power of Maglubiet.  Biggs drops his pike, and Earp drops his sword, although his shield is strapped in place, so it stays on.  Manyteeth darts in, grabbing the longsword, and moves to stand over Boomfizzle.
J-H
Vicks swipes at the flaming thing in front of him, but misses.
 
 Spoiler 

Attack  (1d20+5)[ 11 ]  for  (1d10+3)[ 13 ]  damage.
 

 
 Spoiler: Map 

   
Boomfizzle is prone in V32, with Manyteeth standing over him.
Earp and Biggs are  charmed , but only by Manyteeth and only until they take damage or the end of her next turn.
 

 =&gt; Big Head &amp; Sparks 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 13/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery)  

Big Head felt the fire wash over him. It took him a moment to realize that he had been transported by the fire elemental. Instead of complaining, he attacked the intruder next to him and gave his Sparks the command to attack him as well
 "Sparks, concentrate fire and fall back into the tunnel. 
The owl on his shoulder screeched, fluttering in the man's face before falling back as well.


Big Head used the confusion to slash at the man. 
 
  
 
 Spoiler 

Sparks attack W and head into the tunnel to P29

 (1d20+4)[ 7 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 21 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 9 ] , damage  (1d4+2)[ 3 ] 
Using fury of the small if attack hit for +2 damage

Big Head's owl uses help action and moves away to AA33

Big Head attacks W with advantage
 (1d20+5)[ 7 ] / (1d20+5)[ 22 ] , bless  (1d4)[ 1 ]  , damage  (1d4+2)[ 5 ] 
+2 fury of the small if hit
Bonus action disengage to follow Sparks into the tunnel to P30
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Vicks again deflects one of the inbound stones, but can't do anything when Big Head stabs the man in the knee.
 
 Spoiler 

His reaction recharged right before your turn.
 (1d10+2)[ 12 ]  reduction on 6 damage on Wedge
Big Head's stab hits for 7.
 


Biggs quickly bandages a wound, and pulls out a crossbow.  Earp looks surprised at his missing sword.  "What was that...?  Anyway!"  He points at the flame spirit and fires three bolts of magic at it, causing it to discorporate.  The room is suddenly dimmer.

Wedge applies pressure to one of his injuries, then stabs with his pike at Manyteeth, doing grievous damage.  "Your tricks won't work on all of us!"

 
 Spoiler: rolls 

Biggs second wind  (1d20+3)[ 18 ]   edit: rolled d10, 6+3=9 

Earp Magic Missile  (1d4+1)[ 5 ]  x 3 =  15 

Wedge second wind  (1d20+3)[ 22 ]   edit: rolled d10, 9+3 = 12 
Attack  (1d20+5)[ 25 ]  for  (1d10+3)[ 5 ]   crit for 10 
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, etc., then Manyteeth, etc.
Manyteeth needs to make a Concentration check for Bless 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 4/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/3 | Wild Shape: 1/2 | Goodberies: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 15/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the Mudbugs all retreat.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
[B]Action:  Dash 
 (without mods B:  (1d20)[ 17 ] , E:  (1d20)[ 19 ] , V:  (1d20)[ 10 ] , W:  (1d20)[ 1 ] ) 
 Bonus Action:   Disengage 
 Move:   to Z29 
  Mudbugs    Dash to AI 27 
  Action:  Snotgobbler:  (1d20+4)[ 22 ] , damage  (1d4+2)[ 5 ] 
(if advantage  (1d20+4)[ 24 ] )
Dungplop:  (1d20+4)[ 24 ] , damage  (1d4+2)[ 5 ] 
(if advantage  (1d20+4)[ 23 ] )
Splat:  (1d20+4)[ 23 ] , damage  (1d4+2)[ 5 ] 
(if advantage  (1d20+4)[ 14 ] ) 
 Bonus Action:  Hide  (1d20+4)[ 13 ] 
   Fire!   Moves to T33

 Action:  Fiery Teleport DC12 Dex Save or  (1d6+2)[ 8 ]  fire damage
(without mods W:  (1d20)[ 11 ] , E:  (1d20)[ 4 ] , V:  (1d20)[ 16 ] 

Teleports to U33 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 7/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Manyteeth tosses back another darkened spell at the red-scales as she beats a hasty retreat down the tunnel - choosing not to take the secret passage but instead draw the attention of  the invaders to her. She has the armour to protect herself. Probably. At the same time, the Mashers continue their assault against the weak fleshy one.
 
 
  
 
 Spoiler: Actions 

Manyteeth:
 Bonus Action:  Disengage
 Action:  Toll the Dead on the dragonborn again:  (1d20)[ 9 ] +mods wissave vs. DC12 or  (1d12)[ 8 ]  necrotic damage.
 Move:  30ft east, leaping over the trap squares as required. I don't have map access at work sadly.

Mashers:-
 Bonus Action:  Disengage
 Move:  Out of the tunnel, attacking Biggs, and then retreat back into it. Again no map access but I think they'll end up back where they started.
 Action:  Attacking Biggs again
Threefoot:  (1d20+4)[ 5 ]  (If advantage from an Entangle going out:  (1d20+4)[ 18 ] ) + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 4 ] 
Sneezer:  (1d20+4)[ 24 ]  (If advantage from an Entangle going out:  (1d20+4)[ 14 ] ) + (Bless)  (1d4)[ 3 ]   Damage:   (1d4+2)[ 4 ] 
Lava:  (1d20+4)[ 8 ]  (If advantage from an Entangle going out:  (1d20+4)[ 9 ] ) + (Bless)  (1d4)[ 2 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 23/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
J-H
Boomfizzle and the Mudbugs do the bug-out boogie.

The dragonborn's wounds open a bit wider, and he snaps out of the effects of Manyteeth's command.  The goblin chief moves east, shutting the door to the narrow passage as she moves past it (free object interaction).  The Mashers launch stones at Biggs.  Two miss, and the other rings his bell - again (crit for 8).  They duck back into the tunnel, but can't get far.

Vicks moves up and stabs at the Mashers with his pike but misses.
 
 Spoiler 

Advantage due to squeezing  (1d20+5)[ 9 ]  or  (1d20+5)[ 8 ] 
Damage  (1d10+3)[ 4 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Big Head &amp; Sparks 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 13/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery)  

Big Head estimated that he could probably get away with another attack run against the halberd wielding opponents.
 "Wait for me to come back, go out, attack and go back in again. 

With his enhanced speed, he moved out, struck at the man in the front and returned, before letting the Sparks do the same.

 
 
  
 
 Spoiler 

Big Head attacks B from R32

Mind sliver  (1d6)[ 5 ] , Int DC 12  (1d20)[ 3 ] +mod


Return to P29 w/bonus action disengage

Sparks using slings from R30 w/disadvantage vs. B


 (1d20+4)[ 15 ] / (1d20+4)[ 18 ] +Bless (1d4)[ 3 ] , damage  (1d4+2)[ 4 ]  if hit +2 from fury of the small (2 left)
 (1d20+4)[ 19 ] / (1d20+4)[ 16 ] +Bless (1d4)[ 2 ] , damage  (1d4+2)[ 6 ]  if hit +2 from fury of the small (1 left)
 (1d20+4)[ 14 ] / (1d20+4)[ 9 ] +Bless (1d4)[ 3 ] , damage  (1d4+2)[ 6 ]  if hit +2 from fury of the small (2 left)
Return back to Q29
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Biggs' eyes roll up in his head and he collapses to the ground.  In a display of stunning accuracy, all 3 sling stones hit, killing him instantly.

Earp snarls in fury and stomps over, grabbing the Mashers and trying to pull them out.  "Let's make them pay for that."
 
 Spoiler 

Athletics  (1d20+6)[ 23 ]  vs Mashers  (1d20-1)[ 4 ] 
 
J-H
Grabbing hold with his long, armored arm, Earp yanks on the goblins and drags them back towards the entrance, out of their tunnel.  Wedge stabs at the group with his pike, injuring one of the goblins badly.
 
 Spoiler 

Attack  (1d20+5)[ 21 ]  for  (1d20+3)[ 17 ]   6 is the correct # 
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Mudbugs, then Manyteeth &amp; grappled Mashers 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 4/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 0/2 | Goodberies: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 15/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle stands, moves south, and opens the secret door. He looks out at the carnage and tries to entangle the intruders.

Fire then appears near the center of the fight.

The Mudbugs return down the hallway, throwing stones at Vi before retreating back around the corner.

Fire flies right into the middle of the enemy and then teleports away with the Mashers.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Stands up, Moves to Z31.
 Action:  cast entangle covering square from R33-R36 to U33-36
Saves without mods: V  (1d20)[ 7 ] ,  E  (1d20)[ 3 ] , W  (1d20)[ 3 ] 
 Bonus Action:  summon Fire! to T32

  Fire!   Move to S34, teleport to V33 (moving Mashers to U32)
 Action:  Fiery Teleport DC 12 Dex save or  (1d6+2)[ 4 ]  fire
Saves without mods, Vi  (1d20)[ 8 ] , E  (1d20)[ 14 ] ,  W  (1d20)[ 9 ] 

Fire then flies up to V32.

  Mudbugs   Move to AF32 (hopefully darkness in hall 2 offfsets long range disadvantage, but rolled just in case)

 Action:  Snotgobbler:  (1d20+4)[ 15 ] , damage  (1d4+2)[ 6 ] 
(if disadvantage  (1d20+4)[ 11 ] )
Dungplop:  (1d20+4)[ 16 ] , damage  (1d4+2)[ 6 ] 
(if disadvantage  (1d20+4)[ 6 ] )
Splat:  (1d20+4)[ 24 ] , damage  (1d4+2)[ 6 ] 
(if disadvantage  (1d20+4)[ 19 ] )

Move back to AG31

 Bonus Action:  Hide  (1d20+4)[ 15 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 7/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

They hadn't followed her! The blasted cowards. She should taunt them louder next time. She turns on her heels and clanks back to the fight, imperiously attempting to Command the redscale to   "Kneel!"   while the newly freed Mashers unleash another flurry of rocks against their most hated foes.
 
 
  
 
 Spoiler: Actions 

Manyteeth:
 Bonus Action:  None
 Move:  West to X32, cast, then east to Z32.
 Action:  Command: Kneel on Earp:  (1d20)[ 8 ] +mods wissave vs. DC12 or be forced to drop prone and immediately end turn on their next turn.


Mashers:-
 Bonus Action:  Disengage
 Action:  Attacking Earp - if he fails his save vs. Command retarget to Wedge.
Threefoot:  (1d20+4)[ 8 ]  (If advantage from an Entangle going out:  (1d20+4)[ 14 ] ) + (Bless)  (1d4)[ 4 ]   Damage:   (1d4+2)[ 3 ] 
Sneezer:  (1d20+4)[ 9 ]  (If advantage from an Entangle going out:  (1d20+4)[ 12 ] ) + (Bless)  (1d4)[ 1 ]   Damage:   (1d4+2)[ 4 ] 
Lava:  (1d20+4)[ 11 ]  (If advantage from an Entangle going out:  (1d20+4)[ 5 ] ) + (Bless)  (1d4)[ 3 ]   Damage:   (1d4+2)[ 6 ] 
 Move:  Run and jump to X32.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 17/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
[/QUOTE]
J-H
Boomfizzle's Entangle ensnares all three living enemies, as Fire Teleports the Mashers away.  Rocks fly out, hitting Vicks and knocking him to the ground, unconscious.

Manyteeth Commands Earp (takes effect on his turn), while the Mashers hastily sling stones at Wedge.  Only one hits.

 
 Spoiler 

Vicks &amp; Wedge take 4 fire damage.
Earp takes 1.
Vicks takes 18 damage from sling stones.
Wedge takes 3 damage from the Mashers
Vicks death save  (1d20)[ 10 ] 
 

 =&gt; Big Head &amp; Sparks 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 13/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery)  
 "Yes, we have them. Now don't get over confident. And don't get entangled. Keep throwing stones and hide." 

Big Head commanded his sparks to throw stones at the more or less stationary targets - while he made sure the downed enemy would stay down.

 
 
  
 
 Spoiler 

Big Head attacks Vicks

Mind sliver  (1d6)[ 3 ] , Int DC 12  (1d20)[ 12 ] +mod to make sure he fails two saves


Sparks using slings from w/disadvantage compensated by advantage from entangled and darkness, targetting wedge


 (1d20+4)[ 22 ] +Bless  (1d4)[ 3 ] , damage  (1d4+2)[ 4 ]  if hit +2 from fury of the small (1 left)
 (1d20+4)[ 20 ] +Bless  (1d4)[ 1 ] , damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 13 ] +Bless  (1d4)[ 2 ] , damage  (1d4+2)[ 3 ]  if hit +2 from fury of the small (1 left)
Return back to starting point
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Vicks somehow resists the spell.  2 sling stones hit Wedge, leaving him reeling.

Earp drops to the ground.  "Get out of my head!"

Wedge attempts to break free, struggling desperately.  "We gotta run!"  He manages to jump across the pit trap and runs towards the beach outside.
 
 Spoiler 

Str check  (1d20+3)[ 9 ] 
If necessary, action surge   (1d20+3)[ 18 ] 
Then move as far as he can.
 

 
 Spoiler: Map 

   
 

 =&gt;Everybody in order 
(Vicks death save on his turn, 13)
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 4/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 0/2 | Goodberies: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 15/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle moves to the hallway and throws a sling stone at Earp. The Mudbugs move back down the hallway and throw their stones at Earp as well.

Fire then moves to Earp and teleports back, leaving a flaming flash for the Dragonborn to deal with.

 
 
  
 
 Spoiler: OOC 
[B]  Boomfizzle   Ends at Z33

 Action:  Sling  (1d20+5)[ 24 ] , damage  (1d4+3)[ 4 ] 
(if advantage  (1d20+5)[ 14 ] )

 Bonus Action:  command Fire!

  Mudbugs   Move to AA32, throw at E.

 Action:  Snotgobbler:  (1d20+4)[ 24 ] , damage  (1d4+2)[ 4 ] 
Dungplop:  (1d20+4)[ 19 ] , damage  (1d4+2)[ 5 ] 
Splat:  (1d20+4)[ 15 ] , damage  (1d4+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 10 ] 
  Fire!   Move to S34 (T37 if E dropped)
 Action:  Fiery Teleport DC 12 Dex save or  (1d6+2)[ 8 ]  fire
(Without mods, E  (1d20)[ 3 ] )
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
 
 Spoiler 

I assume the Mudbugs throw from row 32 where they have range.
Advantage vs restrained target, disadvantage vs. prone, straight roll.
Boomfizzle crit for 8, HAM reduces to 5
Mudbugs crit for 8, reduce to 5,
then hit for 5 reduced to 2
Total 12 damage
Fire bungee teleport for 8, reduced to 4 by fire resist... putting Earp at exactly 0hp.
 


The dragonborn passes out under their well-aimed assault.
Bobthewizard
Boomfizzle drops concentration on the Entangle spell
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 7/17 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 
 "Let none escape! Chase them down!"  Manyteeth calls, urging the Mashers forward to continue the pursuit of the fleeing foe. The walls of the lair and the angles prevent them from getting a clear attack, but once outside they should be able to lay down additional (metaphorical) fire.
 
 
  
 
 Spoiler: Actions 




Mashers:-
 Bonus Action:  None
 Action:  Dash
 Move:  No map access at work, but dashing the full 60ft outside - pretty sure this ends with them in line of sight of Wedge.

Manyteeth:-
 Action:  Dash
 Move:  Following the Mashers, she should end up ~10ft behind them I think?
 Bonus Action:  None.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 17/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 13/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery)  
 "Don't let him escape! After him." 

Big Head started to run, slashing at the fleeing man, while the sparks used their slings.

 
 
  
 
 Spoiler 

Big Head attacks W

 (1d20+5)[ 7 ] + (1d4)[ 3 ] , damage  (1d6+3)[ 5 ] 


Sparks using slings
 (1d20+4)[ 9 ] + (1d4)[ 3 ] , damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 23 ] + (1d4)[ 3 ] , damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 11 ] + (1d4)[ 4 ] , damage  (1d4+2)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Big Head catches up to Wedge, but not in time to attack.  A well-placed stone from the Sparks sends the man to the ground.

Death saves
Biggs  (1d20)[ 10 ] 
Earp  (1d20)[ 20 ] 
Wedge  (1d20)[ 6 ] 
J-H
Earp pulls himself up with an angry grunt.  Fog erupts, concealing him and the area around him from view.  His steps are not quiet, and the goblins quickly locate him and bring him down.  Daggers find gaps in armor, and soon the dragonborn and all three humans lie dead.

 
 Spoiler: Loot 

Earp, Sheriff/Eldritch Knight
Gleaming Splint Mail
Spear
Shield
Bedroll
Backpack
10 torches
Waterskin
Pick

Guards (x 3)
Pike x3
Light Crossbow x3
20 bolts x3
Scale Mail armor x3
Dagger x3
Bedroll x3
Torches x 10
1 bullseye lantern (60’ cone + 60’ dim light)
Waterskin x3
Heward’s Handy Spice Pouch (Vicks)
Horn of Silent Alarm (Wedge)
Walloping Bolts x 4 (Biggs)
 

 Level up to 3! 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 13/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 2/3
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery)  

Big Head strolled back, while his Sparks pulled the would be escapee back towards the cave entrance.

 "Alright, that went better than expected." 
He paused looking at the dead guards.  "We should... Ah forget it, tug in. I'll go hunting. Those crossbows should come in handy for that. I'll take one. You could try this magic spice rack. The horn is magic too. I'll take a look how it works this evening."  
 
  
 
 Spoiler 


Actions for the next six days:

1 Hunt
1 Hunt
1 Hunt/Forage
1 Scout
2 Brew Potion (Heal)
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 4/17 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/3 | Wild Shape: 0/2 | Goodberies: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 15/15
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle shakes his head.   "Those pits stink. They didn't help at all. Let's try something else."  

He helps gather the bodies and prepare them for another feast, moving all of the gear to the shrine room, before throwing the bodies in the stewpot. He then he uses his magic to fill in the pits with sand from the beach and starts working on short walls in the hallway that small goblins can hide behind.

The Mudbugs do what they are told and follow along.
 
 
  
 
 Spoiler: OOC 
Day 1 – Fill in pits and make low barriers, 1st difficult terrain
Day 2-3 1st section of alcove tunnels, 2nd DT
Day 4-5 2nd section of alcove tunnels, 3rd DT
Day 6-7 3rd section of alcove tunnels
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
As the days pass, two different goblins complain of repeated nightmares about the sarcophagus, but can’t remember any details.  One squad starts the next fight with two levels of Exhaustion.
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 13/14 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/3
Bladesong: 12/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery)  

When told about the bad dreams near the sarcophagus, Big Head suggested:

 "I'm pretty sure there is an undead creature in there. We should pour oil into it and set it on fire. Though if it's a ghost it might escape as soon as we crack the coffin. For now, you all better not sleep in this room." 

He showed the horn to the others:  "This thing is a Horn of Silent Warning. You have to think of a certain person and blow into it. The person will be the only one to hear it.
Oh and before I forget it: If anyone uses it for fun to - for example wake me for no good reason I'll ram it up your lower end - sideways."
 
 
 
  
 
 Spoiler 


Actions for the next six days:

1 Hunt
1 Hunt
1 Hunt
1 Scout
2 Brew Potion (Heal)
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

Manyteeth sets about carting the bodies back into the lair, blessing them with Maglubiyet's power to keep them fresh - the perfect distraction and intimidation to pose in the entry hall for any would-be invaders! And they serve as decent training dummies as needed. Speaking of, she
 
 
  
 
 Spoiler: Day Actions 

 Day 13:  Training Mashers in Medium Armour (2/2)  Chief Roll already failed 
 Day 14:  Training Mudbugs in Medium Armour (1/2)   Chief Roll already failed 
 Day 15:  Training Mudbugs in Medium Armour (2/2)  Chief Roll:   (1d6)[ 2 ] 
 Day 16:  Training Sparks in Medium Armour (1/2)  Chief Roll:   (1d6)[ 1 ] 
 Day 17:  Training Sparks in Medium Armour (2/2)  Chief Roll:   (1d6)[ 5 ] 
 Day 18:  Training Mashers with Shields (1/2)  Chief Roll:   (1d6)[ 4 ] 

Any bonus days are going to be spent on extra training to speed up armour+shield training.

At the start of each day she'll cast Aid on the three gobsquads for +5 HP to the squad.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Dagger x7
Greatsword
Handaxe
Longbow
Staff of the Adder
Short sword

 Armour: 
Chain mail
Chain Shirt
Scale Mail
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x4
Bag of ball bearings
Bedroll x3
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Crowbar x2
Hammer
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x20
Waterskin x4
 
[/QUOTE]
J-H
 Day 1 
Manyteeth finishes training the Mashers to use medium armor.
Big Head hunts.
Boomfizzle spends his time moving rock and dirt around, filling in all of the previous pit traps (2/3 day) and building a wall (1/3 day).
Food +2 -1 = 1

 Day 2 
Manyteeth trains the Mudbugs to use medium armor.
Boomfizzle spends his time moving rock and dirt around, building 3 walls.

Big Head hunts.
Net food 2

 Day 3 
Manyteeth finishes teaching the Mudbugs to use medium armor.
Big Head hunts.
Boomfizzle spends his time moving rock and dirt around.  He builds one more wall, and starts digging out some short alcove spaces that the goblins can move in that big people would have to squeeze through.

Net food 3


 Day 4 
Manyteeth starts training the Sparks to use medium armor.  She’s pretty focused on combat right now.
Big Head spends the day scouting for adventurers.  He doesn’t find any coming today.
Boomfizzle spends his time moving rock and dirt around, finishing up the alcove tunnels.  Much of the entry hallway floor is now rocky and uneven, with loose piles of dirt.  Manyteeth has to find a new place to train the goblins, and those who go in and out with fish and food and other things complain about having to either walk on uneven ground, or bend over.

Food 3 -1 = 2

 Day 5 
Boomfizzle is putting the finishing touches on some of his tunnels.
Manyteeth continues training the Sparks to use medium armor.
Big Head starts Brewing a healing potion…again…in the hall between the kitchen and room four.

Big Head’s owl alerts him to a group of medium-sized humanoids coming, with several different colors of skin and a shortbow-ARRO-!
The owl is dead.


 
 Spoiler: Map &amp; initiative 

   
Manyteeth &amp; Mashers  (1d20+2)[ 15 ] 
Big Head &amp; Sparks  (1d20+3)[ 14 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 4 ] 
Aldi  (1d20+1)[ 6 ] 
Walm  (1d20+1)[ 12 ] 
Krog  (1d20+3)[ 5 ] 
Taget  (1d20+0)[ 19 ] 
 

 =&gt;You have two rounds of prep time before the enemy reaches the door (trying to cut down on pointless time on the beach).  Please be sure to post exact squares you're moving to. 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 2/2
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery)  

Big Head was on his feet at once, crying out:

 "Alarm! Adventurers are coming. They killed Eyepicker, at least one of them is likely a mage and they have short bows. Everyone to their posts and hide. Civilians to the escape tunnel." 

While he called all that out to the others, he gathered his Sparks and ran for the newly errected barricade.
 
 
  
 
 Spoiler 


Moving to P32 over two rounds
Bonus action:hide
Sparks go into S1
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberies: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle jumps up when he hears Bighead's warning.   "AAAH! Let's get in position."  

He and the Mudbugs take up their positions at the end of the hall. They drop prone to hide behind the barrier.
 
 
  
 
 Spoiler: OOC 
Boomfizzle to AE33
Drop Prone
Hide  (1d20+4)[ 24 ] 

Mudbugs move to AE32
Drop prone
Hide  (1d20+2)[ 20 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: -- 

The Chief and her team move as quick as possible into position. She doesn't, unfortunately, have time to Bless them all, before the enemies arrive.
 
 
  
 
 Spoiler: Actions 

With two rounds, they're moving+dashing to U31 (Mashers) and Y33 (Manyteeth).
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 16 (scale mail)
HP 8 x 3 = 24/24+5 (Aid) (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Bolts x60
Dagger x10
Greatsword
Handaxe
Longbow
Pike x3
Staff of the Adder
Short sword
Spear
Walloping Bolts x 4

 Armour: 
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail
Shield
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x5
Bag of ball bearings
Bedroll x7
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bullseye lantern
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Pick
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x40
Waterskin x8
 
J-H
The Mashers, at the end of the alcove tunnel, see several people walk carefully up to the entrance.  There's a bit of muttering in a language they don't recognize.

The scales of one glint silver in the sunlight as she walks towards the entrance and does some magicky-things.  They're too busy to note details, as they're busy trying to dodge a bright glowing flame that suddenly appears among them, and a silver-glowing pick swings at them.
The fire burns away the extra vitality granted them this morning by their chief, but the pick at least misses.

 
 Spoiler 

Sacred Flame  (1d8)[ 5 ]  radiant, Dex DC 13 negates.
 (1d20+2)[ 10 ] 

Spiritual weapon  (1d20+5)[ 12 ]  to hit, for  (1d8+3)[ 5 ]  force damage  miss 
 

 
 Spoiler: Map 

   
 

 =&gt; Manyteeth &amp; Mashers, Big Head &amp; Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Reeling from the sudden flames, the Mashers dart out and unleash a flurry of stones as Manyteeth calls upon the Mighty's  Bless ing once more, before both Chief and gobsquad retreat further into the tunnels. The last redscale had breathed flames but these had sacred flames, and those were at least as bad, if not worse.
 
 
  
 
 Spoiler: Actions 

Manyteeth:-
 Action:  Bless on Mudbugs, Mashers, and Big Head.
 Move:  To AA31.

 Mashers:- 
 Move:  South 5ft, attack, then north 5ft and east 20ft, ending at Y31.
 Attacks:  On Walm, since they're not in cover.
Threefoot:  (1d20+4)[ 8 ]  +  (1d4)[ 4 ]   Damage:  (1d4+2)[ 6 ] 
Sneezer:  (1d20+4)[ 7 ]  +  (1d4)[ 3 ]   Damage:  (1d4+2)[ 3 ] 
Lava:  (1d20+4)[ 12 ]  +  (1d4)[ 4 ]   Damage:  (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot, Sneezer, Lava
Medium mob
AC 16 (scale mail)
HP 8 x 3 = 24/24 +5  (Aid) (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Bolts x60
Dagger x10
Greatsword
Handaxe
Longbow
Pike x3
Staff of the Adder
Short sword
Spear
Walloping Bolts x 4

 Armour: 
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail
Shield
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x5
Bag of ball bearings
Bedroll x7
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bullseye lantern
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Pick
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x40
Waterskin x8
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 2/2
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery)  

Breathing heavily, Big Head still managed to start his blade song. Running until he could see the likely caster of the force construct before him, he sent her a splitting head ache, before moving back into the dark.

Meanwhile the Sparks made their way through the chamber and into the tunnel, carefully trying not to be noticed until they were in position
 
 
  
 
 Spoiler 


Big Head moves to W31, casts Mind Sliver on Taget

 (1d6)[ 1 ]  DC 12 Int

 (1d20)[ 12 ] +Mod

Then he moves back to AA29

Sparks double move to Q32 and try to hide

 (1d20+4)[ 15 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Manyteeth casts her spell.  The Mudbugs land one stone on Walm, the big one with the greataxe (6 dmg).

Big Head's spell fails to have an effect.  The Sparks push open the door and dive behind the wall.  They're not quiet, but they're out of sight, as long as someone doesn't get too close to the 30" high wall.

Walm, a very big dragonborn with a green breastplate and glowing greataxe, jogs into the entry while growling.  He turns the corner, sees the mashers, the alcove, and the uneven terrain, and swaps his greataxe to one hand.  With his other hand, he pulls a javelin out of a scabbard at his back and quickly tosses it at the Mashers, before stepping back around the corner.  The javelin flies straight and true, driven by powerful muscles, and impales Threefoot and Sneezer, knocking down Lava.

Aldi, the green one with the glowing dagger and crystal, comes into the Mashers' view, summons an orb of acid that lands right on top of Lava's head - a fatal injury - and then moves back around the corner.

The last, a slim one with coppery skin, leather armor, a lot of pouches on his belt, and a face mostly obscured by goggles, a headband, and a dark-colored scarf wrapped around his mouth and neck darts into the lair, hopping the short wall and creating a moment of mutual surprise as he comes face to face with the hiding Sparks.  He says something out loud in a language they don't understand, and stabs at them wildly while throwing some spiky things into the open tunnel entrance behind them.  He crouches behind the wall, using it to obscure himself from anything aimed at him from farther down Hall 1.

 
 Spoiler 

Javelin  (1d20+6)[ 26 ]  for  (1d6+4)[ 9 ]   crit for 18 

Orb of acid  (1d6)[ 6 ] , Dex DC 14 half.  Dex save Mashers  (1d20+2)[ 4 ]   forgot Bless, but that's another 6 damage.  24 total damage to Mashers, squad destroyed 

Caltrops deployed.
Shortsword vs. Sparks  (1d20+5)[ 11 ]  for  (1d6+3)[ 6 ]   miss 
 

 
 Spoiler: Map 

   
 

 
=&gt; Boomfizzle, Mudbugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberies: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle stands up, summons Fire! and casts his spell causing roots to grow in the entryway. He then drops prone again.

The Mudbugs see their Masher friends all decimated and the Sparks in deep trouble. They all throw stones at the thief next to the Sparks and then flee north.

Fire flies straight at the enemy and teleports away to end up next to the thief. 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Stands up, summons Fire, casts Entangle and then drops prone again.
[B]Action:casts Entangle R33-36 to U33-36.
(Without Mods: Wa  (1d20)[ 12 ] , Al  (1d20)[ 14 ] , Ta  (1d20)[ 10 ] )

 Bonus Action:  summon Fire! to Y33

  Fire!   Move to T34, teleport to R33
 Action:  Fiery Teleport DC 12 Dex save or  (1d6+2)[ 3 ]  fire
(Without mods, Wa  (1d20)[ 7 ] , Al  (1d20)[ 20 ] )

  Mudbugs   Stand up, attack, Move to AF29

I think these should be straight rolls, with darkness counterattacking range, but rolled disadvantage just in case.

 Action:  Snotgobbler:  (1d20+4)[ 10 ] , damage  (1d4+2)[ 6 ] 
(if disadvantage  (1d20+4)[ 15 ] )
Dungplop:  (1d20+4)[ 8 ] , damage  (1d4+2)[ 6 ] 
(if disadvantage  (1d20+4)[ 19 ] )
Splat:  (1d20+4)[ 6 ] , damage  (1d4+2)[ 5 ] 
(if disadvantage  (1d20+4)[ 9 ] )

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level (10/10)
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Boomfizzle's spell is, unfortunately, powered through by all three dragonborn within its area.  All three sling stones miss, and the fiery teleport seems very weak (1 damage each).

The silver dragonborn pushes through the roots, guiding her spiritual weapon over to attack the flame spirit, as a silvery flame also encompasses it.  The heavy pick swipes through the flames, which merely dance out of the way.
 
 Spoiler 

Spiritual weapon, then Sacred Flame.
SW  (1d20+5)[ 11 ]  for  (1d8+3)[ 8 ]  force damage  miss 
Sacred Flame  (1d8)[ 2 ] , Dex DC 13 negates; Fire spirit  (1d20)[ 7 ]  + mods  2 damage 
 


Ta is now in T35.

 =&gt;Manyteeth, Big Head, Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 
 Her  Mashers, destroyed in moments. Cut down by the invaders. All they'd done is defended their homes and yet these big ones returned again and again, and now three more goblins, dead. She darts out, ordering the ones next to the Sparks to   "Grovel, worm!"   before moving back into cover, away from any more dangerous javelins that might come her way.
 
 
  
 
 Spoiler: Actions 

Manyteeth:-

 Move:  Out of the tunnel, cast, then back to Z29.
 Action:  Command: Grovel on Krog  (1d20)[ 17 ] +mods vs DC12 wissave
 

 
 Spoiler: Manyteeth's Mashers - Dead 

 Members:  Threefoot, Sneezer, Lava
Medium mob
AC 16 (scale mail)
HP 8 x 3 = 24/24 +5  (Aid) (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Bolts x60
Dagger x10
Greatsword
Handaxe
Longbow
Pike x3
Staff of the Adder
Short sword
Spear
Walloping Bolts x 4

 Armour: 
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail
Shield
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x5
Bag of ball bearings
Bedroll x7
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bullseye lantern
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Pick
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x40
Waterskin x8
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: Shadow Blade  

Big Head called on his latest spell - a blade of darkness - to combat the glowing weapon.
Darting out of cover, he threw the shadow sword at the cleric, calling to the Sparks to do so as well and then to disengage, not knowing about the caltrops.
 
 
  
 
 Spoiler 


Bonus action: Shadow Blade

Move to X31, thow and move back to Z30
Disadvantage (if there is only dim light, my attack on TA is straight due to shadow blade giving advantage)
 (1d20+5)[ 25 ] / (1d20+5)[ 22 ] + (1d4)[ 1 ] , damage  (2d8)[ 11 ] +3

Move back to AA29

Sparks also attack TA
 (1d20+4)[ 9 ] , damage  (1d4)[ 3 ] +2
 (1d20+4)[ 10 ] , damage  (1d4)[ 3 ] +2
 (1d20+4)[ 23 ] , damage  (1d4)[ 1 ] +2

Bonus action disengage into the tunnels, trying to get over the caltrops

 (1d20+2)[ 9 ] 
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Manyteeth moves up, casts a spell at the rogue, which he resists, and then moves bakc to her spot in the alcove.
The Sparks stand from their crouch and fling sling stones at Taget.  One hits the cleric for damage, and they carefully move into the tunnel, avoiding the caltrops.  Between the size and the obstacles, they don't get far, but they are at least out of the alcove.  Big Head fares better, his shadowy blade almost beheading Taget, leaving the dragonborn with a fast-bleeding injury.

 
 Spoiler 

1/2 speed for caltrops, 1/2 speed for squeezing = 20' move for the first space.
5' move into the angle space Q30, then not enough move to continue from there.

3 damage from sling stone
Shadow blade CRIT for 14x2 = 28
 


Walm steps round the corner, plants his feet, and leaps like a hunting cat towards Manyteeth.  He lands on the uneven ground and steps closer, not quite able to get into range.  He opens his jaws and a line of flame spews towards Manyteeth.

Aldi pushes through the roots and blows a jet of poison at the flame spirit.  Krog steps back from the flame spirit and aims his bow.
 
 Spoiler 

Walm
10' move due to entangle, then 18' leap from standing start (Tiger leap), then he's out of move.
 (2d6)[ 8 ]  fire, Dex DC 12 half, Dex save  (1d20)[ 8 ]  plus mods  looks like a fail, concentration check? 

Aldi
Rolled nat 20 on arcana check on fire spirit
Poison spray  (1d12)[ 6 ]  poison damage, Con DC 14 negates, Con save  (1d20+2)[ 20 ]   no effect 

Krog disengage, either shoot at the spirit or at Manyteeth
 (1d20+5)[ 21 ]  for  (1d6+3)[ 8 ]   hit for 8, fire spirit has 10 damage; it should have 20hp, currently listed as 10hp in your spoiler 
 

 
 Spoiler: Draconic 

"Wall further down, maybe more!"
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle and Mud Bugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 10/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle stands up, commands Fire!, and casts a spell creating spikes all over the ground. He then flees north.

The Mudbugs move just into range, attack the dragon that just breathed fire on Manyteeth, and then return to their current location.

Fire! flies to the two in the hallway, teleports away and flies down the hallway.  
 
  
 
 Spoiler: OOC 

  Boomfizzle   Stands up, casts Spike Growth, Moves to AE30
 Action:  Casts Spike Growth, Centered at the corner of UV 33-34, so it should cover from R-Y and go down to 37.

 Bonus Action:  command Fire!

  Fire!   Move to S34, teleport to V32, move to AA33.
 Action:  Fiery Teleport DC 12 Dex save or  (1d6+2)[ 4 ]  fire
(Without mods, Al  (1d20)[ 14 ] , Ta  (1d20)[ 16 ] )

  Mudbugs   Move to AE31, attack Wa, Return to current location

 Action:  Snotgobbler:  (1d20+4)[ 10 ] , damage  (1d4+2)[ 6 ] 
Dungplop:  (1d20+4)[ 10 ] , damage  (1d4+2)[ 4 ] 
Splat:  (1d20+4)[ 16 ]  +3 =  19 , damage  (1d4+2)[ 6 ] 
 Bonus Action:  Hide  (1d20+4)[ 22 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Boomfizzle's Spike Growth causes the earth to grow sharp spikes all over the entry hall, in plain view of the invaders.  He ducks into an alcove around the corner.

The Fire Spirit's teleport is enough to make the cleric collapse to the ground, and it moves to hover next to Manyteeth in an alcove.  The Mudbugs hit Walm with a single rock, which does a bit of damage (3 after resistance).

Taget death save  (1d20)[ 1 ] 
 =&gt;Manyteeth &amp; Big Head &amp; Sparks 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 16/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Her command to grovel had been ineffective, but so surrounded by thorns, perhaps she would have better luck with a   "Approach!"  
 
 
  
 
 Spoiler: Actions 

Manyteeth:-
 Action:   Command: Approach  at 2nd level on Walm and Aldi, in that order:  (2d20)[ 3 ][ 2 ](5) +mods vs DC12 wissave or be forced to spend their turn moving towards Manyteeth at full speed, by the shortest and most direct route (i.e. through a bunch of spikes, tee hee hee) and then ending turn.
 Move:  To AF32.
 

 
 Spoiler: Manyteeth's Mashers - Dead 

 Members:  Threefoot, Sneezer, Lava
Medium mob
AC 16 (scale mail)
HP 8 x 3 = 24/24 +5  (Aid) (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Bolts x60
Dagger x10
Greatsword
Handaxe
Longbow
Pike x3
Staff of the Adder
Short sword
Spear
Walloping Bolts x 4

 Armour: 
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail
Shield
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x5
Bag of ball bearings
Bedroll x7
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bullseye lantern
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Pick
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x40
Waterskin x8
 
[/QUOTE]
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: Shadow Blade  

Big Head darted out again, this time throwing the shadow blade at the large dragon born, before retreating.

The Sparks moved past the caltrops and waited beyond the bend for a possible pursuer.
 
 
  
 
 Spoiler 

Big Head:
Move to Y31, throw shadowblade at Walm
 (1d20+5)[ 13 ] +Bless (1d4)[2], damage  (2d8+3)[ 18 ] 

Move back to AA29

Sparks move to P30 and hold action to attack if the thief follows.
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Big Head throws his shadow blade, striking his target.  The Sparks retreat into the tunnel.

Manyteeth's Command takes effect after she retreats.  Walm makes his best effort to approach, running across the ground and then making a powerful leap over the short wall, landing right next to Manyteeth.  He looks a little confused.

Aldi follows, dashing across the open terrain, chanting something that sounds like the Draconic version of "ow, ow, ow, ow."

Krog, in the back, touches a hand to his headband, and 3 rays of flame shoot out at Manyteeth, but they all miss.  He then leaps next to Taget and whips out a medical kit, stabilizing her.

 
 Spoiler 

Shadow blade hits for 18!

Walm uses his action to dash, giving him 60' movement.  Move 10' (20' of movement) for a running start, then makes a 28' jump (30' of movement) that puts him 5' away from Manyteeth.  He was already at the very edge of Spike Growth, and moving out of it doesn't cause damage.

Aldi dashes, moving through 4 spaces of Spike Growth, taking  (8d4)[ 18 ]  damage.

Circlet of Blasting at Manyteeth
 (1d20+5)[ 8 ]  for  (2d6)[ 6 ]  fire
 (1d20+5)[ 14 ]  for  (2d6)[ 2 ]  fire
 (1d20+5)[ 8 ]  for  (2d6)[ 10 ]  fire
Krog's jump lets him skip only 1 of 2 spiked squares, so  (2d4)[ 6 ]  damage.
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Manyteeth, Big Head.  Taget is stabilized at 0hp 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 16/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Dumb scales jumping around dodging spikes. Manyteeth raises her shield and calls forth another wave of the Mighty's power, calling the invaders to prostrate themselves in the presence of her god.
 
 
  
 
 Spoiler: Actions 

Manyteeth:-
 Action:  Channel Divinity: Order's Demand which hits Walm and Aldi.  (2d20)[ 11 ][ 4 ](15) +mods vs. DC12 wis. If they fail they're Charmed by manyteeth until the end of their next turn and also drop whatevery they're carrying. On a fail, Manyteeth will take Walm's weapon.
 Move:  None, she's going to tank stuff. Probably.
 

 
 Spoiler: Manyteeth's Mashers - Dead 

 Members:  Threefoot, Sneezer, Lava
Medium mob
AC 16 (scale mail)
HP 8 x 3 = 24/24 +5  (Aid) (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Bolts x60
Dagger x10
Greatsword
Handaxe
Longbow
Pike x3
Staff of the Adder
Short sword
Spear
Walloping Bolts x 4

 Armour: 
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail
Shield
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x5
Bag of ball bearings
Bedroll x7
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bullseye lantern
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Pick
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x40
Waterskin x8
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 10/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle throws a stone at Aldi, commanding Fire!   "Kill him!"   He then flees north.

The Mudbugs throw their rocks at Walm and then move away.

Fire! teleports away to burn Aldi and then returns to the other side of the invader. 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Throws a stone at Aldi, then retreats to AG 24
 Action:  Attack:  (1d20+5)[ 25 ] , Damage  (1d4+3)[ 7 ] 
 Bonus Action:  command Fire!

  Fire!   Teleport 15’ away then return to Y33
 Action:  Fiery Teleport DC 12 Dex save or  (1d6+2)[ 6 ]  fire
(Without mod, Al [roll]1d20[/roll)

  Mudbugs   Attack Walm, then move to AG24

 Action:  Snotgobbler:  (1d20+4)[ 15 ] , bless:  (1d4)[ 1 ] , damage  (1d4+2)[ 5 ] 
Dungplop:  (1d20+4)[ 14 ] , bless:  (1d4)[ 4 ] , damage  (1d4+2)[ 3 ] 
Splat:  (1d20+4)[ 16 ] , bless:  (1d4)[ 2 ] , damage  (1d4+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 19 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: Shadow Blade  

Once again Big Head moved out to meet the foe, though this time he left his shord sword behind. Moving out, the first thing he did was picking up the dropped weapon of the second Dragonborn and hiding it behind his back, filling the tunnel with gloomy shadows. In the dim light, he slashed with the reformed shadow blade, before disengaging and heading back.

The Sparks meanwhile busied themselves by picking up the spiky metal things on the ground.
 
 
  
 
 Spoiler 

Big Head:
Free Action: Drop short sword

Move to Z31 Object interaction: Pick up weapon and hide its light.

If that works, attack with advantage

 (1d20+5)[ 23 ] / (1d20+5)[ 15 ] + (1d4)[ 3 ] , damage  (2d8+3)[ 6 ] 
Bonus action disengage

Move back to AA28

Sparks: Object interaction and action to remove caltrops.
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Boomfizzle's sling stone hits Aldi in the head (crit for 14).  The Fire spirit scorches him as he lies on the ground.   All three Mudbug stones hit Walm, who shrugs off the blows (hit for 5 after resistance).  Both retreat, with the Mudbugs hiding behind their leader.

Manyteeth demands that Walm drop his greataxe.  He does, and she picks up the glowing weapon.  Aldi does nothing, as he's bleeding to death.

Big Head moves out and slices Aldi's throat open with his shadow blade.  The dagger he picked up stops glowing.  The sparks slip forward and sweep the 20 caltrops to the edge of the tunnel.

Charmed by Manyteeth, Walm doesn't see her as a valid target, so instead he leaps down the hall, chasing the retreating Boomfizzle.  As he leaps, he pulls a handaxe off his belt and hurls it at the druid.
 
 Spoiler 

Manyteeth has a shield and greataxe in her hands, so no OA as far as I can tell.  The greataxe is still lit up, so there's dim light out to about the edge of the storage room.
 edited to hurling handaxe, no Reckless attack 
Handaxe  reckless attack   (1d20+6)[ 19 ]   or  (1d20+6)[ 23 ]   for  (1d6+6)[ 9 ] 
Concentration check if needed for Spike Growth  (1d20)[ 11 ]   passed 
Note: Entangle concentration would have been dropped when Spike Growth was cast.
 


Nobody except the fire spirit is in a position to see what the others are doing, and it doesn't share senses with anyone.
 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle &amp; Mud Bugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 10/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the Mudbugs throw stones at Walm and then retreat further into the darkness.

Fire! waits where he is. 
 
  
 
 Spoiler: OOC 
  Boomfizzle  Throws a stone at Walm, then grabs the axe and retreats 30’
 Action:  Attack:  (1d20+5)[ 19 ] , Damage  (1d4+3)[ 7 ] 
(if advantage  (1d20+5)[ 10 ] )

 Bonus Action:  Hide  (1d20+5)[ 15 ] 
  Fire!   dodges

  Mudbugs   Attack Walm, then move 30’

 Action:  Snotgobbler:  (1d20+4)[ 12 ] , bless  (1d4)[ 3 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+4)[ 23 ] )
Dungplop:  (1d20+4)[ 13 ] , bless  (1d4)[ 2 ] , damage  (1d4+2)[ 5 ] 
(if advantage  (1d20+4)[ 20 ] )
Splat:  (1d20+4)[ 16 ] , bless  (1d4)[ 2 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+4)[ 8 ] )

 Bonus Action:  Hide  (1d20+4)[ 24 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
[/QUOTE]
J-H
The brass dragonborn (Walm) collapses to the ground, unconscious.

(The Mudbugs can change their last attack to "move up and stab him" or it misses).

 =&gt; Manyteeth, Big Head 
Bobthewizard
Boomfizzle had already moved west when the Brass Dragonborn fell. The Mudbugs, however, move forward and stab him before moving south to join Manyteeth.
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 16/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

She flails the greataxe around left and right but the hefty weapon is no good to her aside from perhaps a nice trophy to add to her throne - she doesn't have a throne, but maybe one day she will, and a shiny axe would go well on it. She drops it and moves forward, seeking out any remaining invaders to ensnare and ensorcel.
 
 
  
 
 Spoiler: Actions 

Manyteeth:-
Drop the greataxe.
 Move:  To Y31.
 Action:  If Krog's still around and she's got Line of Sight she's going to  Command: Approach  on him.  (1d20)[ 2 ] +mods vs DC12
If he's not, she'll stab draw a dagger and stab Aldi.  (1d20+4)[ 22 ]  (1d20+4)[ 18 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers - Dead 

 Members:  Threefoot, Sneezer, Lava
Medium mob
AC 16 (scale mail)
HP 8 x 3 = 24/24 +5  (Aid) (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Bolts x60
Dagger x10
Greatsword
Handaxe
Longbow
Pike x3
Staff of the Adder
Short sword
Spear
Walloping Bolts x 4

 Armour: 
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail
Shield
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x5
Bag of ball bearings
Bedroll x7
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bullseye lantern
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Pick
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x40
Waterskin x8
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: Shadow Blade  

The Sparks didn't hesitate and pelted the remaining intruder with sling stones.
Big Head stepped out and got ready do fling his shadow blade when the man came into reach.
 
 
  
 
 Spoiler 

Big Head:
Move into door frame, ready attack

 (1d20+5)[ 22 ] + (1d4)[ 4 ]  damage  (2d8+3)[ 12 ] 

Sparks disadvantage vs prone
 (1d20+4)[ 20 ] / (1d20+4)[ 6 ]  damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 14 ] / (1d20+4)[ 21 ]  damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 15 ] / (1d20+4)[ 19 ]  damage  (1d4+2)[ 6 ] 

.
 

 
 Spoiler: Big Head's Sparks 


Bugsmoosh
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
When the Sparks move out and come into view, they are met with a golden ray of hot, burning sunshine to the face, instantly slaying one of their number.

 
 Spoiler 

Readied Guiding Bolt
 (1d20+5)[ 15 ]  for  (4d6)[ 17 ]  radiant and next attack on target has advantage.
 If it's going to miss, CD Guided Strike to add +10 to the attack roll. 
Squad had 24hp + 5 temp HP, -17 = 12 hp.  Half HP.  Morale failure:  Running.
 

 A goblin has died. 

The Sparks, shocked at the damage, immediately retreat into the tunnel.
J-H
Krog gets up and dashes towards Manyteeth, shouting in frustration - mixed with an "Oh no!" at the fire spirit and Aldi's dead body - but passes out along the way.
 
 Spoiler: damage 

5 squares = 10d4  26 
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Mud Bugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 2 | AC: 15 HP: 15/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 10/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle runs through the secret passage into the hall with Manyteeth and fire!

  "Kill the last one!"  

Fire! flies around the corner, gets next to the cleric, and then teleports to the other side of him, trying to block him from leaving.

The mudbugs each stab Wall one more time and then move south to join the others.  
 
  
 
 Spoiler: OOC 
[B] Boomfizzle Dashes to Y32

 Bonus Action:  Command Fire!

  Fire!   Moves to T34, then teleports to T36
fiery teleport  (1d6+2)[ 5 ]  damage
Save without mods,  (1d20)[ 11 ] 
  Mudbugs   Stab Walm 3 times, then move 30’ to the others

 Action:  Snotgobbler:  (1d20+4)[ 20 ] , bless  (1d4)[ 1 ] , damage  (1d4+2)[ 4 ] 
(if advantage  (1d20+4)[ 21 ] )
Dungplop:  (1d20+4)[ 22 ] , bless  (1d4)[ 1 ] , damage  (1d4+2)[ 6 ] 
(if advantage  (1d20+4)[ 9 ] )
Splat:  (1d20+4)[ 5 ] , bless  (1d4)[ 1 ] , damage  (1d4+2)[ 4 ] 
(if advantage  (1d20+4)[ 18 ] )

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Climbing the wall and squeezing past Big Head and crossing the difficult terrain means Boomfizzle doesn't make it quite as far as he wants - but just barely.

The Mudbugs finish off Walm, killing the barbarian.

The Fire Spirit burns Taget as it teleports to flank her (5 damage).  In response, she gets her glowing heavy pick moving again, the force weapon swiping at the living flame.  She calls out a single word, a prayer to Bahamut, and Krog wakes back up.  The cleric then plants her feet and leaps over the spikes to land someplace slightly safer.

 
 Spoiler 

Generally, I'm fine with someone taking a bonus action type action as their main action.
Spiritual Weapon has a duration of 1 minute and does not end if the summoner is incapacitated, unlike some of the "real" summon spells that also take Concentration.
SW  (1d20+5)[ 6 ]  for  (1d8+3)[ 8 ]   miss! 
Healing Word  (1d4+3)[ 5 ] 
Jump to S37, doesn't provoke OA as still next to Fire.
 

 =&gt; Manyteeth, Big Head 
Sparks will flee
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 16/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 
 "No more spikes!"  Manyteeth calls to Boomfizzle,  "Cut them down!" . She ducks her head as she goes through the tunnel around Krog, darting around his FEEBLE invader arms and into the entrance proper as the spike growth falls away. Unable to reach the healer, she trusts the COWARD probably could resist her magic, and so instead lobs a dagger at his back.
 
 
  
 
 Spoiler: Actions 

Manyteeth:-
 Bonus Action:  Disengage
 Move:  To S33
 Action:  Throw a dagger at Taget  (1d20+4)[ 9 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers - Dead 

 Members:  Threefoot, Sneezer, Lava
Medium mob
AC 16 (scale mail)
HP 8 x 3 = 24/24 +5  (Aid) (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Bolts x60
Dagger x10
Greatsword
Handaxe
Longbow
Pike x3
Staff of the Adder
Short sword
Spear
Walloping Bolts x 4

 Armour: 
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail
Shield
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x5
Bag of ball bearings
Bedroll x7
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bullseye lantern
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Pick
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x40
Waterskin x8
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: Shadow Blade  


Big Head had seen Bugsmoosh getting his face disintegrated, but not by whom. Not that he needed to see. He knew exactly who. And he knew what he was going to do about it. The spikes disappeared just in time for him to close the distance and get into the cleric's face. Booming energy surrounded the dagger he carried. He slashed with it and then brought the shadowblade to bear as well.  
 
  
 
 Spoiler 

Big Head:
Move to T34

The action depends on if I can use Booming Blade as my main action and a bonus action for a two handed weapon attack. If that is not allowed, disregard the booming blade.
Or if I can use the original version of booming blade that is compatible with shadow blade, we can disregard the dagger attack.

 (1d20+5)[ 17 ] + (1d4)[ 1 ] , damage  (1d4)[ 1 ] +3
 (1d20+5)[ 9 ] + (1d4)[ 1 ] , damage  (2d8)[ 8 ] 

In either case I'm adding fury of the smal to any successfull attack (+2)

Wow, what a bunch of **** rolls.
 

 
 Spoiler: Big Head's Sparks 

 Bugsmoosh 
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Boomfizzle ends the Spike Growth spell at the order of his chief, who then chases the cleric.  Manyteeth throws a dagger, but it misses.  Big Head dashes forwards, throwing a shadow blade at the cleric, but it misses as well.

 
 Spoiler 

Taget had moved, but the shadow blade can still be thrown.  Even if we used the original BB attack roll, it was a miss.
 


Krog stands up, swaying a bit as he does so.  Finding his feet, he runs towards the entryway, ducking past Big Head as he does so.
As he passes the cleric, he yells out "Let's go!" in Draconic.
 
 Spoiler 

Stand 15', leaves 15' movement
Action dash 30' movement
BA disengage to get past Big Head.  The Fire Spirit only has a ranged attack, so I don't think it can make OAs.
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle &amp; Mud Bugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 15/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 10/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle moves into the entryway and creates more spikes out on the beach. He commands Fire! to keep up the attack.

  "Kill them, burn them down!"  

Fire! moves to the other side to make sure he doesn't catch anyone, then teleports south to leave the cleric in flames.

The Mudbugs dash to get back into the fight. 
 
  
 
 Spoiler: OOC 
  Boomfizzle  Moves to U34
Casts Spike Growth centered at M-N 41-42

 Bonus Action:  Command Fire!

  Fire!   Moves to R36, then teleports to T38
fiery teleport  (1d6+2)[ 4 ]  damage
Save without mods, T  (1d20)[ 7 ] 
  Mudbugs   Dash to U34
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The cleric goes down...again.

 =&gt;Manyteeth, Big Head 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: Shadow Blade  


Undeterred by his failure to hit the fleeing enemy, Big Head ran after the rogue, barely stopping before entering the renewed spike ridden ground. A moment's thought reformed the shadowblade in his hand - only to be thrown again at the fleeing enemy
 
 
  
 
 Spoiler 

Big Head:
Move to R38
Bonus Action to recall Shadowblade, throw at Krog

 (1d20+5)[ 12 ] + (1d4)[ 3 ] , damage  (2d8)[ 11 ] +3
 

 
 Spoiler: Big Head's Sparks 

 Bugsmoosh 
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 16/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Why did they run? They had come here, killed her Mashers, and now they fled. Couldn't they stand and die like her precious gobsquad had done? No, she would force them to stay. Rounding the corner to get eyes on Krog she commands him:   "Approach!"   
 
  
 
 Spoiler: Actions 

Manyteeth:-
 Move:  To U38
 Action:  Command "Approach" on Krog, last spell:  (1d20)[ 13 ] +mods vs DC12
 

 
 Spoiler: Manyteeth's Mashers - Dead 

 Members:  Threefoot, Sneezer, Lava
Medium mob
AC 16 (scale mail)
HP 8 x 3 = 24/24 +5  (Aid) (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 25’/100’, 1d4+2 bludgeoning damage
 
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x20
Bolts x60
Dagger x10
Greatsword
Handaxe
Longbow
Pike x3
Staff of the Adder
Short sword
Spear
Walloping Bolts x 4

 Armour: 
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail
Shield
Studded Leather armor

 Tools: 
Leatherworking tools
Woodcarving tools

 Misc: 
22gp
Backpack x5
Bag of ball bearings
Bedroll x7
Bell
Blanket
Block of Incense, Candle, Censer, Tinderbox
Bullseye lantern
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Iron Pot
Mess kit x2
Oil Flask x1
Pan Flute
Pick
Rope, 50’ x2
Small knife
Tinderbox x3
Torch x40
Waterskin x8
 
[/QUOTE]
J-H
Manyteeth attempts to command the fleeing dragonborn, but he shakes it off.  Big Head also pursues, his Shadow Blade taking the rogue in the back.  She collapses to the ground, and is swiftly finished off.

 
 Spoiler: Loot 

 Aldi, Green Dragonborn Sorcerer
 This big person has a broad, lizard-like head with green skin and small horns.  He’s carrying a glowing dagger in one Arcane focus (crystal)
Dagger x2
Periapt of Wound Closure: Auto-stabilize at 0hp  Oops, I think I forgot to use this 
Rations x 5 days
Tinderbox, torch (10)
Waterskin
Antitoxin x 2
30gp

 Walm, Brass Dragonborn Barbarian 
Greataxe +1
Breastplate of Acid Resistance
Handaxe x2
Javelin x4
Hunting trap
Mess kit
Bedroll
Rope, 50’
Tinderbox, torch (10)
Waterskin
Tiger-fang necklace
40gp

 Krog, Copper Dragonborn Rogue 
Studded Leather
Shortsword x2
Dagger x3
Shortbow
Arrows x40
Caltrops x4
Ball Bearings (bag) x4
Healer’s Kit
 Potion of Healing x1 (2d4+2)   used up 
Goggles of Night (Darkvision 60’)
Circlet of Blasting
Thieves’ tools
Tinderbox, lantern, pint of oil
Waterskin
Pouch with 9 pairs of goblin ears
72gp

 
Taget, Silver Dragonborn Cleric 
Mace
Dagger
Splint Armor
Shield
Sling, Sling bullet x20, Sling bullets +1 x10
Blanket
Candle x10
Block of Incense
Tinderbox
Waterskin
15gp
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration: Shadow Blade  


When once again the dead had been collected and the wounded tended to, Big Head took a look at the loot, pointing out the weapons armor and the jewelry.
 "That circlet would work well for the chief. The axe is great but unusable for us. We need to sell it once we get the chance. The necklace is good for keeping you alive as well. I'm only interested in the studded leather - once it's resized for me. A good backup should I get caught without my magic protection.
The stash of gear is getting bigger - we need to start an inventory. Soon we can open a shop here. Maybe I can get back into contact with the river pirates." 
 
 
  
 
 Spoiler 

Actions for the next days:
- build door for entrance
- build reserve door
- hunt
- scout for selling opportunity
- hunt
 

 
 Spoiler: Big Head's Sparks 

 Bugsmoosh 
Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

Manyteeth sets about collecting the invaders bodies together and ensuring they are preserved - stripped dead bodies laid about their lair would serve as adequate reminders of the strength of the tribe and to intimidate any new invaders. She also makes sure their own dead are burned to the Mighty, for having died in battle.

With her old Mashers gone and gone, she sets doing what she does best: training, training, and training some more, but now with a fancy circlet on her head.
 
 
  
 
 Spoiler: Day Actions 

 Day 17:  Finish training 2/3 Sparks in Medium armour (2/2). Chief roll: Already failed
 Day 18:  Catch up the new Sparks recruit on training so they're all trained equally. Chief roll: Already failed
 Day 19:  Training the Mudbugs with Crossbows (1/2) Chief roll:  (1d6)[ 4 ] 
 Day 20:  Training the Mudbugs with Crossbows (2/2) Chief roll:  (1d6)[ 1 ] 
 Day 21:  Training the Sparks with Shields (1/2) Chief roll:  (1d6)[ 4 ] 
 Day 22:  Training the Sparks with Shields (1/2) Chief roll:  (1d6)[ 3 ] 

Bonus chief rolls will be spent on training the (new) Mashers with Slings and then Shields, once recruitment process is clarified.
 

 
 Spoiler: Manyteeth's Mashers  

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 25’/100’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle puts on the circlet like he's a king, making sure to offer it to Manyteeth first. The next day, he first seals off the room with the coffin, hoping that's enough to stop the dreams.

  "We'll deal with that later."  

He then gathers the Mudbugs and a few noncombatants and starts digging and moving dirt.  
 
  
 
 Spoiler: OOC 
Day 1- Seal off room 1
Day 2-4 fill in entry hallway and make tunnel
Day 5-6 fill in Hall 4 and make tunnel

As always, he can hunt whenever you need him to.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
 Level 3 - Day 6 
Big Head resummons his familiar, and builds a door, hanging it in the entryway.
Manyteeth finishes training the Sparks in medium armor.
The Mud Bugs earn their name moving dirt and rocks to  block off the room with the sarcophagus.
Food 2 – 1 = 1

 Day 7 
Big Head builds a second door as a spare.
Manyteeth completes remedial training for the new Spark.
Boomfizzle starts filling in the entry, turning it into a single corridor.
Food 1 -1 = 0

 Day 8 
Big Head goes hunting.  As he is hunting, Rotrustler is bitten by a venomous snake.  Lacking any way to cure poison or heal him, Rotrustler dies...
Manyteeth starts training the Mudbugs to use light crossbows.
Boomfizzle keeps filling in the entryway, with the help of the Mashers.  He hasn’t gotten to start making a tunnel yet, when he hears the squeak and clatter of metal outside...
Big Head's owl is away on the hunt so there is nobody keeping watch to provide details...but whatever it is, it's close and it's bad.

 
 Spoiler: initiative 

Manyteeth &amp; Mashers  (1d20+2)[ 13 ] 
Big Head &amp; Sparks  (1d20+3)[ 22 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 18 ] 
Ketil  (1d20+2)[ 15 ] 
Hjordis  (1d20)[ 2 ] 
Borghild  (1d20-1)[ 2 ] 
Bertil  (1d20+2)[ 12 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle &amp; Mud Bugs 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

With little time, Manyteeth and the newly promoted Mashers - from opposite ends of the lair - move to get into cover and position.
 
 
  
 
 Spoiler: Actions 

Manyteeth:-
 Action:  Dash.
 Move:  To Y26.

 Mashers: 
 Action:  Dash
 Move:  To AA28.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle is a little sad when Manyteeth says she wants to keep the bodies to make them dance later, but when the food runs out, and we have to eat them, he at least gives her all the bones. After the feast, he gets back to work on his digging. He's in the entryway when he hears them. As soon as he hears more intruders, he turns to the Mudbugs.

  "Psst, more coming. Let's hide."  

He blows the horn to alert Bighead, then calls out to the goblins so Manyteeth can come help and the worthless ones can all go to their hiding spot.

  "Bree Yark!"   

He and the Mudbugs then dash to get behind their cover wall. They drop prone and hide.
 
 
  
 
 Spoiler: OOC 
Dash. Boomfizzle to AE33, Mudbugs to AE32.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Having moved away from the entry, nobody sees or hears anything.  Boomfizzle hasn't quite made it behind the wall, and the Mudbugs are in Hall 4 (AC24).
 =&gt; Boomfizzle, Manyteeth 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: Blessed 
 Concentrating: Bless (1 min) 

Their forces were collecting together, so Manyteeth pops out to swiftly enchant the Mudbugs (and herself and the Mashers) as they pass, before moving back into the tunnel.
 
 
  
 
 Spoiler: Actions 

Manyteeth:-
 Move:  To Y31, cast, then up to Y30.
 Action:   Bless  on herself, Mashers, and Mudbugs.

 Mashers: 
 Action:  Hide:  (1d20+4)[ 24 ] 
 Move:  To Z30.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the mudbugs hide behind the hiding wall. Boomfizzle whispers to the Mudbugs.

  "Shhhh. Get ready. Shoot when I tell you to."  

They drop prone and hide.
 
 
  
 
 Spoiler: OOC 
Boomfizzle to AE33
Drop prone. Hide  (1d20+4)[ 12 ] 

Mudbugs to AE32.
Drop prone. Hide  (1d20+2)[ 21 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Boomfizzle drops prone behind the wall.  The Mudbugs nearly reach him.  Manyteeth Blesses herself and the two squads.

The level of light increases in the entryway, as the wooden door is opened.  Boomfizzle and the Mudbugs hear the clanking and clicking of metal on stone, and low voices speaking in Common.  He can only make out a few words about "narrow" and "uneven" and "planned."

It sounds like they haven't started walking across the crunchy uneven terrain Boomfizzle created yet.

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Unable to make the hiding wall in time, the Mudbugs hide behind the corner.

Boomfizzle waits until the intruders get into the hallway a little further. From his hiding spot, he shakes his head "no" at the Mudbugs. Once the intruders get closer, he then counts down 3-2-1 with his fingers. He knows the Mudbugs can't count, but they can tell the rhythm of his decreasing fingers and know what it means.
 
 
  
 
 Spoiler: OOC 
Ready actions to attack once someone gets to V.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Heavy footsteps.  "....Door back here..."

 =&gt; Manyteeth 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

Manyteeth gestures at her pair of Mashers to ready themselves as she gets close to the door and readies herself to open it.
 
 
  
 
 Spoiler: Actions 

Manyteeth:-
 Action:  Ready action to open Door. Trigger: A creature moves into 'Y' column.

 Mashers: 
 Move:  To Y28.
 Action:  Ready Action: Attack an enemy they an see.
Threefoot Two:  (1d20+2)[ 3 ] + (1d4)[ 3 ]   Damage:   (1d4+2)[ 4 ] 
The Belcher:  (1d20+2)[ 19 ] + (1d4)[ 2 ]   Damage:   (1d4+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Once he hears Manyteeth attack, Boomfizzle joins in, with the Mudbugs following.
 
 
  
 
 Spoiler: OOC 
Readied attacks

  Boomfizzle   Throws a stone at first enemy
 Action:  Attack:  (1d20+5)[ 12 ] , Damage  (1d4+3)[ 6 ] 
(if advantage  (1d20+5)[ 6 ] )

  Mudbugs   shoot crossbows

 Action:  Snotgobbler:  (1d20+2)[ 5 ] , bless  (1d4)[ 1 ] , damage  (1d8+2)[ 10 ] 
(if advantage  (1d20+2)[ 12 ] )
Dungplop:  (1d20+2)[ 18 ] , bless  (1d4)[ 4 ] , damage  (1d8+2)[ 6 ] 
(if advantage  (1d20+2)[ 3 ] )
Splat:  (1d20+2)[ 20 ] , bless  (1d4)[ 3 ] , damage  (1d8+2)[ 7 ] 
(if advantage  (1d20+2)[ 17 ] )
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
"...Long halls, field of fire..." "...small door...." "...fine." Boomfizzle hears a clicking and and clattering sound followed by a thunk.  "Ready."

Rock and loose gravel crunch and clatters in the hallway, the fruit of Boomfizzle's spells.  Manyteeth opens the door, and sling stones fly out towards the nearest target, metal wolf or dog slightly taller than she is, followed by a tall person with horns on her head, half-plate, a shield, and a sword.  One stone hits the metal wolf.

Boomfizzle rises.  Next to the horned woman, he sees a metal wolf or hound, taller than he is.  Behind that, dimly illuminated in the entry, are a pair of goblin-height people.  One is moderately armored and has some sort of tube with legs on a shoulder, while the other is more fully armored.  Beyond that, he can just barely see someone who's bigger than a goblin, but shorter than most of the big people, and very wide.  The fully armored one has a hand already pointed down the hall.  It twitches to the side, and a small bolt of lightning crackles past the wolf, striking the ceiling overhead.

 
 Spoiler 

Readied Lightning Launcher from Borghild.  Boomfizzle has +5 AC from cover.
Attack  (1d20+6)[ 7 ]  for  (2d6+4)[ 7 ]  lightning damage
 

Boomfizzle's sling stone misses.  Two crossbow bolts impact the metal wolf lodging in joints and snapping as it charges forwards with the crunch of stone, followed by the horned woman.

The one with the lightning launcher advances, ducking into the alcove.  As she moves, she fiddles with something, and a small wooden stone flies down the hall, bouncing past the wall.  It cracks when it hits the ground, and little glowing lights spray out of it, trying to attach to anyone nearby.  Aside from making the area a bit brighter, they don't really seem to do anything.
 
 Spoiler 

Artificer Faerie Fire, Dex save or attacks on you have advantage, and you can't go invisible.  DC 14
MB  (1d20+2)[ 22 ] 
Boomfizzle  (1d20)[ 15 ]  + mod
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle &amp; Mud Bugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle tries to stop the Horned one and the wolf, causing roots to spring up and entangle them. He summons Fire! to help us, right between the wolf and its master, and then runs away.

The Mudbugs shoot the wolf and then retreat. Fire gets between the wolf and its master and teleports back towards Boomfizzle.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Casts Entangle AA31 to AD33
Saves without mods Hj:  (1d20)[ 4 ] , W:  (1d20)[ 20 ] 
  Action:  Attack:  (1d20+5)[ 18 ] , Damage  (1d4+3)[ 7 ] 
(if advantage  (1d20+5)[ 24 ] )  Edit: Sorry. I was supposed to delete that.

 Bonus Action:  summon and command Fire!

Moves to AG28

  Mudbugs   attack wolf (then horned one if wolf falls)

 Action:  Snotgobbler:  (1d20+2)[ 11 ] , bless  (1d4)[ 2 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+2)[ 17 ] )
Dungplop:  (1d20+2)[ 15 ] , bless  (1d4)[ 3 ] , damage  (1d8+2)[ 10 ] 
(if advantage  (1d20+2)[ 14 ] )
Splat:  (1d20+2)[ 11 ] , bless  (1d4)[ 1 ] , damage  (1d8+2)[ 8 ] 
(if advantage  (1d20+2)[ 21 ] )

Move to AH27

 Bonus Action:  Hide  (1d20+4)[ 12 ] 
  Fire!   AB32, teleports to AE30
DC12 Dex save or  (1d6+2)[ 8 ]  fire damage
Saves without mods Hj:  (1d20)[ 9 ] , W:  (1d20)[ 2 ] 
If disadvantage Hj:  (1d20)[ 8 ] , W:  (1d20)[ 4 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Hjordis is caught in the vines, while the metal wolf is not.  Crossbow bolts hit it and finish it off, however, and parts of it clatter to the ground as the gears and clockwork inside tear each other apart.  The horned woman is scorched by the fire spirit, but not as effectively as you'd expect given that she can't dodge well.

Manyteeth can't see the details, but she hears footsteps, and the ground under her feet is suddenly covered in a dark, slippery substance.
 
 Spoiler: Grease 

Grease DC 13 on Z30, Z31, AA31
Manyteeth needs to make a Dex save or fall prone.  Anyone ending their turn on the Greased space same.
Manyteeth Dex  (1d20)[ 6 ]  plus  (1d4)[ 1 ]  plus mods
 

 =&gt;Manyteeth 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Manyteeth lets out a most undignified squeal of surprise when she's suddenly robbed of her sure footing and goes to the ground with a crash of armour and goblin curses too foul to be reproduced in polite company. The Mashers aid their chieftain by lobbing rocks over her head while she gets back up and takes advantage of the ensnared invader, blasting them with searing bolts of flame.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Move:  Up to Y26.
 Action:  Attack Hjordis - think they've got an angle on them, even if it's got partial cover.
Threefoot Two:  (1d20+2)[ 4 ]  Restrain advantage:  (1d20+2)[ 18 ]  + (Bless)  (1d4)[ 2 ]   Damage:   (1d4+2)[ 3 ] 
The Belcher:  (1d20+2)[ 4 ]  Restrain advantage:  (1d20+2)[ 13 ]  + (Bless)  (1d4)[ 1 ]   Damage:   (1d4+2)[ 5 ] 

Manyteeth:-
 Move:  Stand up from Prone, cast, then move up to Y29.
 Action:  Use Circlet of Blasting on Hjordis.
 (1d20+5)[ 9 ]  Restrain advantage:  (1d20+5)[ 8 ]  + (Bless)  (1d4)[ 2 ]   Damage:   (2d6)[ 4 ] 
 (1d20+5)[ 13 ]  Restrain advantage:  (1d20+5)[ 9 ]  + (Bless)  (1d4)[ 1 ]   Damage:   (2d6)[ 9 ] 
 (1d20+5)[ 24 ]  Restrain advantage:  (1d20+5)[ 6 ]  + (Bless)  (1d4)[ 2 ]   Damage:   (2d6)[ 7 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
[/QUOTE]
J-H
One sling stone hits Hjordis, followed by a single fire ray that doesn't sink in quite as well as Manyteeth might hope (resisted).

Manyteeth and the Mashers back up away from the grease.  She hears a yelled "Flanking, I hope!" followed by "LOTS of goblins!"
 a goblin has died 

Hjordis casts a spell on herself while entangled.  Nobody is in position to see what it is.

The small armored one steps into Manyteeth's field of view and throws an arm at her, extending a chain that tries to ensnare her, but it misses and she steps back out of sight.

 
 Spoiler 

Thorn Whip, ignoring half cover due to a thing, if half cover applies
Melee spell attack  (1d20+7)[ 9 ] 
On hit,  (1d6)[ 3 ]  piercing damage and pull 10' closer.
 

 
 Spoiler: Map 

   
 

 =&gt;Big Head, Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle moves down and shoots at the short one by the secret door, before returning to his current location.
Fire! flies forward to get between the horned one and the short one and then teleports back. The mudbugs move down to the hallway and shoot at the horned one before taking one step back behind the corner.
 
 
  
 
 Spoiler: OOC 

  Boomfizzle   Concentrates on Entangle
Moves to AE31 and casts scorching ray on Bo, then returns

 Action:  Attack:  (1d20+5)[ 6 ] , Damage  (2d6)[ 10 ] 
Attack:  (1d20+5)[ 18 ] , Damage  (2d6)[ 6 ] 
Attack:  (1d20+5)[ 25 ] , Damage  (2d6)[ 4 ] 
 Bonus Action:  command Fire!

  Fire!   Moves to Y31, teleports to AB31
DC12 Dex save or  (1d6+2)[ 6 ]  fire damage
Saves without mods Hj:  (1d20)[ 6 ] , Bo:  (1d20)[ 5 ] 
If disadvantage Hj:  (1d20)[ 13 ] 
  Mudbugs   move to AE30 attack Hj, then back to AF29

 Action:  Snotgobbler:  (1d20+2)[ 13 ] , bless  (1d4)[ 2 ] , damage  (1d8+2)[ 8 ] 
(if advantage  (1d20+2)[ 4 ] )
Dungplop:  (1d20+2)[ 19 ] , bless  (1d4)[ 1 ] , damage  (1d8+2)[ 5 ] 
(if advantage  (1d20+2)[ 13 ] )
Splat:  (1d20+2)[ 11 ] , bless  (1d4)[ 1 ] , damage  (1d8+2)[ 3 ] 
(if advantage  (1d20+2)[ 11 ] )

 Bonus Action:  Hide  (1d20+4)[ 14 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16 HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 2/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:   

The silent alarm had reached Big Head. The group had run back as fast as they could, but now that the front door was visible they slowed down. Big Head begun to hum his battletune, feeling the magic infuse him. He also used a moment to light a torch, to the Sparks he gestured to hide.

 
 
  
 
 Spoiler 

Bonus action: Activate blade song
Action and handle item: light torch
Move to S 36
Sparks double move to T 36
Bonus action: hide
 (1d20+4)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 

 Bugsmoosh 
Bubblesnot
 Rotrustler 

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Big Head approaches the door, followed by the Sparks.

Boomfizzle fires three rays at the armored Borghild, but only hits.  A flare of magic absorbs some of the fire, as well as some of the burst of flame from the Fiery Teleport.  Three sling stones fly out at Hjordis, but two bounce off her thick armor.
 
 Spoiler 

2 misses, 1 hit for 4.
Absorb Elements resists down to 2.
Both Hjordis and Borghild take full damage but resist fire (innate, absorb elements) from the teleport.

One sling stone hits for 5
Concentration  (1d20+4)[ 16 ] 
 


The squat one in the back doesn't do anything you can perceive.

 =&gt; Manyteeth &amp; Mashers 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 
 "Go guard!"  Manyteeth commands her Mashers.  "Keep tribe safe!"  The pair of Mashers run, calling for their tribe to flee to the shrine in the north.

With the nearest foe in sight still entangled, she pulls a dagger from her belt and throws it.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Action:  Dash
 Move:  Up to P23.

Manyteeth:-
 Move:  None.
 Action: Throw dagger at Hjordis.
 (1d20+4)[ 10 ]   (1d20+4)[ 14 ]  +  (1d4)[ 3 ]   Damage:   (1d4)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 2 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
J-H
Manyteeth's dagger clatters off of Hjordis' armor.  The Mashers call for the noncombatants to run, but before they can, they hear the loud booming of a thunderclap, and another zapping sound.

 5 goblins have been killed 

Hjordis gets ready to do something.

Borghild steps around the corner and aims another chain at Manyteeth. This one is coated in fire soaked up from the recent flames she absorbed some of, but that doesn't help it connect.
 
 Spoiler 

Move to Z32 and then back to Y31.
Attack  (1d20+7)[ 12 ] 
Damage  (1d6)[ 4 ]  piercing and  (1d6)[ 4 ]  fire, and pull 10' closer
 


The noncombatant goblins begin to flee in a panic.

 
 Spoiler: Map 

   
 

 =&gt;Big Head &amp; Boomfizzle 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP: 20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade  

Big Head handed the torch to one of the Sparks
 "Toss it at the enemy once I give the command." 

Then the black blade of shadows coalesced in his hand and he went through the tunnel, throwing the weapon at the one intruder standing back.
The Sparks followed using their slings before hiding again in the tunnel.

 
 
  
 
 Spoiler 

Bonus action: cast shadow blade
Move to T33
Action: throw shadow blade w/ advantage
 (1d20)[ 7 ] / (1d20)[ 7 ] +5, damage  (2d8+3)[ 13 ] 
Move behind barricade P33

Sparks move to T33
Attack
 (1d20)[ 5 ] +4, damage  (1d4+2)[ 6 ] 
 (1d20)[ 1 ] +4, damage  (1d4+2)[ 5 ] 
Move to T35
Bonus action: hide
 (1d20)[ 2 ] +4
 

 
 Spoiler: Big Head's Sparks 

 Bugsmoosh 
Bubblesnot
 Rotrustler 

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
As Big Head charges around the corner, Ketil turns.  Green liquid rises from a flask on his belt and flings itself at the goblin wizard in a ball.  Big Head conjures a magical  Shield  that blocks it!
 
 Spoiler 

Readied Ray of Sickness (alchemist fluff), triggered to fire at the first enemy he sees.
Spell attack  (1d20+6)[ 22 ] 
Damage  (2d8)[ 11 ]  poison damage
Con save  (1d20)[ 14 ]  or poisoned for 1 round.  saved  
 


In the dim light, Big Head can see that this squat Big Person has a beard that appears to be tie-dyed a mix of green, red, blue, brown, and orange.  He’s wearing a chain shirt and metal helm, and carries a crossbow and a number of flasks and vials.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the Mudbugs move down to the corner and shoot at the horned one. Fire tries to cause more destruction with his teleport.
 
 
  
 
 Spoiler: OOC 

  Boomfizzle   Concentrates on Entangle
Moves to AE30 and throws a sling stone at Hj. Moves back to AG29.

 Action:  Attack:  (1d20+5)[ 19 ] , Damage  (1d4+3)[ 5 ] 
If advantage:  (1d20+5)[ 22 ] 
 Bonus Action:  command Fire!

  Fire!   Moves to Z31, teleports to AC31
DC12 Dex save or  (1d6+2)[ 7 ]  fire damage
Saves without mods Hj:  (1d20)[ 3 ] , Bo:  (1d20)[ 16 ] 
If disadvantage Hj:  (1d20)[ 3 ] 
  Mudbugs   move to AE30 attack Hj, then back to AG28

 Action:  Snotgobbler:  (1d20+2)[ 5 ] , bless  (1d4)[ 1 ] , damage  (1d8+2)[ 5 ] 
(if advantage  (1d20+2)[ 16 ] )
Dungplop:  (1d20+2)[ 19 ] , bless  (1d4)[ 3 ] , damage  (1d8+2)[ 6 ] 
(if advantage  (1d20+2)[ 3 ] )
Splat:  (1d20+2)[ 19 ] , bless  (1d4)[ 4 ] , damage  (1d8+2)[ 10 ] 
(if advantage  (1d20+2)[ 10 ] )

 Bonus Action:  Hide  (1d20+4)[ 18 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Big Head's shadow blade misses, as do the Sparks' attack rolls.  They noisily retreat back into the entry tunnel.

As Boomfizzle moves out to hide behind the wall, Hjordis launches a rock, striking him.
 
 Spoiler 

Specific readied action for Boomfizzle.
Catapult   (1d20+6)[ 24 ]   for  (3d8)[ 8 ]  damage  not an attack roll 
Dex DC 14 to negate
Boomfizzle Dex  (1d20)[ 9 ] +mod  +3 mod, no Bless, hit for 8 damage 
Concentration check  (1d20)[ 11 ] +mod  passed 
 
J-H
Boomfizzle's sling stone hits, as do two crossbow bolts from the Mudbugs, causing Hjrodis to slump to the ground.
 
 Spoiler 

Hjordis used her reaction with the readied spell, so no ability to Shield.
Hit for 5.
Hit for 6.
Hit for 10.
Burned for 3 after resistance.  1 failed death save 
Concentration checks for her spell.
 (1d20+4)[ 17 ] 
 (1d20+4)[ 18 ] 
 (1d20+4)[ 12 ] 
 (1d20+4)[ 17 ] 

And 3 fire damage to Borghild (passed save)
 
J-H
"Danger behind!" the dwarf calls out in loud, clear Common.  "Bertil, we need help here!"
He tosses a wax-coated ball from his belt at Hjordis, drenching her in some kind of healing substance, then tosses another at Big Head, drenching him in acid.
Ketil mutters something to himself about "That's why I always keep everything in the same place on my belt."
 
 Spoiler 

Healing Word  (1d4+3)[ 4 ]  on Hjordis.
Acid Splash on Big Head  (1d6)[ 4 ]  acid damage, Dex DC 13 negates
Dex save  (1d20)[ 2 ] +mods
 


Ketil moves to T33
 =&gt; Manyteeth 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Invaders were cutting down her tribe and then standing back up again, she wouldn't stand for this. Manyteeth slides across the grease with surprising agility, speeding past the thorny man to recover the dagger beside the formerly unconscious invader. She scoops it up and stabs down at them.

The Mashers continue to cover the retreat of the non-combatants, flinging stones at Bertil before hiding away.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Action:  Attack Bertil.
Threefoot Two:  (1d20+2)[ 21 ] + (1d4)[ 3 ]   Damage:  (1d4+2)[ 5 ] 
The Belcher:  (1d20+2)[ 15 ] + (1d4)[ 2 ]   Damage:  (1d4+2)[ 4 ] 
 Move:  To Q21
 Bonus Action:  Hide  (1d20+4)[ 13 ] 

Manyteeth:-
 Move:  South to Z32 - Grease save rolled in Discord as 7+2 mod + 4 bless=13, barely passing.
 Action:  Dagger on Hjor.
 (1d20+4)[ 8 ]   (1d20+4)[ 7 ]  + Bless  (1d4)[ 1 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 2 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
[/QUOTE]
J-H
One of the Mashers' stones hits Bertil with a clang, but doesn't knock the big glowing tube off her shoulder.

Manyteeth slides across the Grease and tries to stab Hjordis, but misses.

Bertil fires a bolt of fire at the fleeing goblins, hen pauses.  "... wait, what did he say?" and crawls back into the tunnel.  He reaches the end of the tunnel and has his cannon aim at Big Head.  The purple blast of energy only chips the wall, though.
 a goblins has died 
 
 Spoiler 

The cannon is Tiny, so it doesn't have disadvantage.
Eldritch Cannon  (1d20+7)[ 8 ]  for  (2d8)[ 9 ]  force damage and a 5' push that's negated by positioning.
 


Hjordis speaks a word, activating a rune built into her armor that heals her a bit, and crawls out of the entangling runes.
 
 Spoiler 

Healing word  (1d4+3)[ 5 ] 
Str check  (1d20+1)[ 21 ] 
 


"Let's get out of this tunnel, it's a deathtrap!"  Borghild steps onto the grease and tries to skate back through the door Manyteeth came from.  Arriving on the other side, she raises a hand.  The gem inside glows, and with a whining sound, discharges a bolt of lightning at the goblin, but misses.
 Manyteeth gets an OA on Borghild 
 
 Spoiler 

Borghild is another gnome, so she can fit through door s2.
Dex save  (1d20-1)[ 5 ] 
On a failure, Borghild will expend her reaction and a charge from her Armor of Magical Strength to not be knocked prone.

Lightning Launcher  (1d20+6)[ 15 ]  for  (2d6+4)[ 12 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Big Head, Boomfizzle 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP: 16/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade  

Big Head fumed - literally, as he just had been hit by large glob of acid. He had missed his chance to recall his shadow blade and now he had to cast the spell again. And that's just what he did, targeting the impertinent gnome that had apparently started to slaughter his clan

As quickly as his blade formed, did he step toward the gnome and slash at him.

The Sparks just continued to pop out from their hiding place in the tunnel, stab the dwarf standing there and run away again.
 
 
  
 
 Spoiler 

Bonus action: Shadow Blade
Move to Q32
Attack w/advantage:  (1d20)[ 19 ] / (1d20)[ 13 ] +5, damage  (2d8+3)[ 18 ] 

Sparks move two squares to the north, stab the dwarf and disengage to R36
 (1d20)[ 5 ] +4, damage  (1d4+2)[ 3 ] 
 (1d20)[ 20 ] +4, damage  (1d4+2)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 



Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle moves north to stop the gnome, filling the kitchen with spikes. The Mudbugs move down to the corner and  seeing the horned one prone, decide instead to shoot at the fat one by the entrance, taking advantage of their previous hiding. Fire moves up to try to hurt the gnome with his teleport, moving just south of the door and then shutting it.
 
 
  
 
 Spoiler: OOC 

  Boomfizzle   Drops concentration on Entangle
Moves to AF 24 and casts Spike Growth centered so it covers from Z30 to Z23.

  Action:  Attack:  (1d20+5)[ 14 ] , Damage  (1d4+3)[ 5 ] 
If disadvantage:  (1d20+5)[ 20 ]   - Ignore. I keep forgetting to delete this

 Bonus Action:  command Fire!

  Fire!   Moves to Z30, teleports to Z31
DC12 Dex save or  (1d6+2)[ 4 ]  fire damage
Saves without mods Bo:  (1d20)[ 16 ] 
He then shuts the door and holds it

  Mudbugs   move to AE30 attacking Ke (previous hide was 18)

 Action:  Snotgobbler:  (1d20+2)[ 9 ] , bless  (1d4)[ 3 ] , damage  (1d8+2)[ 3 ] 
(if advantage  (1d20+2)[ 4 ] )
Dungplop:  (1d20+2)[ 13 ] , bless  (1d4)[ 1 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+2)[ 20 ] )
Splat:  (1d20+2)[ 9 ] , bless  (1d4)[ 2 ] , damage  (1d8+2)[ 8 ] 
(if advantage  (1d20+2)[ 16 ] )

 Bonus Action:  Hide  (1d20+4)[ 15 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Big Head's blade strikes right through the gnome's armor, and the Sparks stab the alchemist.

The Mudbugs land one crossbow bolt on Ketil (4 damage), and Fire slightly scorches Borghild.

Ketil flings another coated bundle towards Manyteeth and Fire, splashing them both with acid.  He starts pushing his way through the rough terrain to Hjordis with a potion in hand.
 
 Spoiler 

Acid Splash  (1d6)[ 2 ]  Dex DC 13 negates
Fire Dex  (1d20+2)[ 12 ] 
Manyteeth  (1d20)[ 16 ]  plus  (1d4)[ 4 ]  plus mods
Bless Conc check  (1d20)[ 16 ]  plus  (1d4)[ 1 ]  plus mods
Ketil moves to W33
 

 =&gt;Manyteeth
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

The Mashers give chase to the enemy, but not too far! Not too fast! They ready themselves in case their foes retreat back towards them from the Chief and the other bosses.

At the same time, Manyteeth summons a Mighty word, infusing Big Head with strength to strike once more at their hated foe, while calling upon the darker powers to bring down the one who had already fallen once before.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Move:  To P25
 Action:  Ready action attack any enemy that enters their sight.
Threefoot Two:  (1d20+4)[ 18 ]  +  (1d4)[ 1 ]   Damage:   (1d4+2)[ 5 ] 
The Belcher:  (1d20+4)[ 8 ]  +  (1d4)[ 2 ]   Damage:   (1d4+2)[ 4 ] 



Manyteeth:-
 Move:  West 5ft to Y32.
 Bonus Action:  Healing Word on Big Head for  (1d4+2)[ 5 ]  HP. Also triggers  Voice of Authority  letting him use his reaction to immediately make one attack.
 Action:  Toll the Dead on Hjor.
 (1d20)[ 19 ] +wismod vs DC12 or  (1d12)[ 11 ]  Necrotic damage.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 2 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP: 16/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade  

Big Head felt Manyteeth's magic course trough him, allowing him to slash at the gnome a second time, cutting across his face.
 
 
  
 
 Spoiler 

Rolls in discord: hit with 24 and 16 damage
 

 
 Spoiler: Big Head's Sparks 



Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The gnome slumps to the ground under Big Head's attack.  The cannon attached to the shoulder continues to glow and emit an ominous whine...

Death save  (1d20)[ 2 ] 

Hjordis stands up.  Green fire begins to run down her sword, and she swings it at Manyteeth while stepping closer to Ketil.
 
 Spoiler 

GFB.
Longsword +1  (1d20+7)[ 22 ]  to hit for  (1d8+5)[ 7 ]  slashing damage
The secondary fire damage to the Fire spirit does nothing.
 


Borghild, confronted with a field of spikes in front of her, heads back through the grease.  She opens the door, blasts the Fire Spirit with magic missiles, and tries to re-enter the main hallway.
 
 Spoiler 

 (2d4)[ 8 ]  damage from Spike Growth
Object interaction open door
Dex save for Grease  (1d20-1)[ 15 ]   pass 
On a failure, expend charge from armor to not fall prone
Magic Missile  (1d4+1)[ 3 ]  x 3  hit for 9 
If Fire isn't dead (likely), bonus action attempt to tumble through a creature's space
Acrobatics  (1d20-1)[ 4 ]  vs Fire Dex save  (1d20+2)[ 21 ]  on a failure, does not move through space; on a success, does.  fail 
 

 
 Spoiler: Map 

   
 

 =&gt; Big Head, Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 11/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle dashes to get south to see Fire!   "Push that gnome away!"  

The Mudbugs stay where they are, stepping out just in time to shoot the horned one.

Fire! tries to push the gnome backwards and then shuts the door again.
 
 
  
 
 Spoiler: OOC 

  Boomfizzle   Concentrates on Spike Growth.

 Action:  Dash to AF33

 Bonus Action:  command Fire!

  Fire!   pushes the gnome backwards.
Athletics:  (1d20)[ 13 ] 
Countered without mods:  (1d20)[ 5 ] 
He then shuts the door

  Mudbugs   stay hidden at AE32 and then attack Hj

 Action:  Snotgobbler:  (1d20+2)[ 16 ] , bless  (1d4)[ 2 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+2)[ 5 ] )
Dungplop:  (1d20+2)[ 9 ] , bless  (1d4)[ 1 ] , damage  (1d8+2)[ 3 ] 
(if advantage  (1d20+2)[ 21 ] )
Splat:  (1d20+2)[ 12 ] , bless  (1d4)[ 3 ] , damage  (1d8+2)[ 8 ] 
(if advantage  (1d20+2)[ 6 ] )

 Bonus Action:  Hide  (1d20+4)[ 21 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP: 16/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade  

Big Head didn't stop, he moved over the rampart and charged the dwarf, calling for the sparks to do so as well
 
 
  
 
 Spoiler 

Move to V33 attack dwarf
 (1d20)[ 16 ] / (1d20)[ 20 ] +5, damage  (2d8+3)[ 11 ] 
Bonus action  (1d20)[ 17 ] +5, damage  (1d6)[ 2 ] 

Sparks sling attack at dwarf, move back into cover
  (1d20)[ 1 ] +4, damage  (1d4+2)[ 6 ] 
 (1d20)[ 12 ] +4, damage  (1d4+2)[ 6 ] 
 

 
 Spoiler: Big Head's Sparks 



Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Big head charges over to the sword, striking a deep wound to the gut through a gap in Ketil's armor (CRIT for 22).  The Sparks' stones aren't as effective, unfortunately.

Fire pushes Borghild back through the door and slams it, leaving scorch marks behind.  The mudbugs land a couple of sling stones that rattle Hjordis further.

The dwarf smiles sadly beneath his tie-dyed beard (the colors now visible thanks to the fire spirit) and chugs the potion he's holding before pulling another one out and holding it towards Hjordis.
 (2d4+2)[ 8 ]  healing

 =&gt;Manyteeth 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

The spike wall tells the Mashers that no more foes are coming this way, so they run back south to catch up to the fight.

To Manyteeth, watching Big Head cut down two of the invaders in quick succession (with the Mighty's help, no less) was enough reason to do it again. She conjures up the twin positive and negative energy, directing them to Big Head and Hjor respectively.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Move:  Move and Dash to Q32.


Manyteeth:-
 Move:  None.
 Bonus Action:  Healing Word on Big Head again for  (1d4+2)[ 6 ]  HP. Also triggers  Voice of Authority  letting him use his reaction to immediately make one attack.
 Action:  Toll the Dead on Hjor again.
 (1d20)[ 10 ] +wismod vs DC12 or  (1d20)[ 7 ]  Necrotic damage.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher
Medium mob
AC 13 (leather armour)
HP 8 x 2 = 16/16 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 2: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 2: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x60
Dagger x16
Greatsword
Greataxe +1
Handaxe x3
Javelin x4
Longbow
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Chain mail
Chain Shirt
Gleaming Splint Mail
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Healer's Kit
Leatherworking tools
Thieves Tools
Woodcarving tools

 Misc Magic: 
Goggles of Night (Darkvision 60ft)
Periapt of Wound Closure (Auto-stabilize at 0hp)

 Misc: 
179gp
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x8
Bell
Blanket x2
Block of Incense x2, Candle, Censer, Tinderbox
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Mess kit x3
Oil Flask x1
Oil Pint x1
Pan Flute
Pick
Rations x5
Rope, 50’ x3
Small knife
Tiger-fang Necklace
Tinderbox x7
Torch x60
Waterskin x12
 
[/QUOTE]
J-H
Hjordis falls to the ground, unconscious.
Big Head, urged on by Maglubiyet, strikes the dwarf, sending him to the ground as well.
J-H
Bertil death save  (1d20)[ 18 ] 
Hjordis death save  (1d20)[ 2 ] 
Borghild yanks the door open and casts a spell, a shockwave emanating from her chest and blowing Fi back.  She starts running along the alcove past Manyteeth
 
 Spoiler 

Thunderwave  (2d8)[ 6 ]  Thunder &amp; 10' pushback, Con save half damage and negate pushback.  DC 14
Fi  (1d20)[ 9 ]  plus mods
Manyteeth  (1d20)[ 9 ]  +  (1d4)[ 3 ]  plus mods
1 failed death save for Hjordis from this
and Manyteeth conc check  (1d20)[ 9 ] +  (1d4)[ 3 ]  plus mods for Bless
 

 =&gt; Big Head, Boomfizzle 
Borghild is in X31
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade  

Big Head saw the incomming opponent and threw his weapon at him, before reforming the blade in his hand again. The sparks kept back, ready to strike anyone trying to enter the tunnel to the outside.
 
 
  
 
 Spoiler 

Move until I'm in short distance to opponent, avoiding spikes

 (1d20)[ 8 ] / (1d20)[ 4 ] +5, damage  (2d8+3)[ 13 ] 
Bonus Action: Reform blade

Sparks Ready action once opponent comes in reach

 (1d20)[ 11 ] +4, damage  (1d4+2)[ 3 ] 
 (1d20)[ 11 ] +4, damage  (1d4+2)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 



Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/4, 2nd: 0/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 5/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle recasts his original spell causing roots to rise up and try to entangle the last artificer.

The Mudbugs stay where they are, stepping out just in time to shoot him.

Fire! moves to the where she can teleport away without hurting Manyteeth, teleports, ad then moves to the entry way to block his escape.
 
 
  
 
 Spoiler: OOC 

  Boomfizzle   Drops concentration on spike growth
Casts entangle to cover X31 to U33.
Save without mods Bo:  (1d20)[ 7 ] 
 Bonus Action:  command Fire!

  Fire!   Moves to W32, teleports/moves to S33
DC12 Dex save or  (1d6+2)[ 5 ]  fire damage
Save without mods Bo:  (1d20)[ 3 ] 
  Mudbugs   Shoot at the gnome

 Action:  Snotgobbler:  (1d20+2)[ 19 ] , bless  (1d4)[ 3 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+2)[ 10 ] )
Dungplop:  (1d20+2)[ 13 ] , bless  (1d4)[ 2 ] , damage  (1d8+2)[ 7 ] 
(if advantage  (1d20+2)[ 12 ] )
Splat:  (1d20+2)[ 15 ] , bless  (1d4)[ 2 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+2)[ 8 ] )

 Bonus Action:  Hide  (1d20+4)[ 16 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The sling stones bring down Borhild.
Ketil death save  (1d20)[ 11 ] 

The goblins quickly finish off their unconscious foes.

 
 Spoiler: Loot 

Ketil, Dwarven Alchemist
Light crossbow
Crossbow bolts x30
Dagger
Chain shirt
Mason’s tools (can be used for digging!)
Disguise kit
Thieves’ Tools
Forgery Kit
Rope
Tinderbox
Waterskin
Healing Potion x 1
Acid Flask x 2
3 pairs of goblin ears, two manticore spikes, and a owlbear beak
Cap of Water Breathing
35gp
Bronze adventurer badge

Hjordis, Tiefling Battlesmith
Half Plate
Longsword +1
Javelin
Shield of Expression
Herbalism Kit
Blanket
Smith’s tools, Tinker’s tools
22gp
Bronze adventurer badge
About 80 pounds of scrap iron

Borghild, Gnome Armorer
Plate armor
Smith’s Tools, Thieves’ Tools
Wand of the War Mage +1 (+1 spell attack, ignore half cover)
Bedroll
Smith’s Tools, Thieves’ Tools
Hammer &amp; 10 pitons
Waterskin
100’ of rope
Bronze adventurer badge

Bertil, Gnome Artillerist
Wand of Secrets (wielded as spellcasting focus)
Dagger
Breastplate
Thieves’ Tools, Tinker’s Tools
Magical inks (sufficient for 2 1st level spells)
Rope
Tinderbox
Waterskin
Healing Potion x 1
35gp
Bronze adventurer badge
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 2/2
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade  

Big Head was quite dejected to see so many of their clan dead. When he examined the loot, he pointed out the magic items and their abilities, but didn't show much enthusiasm. Too many had died especially within the ranks of the sparks.
"I think we need to secure the tunnels from now on. One of the non-combatants has to stand guard there and only open the door (that we have to install) when we say the right password.

I'm going to finish the hunt. Then I'll use the ink to transscribe some spells. Then we have to start recruiting more goblins into our tribe. There are usually some scattered in the woods.

 
 
  
 
 Spoiler 


Plans for the next days:
1 Hunt
2 Create smaller door for the secret tunnel - including a bar
3 Hunt
4 Scout for Goblins
5 Hunt
6 Scout for Selling Opportunities
 

 
 Spoiler: Big Head's Sparks 



Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/4, 2nd: 0/2 | Wild Shape: 1/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 5/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle is subdued as they prepare the bodies for the feast tonight. With so many goblins dead, it wasn't the joyous occasion that it had been for the previous feasts. But he still managed to entertain everyone and summon Fire! to dance for them.

The next day, he gets back to work. If Manyteeth is finishing training the Mudbugs to use their crossbows, he enlists the Mashers. First he removes the doors from the kitchen to the living area where there is now a tunnel. He gives one to BigHead.

  "Do whatever you want with this sturdy door."  

The other one he places on the ground in room E. The next day, he goes looking for more recruits, and then returns to reinforcing the compound.
 
 
  
 
 Spoiler: OOC 

Shaman recruit  (1d6)[ 5 ] 

Day 1 recover doors. Make 5' wide, 10' deep pit in tunnel from E to entry way. Make sure that the ceiling over the pit is too low for someone to jump the pit. Then the goblins can slide the door over the pit if they need to escape. Let me know if you have questions.
Day 2 Recruit
Day 3 start digging tunnel from D to beach (eventually will dig into vampire room)
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +2 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Over the next few days, you notice that some of your warriors have started gambling, wagering food, chores, pretty rocks, and trinkets.  Several fights have broken out, resulting in a few lost teeth and other minor injuries..  How do you respond?
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 4/4, 2nd: 2/2
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade  

Big Head was once again pretty irate - this time because their clan seemed to have nothing better to do than to weaken itself.

  "Since you lot seem to have too much free time, we can use that overabundance of energy somewhere else.
Go helpl Boomfizzle with digging the tunnel!"  
 
 
  
 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 



Bubblesnot
Rotrustler

Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

Manyteeth is quietly annoyed when the adventurers don't seem to have many tools worth speaking of. At least Boomfizzle got a new wand. When she catches wind of fights breaking out between her warriors, she is quick to step in. Gambling to blow off steam? Fine by her! But she can't have them hurting each other when they need to be ready for when more big 'uns come.

Her new proclamation is as follows: Any Cackling Moon who harms another will be forced to spend their free time cleaning up the altar to the Mighty, even if it's clean, until the harmed goblin is healed.
Further violations will make them clean up other things - like the stinky pit or the spooky coffin.

She also offers any goblin that kills an invader the opportunity to eat them all themselves (or share as they like), but only if they are not currently being punished for in-fighting.

Hopefully the threat of having to be very bored and not able to participate in relaxation or other fun games is enough to keep them in line, and the dangle of extra food all for them helps. Carrot and stick.
 
 
  
 
 Spoiler: Day Actions 

 Day 19:  Training the Mudbugs with Crossbows (1/2) Chief roll:  (1d10)[ 6 ] 
 Day 20:  Training the Mudbugs with Crossbows (2/2) Chief roll:  (1d10)[ 5 ] 
 Day 21:  Upskilling Sparks new recruit Chief roll:  (1d10)[ 2 ] 
 Day 22:  Training the Sparks with Shields (1/2) Chief roll:  (1d10)[ 8 ] 
 Day 23:   Training the Sparks with Shields (2/2) Chief roll:  (1d10)[ 7 ] 
 Day 24:   Training the Mashers with Slings (1/2) Chief roll:  (1d10)[ 6 ] 

Bonus chief rolls will be spent on training the Mashers with Shields and then Medium Armour.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle spends his days working hard, digging, reinforcing, and moving dirt. He pushes his goblins hard but in the evenings, he makes sure they get the best food, and spends his evenings gambling with them, always losing some of the trinkets they've picked up from the invaders.

Whenever there are fights, he quickly makes sure they don't escalate, summoning Fire! to help if hen needs to. But whenever everyone settles down, he makes some goodberries to heal whoever took a beating.

  "Settle down, boys. We have a lot to do or the giants will kill us all."  
 
 
  
 
 Spoiler: OOC 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
 Day 1 
Big Head goes hunting.  The next evening he scribes some spells into his spellbook.
Boomfizzle digs a pit in the small tunnel, and removes some doors.
Manyteeth finishes teaching the Mudbugs to use crossbows.

Food 1+2-1=2

 Day 2 
Big Head and the Sparks create a smaller door.
Boomfizzle goes out and somehow manages to find two additional goblin warriors.
Manyteeth trains the new Spark with the equipment the other Sparks are using.

The tribe’s leadership all works together to talk or knock some sense into the goblin warriors, and tamp down on the fighting that has resulted from gambling.

Food 2-1=1

 Day 3 
Big Head and the Mashers go hunting.
Boomfizzle starts digging a tunnel outwards.
Manyteeth trains the Sparks with Shields.  They learn very fast and the job is done in a day.

Food 1+2-1=2

 Day 4 
Big head travels through the woods looking for…something.  He picks up some food, and starts getting the idea that someone’s coming soon (Scouting 1d10, 1).
Boomfizzle continues to dig his long tunnel.
Manyteeth starts training the Mashers to use slings.

Food 2 +1-1=2

 Day 5 
Manyteeth continues training the Mashers to use slings.
Boomfizzle works on his tunnel.

Big head goes hunting, but sticks close.  He can either arrive back before the adventurers, or 1d2 rounds after they enter.  His familiar, on watch after being re-summoned, spots three people coming along the sands:

A tall person is clad in shiny black armor from head to toe, and carrying a battle-axe in one hand.  He moves with an impatient energy.
A tall person wears leather armor under an ornate cape, and carries a pair of daggers.  He has red skin, glowing eyes.  A mustache and goatee surround his frowning mouth.
A tall person with pointy ears, a harmonica hanging around his neck, a bow, and gaudily decorated armor.

Everyone has time to get into whatever positions they want to be in before the intruders enter.  The one with the black armor is going be carrying a torch in his off hand when they enter.

 
 Spoiler: initiative 

Manyteeth &amp; Mashers  (1d20+2)[ 8 ] 
Big Head &amp; Sparks  (1d20+3)[ 22 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 6 ] 
Prince Robin [roll]1d20 [/roll]  dice roll: 3 
Vizier Hecrun  (1d20+2)[ 7 ] 
Troubador  (1d20+2)[ 6 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Place everyone, ready actions if you wish 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

Manyteeth and the Mashers move into position and ready themselves, much as they had done on the previous encounter. As they go, Manyteeth urges their non-combatants to the shrine, away from the front lines.
 
 
  
 
 Spoiler: Ready Actions 

Manyteeth moves to Z30, Mashers to Z29.

 Manyteeth:- 
Ready Action: Open door when she hears a (non-goblin?) creature crossing column Z.

Also orders the NCs to the shrine - they should really be hiding there going forwards.

 Mashers:- 
Ready Action: Attack an enemy they can see after Manyteeth opens the door.
Threefoot Two:  (1d20+2)[ 10 ]   Damage:   (1d4+2)[ 4 ] 
The Belcher:  (1d20+2)[ 18 ]   Damage:   (1d4+2)[ 6 ] 
Not A Pet:  (1d20+2)[ 6 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle and the Mudbugs crawl out of their tunnel and get into their position at the eastern end of the hallway, Boomfizzle behind the wall, and the Mudbugs around the corner.

  "As soon as I cast my spell, attack the squishiest looking one."  

Realizing he waited too long to cast his spell last time, Boomfizzle doesn't hesitate this time. After casting his spell, he drops prone if he can.

Then the Mudbugs attack.

 
 
  
 
 Spoiler: OOC 
  Boomfizzle   At AE33 Casts

Boomfizzle will cast Spike growth as soon as the enemy gets to V or tries to open the secret door at Q. Spike growth will go from S to Y, and cover from 31 to 35.

 Bonus Action:  none since readied action

  Mudbugs   are at AE30. Prioritize harmonica, leather armor, black armor.

 Action:  Snotgobbler:  (1d20+4)[ 21 ] ,  bless  (1d4)[ 1 ]  , damage  (1d8+2)[ 3 ] 
(if advantage  (1d20+4)[ 20 ] )
Dungplop:  (1d20+4)[ 20 ] ,  bless  (1d4)[ 2 ]  , damage  (1d8+2)[ 10 ] 
(if advantage  (1d20+4)[ 12 ] )
Splat:  (1d20+4)[ 15 ] ,  bless  (1d4)[ 4 ]  , damage  (1d8+2)[ 10 ] 
(if advantage  (1d20+4)[ 6 ] )
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 1/2
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade   
 
  

Big Head turned himself into the gnome that had invaded their home. To help him sell the con, he took the bronze badge. His Sparks had to hide in the small tunnel behind the rampart - to prevent anyone from moving through there again.

He himself went out to the beach, to meet the next batch of invaders.

 "Hey, thank the gods, you found us. The goblins have captured my friends! You've got to help us." 
 
 Spoiler 

Big Head will follow the party in the rear and try to shank the bard first. When the others are caught in the spikes.

Deception
 (1d20)[ 14 ] -1

Sparks hide in tunnel P30, ready to attack and move back into hiding
Stealth
 (1d20)[ 5 ] +4


Bonus action shadow blade
 (1d20)[ 14 ] / (1d20)[ 6 ] +5, damage  (2d8+3)[ 16 ] 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The gnome is greeted with surprise.

The big one in armor speaks first.  "They told us the last group hadn't returned.  You can come with us and I will lead us to victory and cut them down." 

The red-skinned one strokes his goatee.   "Indeed, Prince Robin.  Perhaps we should find out what he knows first.  If these goblins have made two groups of real adventurers disappear, they must have some trick or trap they are playing.  Tell us, gnome, what brought the rest of your group down, and how did you make good your escape?" 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 1/2
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade   
 
  
 "The sneaky bastards. Cowards. They hid and prepared a treasure room. Once we were inside, a sleep spell fell on us. There was some kind of undead creature in there. Thanks to my innate resistance I was able to withstand the spell, but my friends wouldn't wake. I managed to fight my way out before they could lock me in. I'm sure the magic equipment of my friends now have increased the treasure.
I've hidden out here, waiting for my strength to return.
The only danger in there stems from the undead. The goblins aren't a challenge for a well trained adventurer." 
 
 Spoiler 


Deception:  (1d20)[ 9 ] -1
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The leather-clad bard puts a finger to his lips.  "Although I am all for the pursuit of wealth, that sounds odd.  Usually a wise and insightful group will stay spread out so that no one effect may reach them all."

The red-skinned one has his brow furrowed as well.  Your story is a bit far-fetched, which is making him question the rest of your story.  At least he doesn't seem to see through your illusion.

 
 Spoiler 

Investigation  (1d20)[ 2 ] 
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 2/2
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade   
 
  


Big Head began to sweat:
 "Well, see for yourself then. But don't say afterward, I didn't warn you" 

He began walking towards the entrance of the barrow, pointing at the small entrance tunnel
 "Go in one at a time if you think spreading yourself out would be the best idea here." 
 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The one clad in black armor steps up to Big Head and stops him for a moment.   "Wait.  Torch."   As he digs in his pack with one hand, then holds it out for the red-skinned one to light (by simply producing a flame from his bare hand), he says to Big Head.   "I should be a king, but I've been betrayed, more than once.  Everyone's out to get me.  Do you know what I do with traitors?  I cut off their heads."  He puts his axe blade near Big Head's neck.  "You can lead us in, but stay next to me.  If you're honest, everything's fine.  If you try to run away or attack me, I'll cut off your head." 

Mechanics:  Prince Robin wants to advance with Big Head within 5' of him.  He has a readied attack to attack Big Head if BH runs off.  If Big Head attempts to cast a spell against Prince Robin, it'll be a Deception check to make it look like he's not attacking Prince Robin with it.
See additional notes in Discord.
First attack by someone else on P.R. has advantage since he's watching Big Head as much as he is the surroundings.
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 2/2
Bladesong: 2/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade   
 
  


Big Head shrugged as non-chalantly as he could:
 "You have an odd way to help people. Sure, I'll show you the way." 

He entered the narrow entrance with the axe-wielding baffoon behind him.
 "Careful, it's pretty filthy in there, better watch your step." 

He looked back to make sure everyone was inside when he stepped onto the alcove to avoid the uneven, slippery part of the tunnel. He began to hum his battlesong and quickly ran away before the black armored man could react - at least that was his plan.

 
 Spoiler 


Start Turn at V31
Bonus action Blade Song
Action: Disengage or dodge - whichever appropriate to this non-standard opportunity attack
Move 40ft along the alcove to AC31
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
There's a brief discussion at the door, as the bard and the red-skinned man each urge the other to go first.  Ultimately, the red-skinned man goes first.  The bard pauses to close the door behind himself.

With a jaunty whistle, the bard sends several glowing balls of light down the hall as soon as he can see it, illuminating what appears to be a few gold pieces scattered around Y32, as well as the difficult terrain and the short wall at the end.  At the same moment, Big Head bolts.

The armored prince swings at him, just barely missing.  "Get back here!"
 
 Spoiler 

Battleaxe +1  (1d20+7)[ 17 ]  or  (1d20+7)[ 27 ] , for  (1d8+4)[ 10 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Goblins 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 1/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 13 HP: 24/24 

Boomfizzle launches his spell, placing it a little farther than he had planned. He then drops prone and hides behind the wall.

The Mudbugs attack and then move 15' northeast.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Boomfizzle casts Spike growth, covering from RV37 to Q32-33, to X31-33.

 Bonus Action:  Hide  (1d20+4)[ 15 ] 
  Mudbugs   are at AE30. Attacks as above, prioritize harmonica, leather armor, black armor. Then move to AG28.

BA Hide  (1d20+2)[ 8 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:20/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade   
 
  


Big Head once again called on the darkness to form a sword for him, closed the distance to throw and moved back again,
 "Why can't you people just leave us alone?" 

The Sparks knew they had been called, popped out of their hiding place to pelt the weakest member of the group, before running back into their hidy-hole.

 
 Spoiler 



Bonus action: Cast Shadow Blade
move to Y31
Action: Attack Robin:  (1d20+5)[ 9 ] , damage  (2d8+3)[ 12 ] 
Move back to AC31

Sparks move to Q32
Attack Troubadur:
 (1d20+4)[ 19 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 24 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 21 ] , damage  (1d4+2)[ 3 ] 

Move back to their starting position and hide (15 rolled on Discord)
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

Hearing combat break out, but no one close, Manyteeth opens the door and rushes out, taking in the situation with her keen Cheiftain-y eyes. Seeing the spikes already grown, she lashes out with the Mighty's commanding magic, targetting the two in the rear and yells   "Approach!"  

The Mashers follow up by darting out and flinging rocks at the closest target, before retreating back into cover.
 
 
  
 
 Spoiler: Actions 

 Manyteeth:- 
 Move:  5ft south, cast, then 10ft north, ending 5ft north of her original position.
 Action:  2nd level spell slot  Command: Approach  on Troubador and Hecrun. Failure means they need to spend their turn moving towards Manyteeth at the expense of all else, then end their turn.
Troubador:  (1d20)[ 13 ] +mods vs DC12
Hecrun:  (1d20)[ 8 ] +mods vs DC12

 Mashers:- 
 Move:  10ft south, attack, then 15ft north, ending 5ft above their original position.
 Action:  Attack Prince Robin.
Threefoot Two:  (1d20+2)[ 14 ]   Damage:   (1d4+2)[ 4 ] 
The Belcher:  (1d20+2)[ 19 ]   Damage:   (1d4+2)[ 4 ] 
Not A Pet:  (1d20+2)[ 15 ]   Damage:   (1d4+2)[ 3 ] 
 Bonus Action:  Hide.  (1d20+4)[ 21 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
[/QUOTE][/QUOTE]
J-H
Big Head flings a shadow blade at the armored prince, but misses.   "What are you talking about, you malignant gnome?"  the prince responds.

The Sparks have more luck, striking with 3 sling stones before retreating into the tunnel.
 
 Spoiler 

3 hits for 12
Concentration checks
 (1d20+2)[ 18 ] 
 (1d20+2)[ 20 ] 
 (1d20+2)[ 22 ] 
 


Manyteeth opens the door to the side corridor and Commands the bard and Hecrun to approach.  Both of them ignore her command, intent on their own purposes (saved).  The Mashers fling stones at the armored prince.  Only one hits, but it does little damage (HAM, reduced to 1).

Boomfizzle creates a forest of spikes underfoot.  The Mudbugs then target the bard, hitting him with a crossbow bolt.
 
 Spoiler 

1 hit for 3
The other one would have hit, except he's got 3/4 cover from being mostly in the entry tunnel still.
Concentration checks
 (1d20+2)[ 22 ] 
 
J-H
The red-skinned one glances back at the Sparks.   "Just a few behind us, nothing to worry about.  Troubador, my prince - let us proceed forward with all haste to lay waste to these mongrels."   In a moment, he jumps forward, teleporting beyond the edge of the spikes, then takes another few steps and fires two rays of purple light - one at Manyteeth, and one at Big Head.  Both miss.
 
 Spoiler 

5' leap east, bonus action Misty Step 30' to Y33 just before he lands.
Acrobatics check to not fall down  (1d20+2)[ 13 ] .  On a fail, he still has 10' movement left after expending 15' to stand up, and can step on to Z33.
EB  (1d20+6)[ 8 ]  for  (1d10+3)[ 13 ]  force damage and 10' pull towards him Manyteeth
EB  (1d20+6)[ 14 ]  for  (1d10+3)[ 9 ]  force damage and 10' pull towards him Big Head
 
J-H
The bard brings his harmonica to his mouth, playing a very short, strange tune that resonates.  Suddenly, there are several bards!   "Onwards, to glory!" 
The prince charges forward across the spikes, and Hecrun finds it in himself to move a bit farther.
He steps forward, intending to follow, but stops short, muttering  "Ouch.  Go find glory." 
 
 Spoiler 

Action Mirror Image
BA Mantle of Inspiration. Spend 1 Bardic Inspiration use.  Up to 4 creatures you can see get +5 temp HP, and can use their reaction to move up to their speed without provoking OAs.  Doesn't apply to the caster.
Move 5', take  (2d4)[ 4 ]  spike damage and stop.

Prince Robin  (6d4)[ 16 ]  damage as he moves 15' (30' of move)
 
J-H
The Prince moves forward.  As he glances into the tunnel, his eyes seem to glow orange for a moment, and his voice rings out.   "I am your death.  Fear me!"   Then he sneers at the gnome-seeming Big Head.   "Fight me, traitor.  Come and die."   He swings his axe, and a glowing red axe appears next to Big Head, swinging at him and slicing his shoulder open.

 
 Spoiler 

Move 10', Conquering Presence, move 5' due to difficult terrain.
On a failed Wisdom save (DC 14), Manyteeth, the Mashers, and Big Head are  Frightened  of Prince Robin, re-saving at the end of each turn (max duration 1 minute).
A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within Line of Sight.
The creature can’t willingly move closer to the source of its fear.
Manyteeth  (1d20)[ 17 ]   pass 
Mashers  (1d20)[ 6 ]  + mods
Big Head  (1d20)[ 11 ]  + mods
He can't see Boomfizzle, so Boomfizzle is not affected.
Spiritual Weapon  (1d20+6)[ 25 ]  for  (1d8+3)[ 11 ]  force damage
 

 
 Spoiler: Map 

   
 

 =&gt; Goblins 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:09/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade   
 
  


Big Head made a gesture and his shadow blade reformed.
 "Looks like you are literally fuming..." 

At his words he made another gesture and the torch exploded into a cloud of thick black smoke, obscuring everything around the black knight.

 
 Spoiler 



Bonus action: recall Shadow Blade

Action: Pyrotechnics: Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Move to Z25

Sparks move to Q32
Attack Troubadur:
 (1d20+4)[ 21 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 11 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 20 ] , damage  (1d4+2)[ 6 ] 

Move back to their starting position and hide (1d20+4)[ 11 ] 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 6 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Sparks brave the spikes, taking minor damage thanks to their Chief's foresight.  They pop two of the three mirror images protecting the bard.

Big Head makes Prince Robin's torch erupt in a thick cloud of smoke, and tries to run past him.  Unfortunately, the prince, used to fighting in the dark, senses his movement.
 
 Spoiler 

Blindfighting style
With advantage because Big Head is blinded by the smoke
Attack  (1d20+7)[ 19 ]  or  (1d20+7)[ 26 ]  for  (1d8+4)[ 5 ] 
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 24/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 1/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle throws a sling stone at the Vizier. He summons Fire! and then retreats.

The Mudbugs shoot the Vizier and then get behind the next wall.

Fire! moves to between the Prince and the Vizier, teleports back, and ends up in the hallway at the corner.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle  
 Action:  Attack H:  (1d20+5)[ 21 ] , Damage  (1d4+3)[ 5 ] 
 Bonus Action:  Summon Fire!

Moves to AG27

  Fire!   Moves to AC32, teleports to AD31, moves to AI29
DC12 Dex save or  (1d6+2)[ 6 ]  fire damage
Saves without mods H:  (1d20)[ 4 ] , R:  (1d20)[ 9 ] 
  Mudbugs   attack H, move to AI27

 Action:  Snotgobbler:  (1d20+4)[ 22 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+4)[ 13 ] )
Dungplop:  (1d20+4)[ 24 ] , damage  (1d8+2)[ 6 ]  = CRIT for 12
(if advantage  (1d20+4)[ 17 ] )
Splat:  (1d20+4)[ 21 ] , damage  (1d8+2)[ 8 ] 
(if advantage  (1d20+4)[ 13 ] )

 Bonus Action:  Hide  (1d20+4)[ 23 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

The smoke was a problem but nothing the Mighty's magic couldn't overcome.  "Stand fasts, sons and daughters of the Cackling Moon! Blood and glory await us!"  Her voice calls out through the tunnels as she lays her blessing upon herself. And also the Mashers and Big Head.
 
 
  
 
 Spoiler: Actions 

 Manyteeth:- 
 Move:  None
 Action:  Bless on self, Mashers, and Big Head.

 Mashers:- 
None. Group Frightened Check:  (1d20-1)[ 11 ]  +  (1d4)[ 4 ]  vs DC14
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
J-H
Manyteeth Blesses the group around her.

Boomfizzle launches a sling stone at the area where he saw Hecrun before, and is rewarded with a meaty thunk.  The fire spirit goes into the smoke and emerges, moving a little ways before stopping.  Boomfizzle gives the Mudbugs improbably precise directions about where to aim, and they launch stones into the smoke, hitting the vizier several times.

Badly injured, the red-skinned man steps out of the smoke.   "This way, my Prince!  I am badly injured."   He glares at the fire spirit and the goblins behind it.   "Just stay there." 

Back near the entrance, the bard looks at the entrance the Sparks have twice attacked from, and says something in Common.  He plays his harmonica for a moment, then drops out of sight along with his mirror image.

 "Yes, my loyal advisor!"   The black-armored prince unerringly emerges from the smoke, no longer holding his torch.  He reaches a glowing hand out to greatly heal the red-skinned, sinister looking man.  With a wave of his axe, he directs the red force-axe to attack Boomfizzle.

 
 Spoiler 

H
Hold Person, Mashers &amp; Boomfizzle, Wis DC 14 or paralyzed &amp; re-save at the end of your turns.
Boomfizzle  (1d20)[ 5 ]  + mods
Mashers  (1d20)[ 19 ]  + mods

T
Sleep  (5d8)[ 14 ] 
If it fails, he'll drop prone behind the short wall.

R
Lay on Hands for 25
Spiritual Weapon  (1d20+6)[ 9 ]  for  (1d8+3)[ 9 ]  force damage
 (1d20+6)[ 20 ]  if advantage  applies if paralyzed 
Conc check if needed  (1d20)[ 6 ]  + mods
 


IMGBB currently down, map in Discord
 =&gt; Goblins 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 

Manyteeth hears the enemy moving away, so she goes to give chase, invoking the Mighty's blessing to wash over their foes and call them to stand at attention, to recognise His Mightiness, and other such things. The sound reveberates out from here, pushing through the smoke.

The Masher's also continue to throw their rocks. Mightily.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Move:  15ft south, attack, move 15ft north - returning to OG position.
 Action:  Attack Hecrun.
Threefoot Two:  (1d20+2)[ 7 ]  +  (1d4)[ 2 ]   Damage:   (1d4+2)[ 6 ] 
The Belcher:  (1d20+2)[ 17 ]  +  (1d4)[ 4 ]   Damage:   (1d4+2)[ 5 ] 
Not A Pet:  (1d20+2)[ 21 ]  +  (1d4)[ 2 ]   Damage:   (1d4+2)[ 4 ] 
 Manyteeth:- 
 Move:  10ft south.
 Action:  Channel Divinity: Order's Demand. Must succeed on wis-save or be charmed by Manyteeth until end of next turn or until they take damage, and immediately drop weapons. If Robin fails his save and drops his weapon (which will clatter loudly to the ground!), she'll move a further 20ft east and grab it up.
Prince Robin:  (1d20)[ 18 ] +mods vs DC12
Hecrun:  (1d20)[ 10 ] +mods vs DC12

Unfortunately still the smoke so can't use a bonus action spell, will be able to next turn though.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
[/QUOTE]
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:04/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 1/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade   
 
  


Big Head felt really bad. He was bleeding and in pain
So he fell back to what goblins had done for thousands of years: Hitting someone who had it worse.

He sprinted through the smoke and threw his weapon purely by ear at the prone bard.

 
 Spoiler 

Move to X31
Throw shadow blade at Troubadour
 (1d20+5)[ 8 ] + (1d4)[ 2 ] , damage  (2d8+3)[ 15 ] 

Bonus action: recall Shadow Blade



Sparks move next to prone bard
Attack Troubadur: w/Advantage
 (1d20+4)[ 22 ] / (1d20+4)[ 22 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 9 ] / (1d20+4)[ 6 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 6 ] / (1d20+4)[ 8 ] , damage  (1d4+2)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 6 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Sparks move out of the tunnel and climb over the wall, and start stabbing at the ground and the illusory double, but missing any real flesh.  Big Head has similar luck with his throw.

The Mashers duck out and throw two sling stones, getting lucky hits (hit for 9) on Hecrun.  Maglubiyet's power is not enough to overcome the will of these people.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 15/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 1/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: exhaustion 1
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle stands paralyzed. Seeing his master incapacitated, Fire tries to burn the enemy by flying to them and teleporting back to his current location.

The Mudgbugs shoot their crossbows at the cleric. 
 
  
 
 Spoiler: OOC 
  Boomfizzle   WIS Save:  (1d20+4)[ 17 ] 
  Fire!   Moves to AF32, teleports back
DC12 Dex save or  (1d6+2)[ 7 ]  fire damage
Saves without mods H:  (1d20)[ 6 ] , V:  (1d20)[ 7 ] 
  Mudbugs   stay where they are. Shoot at H

 Action:  Snotgobbler:  (1d20+4)[ 16 ] , damage  (1d8+2)[ 5 ] 
(if advantage  (1d20+4)[ 5 ] )
Dungplop:  (1d20+4)[ 20 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+4)[ 8 ] )
Splat:  (1d20+4)[ 12 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+4)[ 13 ] )

 Bonus Action:  Hide  (1d20+4)[ 12 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The fire burns the armored prince, but not the red-skinned Hecrun.

When the first sling stone hits him, he growls in anger.  "Just die, fools!  I have more important things to do!"  He raises a glowing palm and a ball of fire shoots out at the Mudbugs.
 
 Spoiler 

Hellish Rebuke  (4d10)[ 9 ]  fire damage, Dex DC 14 half.
Mudbug Dex save  (1d20+2)[ 19 ] 
 
J-H
"Bah!"
Hecrun points a finger at Boomfizzle and fires a pair of glowing reddish rays, before stepping into the smoke.

 
 Spoiler 

Eldritch yoink blast  (1d20+6)[ 15 ]  for  (1d10+3)[ 4 ]  and 10' pull
Eldritch yoink blast  (1d20+6)[ 24 ]  for  (1d10+3)[ 13 ]  and 10' pull
 
J-H
As Boomfizzle collapses to the ground, he's yanked forwards towards Hecrun.  A little bit of red mist flows from Boomfizzle to Hecrun, who seems to feel a bit better afterwards - and still steps into the smoke.

The bard pulls himself up from the ground, and pantomimes a joke about daggers and backs and...well, you'd have to see it to get it.  But the Sparks do, and he backs up towards the door as they collapse in a pile of laughter.
 
 Spoiler 

Hideous laughter, Wis DC 14 or prone and incapacitated, re-save at the end of each turn or if damaged
 (1d20-1)[ 5 ] 
If not successful, Troubador will back up anyway and take an OA.
 


The black-armored prince motions, and the red glowing axe in the air swings at Fire, slicing through flame and making it gutter.  He steps forwards onto Boomfizzle's body, dropping the torch, and swings his axe at the fire spirit.  It glows, and the fire spirit goes out.  Stepping past it, Prince Robin swings his axe at the Mudbugs, striking a blow.
 
 Spoiler 

If Fire goes down (AC 14, 20hp), he'll move another 5' up and attack the Mudbugs.
Spiritual weapon  (1d20+6)[ 15 ]  for  (1d8+3)[ 8 ] 
2-handed battleaxe +1  (1d20+7)[ 16 ]  for  (1d8+4)[ 9 ] 
2-handed battleaxe +1  (1d20+7)[ 20 ]  for  (1d8+4)[ 5 ]   Mudbugs hit for 5, had 1 remaining THP so 4 damage 
plus  (2d8)[ 9 ]  smite on his first hit
 

 Map in Discord again 
 =&gt; Goblins 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 0/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 1/2 | Wild Shape: 2/2 | Goodberries: 0
Concentration: none | Conditions: death save 0S / 1F
Fire!: AC: 13 HP: 0/20
Mudbugs: AC: 14 HP: 16/24 

Boomfizzle dies. Fire Dies. The Mudbugs are being attacked. They duck under the Prince's attacks and run for the smoke. As they pass the warlock, who they thought was a cleric, they all shoot him with their crossbows.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Death Save:  (1d20)[ 8 ] 
  Mudbugs   BA: Disengage.
Move to AA 31. Shoot H on the way.

 Action:  Snotgobbler:  (1d20+4)[ 20 ] , damage  (1d8+2)[ 9 ] 
Dungplop:  (1d20+4)[ 8 ] , damage  (1d8+2)[ 8 ] 
Splat:  (1d20+4)[ 20 ] , damage  (1d8+2)[ 6 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Everyone hears the sound of Hecrun collapsing to the ground in the smoke and knows that he is unconscious.
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:04/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Concentration:  shadow blade   
 
  


Big Head followed the bard, ignoring for now the giggling pile of goblins and slashed at him wildly.

 
 Spoiler 

Move to S34
Attack Bard with Shadowblade w/advantage
 (1d20+5)[ 6 ] / (1d20+5)[ 12 ] + (1d4)[ 3 ] , damage  (2d8+3)[ 12 ] 

Bonus action: two weapon attack short sword
 (1d20+5)[ 16 ] / (1d20+5)[ 22 ] + (1d4)[ 3 ] , damage  (1d6)[ 6 ] 



Sparks save  (1d20-1)[ 11 ] 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 6 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 24/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating: Bless (1 min) 
 "Block the exit!"  Manyteeth shouts to her Mashers as she goes east, chasing after Robin. She emerges from the smoke to see Boomfizzle at her feet, and calls upon the duality of life and death - both facets of MIGHT - to restore her ally and strike down her foe.

 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Move:  Move+Dash to S33

 Manyteeth:- 
 Move:  To AE31
 Bonus Action:  Healing Word on Boomfizzle for  (1d4+2)[ 5 ] 
 Action:  Toll the Dead on Robin.  (1d20)[ 8 ] +mods vs DC12 for  (1d12)[ 1 ]  Necrotic.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 5/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 1/2 | Wild Shape: 0/2 | Goodberries: 0
Concentration: none | Conditions: death save 0S / 1F
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 14 HP: 16/24 

Boomfizzle's eyes open. He's lying on the floor with two holes in his chest. He looks over and sees the Prince. Manyteeth in the other direction must have revived him, again.

He summons Fire! next to the prince, jumps up and runs away, running down the hallway.

Fire! teleports away and then follows Boomfizzle into the smoke.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle    Bonus Action:  summon and command Fire!

Stand up, move, and dash to W31

  Fire!   starts at AH30, teleports and moves to Z33
DC12 Dex save or  (1d6+2)[ 4 ]  fire damage
Saves without mods P:  (1d20)[ 18 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Big Head's material blade draws blood, but not enough.

Manyteeth heals Boomfizzle, but her spell fails to take effect on the dark knight in front of her.

The bard, grabs his harmonica and blows a quick, discordant note that echoes and builds and resounds in a crescendo of tooth-rattling noise.
Then he opens the door and flees.  Those who can still hear, hear him mutter something in common about  "Good enough, either he doesn't come out or I have an excuse if he does." 

Meanwhile, the armored prince stomps back over.  He ignores his Spiritual Weapon for a moment as he pulls out a dagger, chopping  once  at Manyteeth,  once at Boomfizzle,  and then trying to stab Manyteeth.

 
 Spoiler 

Hecrun death save  (1d20)[ 20 ] 
 Troubador 
Shatter,  (3d8)[ 15 ]  thunder damage hitting the Sparks, Big Head, and the Mashers.
Con DC 14 half
Con saves before modifiers
Sp  (1d20)[ 16 ] 
MS  (1d20)[ 5 ]  +  (1d4)[ 1 ]  from Bless
Big Head  (1d20)[ 14 ]  +  (1d4)[ 4 ]  from Bless + modifier

Concentration check Big Head  (1d20)[ 18 ]  +  (1d4)[ 3 ]  from Bless + modifier

 Big Head gets an OA 
 Prince Robin 
has some bonus action conflict.
Battleaxe +1  (1d20+7)[ 21 ]  for  (1d8+4)[ 9 ]  one handed vs Manyteeth

Concentration check Manyteeth  (1d20)[ 20 ]  +  (1d4)[ 2 ]  from Bless + modifier

Battleaxe +1  (1d20+7)[ 17 ]  and  (1d20+7)[ 14 ] for  (1d8+4)[ 8 ]  one handed vs prone Boomfizzle
Dagger of Venom  (1d20+7)[ 23 ]  for  (1d4+1)[ 5 ]  piercing, and Con DC 15 or take  (2d10)[ 6 ]  poison damage and be Poisoned for 1 minute
Constitution save vs poison, Manyteeth  (1d20)[ 10 ]  +  (1d4)[ 1 ]  from Bless + modifier
 
J-H
(before the rest)
Hecrun staggers to his feet, and a wave of flame washes over  Boomfizzle and  Manyteeth.  You hear him retreat slightly into the smoke.
 
 Spoiler 

Burning Hands  (3d6)[ 10 ]  fire, dex DC 14 half
Boomfizzle fails, setting him up for a failed death save from Robin's hit.
Manyteeth  (1d20+2)[ 12 ]  plus  (1d4)[ 3 ]   pass, 5 damage; passed Concentration check Bless still up 
 
J-H
 Summary/Recap for out of order stuff 

Boomfizzle gets up and runs west as he's healed.

The Mudbugs shoot at Hecrun, knocking him unconscious.

Hecrun nat'20s his death save, hits Manyteeth with Burning Hands (5 damage, passed save) and moves west a bit.

Troubador uses Shatter:
-knocking out Big Head (0hp)
-doing 7 damage to the Sparks who still think everything is funny (failed save)
-doing 15 damage to the Mashers (5 absorbed by THP), killing one.  a goblin has died 

Troubador runs out the door.

Robin stomps over to Manyteeth, and instead of attacking Boomfizzle once, attacks her twice with his axe (one hit for 9, one miss)  and once with his dagger (hit for 5 piercing + 6 poison plus Poisoned status for 1 minute on failed save).    Both Concentration checks passed for Bless.
I think Manyteeth just got dropped to 0

 =&gt;Goblins 
Map in Discord
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 5/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 0/2 | Goodberries: 0
Concentration: none | Conditions: death save 0S / 1F
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 14 HP: 16/24 

Boomfizzle commands Fire. "Get Manyteeth." He then moves to BigHead and heals him.

The Mudbugs all shoot at Hecrun and then move west.

Fire moves next to Manyteeth and the Prince and then teleports west.

 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Move to R33, casting Cure Wounds on Bighead as he passes.

Heal  (1d8+2)[ 5 ] 
 Bonus Action:  summon and command Fire!

  Mudbugs   attack H, then R, then move 30' west.

 Action:  Snotgobbler:  (1d20+4)[ 18 ] , damage  (1d8+2)[ 8 ] 
Dungplop:  (1d20+4)[ 19 ] , damage  (1d8+2)[ 7 ] 
Splat:  (1d20+4)[ 6 ] , damage  (1d8+2)[ 3 ] 
 Bonus Action:  Hide  (1d20+4)[ 9 ] 
  Fire!   moves to AE32, teleports to AB32, with Manyteeth at AB31.
DC12 Dex save or  (1d6+2)[ 4 ]  fire damage
Saves without mods R:  (1d20)[ 9 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 0/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

The Belcher bodily  explodes  when the Shatter reverberates through them, splattering Threefoot Two and Not A Pet with blood and guts. The pair give choice to their foe, flinging rocks at his back. Manyteeth collapses to the ground, bleeding from her wounds.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Move:  To Q38
 Action:  Attack T.
Threefoot Two: (1d20+2)[ 22 ]   Damage:   (1d4+2)[ 6 ] 
Not A Pet:  (1d20+2)[ 12 ]   Damage:   (1d4+2)[ 6 ] 
 Manyteeth:- 
Death Save:  (1d20)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 14/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
[/QUOTE]
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:5/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 1/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Exhaustion 1,  Concentration:  -   
 
  


Big Head  awoke, everything hurt even more than before - especially his teeth.
Disoriented he came back to his feet. For some reason the world had been transported onto the boat where he had first started his career as a rat catcher - everything seemed to sway back and forth. But he managed to set one foot after the other, moving towards the noise further down the tunnel.
 
just laid there, gently dying until the touch of magic healing awoke him
 
 Spoiler 

 Dash - 15ft to get back to his feet, spending 45ft to get to Z31

Bonus action to sneak - w/disadvantage due to Exhaustion

 (1d20+5)[ 12 ] / (1d20+5)[ 14 ]  

Death save: 9

Sparks save  (1d20-1)[ 16 ] 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 6 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Sparks stop laughing.

The Mashers pursue Troubadour, a well-placed sling stone to the head causing him to stumble and fall to the ground (precisely 0hp).
Manyteeth lies on the ground bleeding.

Boomfizzle heals Big Head, then hops onto the short wall.

The Mudbugs shoot crossbow bolts at Hecrun, causing him to collapse - again - and then at Robin (hit, HAM reduces to 3 damage) before heading west.
The Fire spirit teleports Manyteeth back into the smoke, although Robin is undamaged in the process.

Death saves
H  (1d20)[ 9 ] 
T  (1d20)[ 7 ] 
J-H
 "You can't hide from me!"   Robin stomps back into the cloud, his uncanny ability to sense what's around him letting him move unhindered.  The glowing axe comes beside him, although nobody can see it.  The fire spirit vanishes in a poof of flame, cleaved in half by a pair of hits.  Robin steps into his place and brings his axe down, killing one of the Mudbugs instantly and injuring another.

 
 Spoiler 

Spiritual Weapon moves 20' and attacks the Fire Spirit (AC 14/20hp)
SW  (1d20+6)[ 24 ]  for  (1d8+3)[ 11 ]  force dmg
Robin uses 20' of movement and attacks the Fire Spirit, having put his dagger away.  Advantage due to having blindsight and being an unseen attacker.  Smite on first hit  (2d8)[ 9 ] , if Fire is killed he moves 5' more and attacks the Mudbugs.
Battleaxe +1  (1d20+7)[ 24 ]  or  (1d20+7)[ 22 ]  for  (1d10+4)[ 10 ] 
Battleaxe +1  (1d20+7)[ 23 ]  or  (1d20+7)[ 9 ]  for  (1d10+4)[ 12 ] 
 

 a goblin has died 
Mudbugs take 12 damage, total 16 damage; morale failure.
 =&gt; Goblins 
Map in Discord
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 0/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

The Mashers are marginally experienced with their enemies standing up again so they descend on the invader with their daggers, stabbing and stabbing. Manyteeth, marginally safer, continues to bleed out.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Move:  5ft west
 Action:  Attack T with daggers.
Threefoot Two:  (1d20+2)[ 19 ]  Advantage:  (1d20+2)[ 19 ]   Damage:   (1d4+2)[ 6 ] 
Not A Pet:  (1d20+2)[ 16 ]  Advantage:  (1d20+2)[ 20 ]   Damage:   (1d4+2)[ 3 ] 
 Manyteeth:- 
Death Save:  (1d20)[ 8 ] 
Successes: 0/3
Fails:  2 /3
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 14/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x4
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:5/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 0/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Exhaustion 1,  Concentration:  -   
 
  


Big Head awoke, everything hurt even more than before - especially his teeth.
Disoriented he came back to his feet. For some reason the world had been transported onto the boat where he had first started his career as a rat catcher - everything seemed to sway back and forth.
He hummed to himself to get back into battle, then he called out:  "Hey, you ugly bastard - I've got your friend here. If you don't want him to bleed out, you better leave now!" 
 
 Spoiler 

Move behind barricade
Ready spell mind sliver DC 12  (1d6)[ 1 ] 
Attacking as soon as Robin comes in sight

Sparks ready attacks from behind barricade as well
Hiding  (1d20+4)[ 16 ] 
 (1d20+4)[ 10 ] / (1d20+4)[ 15 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 21 ] / (1d20+4)[ 22 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 20 ] / (1d20+4)[ 11 ] , damage  (1d4+2)[ 6 ] 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 5/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 0/2 | Goodberries: 0
Concentration: none | Conditions: death save 0S / 1F
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 14 HP: 16/24 

Fire dies. the mudbugs run away. Boomfizle knows that Manyteeth is dying but can't reach her this round. He instead throws a sling stone at the Prince.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle    Action:  Attack R:  (1d20+5)[ 23 ] , Damage  (1d4+3)[ 6 ] 
 Move:  1 square west

 Bonus Action:  Hide  (1d20+5)[ 23 ] 
  Mudbugs   flee to the kitchen, BA disengage


  Fire!   snuffed out
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Big Head moves behind the wall nearby, and prepares to attack his opponent's mind.  The Sparks launch sling stones at the sound of clanking armor and hit twice (4 &amp; 6 reduced to 1 &amp; 3 by HAM).

The Mashers finish off the downed bard, and start returning to the cave.

The Mudbugs run away from this foe, to powerful for them to fight.  Boomfizzle flings another sling stone, hitting (6 reduced to 3 by HAM).

Hecrun death save  (1d20)[ 17 ] 
J-H
Robin moves his Spiritual Weapon and bends over Hecrun.   "Come on, get up.  I've got this."  (5hp Lay on Hands).
He steps towards the edge of the cloud, placing himself between Hecrun and the goblins.

 =&gt; Goblins 
Map in Discord again.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 5/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2 | Wild Shape: 0/2 | Goodberries: 0
Concentration: none | Conditions: death save 0S / 1F
Fire!: AC: 13 HP: 20/20
Mudbugs: AC: 14 HP: 16/24 

Boomfizzle hears the Prince raise the warlock. He's taken an eldritch blast from him already and doesn't want another one. He throws a sling stone at the warlock.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle    Action:  Attack R:  (1d20+5)[ 6 ] , Damage  (1d4+3)[ 4 ] 
 Move: 
 Bonus Action:  Hide  (1d20+5)[ 8 ] 
  Mudbugs   flee to the shrine room and curl up in ab all of terror.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Manyteeth     
 Goblin Order Cleric 
 AC: 19 HP: 0/24 
 PP: 14 PIv: 12 PIs: 12  
 Conditions: -- 
 Concentrating:  

With the kill fresh on their hands the Mashers pull out their slings to again lob rocks down the tunnel into the smoke, unaware that their Chieftain is dying.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Move:  10ft north, attack with slings, 10ft south.
 Action:  Attack R with Slings.
Threefoot Two:  (1d20+2)[ 7 ]   Damage :  (1d4+2)[ 4 ] 
Not A Pet:   (1d20+2)[ 18 ]   Damage :  (1d4+2)[ 6 ] 
 Manyteeth:- 
All or nothing.
Death Save:  (1d20)[ 8 ] 
Successes: 0/3
Fails:  3 /3
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, The Belcher, Not A Pet.
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 14/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x1
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:5/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 0/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Exhaustion 1,  Concentration:  -   
 
  

Big Head cursed himself for having created the smoke. He'd rather have the energy for a second shadow blade. The smoke had helped to mitigate the fear effect, but this knight was able to perceive them even in perfect obscurement, so it was an advantage for him instead of them.

Sighing inwardly, he joined the Sparks and pulled out his trusty sling, to lead the barrage against the knight.

 
 Spoiler 

Move action: ready sling

 (1d20+5)[ 12 ] , damage  (1d4+3)[ 6 ] 

bonus action hide  (1d20+5)[ 18 ]  /disadvantage due to exhaustion  10  (roll in Discord)
Sparks

 (1d20+4)[ 7 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 15 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 12 ] , damage  (1d4+2)[ 5 ] 

bonus action hide  (1d20+4)[ 21 ] 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Big Head and the Sparks send four rocks flying at Prince Robin.  All either miss, or bounce off his armor, as does Boomfizzle's.

The Mashers land a hit (6 reduced to 3 by HAM).

You hear Hecrun pull himself up and laboriously move forward (dash).  The armored knight charges forwards, planting his feet directly on the short wall in front of Big Head and Boomfizzle.   "No more running.  I may be tired and bleeding, but I never give up.  You are nothing but stepping stones on my path back to the throne!"   He points the tip of his axe at Big Head.
 
 Spoiler 

Dash
BA  Compelled Duel 
Wis save  (1d20)[ 20 ]  plus mods vs DC 14
 

 =&gt; Goblins 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:5/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 0/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Exhaustion 1,  Concentration:  -   
 
  
 "Shove it up your metal ***" 
Big Head had enough from this human. He dropped the sling, picked up the short sword and stabbed at a gab in the man's armor. The Sparks just kept throwing before hurrying away through the tunnel, while Big Head ran towards the exit of the cave.



 
 Spoiler 

Casting Booming Blade

 (1d20+5)[ 7 ] , damage  (1d6+3)[ 5 ] , if he moves another  (1d8)[ 7 ] , adding fury of the small +2 if hit
Bonus action disengage, move to Q38

bonus action disengage, move to R38

Sparks sling stones and move through the tunnel to P29
 (1d20+4)[ 14 ] , damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 20 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 21 ] , damage  (1d4+2)[ 6 ] 
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Not A Pet     
 Goblin Barbarian 
 AC: 14 HP: 14/14 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Freshly slicked with blood from her kill (and The Belcher), Not A Pet returns to see Prince Robin still alive, still fighting, and still in their way. She unleashes an almighty roar as her blood fills with fire, unlocking a recess of strength she hadn't thought she held. She moves forward, scooping up The Belcher's fallen dagger into her spare hand and slices at the Prince's ankles, desperate to bring him low and end this human invasion.

Threefoot Two's fury is less mystical, but no less dangerous, as he splits from the newly awakened by anger-goblin and moves away, flinging a slingstone at the Prince's head.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To S32
 Action:  Attack. Dagger:  (1d20+4)[ 9 ]   Damage:   (1d4+4)[ 6 ] 
 Bonus Action:  Dagger:  (1d20+4)[ 8 ]   Damage:   (1d4+4)[ 8 ] 

If either hit, activate Fury of the Small for 1 more damage.


 Mashers:- 
 Bonus Action:  Disengage
 Move:  To T32.
 Action:  Attack R with Sling
Threefoot Two:  (1d20+2)[ 19 ]   Damage:   (1d4+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 6/8 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 1: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 1: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x1
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 5/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/4, 2nd: 1/2 | Wild Shape: 0/2 | Goodberries: 0
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/20 (dead)
Mudbugs: AC: 14 HP: 8/24 (fleeing) 

Boomfizzle tries to summon Fire! again, but all that comes out is a fan of flames from his fingers, engulfing the prince. He then follows the Sparks into the tunnel.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle    Action:  Burning Hands:  (3d6)[ 14 ] 
DC14 Dex save for half, without mods  (1d20)[ 1 ] 
 Move:  Q30

 Bonus Action:  Disengage

  Mudbugs   continue shivering in terror.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The Sparks score two hits, one of which deals damage (3, 6, reduced to 0, 3).  Big Head swings, misses, and hops the wall, running outside.

Not A Pet swings wildly, not managing to hit, while the prince deflects Threefoot two's sling stone with his armor.

Boomfizzle's fire doesn't fizzle.  In fact, it's as powerful as it's ever been, and finds many gaps in Robin's armor.  He coughs, and collapses to the ground, his last cough trailing off into a groan.

 
 Spoiler 

You needed 11 damage and got 14!
 


The red-skinned man coughs in the smoke as he laughs.  "He's down, isn't he?  I'm sure some of you can understand me.  I'm going to leave now, and if you don't try to stop me, you won't die.  All I need is the big signet ring on his right hand.  One of you can get it, or I'll get it if you leave the area for a bit.  The first one or two of you to attack me will surely die."  There's a reddish glow in the smoke, betraying readied magic held in his hands.

 =&gt; Goblins 
 He's in X33, and moving slowly due to exhaustion 
J-H
Robin Death save  (1d20)[ 9 ] 
Amnestic
      
      Not A Pet     
 Goblin Barbarian 
 AC: 14 HP: 14/14 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

The question of conceding letting the invader leave doesn't even cross Not A Pet's rage-addled mind. With Robin down at her feet she tosses aside her own dagger and scoops up the invader's scary-looking blade, running, screaming, at the remaining enemy. Threefoot Two follows suit, vanishing into the smoke as he flings a slingstone in Hecrun's general direction.

 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To W32
 Action:  Attack. Dagger of Venom:  (1d20+5)[ 6 ]   Damage:   (1d4+5)[ 9 ] 
 Bonus Action:  Dagger:  (1d20+4)[ 12 ]   Damage:   (1d4+4)[ 7 ] 

If either hit, activate Fury of the Small for 1 more damage.


 Mashers:- 
 Bonus Action: 
 Move:  To Z31
 Action:  Attack H with Sling
Threefoot Two:   (1d20+2)[ 18 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 6/8 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 1: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 1: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Bolts x90
Dagger x18
Greatsword
Greataxe +1
Handaxe x3
Javelin x5
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Gleaming Splint Mail
Half-Plate
Plate Armour
Scale Mail x1
Shield x2
Splint Armor
Studded Leather armor

 Tools: 
Disguise Kit
Forgery Kit
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x2
Periapt of Wound Closure (Auto-stabilize at 0hp)
Shield of Expression
Wand of Secrets


 Misc: 
271gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x9
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Bronze Adventure Badge x4
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Hammer x2
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Manticore spike x2
Mess kit x3
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Pick
Pitons x10
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Small knife
Tiger-fang Necklace
Tinderbox x9
Torch x60
Waterskin x15
 
[/QUOTE][/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 15 HP: 5/24 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/4, 2nd: 1/2 | Wild Shape: 0/2 | Goodberries: 0
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/20 (dead)
Mudbugs: AC: 14 HP: 8/24 (fleeing) 

Boomfizzle follows Not a Pet into the fog. He still has blood running down his chest from the two holes this creature put in him earlier. He wasn't going to let it happen again. He holds up his hand and a burst of thunder booms towards the tiefling.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle    Action:  Thunderwave  (2d8)[ 13 ] 
If I can have the top edge at 33, then XYZ33. If not, then my apologies to Not a Pet as it will catch XYZ 31-33.

 Move:  W33.

 Bonus Action:  Hide:  (1d20+5)[ 24 ] 
  Mudbugs   continue shivering in terror.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Splat (NE), and Boomfizzle
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Big Head      ,  Goblin Wizard | AC: 16(18) HP:5/20 | PP: 13 PIv: 12 PIs: 11
Spell slots, 1st: 3/4, 2nd: 0/2
Bladesong: 0/2
Conditions: Active Mage Armor (reclaimed with Arcane Recovery), Exhaustion 1,  Concentration:  -   
 
  

The Sparks fell on the downed knight like a bunch of starving piranhas, hacking with their bone daggers for every available opening.
Big Head had heard the Tiefling and replied: "You know what? You can have the ring. I'll give you even the finger."
He moved back into the cave, picked up his sling again and threw at the glow in the darkness.




 
 Spoiler 

Big Head returns to his dropped sling and pelts the vizier (casting shield If necessary)
 (1d20+5)[ 6 ]  damage  (1d4+3)[ 7 ] .
Sparks return from tunnel and hack at paladin
 (1d20+4)[ 11 ] / (1d20+4)[ 23 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 21 ] / (1d20+4)[ 22 ] , damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 22 ] / (1d20+4)[ 20 ] , damage  (1d4+2)[ 4 ] 

Should the first to manage to kill the paladin, they use slings against the vizier
 

 
 Spoiler: Big Head's Sparks 


Gobblehop
Bubblesnot
Rotrustler

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
As Big Head whirls his sling in preparation for launching a stone, a bolt of fire lances out at him, knocking him flat.  A second bolt of force then hits Not A Pet.
 
 Spoiler 

Readied EBs.  If the first shot reduces Big Head to 0, the second shot is targeted at NAP.
Eldritch Blast  (1d20+6)[ 26 ]  for  (1d10+3)[ 13 ] 
gain 8 temporary hp for reducing a foe to 0
Eldritch Blast  (1d20+6)[ 21 ]  for  (1d10+3)[ 9 ] 
 

After killing Robin, the other two Sparks sling stones at Hecrun, hitting him and breaking his newly acquired magical protection.
Threefoot Two hits Hecrun with a sling stone, hard, and he falls to the ground.
Daggers end his life shortly thereafter.
J-H
 
 Spoiler: Loot 

 Troubador, Half-Elf Glamour Bard 
Light source:  Darkvision 60’
Shortbow
Arrows +1 x20
Leather +1
Dagger
Lute
Harmonica
Encoded journal of blackmail
Fine clothes
Ink pen, 1oz ink, book
Vial of perfume
Forgery kit
Disguise kit
Soap
50gp diamond
50gp jade dust
50gp ruby
300gp diamond
100gp pearl
1000gp powdered diamond dust
100gp powdered silver
Bounty notice giving general description of goblin lair, and promising a bonus of 100gp for its complete destruction.
Bronze adventuring badge (fake)

 Prince Robin, Human Conquest Paladin 
Plate Armor of Gleaming (black)
Dagger of Venom
Battleaxe +1
Javelin x4
Signet ring
Bedroll
Mess kit
Tinderbox
Torch
Waterskin
Bronze adventuring badge

 Vizier Hecrun, Fire Genasi Fiend Warlock 
Light source:  Darkvision 60’
Cloak of Protection +1
Studded Leather
Dagger x2
Signet ring
98gp
Blank journal
Ink and pen
Fine Bedroll
Waterskin
Promissory note for 4,000gp from a bank in another kingdom.
 


Not a Pet and the promoted Spark go to level 3.
Boomfizzle goes up to level 4.
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 31/31 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Not A Pet screams with fury as the rage subsides, and they're met with the dead body of their beloved Chieftain, cut down and left to bleed out. Though new to the tribe, she had been embraced and welcome without question. She takes up the battleaxe from the dead body of Prince Robin and brings it down on his neck, removing it in a single chop. In accordance with the Chief's decree, she claims the body of Troubadour and devours it in one sitting, a newfound strength requiring ample feed. Whether natural or supernatural her newfound rage puts her in the perfect spot to claim the position of Battle Champion - the tribe will be chiefless, but she can still lead and train the warriors in Manyteeth's absence.

 
 
  
 
 Spoiler: Day Actions 


Day 23: Training the Mashers with Slings (1/2)
Day 24: Upskill new Mudbugs
Day 25: Upskill new Sparks
Day 26: Training Mashers with Slings (2/2)
Day 27: Upskilling new Mashers
Day 28: Training Mashers with Shields (1/2)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 13 (leather armour)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +2 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room G 

 Weapons: 
Arrows x60
Arrows +1 x20
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Sling Bullets +1 x10
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2
Conditions:  Concentration:  -   
 
  

Gobblehop had been the latest addition to the Sparks. He was one of the wandering goblins that Big Head had found on his rangings. The little smuggler hadn't been particularly keen to join the clan, but the food was good and there was a lot going on. Now Big Head was dead - shot very neatly through the head with a force bolt. Never one to ignore an opportunity, Gobblehop had claimed his position. Now it was time to reveal that his success during the hunts wasn't luck but actually nature magic.

When he woke up the next day, he knew something had changed. He for instance could change into animals now. Large animals. Smuggling would be so easy... Oh and of course he now could also rip apart people coming here to rob them...



 
 Spoiler 


Day actions:

1: scout - recruiting
2: Scout - looking for wolves to tame
3: scout - recruiting
4: scout - looking for wolves
5: scout - recruiting
6: scout - looking for wolves
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle gathers the bodies of his two closest friends. He is very sad. But he is also a goblin and knows this happens. That night, he throws a feast in their honor, complete with tiefling stew and roast prince. As the bonfire blares, he welcomes Smash to be the newest Mudbug.

After waiting for the Sparks and Mashers to declare their leaders, he huddles with their new representatives. They had both fought well the last few fights and would be welcome additions.

He makes a rousing speech to the tribe.

  "Manyteeth was a great chief. Much better than the old one. He sucked. But we will not have new chief. Me, Not a Pet, and Gobblehop will rule together. Instead of hunting, we will now be eating these berries. You will like them."  

He says that last part as a command, not as a recommendation. But then he makes a toast.

  "Of course, we will still have feasts when big people come to sacrifice themselves to us!"  

That night, he grinds up the ruby and coats it on the tip of one of the magic arrows, in preparation for the next day. The Mudbugs take the crossbow bolts, including the bolts of walloping.

 
 
  
 
 Spoiler: OOC 
If no one else has claimed it, I'll take the leather +1

Day 1 – cast Continual flame that night on tip of magic arrow.
(if we are attacked that day, replace faerie fire with continual flame on his sheet)
Place arrow in ceiling, with rest of arrow buried in ceiling at VW31-32
Place bullseye lantern hanging on wall at AC-AD-31-32 pointing SW (plan to light when we are attacked)
Both of these will be above the wall over the alcoves, keeping the alcoves dark
Clear out rubble at AF32.
Day 2 - Build wall from AE-AF 30-31 to AG-AH 28-29, with door at AF31. If possible, with a weighted closing mechanism so it closes automatically after 1 turn. Just a simple rock tied to a rope over a bar. If the squad can open the door, shoot, and then close the door, we won't need this.
Day 3 – 6 If no one else is out, then I will recruit. If someone else is out, continue work on tunnel from D to beach.

Feed tribe each night, then cast 10 goodberries for the next day. If we each cast 2 goodberries each night, then we can feed the tribe and have 20 left over for the next day. 4 for each squad, Boomfizzle, and Not a Pet. We could give some to Gobblehop, but I expect he'll be wild shaped most of the time.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
 Day 3 of the current set :  A skunk gets into the food storage room somehow.  How do you handle it?
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2
Conditions:  Concentration:  -   
 
  

Learning about the skunk, Gobblehob immediately went about befriending it, offering it some food and assurances that the goblins would not harm it. In turn he just asked the skunk to warn the clan of any adventurers coming close. He brought Boomfizzle in, to help convince it.


 
 Spoiler 


Speak with animals

animal handling

 (1d20+4)[ 17 ] , if Boomfizzle helps w/ advantage  (1d20+4)[ 22 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle can't speak to the skunk like Gobblehop,

  "That's impressive. Here give him one of these."  

He gives Gobblehop a Goodberry to feed the skunk.
 
 
  
 
 Spoiler: OOC 
Help action with the goodberry.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Boomfizzle makes an inspiring speech, and Not A Pet and Gobblehop start helping lead the tribe.
They decide to feed the tribe with Goodberries.

Day 1
Not A Pet finishes training Threefoot Two, the last remaining Masher, with slings.
Boomfizzle sets up some light sources in the hall with difficult terrain, so it will be pretty well lit.  The alcoves under and behind the light sources will be dimly lit, but not dark thanks to indirect lighting.  He goes out in the woods with Gobblehop, and together they return with three goblins fit to fight.
(warrior count: 8)

Day 2
Not a Pet helps the new Mudbug catch up on skills.  Mudbugs are back up to speed.
Boomfizzle recruits 2 goblins (warrior count: 10)
Gobblehop starts searching the area for something to tame, and spots a lair…

Day 3
NAP helps the new Sparks catch up on their skills.  Sparks are back up to speed.
Boomfizzle walls off an alcove and puts in a small door.  For a squad, I’ll take “open and close a door” as a single object interaction.

Gobblehop recruits 1 goblin.
Gobblehop befriends a local skunk, luring it out of the food storage area without any spraying, and asking it to keep an eye out for things.

Day 4
Not a Pet gets the new mashers trained on slings with Threefoot Two’s help.
Boomfizzle resumes digging the tunnel from the sarcophagus room to the outside.
Gobblehop returns, and, with food and extra Goodberries, lures home 3 giant rats (MM pg 327).

Beasts will not fight to the death unless cornered.
They will attack opportunistically when safe to do so, depending on the specific creature.
Persuading them to attack when outnumbered or charge into dangerous situations requires an Animal Handling check as an action, typically DC 15.  The DC is lowered to 8 if a character they have interacted with a lot is in danger.
Beasts require a den at least 10sqft in size, with a single entrance.

Day 5
NAP trains the Mashers to use shields
Gobblehop recruits 1 goblin.
Boomfizzle finishes the tunnel from the sarcophagus room down to the beach.  It’s mostly just a tunnel at this point.

Day 6
NAP trains the Mashers to use shields
Boomfizzle recruits 2 goblins
Gobblehop helps the rats settle in to a new den.

Day 7
Fairly early in the morning, you hear clanking sounds from the beach.  Someone is outside.

 =&gt; Take positions 

Warrior count: 14
Noncombatant count: 12
Giant rats:  3

Names needed for 1 Mudbug, 2 Mashers, 1 Spark

Squad proficiencies:
Mudbugs - slings, medium armor, light crossbows
Mashers - slings, shields
Sparks - slings, medium armor, shields

Map in Discord
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 31/31 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

With the tunnel to the sarcophagus room dug out, Not a Pet has their accumulated wealth storage moved away - it wouldn't do for it to be robbed so easily! She has their noncombatants spend their time dragging it over to their crafting area, all the better for when they needed it on short notice.

On the seventh day, when noises are heard from the beach, she takes up position near the front, ready to dart back should they enter via the sarcophagus, but equally ready to charge into the fray with her greataxe at the ready.
 
 
  
 
 Spoiler: Position 

Not A Pet: Z30
Mashers: Z28
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2
Conditions: Longstrider Concentration:  -   
 
  

Gobblehop and the Sparks took up their customary position behind the rampart at the entrance.

 
 Spoiler 


Hiding at Q32 and Q31

Gobblehob
 (1d20+3)[ 5 ] 

Sparks
 (1d20+4)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle takes up his spot at the eastern end of the hallway, dropping prone behind the low wall. He tells the Mudbugs to fight like they rehearsed.

  "Stay in the tunnel. Shoot what you can and then shut the door."  
 
 
  
 
 Spoiler: OOC 
Boomfizzle to AE33, Mudbugs to AE30.

The 2 square tunnel from D should be filled in with dirt now.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
You wait...and wait...
Gobblehop hears some sounds from outside, including low talking in a guttural language he doesn't understand.
After ten or so minutes (it's not like you have a clock), the front door opens slowly, spilling sunlight into the entry room.

A squat figure with a beard - taller than a goblin, shorter than a human - walks in, wearing full plate and carrying a shield and warhammer.

Shadows indicate the presence of more invaders behind this one.

 
 Spoiler: initiative 

Not A Pet &amp; Mashers  (1d20+3)[ 14 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 20 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 22 ] 
Torvald  (1d20)[ 4 ] 
Saldra  (1d20)[ 9 ] 
Vulc  (1d20)[ 16 ] 
 

 =&gt;Boomfizzle, Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

The Sparks were the first to react: Slinging magic stones, prepared by Gobblehob at the dwarf and immediately retreating through their bolt hole into the the rat chamber.

Gobblehob followed suite, but he cast a spell instead. Immediately the dwarves armor began glowing cherry red. Gobblehob followed his squad into safety.

 
 Spoiler 


Sparks slinging magic stones (no HAM for you!)

 (1d20+4)[ 13 ] (/if advantage applies  (1d20+4)[ 13 ] ), damage  (1d6+2)[ 4 ] 
 (1d20+4)[ 8 ] (/if advantage applies  (1d20+4)[ 6 ] ), damage  (1d6+2)[ 3 ] 
 (1d20+4)[ 10 ] (/if advantage applies  (1d20+4)[ 8 ] ), damage  (1d6+2)[ 7 ] 

move to Q28

Gobblehob:
Cast Heat Metal on Dwarves armor  (2d8)[ 10 ] 

move to P29
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle crawls back a little and peaks his head up, looking over the rampart. He throws a sling stone at the armored creature. The Mudbugs open the door to see what is happening. They shoot crossbow bolts at the man from their hiding spot and then back up one square, shutting the door on their way.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   crawls to AF32, stands up, attacks T, drops prone

 Action:  Attack:  (1d20+5)[ 21 ] , Damage  (1d4+3)[ 6 ] 
 Bonus Action:  Hide  (1d20+5)[ 17 ] 
  Mudbugs   Attack T

 Action:  Snotgobbler:  (1d20+4)[ 15 ] , damage  (1d8+2)[ 5 ] 
(if advantage  (1d20+4)[ 12 ] )
Dungplop:  (1d20+4)[ 19 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+4)[ 23 ] )
Smash:  (1d20+4)[ 19 ] , damage  (1d8+2)[ 5 ] 
(if advantage  (1d20+4)[ 17 ] )
Smash uses walloping bolt, DC10 STR save or prone  (1d20)[ 20 ] 
 Bonus Action:  Hide  (1d20+4)[ 8 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
*clonk* Boomfizzle's sling stone strikes true.  The other bolts bounce off the dwarf's heavy armor, as do the Sparks's stones.  Gobblehop's spell produces more results, in a chanted "kri, kri, kri" that you think might mean "hot, hot, hot" or possibly "ow, ow, ow."

Shadows move in the entry, and Gobblehop can tell that his  Heat Metal  spell has been unmade as someone comes up behind the first dwarf.

 =&gt; Not a Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 32/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Not A Pet hears the sounds of battle be joined, but they're too far away for her to run in and AXE the invaders why they're here, so instead she uses the tactics taught to her by Manyteeth (may she rest at the Mighty' side). She opens the door and urges the Mashers out, letting them fling a volley of stones down the hall towards the entrance, before they retreat back and she shuts the door behind her - though she does make sure to shout out a mocking  "This goblin home, no dwarfkin allowed! Too fat and smelly!"  before she does so.
 
 
  
 
 Spoiler: Actions 

 Not A Pet: 
 Object Interaction:  Open door
 Move:  None
 Action:  Close door after Mashers move out and back.

 Mashers: 
 Move:   15ft south, attack, then move back to original position.
 Action:  Attack T with Slings (disadv due to range)
Threefoot Two:  (1d20+4)[ 8 ]  (1d20+4)[ 12 ]   Damage:   (1d4+2)[ 5 ] 
Turtleskull:  (1d20+4)[ 8 ]  (1d20+4)[ 23 ]   Damage:   (1d4+2)[ 6 ] 
Pondmuck:  (1d20+4)[ 6 ]  (1d20+4)[ 16 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
[/QUOTE]
J-H
The stones do indeed miss.

There's more talking in that guttural language, swift words, but you don't understand any of them.  The first one in straddles the short wall next to the secret door, peeking inside, and then saying something.

Another dwarf walks enters and looks down the lit hall.  Boomfizzle hears the sound of spellcasting, but doesn't see any effect.

 =&gt;Boomfizzle, Gobblehop 
Map in Discord
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle crawls back to the wall. He barely looks over, and then uses the circlet on whoever was holding the spell. He then summons Fire! who moves forward to in between the trio and then teleports south.

After a brief pause to make sure there is no immediate retaliation, the Mudbugs open the door and shoot at the closest dwarf, the last bolt using a walloping bolt. They then close the door again.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   crawls to AE33.
Stands up, casts spell then squats down if full cover or drops prone.
 Action:  Uses circlet to cast scorching ray at Sa
Attack:  (1d20+5)[ 17 ] , Damage  (2d6)[ 10 ] 
Attack:  (1d20+5)[ 15 ] , Damage  (2d6)[ 5 ] 
Attack:  (1d20+5)[ 18 ] , Damage  (2d6)[ 7 ] 
 Bonus Action:  summons Fire! to X33

  Fire!   moves to S33, teleports to S36, moves to T36.
Fiery Teleport for  (1d6+2)[ 6 ]  fire damage
Saves without mods To  (1d20)[ 15 ] , Sa  (1d20)[ 17 ] , Vu  (1d20)[ 6 ] 
  Mudbugs   Open door, attack Sa and close door again.

 Action:  Snotgobbler:  (1d20+4)[ 10 ] , damage  (1d8+2)[ 8 ] 
(advantage  (1d20+4)[ 8 ] )

Dungplop:  (1d20+4)[ 21 ] , damage  (1d8+2)[ 6 ] 
(advantage  (1d20+4)[ 5 ] )

Smash:  (1d20+4)[ 18 ] , damage  (1d8+2)[ 9 ] 
(advantage  (1d20+4)[ 22 ] )
Walloping bolt save  (1d20)[ 2 ] 
 Bonus Action:  Hide  (1d20+4)[ 14 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Boomfizzle's 3 rays of fire all fail to damage Saldra, as they are deflected off her plate and shield.  The fiery teleport does a bit of damage to Vulc, and one Mudbug bolt hits Saldra, disrupting her spell.
 
 Spoiler 

Concentration  (1d20+5)[ 7 ]  plus  (1d4)[ 1 ] 
 

=&gt;Gobblehop
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

Gobblehob felt his spell getting disrupted. But he knew that this cost the enemy more powerful magic.
So he went again into the tunnel to target the first armor wearer he could see and pull back again.

Meanwhile, the sparks hurried away to the small corridor.

 
 Spoiler 


Gobblehob:
Bonus action disengage
Cast Heat Metal on Dwarves armor  (2d8)[ 6 ] 

move back to P29

Sparks move double to X25
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The sparks run east.

Gobblehop moves to the end of the tunnel to cast  Heat Metal  on Torvald.  Before he gets a chance, the waiting dwarf swings his hammer at Gobblehop twice, knocking him out.
 
 Spoiler 

Readied attack action.   Technically no cover here  but attacking around the corner of a tiny tunnel I'll say gives partial cover for +2 AC.
Warhammer +1  (1d20+7)[ 27 ]  for  (1d8+4)[ 10 ]   crit for 20; add the pre-decided trip on first hit and it reduces Gobblehop to 0hp 
 Warhammer +1  (1d20+7)[ 24 ]  for  (1d8+4)[ 9 ]     only one attack with readied attack 
On first hit, Trip attack...  (1d8)[ 7 ]  extra damage, Str DC 14 or knocked prone; save:  (1d20)[ 19 ] + mods
 
J-H
Vulc moves up, healing Saldra of some of her injuries as he passes her.
 
 Spoiler 

Vulc is now in U33.
Cure Wounds  (1d8+4)[ 9 ] 
 

 =&gt;Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 32/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

She wanted to be hitting things with her axe, but they were too grouped up still, too together, and with big hammers she knew what adventurers could do. Maybe if she they were forced to stand on the slow-rocks...

Not A Pet pushes the door open and strides out, waving her greataxe before her as she takes on a mocking stance.  "You want to fight dwarfkin!? Then fight Not A Pet!"  The Mashers follow her lead, baiting their foes with another volley of stones - though these are more easily targeted now that the FOOLS had come in further. They then disappear behind the door once more, safe in the knowledge that a flimsy piece of wood will guard them from big hammers.
 
 
  
 
 Spoiler: Actions 

 Not A Pet: 
 Object Interaction:  Open door.
 Move:  5ft south, 5ft west, to X31
 Action:  Dodge.

 Mashers: 
 Move:   15ft south, attack, then 10ft north - object interaction to close door on way back.
 Action:  Attack V with Slings
Threefoot Two:  (1d20+4)[ 5 ]   Damage:   (1d4+2)[ 3 ] 
Turtleskull:  (1d20+4)[ 20 ]   Damage:   (1d4+2)[ 3 ] 
Pondmuck:  (1d20+4)[ 18 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
J-H
The Mashers fling 3 stones at Vulc, but all of them deflect off of the cleric's heavy armor.  Not A Pet can see that it's got symbols of hammers and anvils on it.

Not A Pet moves out, taunts the enemy, and works herself into a rage as she prepares to defend herself.

Torvald hops off the wall and dashes towards the goblin, surefootedly moving across the uneven terrain, then swinging his hammer twice at Not A Pet, but she dodges both attacks with a snarl.  Saldra moves cautiously down the hall, knowing there's someone at the end.
 
 Spoiler 

Dash with Mobile to ignore difficult terrain, then action surge.
Attack twice, tripping attack on first attack that hits.
 (1d20+7)[ 27 ]  or  (1d20+7)[ 14 ]   for  (1d8+4)[ 11 ] 
 (1d20+7)[ 24 ]  or  (1d20+7)[ 12 ]   for  (1d8+4)[ 9 ] 
On first hit, trip for  (1d8)[ 1 ]  bonus damage, and STR DC 14 or prone,  (1d20)[ 19 ]  or  (1d20)[ 3 ]  thanks to rage advantage

Saldra dashes across uneven terrain with dwarven speed.
 

 =&gt;Boomfizzle, Gobblehop 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle tries to light up the two closest dwarves, casting a spell to cover them in glittering lights. He then opens the door and moves to the makeshift tunnel past the Mudbugs.

Fire moves up to Gobblehop, pulls out his gooseberry, and feeds it to him.

With the door open, the Mudbugs shoot one of the dwarves, focusing on one that is lit up, the last bolt using a walloping bolt. They then close the door again and retreat.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Casts Faerie fire to catch To and Sa. Move to AF29, opening door on the way

Casts Faerie Fire catching To and Sa
Saves without mods To:  (1d20)[ 7 ] , Sa:  (1d20)[ 12 ] 
 Bonus Action:  command Fire!

  Fire!   Moves to R32
Feeds goodberry to Gobblehop.

  Mudbugs   attack, close door, move back to AG28

 Action:  Snotgobbler:  (1d20+4)[ 9 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+4)[ 6 ] )
Dungplop:  (1d20+4)[ 22 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+4)[ 5 ] )
Smash:  (1d20+4)[ 13 ] , damage  (1d8+2)[ 3 ] 
(if advantage  (1d20+4)[ 8 ] )

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

Gobblehob awoke, his head feeling like it was two sizes to big. But clarity returned almost as quickly when he got to his feat. The next opponent was close by - the wizard most likely. Well, time to see if he liked fire. Once again he called on the elements to take home in the worked metal.
That done, he hurried away through the passage into the rat room - just in time for the Sparks arriving back.

 
 Spoiler 


Cast Heat Metal on Vu armor  (2d8)[ 10 ] 

move back to O 29

Sparks move double back to P29
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Boomfizzle's faerie fire makes the corridor brighten.  Several glowing balls fasten onto Torvald, including one that catches under his beard.  The extra aiming points help the Mudbugs score a single hit for 4 damage.

Fire feeds a goodberry to Gobblehop, who brightens up, casts a  Heat Metal  spell on Vulc, and retreats.  The dwarf hisses, but doesn't seem as bothered as you might think.  He summons an ethereal hammer that swings at the Fire spirit, and says something in the dwarven language, before pointing his hammer at Not A Pet.  She hears a loud clanging noise, like the ringing of a hammer on an anvil, or like a bell she once heard at a funeral.
 
 Spoiler 

Spiritual weapon  (1d20+7)[ 15 ]  or  (1d20+7)[ 26 ]  for  (1d8+3)[ 7 ]  force damage vs. Fire.  hit for 7 
Toll the Dead  (2d8)[ 8 ]  necrotic, Wis DC 14 negates.  NAP Wis  (1d20)[ 20 ]  plus mods.  saved 

Moved to W33
 

 =&gt;Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 32/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

When the Mashers open the door once more they're greeted by a surprisingly close set of dwarves, one of which is very shiny. They throw their rocks at the shiny dwarf and then run away.

Not A Pet dodges around the dwarf's CLUMSY and STUPID swings and unleashes a howl of rage. She unleashes a wild shout and swings her weapon...before again disappearing behind the door, briefly exposing her back to the enemy.  "Come chase stupid dwarf! Come follow!"  Not A Pet mocks.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Move:   5ft south, open door, attack, then disenage and move 20ft north.
 Action:  Attack T with Slings
Threefoot Two:  (1d20+4)[ 14 ]  (1d20+4)[ 19 ]   Damage:   (1d4+2)[ 6 ] 
Turtleskull:  (1d20+4)[ 13 ]  (1d20+4)[ 19 ]   Damage:   (1d4+2)[ 3 ] 
Pondmuck:  (1d20+4)[ 11 ]  (1d20+4)[ 18 ]   Damage:   (1d4+2)[ 4 ] 
 Not A Pet: 
 Bonus Action:  Rage - Frenzy.
 Action:  Attack T.
 (1d20+6)[ 11 ]   (1d20+6)[ 24 ]   Damage:   (1d12+5)[ 7 ] 
 Move:  5ft east, 5ft north, provoking an opportunity attack.
 Object Interaction:  Close door again.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
[/QUOTE]
J-H
The Mashers launch sling stones, but Torvald deflects them with his shield.  This leaves him open for Not A Pet to slash with her greataxe (hit for 7).  She withdraws behind the door.  He takes a swing at her, but misses.
 
 Spoiler 

OA  (1d20+7)[ 16 ]  for  (1d8+4)[ 10 ]  bludgeoning damage.  miss 
If hit, Disarming attack,  (1d8)[ 1 ]  bonus damage and DC 14 STR save or drop the axe  (1d20)[ 2 ] ,   (1d20)[ 16 ] 
 
J-H
Torval crouches in the alcove and tries to smash down the door, then the goblin behind it.  He doesn't manage to hit Not a Pet, and moves away.
 
 Spoiler 

Athletics  (1d20+6)[ 22 ] 
Athletics  (1d20+6)[ 17 ] 

Attack with disadvantage due to squeezing  (1d20+7)[ 25 ]  or   (1d20+7)[ 15 ]  for  (1d8+4)[ 7 ]  and Crusher 5' push
if hits, Disarming attack  (1d8)[ 5 ] , and use object interaction to kick the greataxe  (1d2)[ 1 ]  squares behind him.  STR DC 14 to resist, with advantage  (1d20)[ 10 ]   (1d20)[ 1 ] 

Depending on results, he may either move out of the way, provoking an OA, or not.
 

 =&gt; NAP OA 
J-H
Saldra moves closer to the door, but not close enough to block the alcove.  She raises her hammer high, and it begins to glow with a golden light.  Also, she casts a spell (you don't know what it is) but taps her hammer against her shield.  You see a glimmer of teeth under her helm, perhaps a smile?

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Gobblehop 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 3/3 | Wild Shape: 1/2 | Goodberries: 19/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 18/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle moves south, throws a sling stone at Torvald, and then retreats. Fire throws a fire seed at Torvald as she flies away from the spiritual weapon.

  "Shoot and run, boys. Shoot and run."  

The Mudbugs follow Boomfizzle's lead and concentrate on hitting Torvald. They also retreat.

 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Concentrates on Faerie fire
Move to door, open it, shoot To, retreat to AH27

 Action:  Attack:  (1d20+5)[ 21 ] , Damage  (1d4+3)[ 5 ] 
Advantage:  (1d20+5)[ 20 ] 
 Bonus Action:  command Fire!

  Fire!   Fire seed on To as he flies 30' east, ending at X32
Attack:  (1d20+5)[ 16 ] , Damage  (1d6+2)[ 5 ] 
Advantage:  (1d20+5)[ 23 ] 
  Mudbugs   Move to door, attack To, close door, move back to AG28

 Action:  Snotgobbler:  (1d20+4)[ 24 ] , damage  (1d8+2)[ 5 ] 
(Advantage  (1d20+4)[ 13 ] )
Dungplop:  (1d20+4)[ 22 ] , damage  (1d8+2)[ 7 ] 
(Advantage  (1d20+4)[ 19 ] )
Smash:  (1d20+4)[ 5 ] , damage  (1d8+2)[ 7 ] 
(Advantage  (1d20+4)[ 9 ] )

 Bonus Action:  Hide  (1d20+4)[ 8 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

Gobblehob kept the spell going and gave the Sparks another round of magic stones before telling them to run and bring the healing potions.

 
 Spoiler 


Bonus action Keep Heat Metal going  (2d8)[ 12 ] 
Convert action to bonus action for magic stone to Sparks
move back to T24

Sparks double move to Q17 to fetch healing potion.
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 32/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Dumb dwarf tried to run! But Not A Pet lashes out with her greataxe and catches the fool on HIS exposed back. Even if she doesn't have a door anymore, she still got a hit on the smellyman.
 
 
  
 
 Spoiler: Actions 

 OA Rolled in Discord 
24 to hit, 9 damage.

 Mashers:- 
 Move:  
 Action: 
Threefoot Two:
Turtleskull:
Pondmuck:

 Not A Pet:- 
 Bonus Action: 
 Action: 
 Object Interaction: 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
[/QUOTE][/QUOTE]
J-H
Not A Pet slices Torvald, who bears the brunt of the goblins' fire, as Boomfizzle, the Fire Spirit, and two crossbow bolts all hit him.

Gobblehop keeps his annoying spell going while handing the Sparks some magic stones and sending them on an errand.

 
 Spoiler 

5, 5, crit for 10, 7 = 27 damage
 


The Forge Cleric, Vulc, points his hammer at the Fire Spirit, causing another eerie echo of doom, while chanting a prayer  Moradin.
 
 Spoiler 

I don't think the Fire Spirit can identify spells being cast, but he cast something as a BA.
Also,  (2d12)[ 4 ]  Toll the Dead, Wis DC 15 half.
Fire  (1d20)[ 10 ]  plus mods
 

 =&gt; Not A Pet 
 
 Spoiler: Map 

   
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 32/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

The screaming barbarian steps to the side as the Mashers unleash another volley of stones down the hall, before following up against the closest dwarf, regardless of their shinies. She swings and swings and then jumps back into the tunnel, regardless of how they might swing at her.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Action:  Attack S.
Threefoot Two:  (1d20+4)[ 7 ]   Damage:  (1d4+2)[ 5 ] 
Turtleskull:  (1d20+4)[ 19 ]   Damage:  (1d4+2)[ 4 ] 
Pondmuck:  (1d20+4)[ 24 ]   Damage:  (1d4+2)[ 6 ] 
 Move:   To Y25 (5ft NW)

 Not A Pet:- 
 Move:  5ft south, attack+attack, then 5ft north, she'll risk the OA again.
 Action:  Attack S recklessly:  (1d20+6)[ 25 ]  (1d20+6)[ 21 ]   Damage:   (1d12+5)[ 16 ] 
 Bonus Action:  Frenzy Attack:  (1d20+6)[ 7 ]  (1d20+6)[ 22 ]   Damage:   (1d12+5)[ 14 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
J-H
Saldra's shield shines bright with a golden anvil, and the divine force protecting her keeps the Mashers from launching their attacks.  Not A Pet overcomes the effect long enough to land one blow (16 damage).

As she back up, the glow drops from Saldra's shield as she attacks the retreating goblin.
 
 Spoiler 

OA
Sacred Weapon-buffed Warhammer +1, with advantage from Reckless attack  (1d20+10)[ 29 ]  or  (1d20+10)[ 11 ]  for  (1d8+4)[ 11 ] 
 
J-H
Torvald moves up cautiously, calling back something in the dwarven tongue when he rounds the corner.  He hefts his shield.

Saldra invokes a prayer in dwarven that includes the word Moradin as she squats to get into the alcove, swinging her hammer twice at Not A Pet.  It strikes once, with a thunderclap that almost sends the goblin sliding back - but not quite... then it falls on her again.

 
 Spoiler 

Torvald Second Wind (14), move, Dodge action

BA: Thunderous smite.  On first hit,  (2d6)[ 4 ]  thunder damage and Str DC 14 save or be knocked back 10'. Save, rage advantage,  (1d20)[ 12 ]  or  (1d20)[ 13 ]  + mods
Reckless Attack advantage cancels squeezing disadvantage.
Sacred Weapon Warhammer +1  (1d20+10)[ 27 ]  for  (1d8+4)[ 9 ] 
Sacred Weapon Warhammer +1  (1d20+10)[ 24 ]  for  (1d8+4)[ 10 ] 
If Not A Pet is knocked back, Saldra will pursue if she has movement to do so. If not, she'll stay where she is.
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Gobblehop 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 3/3 | Wild Shape: 1/2 | Goodberries: 19/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 14/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle throws a sling stone at Torvald as he retreats. He yells for Fire,

  "Come follow us."  

Fire moves next to Saldra and then teleports east.

The Mudbugs follow Boomfizzle and continue hitting Torvald. They also retreat.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Concentrates on Faerie fire
move to AI26, attack, then move to AE25.

 Action:  Attack:  (1d20+5)[ 22 ] , Damage  (1d4+3)[ 7 ] 
Advantage:  (1d20+5)[ 19 ] 
 Bonus Action:  command Fire!

  Fire!   Move one square east, teleport 15' east, move to AE32
Teleport damage  (1d6+2)[ 4 ] 
Sa's DC13 Save:  (1d20)[ 17 ] 
  Mudbugs   Move to AI26, attack, move to AF24

 Action:  Snotgobbler:  (1d20+4)[ 12 ] , damage  (1d8+2)[ 8 ] 
(if advantage  (1d20+4)[ 23 ] )
Dungplop:  (1d20+4)[ 11 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+4)[ 6 ] )
Smash:  (1d20+4)[ 8 ] , damage  (1d8+2)[ 10 ] 
(if advantage  (1d20+4)[ 24 ] )

 Bonus Action:  Hide  (1d20+4)[ 24 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

Gobblehob kept going towards the east end of the cave, while the Sparks collected the healing potions and ran back after him.

 
 Spoiler 


Bonus action Keep Heat Metal going  (2d8)[ 8 ] 
Dash to AH24

Sparks double move to The Npcs, receive the potions, turn around and end up at their starting point
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Boomfizzle's sling stone gets through (7 damage), but the Mudbugs fail to land a hit on the armored dwarf.  Saldra shrugs off the burst of fire.
The sparks pick up several healing potions (3?), while Gobblehop dashes across the kitchen and hops up onto the wall nearby.

Vulc dashes after Torvald (move to AB 32).

 =&gt; Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 14/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Blood pumped in Not A Pet's ears and she refused to back down. One of her attacks had been turned away by their magic but that magic was broken and so she - and the Mashers - continued their attacks against the squeezing dwarf.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Move:   5ft SW, attack, 5ft NW (return to OG position)
 Action:  Attack S.
Threefoot Two:  (1d20+4)[ 5 ]   (1d20+4)[ 10 ]   Damage:   (1d4+2)[ 4 ] 
Turtleskull:  (1d20+4)[ 8 ]   (1d20+4)[ 17 ]   Damage:   (1d4+2)[ 3 ] 
Pondmuck:  (1d20+4)[ 15 ]   (1d20+4)[ 6 ]   Damage:   (1d4+2)[ 3 ] 
 Not A Pet:- 
 Move:  None
 Action:  Attack S: (1d20+6)[ 20 ]   (1d20+6)[ 24 ]   Damage:   (1d12+5)[ 17 ] 
 Bonus Action:  Frenzy Attack: (1d20+6)[ 7 ]   (1d20+6)[ 14 ]   Damage:   (1d12+5)[ 13 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
J-H
Torvald swings his hammer at the Fire Spirit twice, and steps back to stand near Vulc after destroying it.

 
 Spoiler 

Attack  (1d20+7)[ 14 ]  for  (1d8+4)[ 11 ] 
Attack  (1d20+7)[ 25 ]  for  (1d8+4)[ 9 ] 
 
J-H
Saldra invokes another prayer, and swings her hammer at Not a Pet, hitting once with a thunderous boom.  Seeing that the goblin yet lives, Saldra backs out of the alcove.
 
 Spoiler 


Sacred Weapon Warhammer +1  (1d20+10)[ 19 ]  w/ disadvantage   (1d20+10)[ 14 ] , for  (1d8+4)[ 11 ] 
Sacred Weapon Warhammer +1  (1d20+10)[ 26 ]  w/ disadvantage   (1d20+10)[ 30 ] , for  (1d8+4)[ 8 ] 

On first hit, Thunderous smite  (2d6)[ 4 ]  thunder damage, STR DC 14 or knock 10' back and prone.
Saves  (1d20)[ 8 ] ,  (1d20)[ 17 ] 
 

 Back up 5', provoke OA from NAP
=&gt;Boomfizzle, Gobblehop 
 
 Spoiler: Map 

   
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 6/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Bleeding, struggling, Not A Pet refused to concede, and whips her axe at yet another dwarf who ran from her. She'd slash and slash until they all fell down.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Reaction:  OA:  (1d20+6)[ 10 ]   (1d20+6)[ 26 ]   Damage:   (1d12+5)[ 13 ] 
 Move: 
 Action: 
[B]Bonus Action:

 Mashers:- 
 Move:  
 Action: 
Threefoot Two:
Turtleskull:
Pondmuck:
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/3 | Wild Shape: 1/2 | Goodberries: 19/20 spread out
Concentration: flaming sphere | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle and the Mudbugs return to the low wall in Hall 2. Boomfizzle summons a different type of fire, this time conjuring a ball of fire, which he directs at the downed paladin.

The Mudbugs wait for someone to come into view. 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Moves to AH27, casts Flaming Sphere at AD33, moves it to AA32, ramming into Sa.  (2d6)[ 7 ]  fire damage

Anyone that ends their turn next to it takes  (2d6)[ 10 ]  fire damage, DC13 Dex save for half.

Mudbugs move to AI27, ready crossbow attack if enemy ones into view.

BA Hide:  (1d20+4)[ 8 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

Gobblehob moved forward up on the rampart until he could see the first dwarf, threw a stone with his sling, before pulling back again behind cover

 
 Spoiler 


Bonus action Keep Heat Metal going  (2d8)[ 6 ] 


Move to AI28

Sling stone at To
 (1d20+5)[ 23 ] , damage  (1d4+3)[ 7 ] 
Go into full cover at AI27

Sparks double move to T24
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Flaming Sphere hits Saldra, and burns her as she lays there defenseless.  Gobblehop somehow manages to catch Torvald with a sling stone (not sure there's quite LOS, but close enough).  Vulc walks over to Saldra to heal her as the two standing dwarves briefly talk.
 
 Spoiler 

Move to Z33
2nd level CW  (2d8+4)[ 16 ] 
10 fire damage, Dex DC 13 half
Dex save  (1d20)[ 4 ] 
Concentration check  (1d20+2)[ 8 ]  Shield of Faith on Torvald is down
move spiritual weapon 20' closer
 

 =&gt; Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 11/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

One down! Momentarily. She hisses as she pulls a potion from her pocket and smashes it over her head in one hand. The healing liquid runs down her face, into her cuts, knitting together broken skin and stymying bleeding. She doesn't hold up though, she darts forward, swinging her axe down at the dwarf laying on the ground, and then kicks up the stupid dwarf's stupid painful hammer and takes it into hand. It was hers now. Just as Manyteeth would have wanted.

The Mashers rush forward, slinging another volley of stones past her to strike at the healing dwarf. Stupid invaders, always healing themselves, not like goblins!
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Action:  Take healing potion for  (2d4+2)[ 5 ]  HP. 6HP-&gt; 11HP 
 Move:  5ft south. Attack/Object Interaction, then 5ft north. She'll risk the disadvantage unarmed OA.
 Bonus Action:  Frenzy Attack, with advantage from prone, on S.  (1d20+6)[ 26 ]  (1d20+6)[ 7 ]   Damage:   (1d12+5)[ 16 ] 
 Object Interaction:  Grab her 'sacred' hammer since she dropped it when she fell unconscious. Mine now.


 Mashers:- 
 Move:   To Z28, attack, then 5ft east to AA28.
 Action:  Attack V.
Threefoot Two:  (1d20+4)[ 13 ]   Damage:   (1d4+2)[ 4 ] 
Turtleskull: (1d20+4)[ 8 ]   Damage:   (1d4+2)[ 5 ] 
Pondmuck:  (1d20+4)[ 20 ]   Damage:   (1d4+2)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
J-H
Not a Pet's blow sends the paladin back into unconsciousness.  The golden glow fades from the hammer as it leaves the paladin's hand.

Torvald moves to stand over Saldra, pouring a healing potion over her wounds. She calls upon Moradin and heals herself greatly, then pulls herself along the ground before casting a spell on Torvald.
 
 Spoiler 

Move,  (2d4+2)[ 9 ]  healing.
Dex save vs flaming sphere, 10 damage on fail  (1d20)[ 9 ] 

Saldra heals herself 30, crawls 1 square (her speed is halved), then casts a BA spell.
 


Map to Discord again
 =&gt; Boomfizzle, Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

Gobblehob finally heard the Sparks returning and went to greet them - by ripping two potions out of their hands and downing one immediately.
 "Bring the other one to Not a Pet and help her!" 
 
 Spoiler 


Sparks double move to AE 25
Bonus action keep Heat Metal going  (2d8)[ 8 ] 

Gobblehop moves to meet sparks uses action to drink potion
  (2d4+2)[ 6 ] 
Takes one with him and sends sparks to support Not a Pet

Ending movement at AG25
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/3 | Wild Shape: 1/2 | Goodberries: 19/20 spread out
Concentration: flaming sphere | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle and the Mudbugs continue their guerrilla tactics. He moves south to the door, opens it, throws a sling stone at Torvald, pushes the fireball into the fighter, and then returns to his current location.

The Mudbugs move south, fire at Torvald from hiding, close the door, and then retreat. 
 
  
 
 Spoiler: OOC 
[B]  Boomfizzle   Concentrates on Flaming Sphere
Move to door, open it, shoot To, push sphere into To, retreat back to to AG27

 Action:  Attack:  (1d20+5)[ 8 ] , Damage  (1d4+3)[ 6 ] 
 Bonus Action:  move sphere to hit Torvald

 (2d6)[ 3 ]  fire damage
DC13 Dex save half  (1d20)[ 7 ] 
  Mudbugs   move to AD30, attack To, close door, move back to AF28
Hopefully advantage from hiding

 Action:  Snotgobbler:  (1d20+4)[ 24 ] , damage  (1d8+2)[ 5 ] 
(if advantage  (1d20+4)[ 18 ] )
Dungplop:  (1d20+4)[ 10 ] , damage  (1d8+2)[ 7 ] 
(if advantage  (1d20+4)[ 8 ] )
Smash:  (1d20+4)[ 7 ] , damage  (1d8+2)[ 7 ] 
(if advantage  (1d20+4)[ 20 ] )

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Gobblehop heals himself.  Unwilling to attack Torvald, Boomfizzle and the Mudbugs find themselves attacking Vulc, the cleric taking a crossbow bolt through the armpit (crit for 10).

Vulc moves the spiritual weapon closer, touches Torvald with a healing hand, and moves west.
 
 Spoiler 

SW in Y31, Vulc to X32 after healing Torval  (3d8+4)[ 19 ] 
 

 =&gt; Not a Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 11/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

They kept getting back up and up and up! Not A Pet roars, tossing the hammer away behind her as she moves out of her hidey-hole along the tunnel, slashing at the healy-dwarf on her way past. The Mashers follow up, flinging a bunch of stones before retreating back into the tunnel - taking the heal-y dwarf's dumb no-longer glowing hammer with them as they go.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Disengage
 Object Interaction:  Toss the hammer north 5ft
 Move:  To U31, attack Vu on the way past.
 Action:  Attack recklessly:  (1d20+6)[ 22 ]   (1d20+6)[ 10 ]   Damage:   (1d12+5)[ 17 ] 
 Mashers:- 
 Move:   Down to Z30, attack S, then 20ft north to Z26. They grab the hammer on the way back north with an Object Interaction.
 Action:  Attack Vu.
Threefoot Two:  (1d20+4)[ 11 ]   Damage:   (1d4+2)[ 6 ] 
Turtleskull: (1d20+4)[ 14 ]   Damage:   (1d4+2)[ 6 ] 
Pondmuck:   (1d20+4)[ 21 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
J-H
The Mashers miss their attacks, as Vulc has collapsed to the ground under Not A Pet's axeblow (0hp).

Torvald moves away from the entry and lets his hammer swing by a lanyard, hurling two handaxes from his belt at Not a Pet with a fearsome battlecry.

 
 Spoiler 

I think you can draw two weapons for throwing
Attacks with advantage from Reckless
On first hit, Menacing attack,  (1d8)[ 5 ]  bonus damage and Wis save or be Frightened until the end of Torvald's next turn.
Handaxe  (1d20+6)[ 19 ]  or  (1d20+6)[ 20 ]  for [roll]1d6+3[roll] slashing  hit for 5, +5 = 10, halved by resistance; make a fear save 
Handaxe  (1d20+6)[ 11 ]  or  (1d20+6)[ 14 ]  for [roll]1d6+3[roll] slashing  miss 
 
J-H
Saldra utters a prayer as she crawls, and holy flame crashes down around Not a Pet, who dodges just before it hits
 
 Spoiler 

Crawl 5'
Sacred Flame  (2d8)[ 5 ]  radiant, Dex save negates DC 14
NAP Dex save  (1d20)[ 11 ] ,  (1d20)[ 9 ]  advantage from Danger Sense  success 
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

Gobblehob noticed the fight shifting again and ran back along the corridor, downing the second potion.

 
 Spoiler 


Sparks double move to AA29


Bonus action keep Heat Metal going  (2d8)[ 6 ] 

Gobblehop moves to AA26
Drinks another potion  (2d4+2)[ 7 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/3 | Wild Shape: 1/2 | Goodberries: 19/20 spread out
Concentration: flaming sphere | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25
Mudbugs: AC: 14 HP: 24/24 

With the sounds of the battle moving away from them, Boomfizzle and the Mudbugs press their attacks. Boomfizzle moves south to the door, opens it and moves through it along the alcove, throws a sling stone at Saldra, and pushes the fireball into the paladin.

The Mudbugs move south and fire at Saldra from behind the wall. 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Concentrates on Flaming Sphere
Move to door, opens it, moves to AC31 and attacks Saldra

 Action:  Attack:  (1d20+5)[ 7 ] , Damage  (1d4+3)[ 6 ] 
 Advantage:  (1d20+5)[ 21 ]  
 Bonus Action:  move sphere to hit Saldra

 (2d6)[ 7 ]  fire damage
DC13 Dex save half  (1d20)[ 1 ] 
  Mudbugs   move to AE32, attack Saldra and hide.

 Action:  Snotgobbler:  (1d20+4)[ 14 ] , damage  (1d8+2)[ 3 ] 
(if advantage  (1d20+4)[ 8 ] )
Dungplop:  (1d20+4)[ 17 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+4)[ 8 ] )
Smash:  (1d20+4)[ 21 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+4)[ 11 ] )

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Saldra fails to dodge the flames. Unfortunately, the Mudbugs fail to score any hits against the prone paladin (disadvantage).
Vulc death save  (1d20)[ 20 ] 
J-H
Vulc awakens with a gasp and calls upon the power of Moradin.  He heals himself, and sends the spiritual hammer after Boomfizzle as he stands and lurches towards the exit.
 
 Spoiler 

3rd level CW  (3d8+4)[ 19 ] 
Spiritual Weapon *clockwork amulet take 10*  17  for  (1d8+3)[ 8 ] 

Stand from prone, move 5' southwest to W33

Boomfizzle Conc check  (1d20)[ 6 ]  plus mods
 

 
 Spoiler: map 

   
 

 =&gt; Not a Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 11/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 
 "Stop healing!"  Not A Pet screams, running forward to slash at the ugly one - no, the other ugly one who had thrown an axe at her. The Mashers follow her attacks, trying desperately to hit with their rocks.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  5ft east, attack. If To falls over, she'll move 5ft west again, but otherwise stays where she is. If he falls over from the first attack (unlikely) she'll instead move 5ft south and use the second attack on Vu.
 Action:  Attack recklessly:  (1d20+6)[ 12 ]  (1d20+6)[ 20 ]   Damage:   (1d12+5)[ 8 ] 
 Bonus Action:  Frenzy Attack:  (1d20+6)[ 19 ]  (1d20+6)[ 13 ]   Damage:   (1d12+5)[ 17 ] 
 Mashers:- 
 Free Action:  Drop hammer.
 Move:   South to Z31, attack, then up 5ft to Z30.
 Action:  Attack To. If he falls over move attacks to Vu.
Threefoot Two:  (1d20+4)[ 22 ]   Damage:   (1d4+2)[ 4 ] 
Turtleskull:  (1d20+4)[ 13 ]   Damage:   (1d4+2)[ 5 ] 
Pondmuck:   (1d20+4)[ 18 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
[/QUOTE]
J-H
The goblin screams something the dwarves don't understand, hitting Torvald once, but only once (8 damage).  The Mashers land a hit on him as well (4 damage).

Torvald swings his hammer at Not A Pet twice, knocking her to the side and then down to the ground.  Something glows under Saldra's armor.
 
 Spoiler 

Disarming Attack on first hit,  (1d8)[ 8 ]  extra damage and DC 14 STR save or drop the greataxe  (1d20)[ 12 ]   (1d20)[ 13 ]   saved 
Also first hit pushes NAP 5' east with Crusher
Attack  (1d20+7)[ 23 ]  for  (1d8+4)[ 5 ]  bludgeoning damage
Attack  (1d20+7)[ 25 ]  for  (1d8+4)[ 12 ]  bludgeoning damage
 Pretty sure NAP is at 0hp. 

Saldra does a thing, not a spellcast and not really visible.
Can't move due to slow move speed and dwarves in the way.
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP:24/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

The Sparks remembered their initial job and ran towards Not A Pet, drowning her in a healing potion, before pulling her with them towards safety.

Gobblehop kept concentrating on his spell, stepped out of the door, slinged a sone at the glowing dwarf and retreated again.

 
 Spoiler 


Sparks double move to NaP, administer a healing potion  (2d4+2)[ 7 ]  and pull her back to Z29.

Gobblehop
Bonus action keep Heat Metal going  (2d8)[ 14 ] 

Move out, attack Torvalds
 (1d20+5)[ 10 ] , damage  (1d4+3)[ 4 ] 
End turn at AA29
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 23/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/4, 2nd: 2/3 | Wild Shape: 0/2 | Goodberries: 19/20 spread out
Concentration: entangle | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle tries to entangle the enemy and then goes forward, recalls Fire to help us, and enters the tunnel with the Mashers and Sparks.

  "Save Not a Pet!"  

Fire moves next to Not a Pet and teleports away with her, leaving fire in her wake for the enemy.

The Mudbugs attack Vulc, go to their hallway and shut the door.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Cast Entangle U32-Y33
Saves To  (1d20)[ 20 ] , Sa  (1d20)[ 2 ] , Vu  (1d20)[ 3 ] 

Move to Z28

BA: Summon Fire at X32

Fire teleports with NAP (and gopbblehop if he's there but I think I go first) to Z32, leaving NAP at Z31, then moves back to X32.
Fire damage to To, Sa, and Vu  (1d6+2)[ 4 ] 
DC13 Dex Saves To  (1d20)[ 5 ] , Sa  (1d20)[ 9 ] , Vu  (1d20)[ 13 ] 
if disadvantage: Saves To  (1d20)[ 16 ] , Sa  (1d20)[ 18 ] , Vu  (1d20)[ 9 ] 
  Mudbugs   attack Vu

 Action:  Snotgobbler:  (1d20+4)[ 10 ] , damage  (1d8+2)[ 5 ] 
(if advantage  (1d20+4)[ 5 ] )
Dungplop:  (1d20+4)[ 21 ] , damage  (1d8+2)[ 7 ] 
(if advantage  (1d20+4)[ 6 ] )
Smash:  (1d20+4)[ 9 ] , damage  (1d8+2)[ 7 ] 
(if advantage  (1d20+4)[ 21 ] )

Move to AE30 and close door.

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Entangling vines wrap around Saldra and Vulc.  All 3 dwarves get slightly burned as the Fire spirit moves Not A Pet out of the way.
The Mudbugs fire their crossbows, but fail to get through Vulc's heavy armor.  The Sparks revive Not A Pet after dragging her to safety.

Vulc sends his Spiritual Weapon after Gobblehop, but misses.  He prepares to cast a spell.
 
 Spoiler 

Attack w/ disadvantage due to heat metal
 (1d20+7)[ 11 ]  or  (1d20+7)[ 23 ] 
for  (1d8+3)[ 5 ]  force damage
Conc check  (1d20)[ 5 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Not a Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 7/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Exhaustion (1), Rage 
 Concentrating: -- 

Unconscious for but a moment, Not A Pet struggles to her feet and realises she has been teleported without her greataxe! They have her axe! Is what she believes, even if it's false. Such a thought fills her with yet more rage and, exhausted though she is, she marches out of the room, pulling out her longbow and loosing a glinting magic arrow at one of the dwarves - not the one who hit her. He wasn't wrapped up in vines. Ever loyal, the Mashers follow suit, moving out of the grouped up area to spread out slightly, adding their own projectiles to Not A Pet's.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  Stand (15ft), 10ft south, 5ft east, ending at Y31
 Object Interaction:  Draw longbow.
 Action:  Attack V (+1 arrow)
 (1d20+6)[ 15 ]  Adv Restrain:  (1d20+6)[ 21 ]   Damage:   (1d8+4)[ 7 ] 
 Bonus Action:  Rage (2/3 - but  not  Frenzy)

 Mashers:- 
 Move:   South to Z31, attack, then 10ft east.
 Action:  Attack V. If she falls over switch target to T.
Threefoot Two: [roll]1d20+4[/roll Adv Restrain:  (1d20+4)[ 21 ]   Damage:   (1d4+2)[ 3 ] 
Turtleskull: [roll]1d20+4[/roll Adv Restrain:  (1d20+4)[ 14 ]   Damage:   (1d4+2)[ 5 ] 
Pondmuck:  [roll]1d20+4[/roll Adv Restrain:  (1d20+4)[ 16 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
[/QUOTE][/QUOTE]
J-H
As Not A Pet walks through the door, her muscles seize under the effects of Vulc's spell, but she shakes it off.

Despite her aim being good, Not A Pet's arrow is deflected by Vulc's armor...barely.

One sling stone hits Vulc for 3 damage.

Torvald grabs Saldra.  She lifts off the ground and floats behind him as he easily pulls her towards the entrance and deposits her, before returning for Vulc.  Saldra floats near the entrance and appears to be praying, although still not upright.
 
 Spoiler 

Dash, one object interaction (grab to pull)
Torvald has Mobile, so he ignores difficult terrain when dashing.  Last round, Saldra used her magic tattoo of Levitate (it got rolled up randomly when I was prepping this team).  It doesn't do her much good for movement since pulling yourself along is like climbing, but for someone  else  towing you, it's not bad.
I suppose she is still prone as well as entangled while levitating.
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle &amp; Gobblehop 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 23/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/4, 2nd: 2/3 | Wild Shape: 0/2 | Goodberries: 19/20 spread out
Concentration: entangle | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle runs out past Not a Pet and launches a fan of flames at Torvald and Vulc.

  "Get me out of here!"  

Fire moves next to the enemy and teleports away with Boomfizzle, leaving fire in her wake for the enemy.

The Mudbugs, open the door, attack Vulc, and shut the door.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle   Concentrates on Entangle
Move to X31, Cast Burning Hands  (3d6)[ 7 ]  fire damage
DC13 Dex save for half
Saves To  (1d20)[ 3 ] , Vu  (1d20)[ 7 ] 
  Action:  Attack:  (1d20+5)[ 15 ] , Damage  (1d4+3)[ 6 ] 
Advantage:  (1d20+5)[ 24 ]   Sorry, I was supposed to delete this.

 Bonus Action:  Command Fire

  Fire!   Move to W32, teleport with BF to Z32, which puts BF at AA31

Attack: Damage  (1d6+2)[ 4 ] 
Saves To  (1d20)[ 3 ] , Vu  (1d20)[ 7 ] 
  Mudbugs   open door, attack Vu, close door

 Action:  Snotgobbler:  (1d20+4)[ 6 ] , damage  (1d8+2)[ 3 ] 
(if advantage  (1d20+4)[ 11 ] )
Dungplop:  (1d20+4)[ 19 ] , damage  (1d8+2)[ 6 ] 
(if advantage  (1d20+4)[ 9 ] )
Smash:  (1d20+4)[ 15 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+4)[ 23 ] )

 Bonus Action:  Hide  (1d20+4)[ 8 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
As Boomfizzle runs through the door, Saldra targets him with a burst of divine fire, but he dodges.
 
 Spoiler 

Sacred Flame  (2d8)[ 7 ]  radiant
Dex DC 14 negates
Dex save  (1d20)[ 17 ] 
Concentration check for Entangle if needed  (1d20)[ 20 ] 
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 13/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

The Sparks continued their pattern: Head out, throw and pull back. Though this time they focused on the restrained cleric
Likewise, Gobblehop concentrated on his spell, to keep damaging the cleric.
His slinging also focused on the cleric, hoping to finally take him down for good.


 
 Spoiler 


Same as before: Sparks move 3 squares, fire, move back to starting position
Attacking VU
 (1d20+4)[ 24 ] / (1d20+4)[ 7 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 21 ] / (1d20+4)[ 8 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 8 ] / (1d20+4)[ 20 ] , damage  (1d4+2)[ 3 ] 


Gobblehop
Bonus action keep Heat Metal going  (2d8)[ 6 ] 
 (1d20+5)[ 11 ] / (1d20+5)[ 8 ] , damage  (1d4+3)[ 4 ] 

End movement at starting point.
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Mudbugs' last bolt causes Vulc to collapse, again.
The Sparks move up and launch sling stones at Torvald, causing him to collapse as well, even as his armor scorches him.

Vulc death save  (1d20)[ 6 ] 
(2 failed death saves)
 =&gt; Not a Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 7/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Exhaustion (1), Rage 
 Concentrating: -- 

Not A Pet throws her longbow aside and instead draws her long sword , moving up to the dwarf who had axed her and teaching him a thing or two about stabbing or slashing. With their foes brought low, the Mashers rush in with daggers drawn to stab at the one on the ground.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To V31
 Free Action:  Drop longbow
 Object Interaction:  Drag Longsword +1
 Action:  Attack T
 (1d20+6)[ 10 ]   (1d20+6)[ 11 ]   Damage:   (1d10+5)[ 7 ] 
 Bonus Action:  None

 Mashers:- 
 Move:   X32
 Action:  Attack V with daggers.
Threefoot Two:  (1d20+2)[ 7 ]  Adv:   (1d20+2)[ 5 ]   Damage:   (1d4+2)[ 5 ] 
Turtleskull:   (1d20+2)[ 13 ]  Adv:   (1d20+2)[ 15 ]   Damage:   (1d4+2)[ 5 ] 
Pondmuck:    (1d20+2)[ 8 ]  Adv:   (1d20+2)[ 21 ]  Damage:   (1d4+2)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
[/QUOTE][/QUOTE][/QUOTE]
J-H
Even unconscious, the layered plate protects the dwarves.
Torvald death save  (1d20)[ 10 ] 
J-H
Saldra invokes divine judgement once more upon Boomfizzle, burning him with the fire of the lord of the dwarven pantheon, and drags herself into the entry tunnel, still floating.
 
 Spoiler 

Sacred Flame  (2d8)[ 11 ] 
Dex DC 14 negates
Boomfizzle dex save  (1d20)[ 1 ]  plus mods
Conc check  (1d20)[ 20 ] 

She moves 5' south to S34
 

 =&gt;Boomfizzle, Gobblehop 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 12/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/4, 2nd: 2/3 | Wild Shape: 0/2 | Goodberries: 19/20 spread out
Concentration: entangle | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle runs to Vulc and steals his shield.

  "Get the Paladin!"  

Fire moves next to the Paladin and then teleports to the other side of the tunnel.

The Mudbugs, open the door, attack Saldra, and move along the alcove.
 
 
  
 
 Spoiler: OOC 
   Boomfizzle   Concentrates on Entangle
Move to W32, take the Cleric's shield as an action.

 Bonus Action:  Command Fire

  Fire!   Move to T33, teleport to S34

Damage  (1d6+2)[ 5 ] 
Saves Sa  (1d20)[ 5 ] 
  Mudbugs   open door, attack Sa, move to AA31

 Action:  Snotgobbler:  (1d20+4)[ 20 ] , damage  (1d8+2)[ 5 ] 
Dungplop:  (1d20+4)[ 10 ] , damage  (1d8+2)[ 7 ] 
Smash:  (1d20+4)[ 10 ] , damage  (1d8+2)[ 8 ] 
Restrained and prone should cancel

 Bonus Action:  Hide  (1d20+4)[ 17 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 13/24 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Longstrider Concentration:  Heat Metal   
 
  

One last time, Gobblehop let the spell burn the downed cleric, making sure he wouldn't get back up, while he and the Sparks concentrated fire on the paladin


 
 Spoiler 

Sparks at Paladin
 (1d20+4)[ 15 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 9 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 24 ] , damage  (1d4+2)[ 6 ] 

Gobblehop
Bonus action keep Heat Metal going  (2d8)[ 8 ] 

Attack on Paladin
 (1d20+5)[ 22 ] , damage  (1d4+3)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The goblins finish off Vulc, as they pelt Saldra with projectiles.
 =&gt; Not a Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 7/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Exhaustion (1), Rage 
 Concentrating: -- 

One was dead, and one was still conscious - and now within her reach. She tosses aside her sword and scoops up her greataxe once more wielding it with the fury of the Cackling Moon. With a scream of victory and fury she rushes over to the mostly-dead enemy closest to the exit and brings her weapons down. Her Mashers follow behind her, stabbing at the one bleeding out on their way past.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To T33
 Free Action:  Drop longsword
 Object Interaction:  Grab Greataxe on the way past.
 Action:  Attack S
 (1d20+6)[ 25 ]   (1d20+6)[ 19 ]   Damage:   (1d12+5)[ 11 ] 
 Bonus Action:  None

 Mashers:- 
 Move:   To U33
 Action:  Attack T with daggers.
Threefoot Two:  (1d20+2)[ 15 ]  Adv:  (1d20+2)[ 19 ]   Damage:   (1d4+2)[ 5 ] 
Turtleskull:  (1d20+2)[ 11 ]  Adv:  (1d20+2)[ 4 ]   Damage:   (1d4+2)[ 3 ] 
Pondmuck:  (1d20+2)[ 4 ]  Adv:  (1d20+2)[ 8 ]   Damage:   (1d4+2)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x3
Javelin x9
Light Crossbow
Longsword +1
Mace
Pike x3
Staff of the Adder
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x2
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x3
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Healing Potion x1
Shield of Expression
Wand of Secrets

 Spell Components 
Diamond (50gp)
Diamond (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
369gp

Acid Flask x2
Antitoxin x2
Backpack x5
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Bounty Notice (100gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Caltrops x4
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x16
 
J-H
Not A Pet's heavy blow knocks Saldra unconscious.
Death saves
T  (1d20)[ 12 ] 
S  (1d20)[ 11 ] 

The goblins quickly make short work of the unconscious dwarves.
Not A Pet and Gobblehop feel like they learned a lot, and can now level up to 4!
 
 Spoiler: Loot 

Torvald, Battlemaster
Plate
Shield
Helm of Comprehending Languages
Warhammer +1
Handaxe x 4
Potion of Growth
Backpack
Waterskin
Pick &amp; shovel
Bounty notice giving general description of goblin lair, and promising a bonus of 150gp for its complete destruction.
Cobbler’s tools
 Healing Potion x1  used
34 gold

Saldra, Paladin
Plate
Shield
Warhammer +1
Spellwrought Tattoo (Levitate)
Javelin x 8
Backpack
Waterskin
Holy Symbol of Moradin
Rough map of the area the lair is in (nothing the PCs don’t know)
2gp
Book: Wayfarer’s guide to the surface (in Dwarven)

Vulc, Forge Cleric
Plate
Shield
Clockwork Amulet (1/day make attack roll 10)
Warhammer (holy symbol of Moradin)
Backpack
Waterskin
Smith’s tools
300gp of diamond dust (Revivify Component)
Specially marked sticks, material component for Augury
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2
Conditions:  Concentration:     
 
  

Gobblehop felt a bit ashamed that he had left combat for so long, but also elated that it somehow had worked out. Was it the law of conservation of goblinjitsu? In any case, Not A Pet had earned her rank twice over. He vowed to do better by his new clan - starting with exchanging his fighting style. Talking with animals? Not while the clan was in danger. He needed spells to hurt and move people. While he rummaged through the almost endless looking piles of loot, he found the adder staff. Yes, that one would be very handy next time.

"Having something on you that can bring you back on your feet is very important - as I had to find out for myself. I'm going to make more potions, so everyone of the fighters will have one on them at any time. Also, everyone keeps their goodberry on them until shortly before you get the new one. That will also be a means to bring you back a second time.

For our next fight, I think we should start with two flaming spheres once we have our enemies in the narrow corridor between them. That should weaken them a bit, before we fight. Or at least it will force them to waste their high magics on dispelling them."


 
 Spoiler 


Dayactions:

Brew Healing Potion
Brew Healing Potion
Brew Healing Potion
Brew Healing Potion
Brew Healing Potion
Brew Healing Potion
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 3 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle is very impressed with Not a Pet and Gobblehop. He gathers all the goblins and makes a toast to them while we prepare for the evening's festivities.

  "Not a Pet was very brave and Gobblehop's metal spell almost single-handedly took out the cleric. Three cheers to Not a Pet and Gobblehop!"  

Boomfizzle and the Mudbugs prepare the bodies for the feast. Since they are dwarves, and likely tougher meat than the previous invaders, they use the magic hammers to tenderize the meat first. They also only eat one body per day, letting the others decompose and soften a bit before eating them, like bears and dogs do in the wild. Even as tough as dwarf meat is, it is a welcome addition to the goodberries.

The next day, they continue their construction.
 
 
  
 
 Spoiler: OOC 
 Boomfizzle will take the levitation tattoo since it doesn't require concentration

Day 1 - Welcome two new goblins. Make sure tunnel at X25 is tiny. Widen tunnel at Q30 to small, make tiny section at north end of secret tunnel (Q11)
Day 2-3 - Make another small alcove at AJ27-AI30, wall at AI 28-29, and door at AI30. So like the other one, door at the front and open at the back.
Day 4 - Remove low walls in hall 4, and build real wall with tiny tunnel at AF24-25
Day 5 - Wall with tiny tunnel in Hall 3, at YZ27
Day 6 - Recruit
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 17 HP: 32/32 
 PP: 13 PIv: 8 PIs: 11  
 Conditions:  
 Concentrating: -- 

Not A Pet sets about continuing the training of the Mashers to bring them closer to her level - if such a thing was even possible, though she does make some time to have their excess corpses spread out in the new tunnel, and make some tricksy signs to trick any more invaders that came.
 
 
  
 
 Spoiler: Day Actions 

She'll order the NC's to carry the bodies/skeletons into the sarcophagus tunnel and leave them along its length, visible from the entrance, and to set up crude signs over the sarcophagus which read "Goblin treasure here! Do not open!" and "Not for invaders!"

She'll also scatter their 4x Caltrops in X31-32 and W31-32.

If this is the sorta thing that would take a day action instead, she'll prioritise that and move everything else down one 'day'.

 Day 29:  Train Mashers with Medium Armour (1/2)
 Day 30:  Train Mashers with Medium Armour (2/2)
 Day 31:  Train Mashers with Shortswords (1/2)
 Day 32:  Train Mashers with Shortswords (2/2)
 Day 33:  Toughen Mashers (1/3)
 Day 34:  Toughen Mashers (2/3)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
J-H
Knife-ears, an older goblin with exceptionally long and hairy ears, starts loudly proclaiming that he should be chief, and that you should listen to his orders for what to do.

How do you handle this?
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 41/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions:  
 Concentrating: -- 

Not A Pet sneers at Knife-Ears.  "Chief got to be able to fight to protect tribe. Can you fight? Use magic? When invaders come, you stay at back of cave and hide with children. Chief must be able to lead! You're not a leader, why should anyone listen to you? If you want to be Chief, show we have reason to follow. Fight next invaders." 
 
 
  
 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 15 (leather armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
[/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/2
Conditions:  Concentration:     
 
  

Gobblehop looked ponderously at Knive Ears:  "Oh, I see, so you want to be at the frontline of the fight then? The Chief always leads from the front - that's how we lost our previous chief. What weapon can you wield?" 
 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 31/31 | PP: 15 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle laughs when Knife-ears asks to be chief.

  "As chief, you can't hide in the back when the big people come. If you want to be chief, you need to fight up front."  

He gives the old goblin one of the war hammers.   "Here, use this. When the invaders come, hit them with the heavy end. If you want to be chief, you need to charge in first. Stay with Not a Pet and she will tell you when to run in."  
 
 
  
 
 Spoiler: OOC 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Knife ears backs down in the face of contempt from those who fight.

 
 Spoiler 

Had you humored him, one day for each of you would have been replaced with randomly rolled day actions, and this could have recurred.
 

 Day 1 
Gobblehop brews a healing potion.
Boomfizzle recruits 2 new goblin warriors.
Not A Pet moves some bodies to the sarcophagus, and scatters caltrops.  Then she trains the Mashers with medium armor.
Warrior count: 16
Noncombatant count: 12

 7 
Gobblehop brews a healing potion.
Boomfizzle digs out some new short alcoves and a door.
Not a Pet finishes teaching the Mashers to use medium armor, even though she can’t use it.

 Day 3 
Gobblehop brews a healing potion.
Boomfizzle digs out some new short alcoves and a door.
Not A Pet starts teaching the Mashers to use shortswords.

 Day 4 
Everyone starts working.  You hear the front door creak as it is opened.
 =&gt; What do you do? 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 31/31 | PP: 15 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Working in hall 4 when the alarm is sounded, Boomfizzle whispers to the Mudbugs,

  "Get in position."  

He moves south and hides behind the short wall. If he has time to light the hooded lantern on the way, he does. If not, he just gets in position, relying on the continual flame in the middle of the hall.

The Mudbugs get into their new hiding spot.
 
 
  
 
 Spoiler: OOC 
 Boomfizzle to AE33
Hide:  (1d20+5)[ 24 ] 

Mudbugs to AJ30
Hide:  (1d20+4)[ 5 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2
Conditions: Long Strider Concentration:     
 
  
 "Is it that time again? Sparks, into position." 

While the Sparks double timed it towards their hiding place with the rats, Gobblehop took the time to cast the spell that made his strides extra long, before following after them, gaining on them rapidly.


 
 Spoiler 


Move south towards room E

Sparks at X20, Gobblehop at X16
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 41/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions:  
 Concentrating: -- 

Not A Pet and the Mashers head back to their by-now familiar positions - this time Not A Pet clutches her longbow close, her greataxe slung across the back - close at hand.
 
 
  
 
 Spoiler: Movements 

Not a Pet to Z30, Mashers to Z29.

If the door got repaired by the NC's it'll be shut, but if not...it's not there!

Hide as required:
NAP (disadv):  (1d20+3)[ 19 ]  (1d20+3)[ 18 ] 
Mashers:  (1d20+4)[ 10 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Turtleskull, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 10/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
J-H
Hearing the door, everyone dashes to your positions.
 
 Spoiler: Init 

Not A Pet &amp; Mashers  (1d20+3)[ 16 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 22 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 13 ] 
Ang  (1d20+3)[ 7 ] 
Hu  (1d20+3)[ 23 ] 
Li  (1d20+3)[ 22 ] 
Lung  (1d20+3)[ 17 ] 
 
J-H
This tall person with gray skin and tusks, wearing loose, light-weight clothing and moccasins, jogs in.  She seems to have pouches around her waist and a shortbow at her back.  Surveying the situation, she makes a quick right turn, calling back in common.
 
 Spoiler: Common 

"I hear them!  Caltrops, prepared ground, be ready!"
 


She speeds up as she runs towards the hall, leaping in a diving motion that turns into a mid-air roll before landing clear of the caltrops.  She doesn't stick the landing.  Lurching to her feet, she pulls out her bow and looses two arrows at Not A Pet, although both miss and clatter against the stone.

 
 Spoiler 

BA Step of the wind, long jump 20' with run-up.
Acrobatics to not fall  (1d20+6)[ 8 ]  vs DC 10  fail, lose 20' of move getting up 
Shortbow  (1d20+6)[ 12 ]  for  (1d6+3)[ 4 ] 
Shortbow  (1d20+6)[ 15 ]  for  (1d6+3)[ 4 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Gobblehop &amp; Sparks 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2
Conditions: Long Strider Concentration:     
 
  
 "Faster,faster." 

The Sparks ran, but Gobblehop now easily kept up with them, heading for the rat room.


 
 Spoiler 

Bonus action shillelagh
Move south towards room E

Sparks at P27, Gobblehop at P26
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The sounds of Gobblehop and the Sparks running full-tilt echoes through the lair.  Hopefully, they can't hear you...

A human, dressed similarly to the half-orc, trots in, followed by a floating magic thing that glows.
 
 Spoiler: Li 

Driftglobe.
BA step of the wind, 20' jump, Dodge
Acrobatics to not fall  (1d20+6)[ 12 ] 
 


Following him is another, similarly dressed, but with shining golden scales in place of skin, and a dragon-like head.  Landing in front of Not A Pet, she breathes a line of fire at Manyteeth and the Mashers, then moves on, as she can tell the small doorway is not for her.  Not A Pet ducks, but the Mashers behind her are unprepared, and one of them takes the flames full-on.
 
 Spoiler: Lung 

BA step of the wind, 20' jump, Dodge
Acrobatics to not fall  (1d20+6)[ 23 ] 
55' move out of 80 to get in front of NAP door
Breath of the Dragon, 30' line,  (2d6)[ 11 ]  fire damage, Dex DC 14 half
NAP Dex  (1d20)[ 17 ] 
Masher Dex  (1d20)[ 5 ]   looks like a fail, 11 damage 
 

 a goblin has died 
 
 Spoiler: Map 

   
 

 =&gt;Not A Pet, Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 31/31 | PP: 15 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle summons his usual vines and roots to try to entangle the enemy. He summons Fire and runs to the north, closing the door behind him.

Fire throws a fiery seed at one of the monks and then stands to protect the door that Boomfizzle just escaped through.

The Mudbugs open their door, shoot at the closest restrained invader, and then retreat.
 
 
  
 
 Spoiler: OOC 
   Boomfizzle   Casts Entangle
STR saves Li  (1d20)[ 13 ] , Liu (1d20)[ 18 ] , Hu  (1d20)[ 6 ] ,

 Bonus Action:  Summon Fire at AE31
Move to AF29, closing door

  Fire!   Fiery seed at Lu, Hu, Li (restrained first)

Attack:  (1d20+5)[ 14 ] , Advatnage  (1d20+5)[ 7 ] 
Damage  (1d6+2)[ 5 ] 
  Mudbugs   open door, attack restrained target (Lu, Hu, Li)
Close door, move to AJ29

 Action:  Snotgobbler:  (1d20+4)[ 6 ] , damage  (1d8+2)[ 3 ] 
(advantage  (1d20+4)[ 5 ] )
Dungplop:  (1d20+4)[ 15 ] , damage  (1d8+2)[ 10 ] 
(advantage  (1d20+4)[ 17 ] )
Smash:  (1d20+4)[ 11 ] , damage  (1d8+2)[ 8 ] 
(advantage  (1d20+4)[ 10 ] )

 Bonus Action:  Hide  (1d20+4)[ 14 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 36/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

The Mashers fling their stones over Not A Pet's head, eager to both avenge their fallen comrade and to avoid getting hit by such flames again themselves. Their champion follows up - screaming with fury. Not A Pet drops her longbow and unsheathes her greataxe, her rage fuelled by the goblin's death. She rushes in and chops, springing back into the tunnel as she goes.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Move:  5ft back, attack, move 5ft east.
 Action:  Attack Hu with +1 sling bullets
Threefoot Two:  (1d20+5)[ 12 ]   (1d4+3)[ 7 ] 
Pondmuck: (1d20+5)[ 23 ]   (1d4+3)[ 6 ] 
 Not A Pet: 
 Bonus Action:  Rage - Frenzy
 Move:  10ft down, attack, 10ft back.
 Action:  Attack Hu recklessly.
 (1d20+7)[ 15 ]   (1d20+7)[ 15 ]   Damage:   (1d12+6)[ 11 ] 
Activating Fury of the Small if it hits for an extra 4 damage.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 13/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 8/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
[/QUOTE]
J-H
Hu deflects the sling stone coming at her  (1d10+8)[ 13 ] .  Not A Pet rushes at her and attacks, but misses, and retreats.

Boomfizzle causes plants to grow up, trying to entangle the enemy.  Two of the monks shake it off, but the vines wrap around Hu successfully.  He retreats, summoning the fire spirit, which spits flame at Hu, but misses.  The Mudbugs also launch a volley of crossbow bolts, one of which hits the half-orc.
J-H
Another monk jogs in, this one a bald man with pale skin and a large blue tattoo on his head.  Leaping over the caltrops, he seems to almost glide through the air.  He lands in a squat, planting his feet for a moment and punching at Not A Pet.  The air between the two ripples with a thumping noise, and the goblin is sent flying back and to the ground as the air itself hits her.  The bald man ducks through the alcove and gap she'd been standing in, following her.
 
 Spoiler 

BA Step of the Wind for move speed and jump.
Acrobatics  (1d20+6)[ 15 ]  vs DC 10 to not fall.

Fist of Unbroken Air,  (3d10)[ 16 ]  bludgeoning damage, knock prone, 20' push.  Str DC 15 negates the CC and halves the damage.
NAP Str save  (1d20)[ 2 ] ,   (1d20)[ 6 ]  + 5  fail 
 
J-H
Hu works to break the vines around her  (1d20)[ 11 ] , but can't quite do it.

 
 Spoiler: Map 

   
 

 =&gt;Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2
Conditions: Long Strider Concentration:     
 
  


Squeezing through the main entrance always slowed them down, but Gobblehop finally reached the main hallway using the moment to turn his staff into a snake.
The Sparks followed and hunkered down beside him


 
 Spoiler 

Bonus action activate staff of the adder
Double Move to Q31

Sparks double Move to Q32
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The goblins rush out of the rear tunnel, not at all quietly.

Li, the thinner human, hops over the short wall and  opens the door Boomfizzle went behind, striking out in a flurry of blows, two of which connect.  attacks the fire spirit.
 
 Spoiler 

 This is the odd part of having angles, in that AF30 is half alcove and half hallway.  I'm going to say he moves into the space and is squeezing to attack (inside the door) but then outside the door not squeezing at the end of his turn, just from moving around within the half-and-half space.  Trying to find the fair solution for this as otherwise the alcove is creating extra squeeze spaces. 

Attack  (1d20+6)[ 16 ]  or  (1d20+6)[ 21 ]  for  (1d6+3)[ 5 ]  bludgeoning damage  hit for 5 
Attack  (1d20+6)[ 9 ]  or  (1d20+6)[ 16 ]  for  (1d6+3)[ 6 ]  bludgeoning damage  miss 
1 ki point Flurry of blows
Attack  (1d20+6)[ 19 ]  or  (1d20+6)[ 11 ]  for  (1d6+3)[ 5 ]  bludgeoning damage, Dex DC 15 or prone,  (1d20)[ 7 ]   miss 
Attack  (1d20+6)[ 24 ]  or  (1d20+6)[ 23 ]  for  (1d6+3)[ 8 ]  bludgeoning damage, Dex DC 15 or prone,  (1d20)[ 17 ] , or if already prone, can't take reactions until the end of Li's next turn hit for 8 but not prone 
 
J-H
 
 Spoiler: Concentration 

2 concentration checks for Entangle
 (1d20)[ 19 ] 
 (1d20)[ 17 ] 
 


Lung moves up behind Li, her fists coated in ice as she attacks the Fire Spirit.  Ice turns to steam, and the fire flickers, but isn't out yet.
 
 Spoiler 

Attack  (1d20+6)[ 14 ]  for  (1d6+3)[ 8 ]  cold damage
Attack  (1d20+6)[ 8 ]  for  (1d6+3)[ 5 ]  cold damage
Attack  (1d20+6)[ 19 ]  for  (1d6+3)[ 9 ]  cold damage
 

 =&gt; Not a Pet 
Prone, nothing changed in that tunnel since last map.
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 28/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

Falling over wouldn't stop Not A Pet. While the Mashers continued their retreat of rocks, Not A Pet runs back in, slashing wildly with her axe. Injuries mean nothing in the face of killing humans.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 BA:  Disengage.
 Move:  5ft back, attack, 25ft north to end in AA23
 Action:  Attack An with +1 sling bullets
Threefoot Two:  (1d20+5)[ 19 ]   Damage:   (1d4+3)[ 6 ] 
Pondmuck:  (1d20+5)[ 6 ]   Damage:   (1d4+3)[ 7 ] 
 Not A Pet: 
 Move:  Stand (15ft), 5ft south, 5ft southeast - to AA28. Then attack. If An has already expended his reaction she'll then move 5ft north, otherwise stay in place.
 Action:  Attack An recklessly.
 (1d20+7)[ 16 ]   (1d20+7)[ 17 ]   Damage:   (1d12+6)[ 17 ] 
 Bonus Action:  Frenzy Attack
 (1d20+7)[ 26 ]   (1d20+7)[ 16 ]   Damage:   (1d12+6)[ 8 ] 

Activating Fury of the Small if one hits, for an extra 4 damage.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 13/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 6/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
J-H
Ang slaps a sling stone aside (d10+6 vs 6 damage).  Not A Pet rushes forwards, swinging her greataxe twice and doing major damage to the monk (two hits for 29 total).
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: NA/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle hears the invaders cut down Fire like she's made of butter. He realizes that this is not a good place for him to be. He needs to draw the enemy back to Not a Pet and Gobblehop. He yells to the Mudbugs.

  "Run away!"  

They all run as fast as they can toward the kitchen. As they run, Dungplop yells out in goblin so the civilians can hear.

  "Get to the sleeping area!"  
 
 
  
 
 Spoiler: OOC 
 Boomfizzle dashes to AA24.

BA to summon Fire again to AG25.

Mudbugs dash to AC25.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Ang steps up to Not A Pet and attacks with kicks and punches as he dodges her axe, before dodging back into the main tunnel.
 
 Spoiler 

5' move
Attack action, will have to determine bonus action in a bit.
Adv due to reckless
Attack  (1d20+6)[ 18 ]  or   (1d20+6)[ 7 ]   for  (1d6+3)[ 8 ]   hit 
Attack  (1d20+6)[ 13 ]  or   (1d20+6)[ 12 ]   for  (1d6+3)[ 4 ]   miss 
On hit, stunning fist until stunned, DC 15 negates
Save 1  (1d20)[ 13 ]   saved, 1 ki point spent 
Save 2  (1d20)[ 10 ]   didn't hit, not used 
Step of the Wind, disengage
 
J-H
Hu attempts to break out of Entanglement but fails, calling for someone to get rid of the spellcaster who got her wrapped up.
 (1d20)[ 4 ] 
 
 Spoiler: Map 

   
 

 =&gt;Gobblehop &amp; Sparks 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2
Conditions: Long Strider Concentration: Summon Beast     
 
  


Gobblehop took position next to the Sparks, called forth a massive owl and sent it at the entangled foe:  "Go for his eyes" 

With silent wings, the Harpy Owl flew at Hu, slashing its claws.

The Sparks didn't need an invitation to volley a load of stones in the entangled man's direction, before hiding like their leader


 
 Spoiler 


Move to P33
Action: Summon Beast spell - Flying Creature (60ft flying speed - w/ Flyby) appears on R33 - moves 8 squares to attack Hu and moves 4 squares back to V33

Advantage
 (1d20+5)[ 24 ] / (1d20+5)[ 6 ] , damage  (1d8+6)[ 8 ] 

Gobblehop hides  (1d20+3)[ 8 ] 

Sparks attack with slings - disadvantage from range vs. advantage from entangle

 (1d20+4)[ 6 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 5 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 19 ] , damage  (1d4+2)[ 6 ] 

Sparks hide  (1d20+4)[ 21 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The summoned giant harpy owl cuts a chunk of Hu's flesh out as it slashes at the half-orc, before flying down the hall.  She does manage to block a sling stone, deflecting it into the ground (total 8 damage).

Li leaps from his current location to the low wall, then past the flame spirit to pummel Boomfizzle.  His first blow to the head stuns the goblin, followed by a kick that snaps the druid's head back.  Dazed, Boomfizzle's Entangle spell ends.
 
 Spoiler 

Step of the Wind, dash.
I don't think Fi gets OAs since it has no melee attack option.
Hammer Punch  (1d20+6)[ 22 ]  for  (1d6+3)[ 9 ]   hit, stunned 
Sidekick  (1d20+6)[ 26 ]  for  (1d6+3)[ 4 ]   crit for 8 
On hit, Stunning Fist until stunned
Save 1  (1d20)[ 9 ] 
 Save 2  (1d20)[ 18 ]  
 
J-H
The gold dragonborn follows more slowly, topping the short wall while opening her hands as though around a ball.  She brings the invisible ball in front of her face and roars a couple of words, sending a white jet of cold at the Fire Spirit and the Mudbugs.  Bringing her hands down, she chops at Fire.
 
 Spoiler: Common 

  Dragon Cold!!  
 

 
 Spoiler 

Breath of the Dragon, 5'x30' line,  (2d6)[ 8 ]  cold damage, Dex DC 14 half.
Mudbugs  (1d20)[ 13 ] 
Fire  (1d20+2)[ 6 ] 
Martial Arts  (1d20+6)[ 19 ]  for  (1d6+3)[ 8 ] 
 Fire takes 16 damage, Mudbugs take 4 
 

 
 Spoiler: Map 

   
 

 =&gt; Not a Pet, Boomfizzle. Boomfizzle is stunned. 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 24/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

Why did they always run from her? Was she so scary? Of course she was. Not A Pet gives chase to the fool human. They wouldn't let them escape. She slashes out at the dumb tallman's legs with her axe, trying to remove them entirely.

The Mashers draw their daggers and slice at the stunning-one, before retreating to follow behind Not A Pet.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Action:  Attack Li with daggers
Threefoot Two:  (1d20+2)[ 13 ]   Damage:   (1d4+2)[ 4 ] 
Pondmuck:   (1d20+2)[ 14 ]   Damage:   (1d4+2)[ 4 ] 
 BA:  Disengage.
 Move:  South to AA27

 Not A Pet: 
 Move:  To Z31, attack, then back up to Z30.
 Action:  Attack An recklessly.
 (1d20+7)[ 10 ]   (1d20+7)[ 26 ]   Damage:   (1d12+7)[ 19 ] 
 Bonus Action:  If An still stands, Disengage.
If they fall over, Frenzy-Attack his body for extra death saves.
 (1d20+7)[ 12 ]   (1d20+7)[ 11 ]   Damage:   (1d12+7)[ 15 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 13/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 6/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: NA/25
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle falls over from the assault. All goes black.

Not about to let their leader go without a fight, the Mudbugs pick him up and run into the sleeping area, crawling through the tiny tunnel and protecting Boomfizzle from the bad guys. Fire teleports west and then moves next to Li.

The noncombatants continue their migration to the sleeping area.
 
 
  
 
 Spoiler: OOC 
  Boomfizzle:  stunned.

 Mudbugs: 
Bonus Action: Disengage
Object Interaction: grab Boomfizzle
Action: Dash to V24, putting Boomfizzle at V23.

 Fire:  Teleports away  (1d6+2)[ 7 ] 
Lu DC13 Dex save [roll]1d2o[/roll]

Moves to AA24
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungdrop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Not A Pet manages to knock Ang down, then misses his prone body in her frenzy.  The Mashers stab at Li, but miss.

The mudbugs escape with Boomfizzle, while the Fire spirit does a bit of damage to Lung, although her scales absorb some of it (3 after DR).

Ang death save  (1d20)[ 3 ] 
J-H
Hu steps up to Not A Pet, striking three times in a flurry of misses.  As part of her movements, she takes some powder from one of her pouches, and tosses it on Ang, then backs up.

 
 Spoiler 

Flurry of blows (1 ki)
Will attempt stun on first two hits.
Straight rolls due to squeezing vs reckless
Attack  (1d20+6)[ 17 ]   for  (1d6+3)[ 6 ] 
Attack  (1d20+6)[ 12 ]  or  (1d20+6)[ 8 ]   for  (1d6+3)[ 6 ] 
Attack  (1d20+6)[ 14 ]  or  (1d20+6)[ 14 ]   for  (1d6+3)[ 7 ] 
Healing Hand on Ang  (1d6+3)[ 4 ]  healing

Stun save  (1d20)[ 12 ] 
Stun save  (1d20)[ 13 ] 
 

 =&gt; Not A Pet OA
Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/2
Conditions: Long Strider Concentration: Summon Beast     
 
  


Gobblehop took position next to the Sparks, called forth a massive owl and sent it at the entangled foe:  "Go for his eyes" 

The Harpy Owl curved back to attack the freshly healed target and the Sparks followed suite, pelting the downed opponent before going back into hiding

Meanwhile, Gobblehop turned into a giant spider, moved close enough to spew webbing at the standing opponent, before scuttling away again


 
 Spoiler 


Bonus action shape change giant spider
Action:  (1d20+5)[ 8 ]   attack Hu
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Recharge:  (1d6)[ 4 ] 

Move out of sight to squeeze into S34/35

Owl Advantage vs An
  (1d20+5)[ 17 ]  / (1d20+5)[ 18 ]   damage  (1d8+6)[ 14 ] 
Owl ends move at T32

Sparks pelt An
 (1d20+4)[ 21 ]   damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 17 ]   damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 15 ]   damage  (1d4+2)[ 5 ] 



Sparks hide   (1d20+4)[ 16 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Not A Pet misses her attack as Hu moves back.

Gobblehop changes into a spider, missing with his web and moving to squat in the exit.  The owl slashes at Ang, knocking him out again.  Two sling stones hit Ang, sending him closer and closer to death, and prompting a cry of dismay from Hu.

Li turns in that direction and speeds past the Mashers ( OA: hit for 6 ) to attack Not A Pet as she stands in the gap, punching and kicking her several times.
 
 Spoiler 

Flurry of Blows, 1 ki point
Attack  (1d20+6)[ 22 ]  or  (1d20+6)[ 19 ]   for  (1d6+3)[ 8 ] 
Attack  (1d20+6)[ 19 ]  or  (1d20+6)[ 24 ]   for  (1d6+3)[ 7 ] 
Attack  (1d20+6)[ 21 ]  or  (1d20+6)[ 11 ]   for  (1d6+3)[ 9 ]  + Open Hand
Attack  (1d20+6)[ 13 ]  or  (1d20+6)[ 24 ]   for  (1d6+3)[ 4 ]  + Open Hand
Open hand Hit #1 will be to prevent reactions until the end of Li's next turn.  no save 
Open Hand hit #2 if applicable will be Dex DC 15 or prone, save  (1d20)[ 16 ] + mod  saved, not prone 
 looks like 13 damage after barbarian resistance 
 
J-H
Lung follows, the gold dragonborn moving into the kitchen and kicking pots aside before lining up and breathing a jet of acid on the Fire spirit and the Mashers.  The flames are weakened, but not put out.  The Mashers, although burned, hold their posts, knowing that their champion leads them.
 
 Spoiler 

Move 5' after using Dragon-doken: Acid
 (2d6)[ 6 ]  acid damage, Dex DC 14 half, 5'x30' line
Fi  (1d20+2)[ 13 ] 
Mashers  (1d20+2)[ 20 ] 
Morale failure below 1/2 squad hp: Averted by Battle Champion
 

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet, Boomfizzle 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 11/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

The Mashers lash out at the monk on their way past, nabbing him on the leg. When the flurry of strikes descends upon Not A Pet, she ENDURES like no other goblin could. Bleeding, battered, bruised, she remains standing, spitting a globule of crimson at the feet of her assailant, defiant.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 Reaction:  Attack Li with daggers
Threefoot Two: 17 to hit, 6 damage
Pondmuck:  Miss


 Not A Pet: 
 Move: 
 Action: 
 Bonus Action: 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 13/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 6/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
[/QUOTE]
Amnestic
]      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 11/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

Inspired by Not A Pet, the Mashers keep fighting. Seeing their daggers had been more effective than slings, they dart in for another cut on their foe, before running away...towards the enemy that just hit them with acid. All part of their master plan.

Not A Pet lets them go, stepping away from the fallen monk. She squares up to the foe in front of her - the healer - before slamming her axe down on the head of the fallen enemy, right in front of him. The skull splits in two, splattering brains and blood across their feet. She withdraws her weapon with a cruel smirk, and runs away.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 BA:  Disengage
 Move:  5ft south, attack, then north+east to AC25, behind the wall (though not dropping prone)
 Action:  Attack Li
Threefoot Two:  (1d20+2)[ 18 ]   (1d4+2)[ 6 ] 
Pondmuck:   (1d20+2)[ 22 ]   (1d4+2)[ 5 ] 
 Not A Pet: 
 Bonus Action:  Disengage
 Move:  5ft south, attack Ang, west to V31
 Action:  Attack - advantage from unconscious/prone
 (1d20+7)[ 27 ]  (1d20+7)[ 18 ]   Damage:   (1d12+6)[ 16 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 10/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 6/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 14/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 3/25
Mudbugs: AC: 14 HP: 20/24
Wolf: AC: 13, HP: 30/30  

Boomfizzle moves to the entryway, summoning a small wolf to attack the monk, before moving north.

Fire teleports away, but then moves back next to Lung.

The Mudbugs move south into the wide part of the tunnel, shooting at Lung, before retreating north.

The wolf then attacks the Dragonborn.
 
 
  
 
 Spoiler: OOC 
   Boomfizzle   Move to V25, Casts  Summon Beast  to Y25
move to S22

 Bonus Action:  Command Fire

  Fire!   Teleport east to AD24, moves back to AA24
Damage  (1d6+2)[ 7 ] 
Saves Lu  (1d20)[ 14 ] 
  Mudbugs   move to W25, shoot through tunnel at Lu, move to S23

 Bonus Action:  Hide  (1d20+4)[ 14 ] 
 Action:  advantage from hiding

Snotgobbler:  (1d20+4)[ 18 ] , damage  (1d8+2)[ 6 ] 
(if advantage  (1d20+4)[ 24 ] )
Dungplop:  (1d20+4)[ 9 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+4)[ 15 ] )
Smash:  (1d20+4)[ 7 ] , damage  (1d8+2)[ 7 ] 
(if advantage  (1d20+4)[ 12 ] )

Wolf: Attack:  (1d20+5)[ 17 ] , damage  (1d8+6)[ 13 ] 
(Pack tactics advantage  (1d20+5)[ 14 ] )
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The Mashers stab Li twice in the back (hit for 11), and run off.  They climb onto the wall, but can't quite make it to the other side.  Not A Pet finishes off Ang with a brutal axe blow that leaves him mostly beheaded.

Boomfizzles fire spirit doesn't manage to hurt Lung, but the summoned wolf bites her less-armored leg (hit for 13).  One crossbow bolt flies true and looks like it'll hit Lung, but she knocks it aside.

(will post Hu's turn later)
J-H
Hu snarls, picks something up off of Ang's belt, fires her bow twice at Not A Pet, and retreats to Z27

 
 Spoiler 

Attack  (1d20+6)[ 23 ]  for  (1d6+3)[ 8 ] 
Attack  (1d20+6)[ 11 ]  for  (1d6+3)[ 4 ] 
 

 =&gt;Gobblehop &amp; Sparks 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  


One of the advantages of this form was the ability to walk on walls and the ceiling, a disadvantage that Gobblehop was now too large for the bolt holes. So he had to take the long way around while his silk supplies restored.

The owl had no such problems and followed Hu, to get to his eyes

The Sparks left their post to head back into the main hall


 
 Spoiler 


Gobblehop dashes along the wall to AH30

Recharge:  (1d6)[ 4 ] 

Owl attacks Hu and retreats again to Z28
 (1d20+5)[ 10 ] , damage  (1d8+6)[ 11 ] 

Sparks double Move to U26 and hide
Sparks hide   (1d20+4)[ 10 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The owl attacks Hu and misses.

Li shouts as the owl past him, turning to attack it, then moving to stand near Hu.
 
 Spoiler 

Owl used all its movement up getting to Hu.
Attack  (1d20+6)[ 22 ]  for  (1d6+3)[ 4 ] 
Attack  (1d20+6)[ 18 ]  for  (1d6+3)[ 5 ]   2 hits for 9 
Attack  (1d20+6)[ 12 ]  for  (1d6+3)[ 5 ] 
 If he kills the owl (AC 13/20hp) he moves and takes his remaining attack(s) on the Mashers 
 
J-H
Lung gives another roar and blasts the Fire Spirit and the Mashers with a frigid blast, before turning and trying to kick the summoned wolf into the wall.
 
 Spoiler 

I missed that the breath weapon REPLACES an attack and isn't an action by itself... so she still gets an attack, and then a Martial Arts attack.
[roll]2d6[roll]  5  cold, 20' cone, Dex DC 14 half
Fi  (1d20+2)[ 20 ]  2 damage
MS  (1d20+2)[ 20 ]  2 damage

Attack  (1d20+6)[ 10 ]  for  (1d6+3)[ 5 ] 
Attack  (1d20+6)[ 19 ]  for  (1d6+3)[ 7 ]   1 hit for 7 
 

 
 Spoiler: Common 

These are conjured beasts, not our true foes!
 

 
 Spoiler: Map 
   
 

 =&gt; Not A Pet, Boomfizzle 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 14/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

The Mashers were still fighting dagger and nail, they leap down from the wall and rush at Li once more, slashing at his legs before jumping away. Not A Pet slinks down the tunnel, cracking another healing potion over her head as she nurses the recent wounds she received. She'd taken a lot of hits, and frankly it was some of the other goblin's turns. Strong as she was she wasn't infinite!
 
 
  
 
 Spoiler: Actions 

 Mashers: 
 BA:  Disengage
 Move:  5ft east, 5ft south, attack, 5ft north, and then I  believe  they should have enough movement to get behind the wall this time.
 Action:  Attack Li
Threefoot Two:  (1d20+2)[ 12 ]   Damage:   (1d4+2)[ 6 ] 
Pondmuck:   (1d20+2)[ 13 ]   Damage:   (1d4+2)[ 4 ] 
 Not A Pet: 
 Move:  East to Y31.
 Action:  Healing Potion for  (2d4+2)[ 7 ] . 7&gt; 14 
 Bonus Action:  Hide  (1d20+3)[ 11 ]   (1d20+3)[ 14 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 8/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 6/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 14/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 1/25
Mudbugs: AC: 14 HP: 20/24
Wolf: AC: 13, HP: 23/30  

Boomfizzle moves back to the hallway, catches a glimpse of Lung and tries to lift him off the ground with the tattoo.

Fire moves south teleporting back to get next to Lung, and leaving a burst of flame for Hu and Li to deal with.

The Mudbugs go through the northern tunnel and make their way into the crafting room, running as fast as they can to get to the darkness.

The wolf maneuvers around and continues to bite at Lung.
 
 
  
 
 Spoiler: OOC 
   Boomfizzle   Concentrates on  Summon Beast 

Moves to W25
Casts Levitate on Lu
DC13 CON Save Lu  (1d20)[ 15 ] 
 If it works, he moves Lu 2’ off the ground  Edit: Made his save
He then backs up to V25

 Bonus Action:  Command Fire

  Fire!   Flies to AA26, teleports to Z24

Damage  (1d6+2)[ 7 ] 
Saves Hu  (1d20)[ 12 ] , Li  (1d20)[ 16 ] 
  Mudbugs   Dash through tunnel at U20 on their way to X19

 Bonus Action:  Hide  (1d20+4)[ 22 ] 
  Wolf   Move around Lu to Y23

 Action:  Attack Lu  (1d20+5)[ 6 ] , advantage  (1d20+5)[ 17 ] 
damage  (1d8+6)[ 8 ] 
 If Lu is levitating, Wolf will move to AA21, taking the AOO 
If Lu is not levitating, Wolf will stay at Y23
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The Mashers miss with their attacks.

Fire teleports and Wolf bites, but the monks dodge, while Boomfizzle's spell fails to take hold.  The Mudbugs scurry north.

Hu attacks the owl several times, hard enough to break the magic animating the simulated creature, and throws more healing powders on Li before retreating through the kitchen to Z20.
 
 Spoiler 

Flurry of Blows, 1 ki point; one of the Flurry attacks is hand of healing.
Attack  (1d20+6)[ 11 ]  for  (1d6+3)[ 5 ] 
Attack  (1d20+6)[ 24 ]  for  (1d6+3)[ 8 ] 
Attack  (1d20+6)[ 18 ]  for  (1d6+3)[ 5 ]   owl had 11/20hp, took 13 damage 
Heal Li  (1d6+3)[ 8 ] 

Move to Z20
 

 =&gt;Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  


Gobblehop ran, still not feeling enough silk building up. Instead he focused on drawing the attention of the intruders.

The sparks meanwhile moved north so they could attack again from the tunnel there.

 
 Spoiler 


Gobblehop dashes along the wall to AA21
Bonus action Disengage

Recharge:  (1d6)[ 4 ] 
 Sparks attack Lu
 (1d20+4)[ 23 ] / (1d20+4)[ 9 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 10 ] / (1d20+4)[ 13 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 24 ] / (1d20+4)[ 16 ] , damage  (1d4+2)[ 5 ] 
 
Move to T20 and hide
Sparks hide   (1d20+4)[ 7 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Gobblehop moves up, and the Sparks noisily move up to the upper tunnel.

Li runs up, following Gobblehop, and strikes out at both the spider, hitting the druid twice, then bopping the summoned wolf in the head before trying to knock Gobblehop down.
 
 Spoiler 

Flurry of Blows 1 ki point
Stunning strike 1 ki point if he hits with one of the first 2 attacks on Gobblehop, DC 15 or stun,  (1d20)[ 17 ] 

Attack Gobblehop  (1d20+6)[ 14 ]  for  (1d6+3)[ 7 ] 
Attack Gobblehop  (1d20+6)[ 14 ]  for  (1d6+3)[ 9 ] 

Attack Wolf  (1d20+6)[ 18 ]  for  (1d6+3)[ 5 ]  + open hand: can't take reactions
Attack ??  (1d20+6)[ 21 ]  for  (1d6+3)[ 6 ]  + open hand: if Gobblehop is stunned, then wolf again, either going for "can't take reactions" or if already done, prone it.. otherwise prone Gobblehop DEX DC 15 or trip  (1d20)[ 16 ]  to resist
 Gobblehop hit for 21 out of I think 26 spider HP? Wolf hit for 5 and can't take reactions 
Then continued movement
 
J-H
Lung encases her hands in frost, then puts an icy uppercut through Boomfizzle's Fire spirit, causing it to gutter out.  She drops a stunning axe-kick on the wolf's head, which launches her into a spinning jump towards Gobblehop.  She lands, spinning into a backfist that misses, but kicks him, causing the goblin to fall to the ground as he reverts to his normal form.

 
 Spoiler 

Punch Fi until Fi dead, then Stun wolf, then Stun Gobblespider
Doing cold damage right now

Attack  (1d20+6)[ 23 ]  for  (1d6+3)[ 8 ]   8 damage, had 6hp left 

Attack  (1d20+6)[ 26 ]  for  (1d6+3)[ 5 ]   crit for 10, and stunned 
 flavor text for movement! 
Attack  (1d20+6)[ 13 ]  for  (1d6+3)[ 8 ]   miss 

Attack  (1d20+6)[ 22 ]  for  (1d6+3)[ 7 ]   hit! Gobblehop out of spider form, 2 points of damage carry over to goblin form 

Stun saves
 (1d20)[ 5 ]   wolf stunned 
 (1d20)[ 20 ]   Gobblehop not stunned 
3 ki points expended
 

 =&gt;Gobblehop Acrobatics DC 10 to not fall prone as you go from spider on the wall to "goblin on the wall with no way to stay there"
Not A Pet, Boomfizzle
Wolf is stunned 
 
 Spoiler: Map 

   
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 14/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

Not A Pet had spent enough time recovering, and so with a massive burst of speed she rushes back into the fray, howling with her axe held high. She leaps over the stunned wolf and swings (with surprising care) at the damnable healer, while the Mashers follow behind to strike at the legs of the coldfist, unable to reach Not A Pet's target. While the battle champion stays in the fray, the Mashers dart away, hiding...slightly.
 
 
  
 
 Spoiler: Actions 

 Not A Pet: 
 Action:  Dash
 Move:  To Y21
 Bonus Action:  Frenzy Attack Hu, no reckless
 (1d20+7)[ 10 ]   Damage:   (1d12+6)[ 8 ] 
 Mashers: 
 BA:  Disengage
 Move:  Up to Lu, attack, retreat to AB23.
 Action:  Attack Lu
Threefoot Two:  (1d20+2)[ 7 ]   Damage:   (1d4+2)[ 5 ] 
Pondmuck:  (1d20+2)[ 19 ]   Damage:   (1d4+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 8/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 6/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 14/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 2/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25 - DEAD
Mudbugs: AC: 14 HP: 20/24
Wolf: AC: 13, HP: 8/30  

Fire finally fizzles out. The wolf rolls his head after the savage attacks from the monks.

Boomfizzle steps through the tunnel and uses the circlet on Li.

The Mudbugs move north and get just into the darkness before shooting back at Li.
 
 
  
 
 Spoiler: OOC 
   Boomfizzle   Concentrates on  Summon Beast 
 Bonus Action:  Hide:  (1d20+5)[ 17 ] 

Moves to Y25
Uses Circlet to cast scorching ray at Li.
#1  (1d20+5)[ 22 ]  (1d20+5)[ 11 ] , damage  (2d6)[ 8 ] 
#2  (1d20+5)[ 15 ]  (1d20+5)[ 19 ] , damage  (2d6)[ 6 ] 
#3  (1d20+5)[ 10 ]  (1d20+5)[ 15 ] , damage  (2d6)[ 4 ] 

Move back to W25

  Fire!   dead

  Mudbugs   move to X13 which puts them just outside of light from drift globe
Attack Li

 Action:  Snotgobbler:  (1d20+4)[ 5 ]  (1d20+4)[ 23 ] , damage  (1d8+2)[ 9 ] 
Dungplop:  (1d20+4)[ 12 ]  (1d20+4)[ 19 ] , damage  (1d8+2)[ 7 ] 
Smash:  (1d20+4)[ 14 ]  (1d20+4)[ 15 ] , damage  (1d8+2)[ 4 ] 
 Bonus Action:  Hide  (1d20+4)[ 20 ] 
 Wolf:  stunned
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Gobblehop doesn't stick the landing as he turns from an 8-legged creature on the wall to a 2-legged creature on the ground, and falls prone.

Not A Pet charges forth fearlessly, but misses.  The Mashers manage to stab Lung for 3 damage.  She's not looking very good.

Boomfizzle sneaks around the corner and blasts Li with fire beams.  Caught by surprise, 2 of them hit (14 damage).  The Mudbugs retreat into the darkness and fire their crossbows.  Li slaps one bolt out of the air, but the other hits.
(Hit for 9- (1d10+6)[ 12 ]  and 7)
J-H
Hu unleashes a flurry of attacks at Gobblehop and Not A Pet, stunning both of them before retreating into the darkness, calling the others to follow her.
 
 Spoiler 

Attack Gobblehop until Stunned, then NAP until Stunned
Attack  (1d20+6)[ 12 ]  for  (1d6+3)[ 5 ]   miss 
Adv if needed Attack  (1d20+6)[ 12 ] 

Attack  (1d20+6)[ 13 ]  for  (1d6+3)[ 5 ] 
Adv if needed Attack  (1d20+6)[ 17 ]   Hit Gobblehop for 5, first Stun save: 6: Stunned 

Attack  (1d20+6)[ 20 ]  for  (1d6+3)[ 7 ]   Hit NAP for 7, second stun save: 5: Stunned 
Adv if needed Attack  (1d20+6)[ 20 ] 
Heal Li  (1d6+3)[ 4 ] 

Stun saves
 (1d20)[ 6 ] 
 (1d20)[ 5 ] 
  (1d20)[ 17 ]  
3 ki points expended
 

 
 Spoiler: Map 

   
 

 =&gt; Sparks 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  


The sparks, sensing weakness attacked Lung, but where hindered by the small size of the tunnel they operated through.

 
 Spoiler 


Sparks squeaze to W21, attack Lung with slings

 (1d20+4)[ 22 ] / (1d20+4)[ 17 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 13 ] / (1d20+4)[ 12 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 23 ] / (1d20+4)[ 23 ] , damage  (1d4+2)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Lung blocks one sling stone, but the other hits her.  She looks pretty close to collapsing.

Li punches and kicks at Gobblehop and Not A Pet, but only hits Gobblehop once, then retreats up the hall towards Hu, taking the light with him.  Lung throws a fiery punch at Gobblehop that goes high, moves away, turns and breathes fire on the goblins, and throws another flaming fist at Not A Pet, which does connect.

The Mashers don't manage to hide behind the corner...but although burned and battered, they haven't given up yet.
 
 Spoiler 

Li
Advantage vs stunned targets
vs NAP
Attack  (1d20+6)[ 11 ]  or  (1d20+6)[ 9 ]  for  (1d6+3)[ 6 ]   miss 
Attack  (1d20+6)[ 14 ]  or  (1d20+6)[ 10 ]  for  (1d6+3)[ 8 ]   miss 
vs Gobblehop
Attack  (1d20+6)[ 17 ]  or  (1d20+6)[ 17 ]  for  (1d6+3)[ 6 ]   hit 

Attack, move to Y20, breath, BA attack, move.
Attacks are straight rolls due to darkness as far as I can tell... advantage vs stunned targets, disadvantage because she can't actually see them with the light moved away.

vs Gobblehop, Attack  (1d20+6)[ 12 ]  or for  (1d6+3)[ 9 ]  fire  miss 

dragon breath, 20' cone (2 ki points)
 (2d6)[ 6 ]  fire damage, Dex DC 14 half
NAP auto-fail
Gobblehop auto-fail due to stun
W auto-fail due to stun
Mashers  (1d20)[ 2 ]  +5 due to cover from the corner

vs NAP, Attack  (1d20+6)[ 19 ]  or for  (1d6+3)[ 5 ]  fire  hit for 5 fire 
 Wolf has 2hp left 
 Masher squad has 2hp left! 
 

 
 Spoiler: Map 

   
 

 =&gt; Mashers, Boomfizzle, Mudbugs, Wolf 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 14/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 2/4, 2nd: 2/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25 - DEAD
Mudbugs: AC: 14 HP: 20/24 

Boomfizzle steps through the tunnel and tries to entangle the monks. Wolf disappears.

The Mudbugs disengage, move back south and try to take advantage of the vines, shooting at the monks.
 
 
  
 
 Spoiler: OOC 
   Boomfizzle   Moves to Y25
Casts entangle Y12-AB15
DC13 STR Save Hu  (1d20)[ 18 ] , Li  (1d20)[ 19 ] , Lu  (1d20)[ 7 ] 
 Bonus Action:  none

  Mudbugs   BA disengage, move to Y19
Attack restrained target, prioritize Lu, Hu, Li

 Action:  Snotgobbler:  (1d20+4)[ 21 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+4)[ 6 ] )
Dungplop:  (1d20+4)[ 6 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+4)[ 5 ] )
Smash:  (1d20+4)[ 14 ] , damage  (1d8+2)[ 4 ] 
(if advantage  (1d20+4)[ 17 ] )
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 6/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Stunned 
 Concentrating: -- 

Not A Pet does not a whole lot, given that she's stunned. Thankfully the Mashers step up to the plate, rushing in to throw rocks before running away again. They're on their last legs too, so they don't really want to be fighting close!

 
 
  
 
 Spoiler: Actions 

 Not A Pet: 
 Action:  -
 Move:  -
 Bonus Action:  -

 Mashers: 
 BA:  Hide:  (1d20+4)[ 16 ] 
 Move:  To Z20, attack Lu, then back to AA22.
 Action:  Attack Lu (+1 bullets)
Threefoot Two:  (1d20+5)[ 22 ]  Possible Hide Advantage:  (1d20+5)[ 22 ]   Damage:   (1d4+3)[ 6 ] 
Pondmuck:  (1d20+5)[ 11 ]  Possible Hide Advantage:  (1d20+5)[ 19 ]   Damage:   (1d4+3)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 2/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 4/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
[/QUOTE][/QUOTE]
J-H
The Mashers attack from the darkness, bringing Lung down after she deflects one sling bullet.

Hu deflects a crossbow bolt from the Mudbugs, then advances to stand next to Lung.  She opens the item she pulled off Ang's belt, revealing it to be a giant fan, covered in silver runes that begin to glow.  A strong wind blasts south from her.

 Wind Fan - Gust of Wind 
60' long x 10' wide, south in columns Y &amp; Z (covers YZ15 to YZ26)
Creatures starting their turns in this line must make DC 13 STR save or be pushed 15’ away. Moving towards source costs 2’ per 1’ movement.

 
 Spoiler: Map 

   
 

 =&gt; Gobblehop, Sparks 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 14/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Gobblehop didn't even try to fight the wind, instead he called another bird right next to the wounded monk, let it attack and move away.
The Sparks were content to pelt her as well.

 
 Spoiler 


Action: Call Bird to AA13
Attack Lung:  (1d20+5)[ 19 ] / (1d20+5)[ 23 ] , damage  (1d8+6)[ 12 ] 
Bird moves to Z4

Gobblehop moves back into cover AB24
Hide  (1d20+3)[ 18 ] 

Sparks attack Lung with slings
 (1d20+4)[ 21 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 23 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 9 ] , damage  (1d4+2)[ 6 ] 

Move back to W21
Hide  (1d20+4)[ 7 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The bird and the sling stones kill Lung.  The dragonborn is dead.

Li pulls out his bow and fires, aiming his shots at the only goblins he can see - the Mudbugs - before retreating.  His first shot takes one of them in the throat.
 
 Spoiler 

Attack  (1d20+6)[ 19 ]  for  (1d6+3)[ 8 ] 
Attack  (1d20+6)[ 25 ]  for  (1d6+3)[ 4 ] 
 

 a goblin has died
squad hp 8/24 

Li moves to U7
 =&gt;Not A Pet, Boomfizzle 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 6/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Emerging from her stunned state, Not A Pet is aware enough to stand strong against the wind that blows her way. She ducks forward, scooping up the sling from Smash's bloodied hand, and looses a stone at the dumb wind-man, before letting the wind carry her back to Boomfizzle for a quick spot of healing. The Mashers dare to dream that they will be the ones to claim a kill, and so the remaining pair run up and fling another set of stones.
 
 
  
 
 Spoiler: Actions 

 Not A Pet: 
 Move:  5ft north (10ft exp), attack, then 20ft south to Y20
 Object Interaction:  Scoop up sling from Smash's body.
 Action:  Sling attack Hu.
 (1d20+5)[ 6 ]   Damage:   (1d4+3)[ 5 ] 

Next fight I'll remember to add some Javelins to her equipment list.

 Mashers: 
 BA:  Hide:  (1d20+4)[ 6 ] 
 Move:  To Z20.
 Action:  Attack Hu (+1 bullets)
Threefoot Two:  (1d20+5)[ 14 ]  Possible Hide Advantage:   (1d20+5)[ 20 ]   Damage:   (1d4+3)[ 7 ] 
Pondmuck:  (1d20+5)[ 13 ]  Possible Hide Advantage:   (1d20+5)[ 13 ]   Damage:   (1d4+3)[ 6 ] 

In the event Not A Pet breaks their concentration, they'll have additional movement after attacking since Gust of Wind won't be a thing - which they'll use to move to AA22.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 2/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 4/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 14/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/4, 2nd: 2/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25 - DEAD
Mudbugs: AC: 14 HP: 8/24 

Boomfizzle lets the wind push him back 5' into the wall. He then steps forward and places his hand on Not a Pet, letting her regain some strength so that she can finish this fight. While he heals her with a spell, he pours his healing potion down her throat.

The remaining Mudbugs also let the wind push them back. They continue to retreat until they are just out of range of the wind. That also puts them in darkness so they can attack from hiding. They launch bolts at Hu.
 
 
  
 
 Spoiler: OOC 
   Boomfizzle   pushed back to Z26, move forward to Z25, cast cure wounds on Not a Pet.  (1d8+3)[ 4 ] 
 Bonus Action/Object interaction:  feed her a potion of healing  (2d4+2)[ 7 ] 

Move 10' west into tunnel

  Mudbugs   pushed 15' back, then move to AA28
They should be in the dark and past Hu's darkvision range for advantage.

 Action:  Snotgobbler:  (1d20+4)[ 16 ]  (1d20+4)[ 24 ] , damage  (1d8+2)[ 4 ]  crit =  8 
Dungplop:  (1d20+4)[ 12 ]  (1d20+4)[ 19 ] , damage  (1d8+2)[ 4 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Not A Pet's attack misses, as do those from the Mashers.  The Mudbugs fire a pair of bolts that hit Hu (hit for 12!).

The half-orc retreats, running back and into the shadow cast by the pillar in the crafting room, where she catches up to the bird and tries to kill it.  She hits it twice, but isn't quite successful in bringing it down, even though she does redirect some ki to staunch her bleeding.
 
 Spoiler 

Flurry of blows with 1 heal for herself.  1 ki point.
Attack  (1d20+6)[ 18 ]  for  (1d6+3)[ 9 ] 
Attack  (1d20+6)[ 11 ]  for  (1d6+3)[ 8 ] 
Attack  (1d20+6)[ 24 ]  for  (1d6+3)[ 6 ] 
 Bird takes 15 damage 
Heal  (1d6+3)[ 8 ] 
 

 =&gt; Gobblehop 
Hu is in AA6 and not lit up due to the pillar blocking light.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 14/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Gobblehop commanded the bird to strike at the other monk, while he moved  until he could see her, to throw stones at her.
That done, he turned himself into a more durable form

 
 Spoiler 


Action: Call Bird to Li
Attack Li:  (1d20+5)[ 23 ] , damage  (1d8+6)[ 8 ] 
Bird moves to V15

Gobblehop moves to AC15
Shoots  (1d20+5)[ 7 ] , damage  (1d4+3)[ 5 ] 
Gobblehop uses bonus action to transform into a cave bear



Sparks double move to W14
Sparks Hide  (1d20+4)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Li collapses to the ground after the bird rakes its talons across him.
 (1d20)[ 16 ] 
=&gt;Not A Pet, Boomfizzle

Strong wind still blowing south 60' from Hu down AA &amp; AB
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 14/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/4, 2nd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25 - DEAD
Ape: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 8/24 

Boomfizzle moves across the hall to get a better line of sight, summoning an ape right next to the fallen Li.

  "Grab the light and kill the other monk!"  

The ape grabs the light and then takes it with her to attack Hu.

The Mudbugs move up to get in short range for their crossbows, but still in the dark and out of range of the gusting wind, and then shoot at Hu.
 
 
  
 
 Spoiler: OOC 
   Boomfizzle   Moves to Z25
Casts Summon Beast to conjure an ape to V7.

 Bonus Action:  Command Beast

 Ape:  Object interaction to grab light.
Move to AB7, attack Hu
 (1d20+5)[ 16 ] , damage  (1d8+6)[ 8 ] 
  Mudbugs   Move to Z22, shoot Hu

 Action:  Snotgobbler:  (1d20+4)[ 16 ] , damage  (1d8+2)[ 8 ] 
(if advantage  (1d20+4)[ 17 ] )
Dungplop:  (1d20+4)[ 15 ] , damage  (1d8+2)[ 5 ] 
(if advantage  (1d20+4)[ 15 ] )

 Bonus Action:  Hide  (1d20+4)[ 13 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
]      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 17/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Newly revitalised, Not A Pet runs back in, as far as her little legs will carry her. The Mashers are already in the lead, heading directly to the unconscious one to finish the job.  "Give up dumb puncher!"  Not A Pet yells in broken common.  "Or fight me like real man. If you dare! Not A Pet challenges you!" 
 
 
  
 
 Spoiler: Actions 

 Not A Pet: 
 Action:  Dash
 Move:  I believe she can get to X12 with all her movement, dodging the entangle.


 Mashers: 
 Action:  Dash
 Move:  To V8.
Since they're on the opposite side of the pillar to Hu,
 BA:  Hide  (1d20+4)[ 20 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 2/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 4/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
[/QUOTE]
J-H
The ape gives Hu a solid punch.  She slaps one crossbow bolt down  (1d10+6)[ 13 ] .  She starts to move away, and nearly falls as the Ape decks her, but she snarls and runs past Li and into the last room after shouldering the door open.  The wind blowing from her blows east through the doorway.
 
 Spoiler: Common 

Die, unskilled brutes!
 

=&gt; Ape OA rolled
 
 Spoiler 

Gust conc check  (1d20)[ 14 ] 
Ape OA  (1d20+5)[ 21 ]  for  (1d8+6)[ 11 ] 
OA hits! Relentless endurance, drop to only 1hp.
Passed Conc check.
Not enough action space left to heal and dash or heal and drag him.
 


Hu is in L7, Wind blowing east through rows 6 &amp; 7 for 60'
 =&gt; Gobblehop, Sparks 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 14/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

The bird followed unrelenting, weaving in and out of the gust of wind, while Gobblehob followed in his bear form. The sparks followed too, but aimed primarily for the other downed monk, making sure she wouldn't get up again.

 
 Spoiler 

Free Action: Command bird
Bird follows through gust of wind
Strenght
 (1d20+4)[ 20 ] 
Bird uses Dodge once he is at S8


Gobblehop moves to V8, mauling the downed monk

 (1d20+6)[ 18 ] / (1d20+6)[ 8 ] 
 (1d20+6)[ 25 ] / (1d20+6)[ 15 ] 



Sparks move to X8
And sling the downed monk

 (1d20+4)[ 12 ] 
 (1d20+4)[ 9 ] 
 (1d20+4)[ 24 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Gobblehop shoves the Mashers aside and mauls Li.
The bird doesn't move as far as it wants, as flying into the wind is still difficult (Bird in T7).
 =&gt; Not A Pet, Boomfizzle 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 17/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

They kept RUNNING instead of FIGHTING. Not A Pet continues her frustratingly earnest chase, while the Mashers follow up, flinging a set of stones past their leader as she exits out of the wind.
 
 
  
 
 Spoiler: Actions 

 Not A Pet: 
 Action:  Dash
 Move:  To Q8.


 Mashers: 
 Move:  To S7
 Action:  Sling Attack Hu
Threefoot Two:  (1d20+4)[ 6 ]  Disadv (Range):  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 6 ] 
Pondfoot: (1d20+4)[ 22 ]  Disadv (Range):  (1d20+4)[ 19 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 2/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 14/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/4, 2nd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25 - DEAD
Ape: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 8/24 

Boomfizzle commands the ape,

  "Follow and kill the monk!"  

The ape chases after Hu. Boomfizzle then yells at the Mudbugs,

  "Let's cut him off!"  

They all run into the living area towards the secret passage.
 
 
  
 
 Spoiler: OOC 
 [B]Ape dashes towards Hu, avoiding the wind as much as possible.

Boomfizzle and the Mudbugs dash towards Q20.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Smash (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
One sling stone flies towards Hu, but she deflects it, then moves slightly south firing two more arrows at Not A Pet... but both miss.
 
 Spoiler 

Moeve to L8, Not A Pet is now in the wind.
Attack  (1d20+6)[ 9 ]  for  (1d6+3)[ 9 ] 
Attack  (1d20+6)[ 14 ]  for  (1d6+3)[ 5 ] 
 

 =&gt;Gobblehop, Not A Pet, Boomfizzle 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 17/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Finally he was back within her range! Within KILLING distance. Not A Pet screams once more, her body filling with fury as she dives at the monk with hatred in her heart and the winds of victory at her back.
 
 
  
 
 Spoiler: Actions 

 Not A Pet: 
 Move:  5ft south, 20ft west, to M9.
 Bonus Action:  Rage
 Action:  Attack, recklessly.
 (1d20+7)[ 23 ]   (1d20+7)[ 9 ]   Damage:   (1d12+6)[ 13 ] 
 Mashers: 
 Move:  To N4
 Action:  Sling Attack Hu
Threefoot Two:  (1d20+4)[ 14 ]   Damage:   (1d4+2)[ 4 ] 
Pondfoot:  (1d20+4)[ 22 ] :  (1d4+2)[ 4 ]   Damage:   (1d4+2)[ 3 ] 

If Not A Pet downs them, they'll instead move into melee with Hu and change to dagger attacks, which drops their attack bonus to +2 and gives them advantage, rolled if necessary:
 (1d20+2)[ 3 ] 
 (1d20+2)[ 9 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two,  Turtleskull , Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 2/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x60
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Javelin x17
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x2
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit
Herbalism Kit
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Helm of Comprehending Languages
Shield of Expression
Wand of Secrets


 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x3
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x61
Waterskin x19
 
J-H
Not A Pet knocks Hu out, and the others finish her off quickly.

 
 Spoiler: Loot 

Ang, 4E Monk
Shortbow
Arrows x 20
Blanket
Torch x 5
Waterskin
Ring of Jumping
Wind Fan (Gust of Wind, DC 13)

Hu, Mercy Monk
Light source:  Darkvision 60’
Shortbow
Arrows x 20
Blanket
Waterskin
Healer’s Kit
Herbalist’s Kit
Ring of Water Walking
Pipes of the Sewers

 Li, Open Hand Monk 
Driftglobe
Shortbow
Arrows x 20
Blanket
Torch x 5
Waterskin
Driftglobe

 Lung, Dragon Monk 
Shortbow
Arrows x 20
Blanket
Torch x 5
Waterskin
Slippers of Spider Climbing
Wizard scroll:  Dragon’s Breath
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 14/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 0/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Gobblehop looked around the devastation and nodded:
 "Right, we'll need some more potions then." 
 
 Spoiler 


Day actions:

1 Brew Potion Health
2 Brew Potion Health
3 Brew Potion Health
4 Scouting (Recruiting)
5 Scouting (Recruiting)
6 Scouting (Herb collecting)
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 17/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

They were finally all dead! Stupid punchers. Axes are always going to beat fists. Humans were so stupid.

Not A Pet pulls one of the reserves - Bad Festival - into service to replace Turtleskull, and then sets about training them up along with the Mudbugs' replacement.
 
 
  
 
 Spoiler: Day Actions 

 Day 33:  Upskill Mudbugs Newbie
 Day 34:  Upskill Mashers Newbie
 Day 35:  Train Mashers with Shortswords (2/2)
 Day 36:  Toughen Mashers (1/3)
 Day 37:  Toughen Mashers (2/3)
 Day 38:  Toughen Mashers (3/3)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 14/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 1/4, 2nd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25 - DEAD
Ape: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 8/24 

Boomfizzle takes the magic fan and gives it to the Mudbugs to use if they need it.

Dungplop selects Bonk, a promising young new recruit, to join his crew. They work on getting him up to speed the first day while Boomfizzle takes the Mashers out recruiting.

Once he has the Mudbugs back, they get to work on more reinforcements for the home.


 
 
  
 
 Spoiler: OOC 
Day 1 Recruit
Day 2 Recruit
Day 3 make Q11 a tiny tunnel for one square
Day 4 Remove walls in Hall 4 and fill in AE-AF 24-25
leaving small tunnel in AE-AF 25.
Day 5 fill in AC-AD with small tunnel in AC-AD 25
Day 6 fill in AA27-29 leaving small tunnel in Z27-29
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
[/QUOTE]
J-H
 Not A Pet 
Magic items are a big part of hitting hard for your skill and size.  You realize one day that you can, just barely, feel magic auras on items.
You can either try to handle it like a spellcaster would by making it systematic, or you can go with your instincts.  What do you choose?
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 17/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Thinking isn't in Not A Pet's skillset. She fights on instinct, and she lives on instinct. Whatever magic an object might have? She'll work it out - by instinct!
 
 
  
 
 Spoiler: Day Actions 

 Day 33:  Upskill Mudbugs Newbie
 Day 34:  Upskill Mashers Newbie
 Day 35:  Train Mashers with Shortswords (2/2)
 Day 36:  Toughen Mashers (1/3)
 Day 37:  Toughen Mashers (2/3)
 Day 38:  Toughen Mashers (3/3)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Short sword x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE]
J-H
Not A Pet can now attune to one additional magic item.

 
Day 1  
Gobblehop brews a healing potion.
Not A Pet trains a new warrior up to the squad’s standard.
Boomfizzle goes out and finds two more goblin warriors.

 Day 2 
Gobblehop brews a healing potion.
Not A Pet trains a new warrior up to the squad’s standard.
Boomfizzle goes out and finds two more goblin warriors.
Population:  18 warriors, 14 noncombatants

 Day 3 
Gobblehop brews a healing potion. (+3 total healing potions to inventory)
Not A Pet finishes training the Mashers to use shortswords.
Boomfizzle gets a lot of earth-moving done.

 Day 4 
Gobblehop goes out scouting.  It’s not hard for a goblin of his skills to identify that a large group of enemies is coming, and rather clumsily too.  Creeping closer, he sees a black-clad humanoid with horns, dyed black hair, armor that smokes, and a shield, plus another medium humanoid wearing a black hooded cloak.  Accompanying them are 5 armored skeletons carrying bows and swords, and 5 zombies.

 =&gt; What do you do? 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Gobblehop came running back, alerting everyone:
 "A necromancer and likely a fallen paladin as well as a hand of archer skeletons and a hand of zombies.
We need to take out the wizard as soon as possible, or they'll overrun us. That means taking them from the rear - and no fire, since the paladin is a Tiefling again." 

Gobblehop summoned his attack owl and supplied the sparks with magic stones.


 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
[/QUOTE]
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 41/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 
 "Bait them in and then hit 'em from behind!"  Not A Pet agrees. And what better bait than her? Loud and distracting.
 
 
  
 
 Spoiler: Notes 

They'll take up position in their typical spot around Z30/Z29.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle agrees with Not a Pet and Gobblehop.

  "Let's keep hidden until the wizard is in the hallway. Let the zombies try to cross the rubble before you jump out of the secret doors. Then attack the wizard first."  

Boomfizzle and the Mudbugs take up their positions in their small hallways.
 
 
  
 
 Spoiler: OOC 
Boomfizzle at AE30 and Mudbugs at AI30, both behind the doors.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The goblins take their positions.

 
 Spoiler: initiative 

Not A Pet &amp; Mashers  (1d20+3)[ 4 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 15 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 7 ] 
Gothica  (1d20+2)[ 14 ] 
Raziel  (1d20+2)[ 11 ] 
Skeletons  (1d20+2)[ 14 ] 
Zombies  (1d20-2)[ 12 ] 
 
J-H
With all of the goblins behind doors, it's hard to hear details - but you can definitely hear the clatter of bones and the thud of clumsy footsteps.
 
 Spoiler: Common 

An arrogant male voice speaks.  "Nothing here.  Perhaps the fools ran away."
A female voice snarks back. "Wouldn't that make them  not  fools?  Did you hear that?"
Both..."From the dead end...a small door."
Female voice. "Got it."

(a pause)
"Oh, caltrops.  We'll have to go slow here."
 


The thunks of clumsy footfalls reach the area in front of Not A Pet's door.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  
 Gobblehop nodded to the Sparks:
 "Time to attack. Aim for the mage" 

The Sparks moved out silently, attacked with their enchanted stones and took cover again.
Gobblehop did likewise, but not so silent, launching an Ice Knife at the mage.

Finally, with a whistle, the conjured bird flew out to also attack the mage.
 
 
 Spoiler 

 Sparks take position at Q32, Gobblehop at Q33

Sparks Magic Stone Attack

 (1d20+5)[ 13 ] / (1d20+5)[ 16 ] , damage  (1d6+3)[ 6 ] 
 (1d20+5)[ 8 ] / (1d20+5)[ 9 ] , damage  (1d6+3)[ 6 ] 
 (1d20+5)[ 16 ] / (1d20+5)[ 7 ] , damage  (1d6+3)[ 7 ] 

Gobblehop
Ice knife
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

 (1d20+5)[ 6 ]  damage  (1d10)[ 6 ] 
Dex saves for potentially 6 opponents

 (1d20)[ 11 ] - (1d20)[ 7 ] - (1d20)[ 17 ] 
 (1d20)[ 12 ] - (1d20)[ 20 ] - (1d20)[ 4 ] 
 (2d6)[ 4 ]  cold damage

Bird flies at mage

 (1d20+5)[ 7 ]  damage  (1d8+6)[ 8 ]  

All impossible, since exit is blocked
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle opens his door just a crack to look.
 
 
  
 
 Spoiler 
Boomfizzle opens his door
He should be in the dark and the hallway still lit up.
His action and the Mudbug's action depend on what he sees.
Keeping door mostly closed for 3/4 cover
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 41/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Hearing slumping movement past  her  door, Not A Pet steels herself and opens it, ready to hit something.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Rage - Frenzy
 Object Interaction:  Open door.
Full turn for her+Mashers to follow once she gets visibility on what's in front of her.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE]
J-H
Boomfizzle opens the door to look out.

Down the hall, he sees:
3 zombies past the caltrops.
A smirking horned man with a translucent purple sword, smoking armor, and shield.  3 skeletons firing arrows at him.
Behind them, a cloaked figure in black, maybe female.
Three arrows coming close, too close...
Ouch, one hits.
 
 Spoiler 

S3 Attack  (1d20+4)[ 20 ]  for  (1d6+5)[ 8 ]  piercing  hit for 8 
S4 Attack  (1d20+4)[ 16 ]  for  (1d6+5)[ 11 ]  piercing
S5 Attack  (1d20+4)[ 14 ]  for  (1d6+5)[ 7 ]  piercing
AC 16, +2 from partial cover due to zombies in the way = AC 18
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle complete turn
Not A Pet
Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 41/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Not A Pet leans out. The big'un was still falling over her caltrops, like an IDIOT. Maybe next time he'd consider being reborn as a superior goblin. Still, the smellies were right in front of her, and that needed to be dealt with. She darts out and swings wildly at the things legs, her Mashers sliding in behind her to stab at its feet with their newly-trained shortswords, before they both jump back into cover.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Rage - Frenzy &lt;- Done
 Object Interaction:  Open door. &lt;- Done
 Move:  5ft down, reckless attack, 5ft back, risking an OA.
 Action:  Attack Z3 recklessly.
 (1d20+7)[ 27 ]  (1d20+7)[ 9 ]   Damage:   (1d12+6)[ 15 ] 
 Mashers 
 Bonus Action:  Disengage
 Move:  10ft down, attack with shortswords, 15ft back.
 Action:  Attack Z3. If Z3 falls, move attack to Z5.
Threefoot Two:  (1d20+4)[ 6 ]   Damage:   (1d6+2)[ 3 ] 
Bad Festival:   (1d20+4)[ 15 ]   Damage:   (1d6+2)[ 5 ] 
Pondmuck:    (1d20+4)[ 15 ]   Damage:   (1d6+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
J-H
Two skeletons farther back see Not A Pet and fire arrows at her.
 
 Spoiler 

Attack  (1d20+4)[ 19 ]  for  (1d6+5)[ 6 ] 
Attack  (1d20+4)[ 18 ]  for  (1d6+5)[ 10 ] 
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 31/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/25
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle summons a ball of fire right next to the Necromancer.

The Mudbugs open their door and shoot at the Necromancer.
 
 
  
 
 Spoiler 
Boomfizzle: Casts Flaming sphere to S33 and BA rams it into the necromancer  (2d6)[ 9 ]  fire damage
DC13 Saves:  Z1  (1d20)[ 20 ] 
S1  (1d20)[ 20 ] 
S2  (1d20)[ 8 ]  
G  (1d20)[ 8 ] 
 S5  (1d20)[ 5 ] 
S4  (1d20)[ 20 ] 
S3  (1d20)[ 9 ]  

Close Door

 Fire: Teleport to S36, move to U36.
Fiery teleport  (1d6+2)[ 5 ]  fire damage
DC13 Saves: S1  (1d20)[ 11 ] 
S2  (1d20)[ 8 ] 
G  (1d20)[ 11 ] 
S5  (1d20)[ 7 ]  

Mudbugs: open door, shoot, close door.
Target someone with advantage first (60-80' away)
+2 AC is ok, if +5 AC cover then move to next target
Prioritize necromancer, skeleton, paladin, zombie.

 Action:  Snotgobbler:  (1d20+4)[ 20 ] , damage  (1d8+2)[ 9 ] 
(if advantage  (1d20+4)[ 24 ] )
Dungplop:  (1d20+4)[ 19 ] , damage  (1d8+2)[ 6 ] 
(if advantage  (1d20+4)[ 17 ] )
Bonk:  (1d20+4)[ 10 ] , damage  (1d8+2)[ 7 ] 
(if advantage  (1d20+4)[ 9 ] )

 Bonus Action:  Hide  (1d20+4)[ 14 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Big Head saw a pair of rotting feat blocking the exit from the hole. That threw his hole plan in disarray.
  Ok, new plan, we kill them one by one, starting with the one in front of the hole.  

With that, one by one the Sparks dashed forward, struck out with their daggers and retreated out of reach back into the chamber. The same happened for the bird and Gobblehop

 
 Spoiler 

Everyone uses disengage as a bonus action - Bird uses flyby

move to Q31 and back again into Chamber E

Gobblehop

Disadvantage due to squeezing
 (1d20+5)[ 19 ] / (1d20+5)[ 19 ] , damage  (1d4+3)[ 7 ] 

Bird
 (1d20+5)[ 11 ] / (1d20+5)[ 18 ] , damage  (1d8+6)[ 7 ] 

Sparks
 (1d20+4)[ 13 ] / (1d20+4)[ 19 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 23 ] / (1d20+4)[ 7 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 5 ] / (1d20+4)[ 23 ] , damage  (1d4+2)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Boomfizzle peeks out the door long enough to summon a flaming sphere.  An arrow clatters off the door right next to his face.
The mudbugs fire crossbow bolts, landing one in Gothica's torso (crit for 18!), while the other is stopped by a magical Shield.

Not A Pet rushes out, gets shot at, and chops a zombie in half.  The mashers follow up, slicing at the next one.
 
 Spoiler 

Crit for 30
Undead fortitude  (1d20)[ 14 ] 
Z5 OA  (1d20+3)[ 14 ]  for  (1d6+4)[ 5 ] 

Mashers 2 hits for 11 damage.  More Undead Forts if Z3 is still up
Undead fortitude  (1d20)[ 12 ] 
Undead fortitude  (1d20)[ 10 ] 
 


The goblins squeeze through the tiny tunnel to attack the zombie blocking it.
 
 Spoiler 

Hits for 7, 7, 4 = 18 damage
 
J-H
The black-robed Gothica chants something ominous.  A translucent humanoid form floats through the wall behind Boomfizzle and attacks him.   The cold chill on his neck catches him by surprise.  He's never seen something like this before!
 
 Spoiler 

Deathly Touch,  (1d20+7)[ 24 ]  for  (1d8+6)[ 9 ]  necrotic, plus WIS DC 15 or Frightened of the undead until the end of Boomfizzle's next turn.  hit 
Conc check  (1d20)[ 1 ]   Flaming Sphere is gone 
Fear check  (1d20)[ 5 ]   Frightened of the ghost 
 
J-H
Two zombies turn and pursue Not A Pet, but can't get past her defenses.
 
 Spoiler 

Only one can reach.  Disadvantage due to squeezing
 (1d20+3)[ 16 ]   (1d20+3)[ 12 ]  for  (1d6+4)[ 7 ] 
 


The other figure, the armored one with the purple sword, moves to where he can see Not A Pet.  He points at her and says something, then sends a ghostly hand to grab her around the neck.
 
 Spoiler: Common 

 "May your muscles weaken and fail, and may death pursue you to the grave!" 
 

 
 Spoiler 

Chill Touch, with advantage  (1d20+7)[ 13 ]  and  (1d20+7)[ 22 ]  for  (2d8+3)[ 6 ]  and can't heal until Raziel's next turn starts  hit 
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 35/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 
 "Blah blah 'I'm so cool' 'I'm so scary'."  Not A Pet yells with a mocking voice as she swings her axe again.  "Humans are all so STUPID. Maybe stop being so STUPID."  Does she realise that the armored man is not a human? It's not entirely clear if that matters to her. Perhaps all tallfolk are just different types of human, in her eyes. They all bleed the same anyway.

The Mashers jump in to help her slash and stab at the zombies in front of her, cutting a path towards the dumb "human".
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action: 
 Move:  None (unless Z4 falls, in which case down 5ft, attack, and then back 5ft).
 Action:  Attack Z4. Advantage due to squeezing.
 (1d20+7)[ 26 ]  (1d20+7)[ 19 ]   Damage:   (1d12+6)[ 8 ] 
 Bonus Action:  Frenzy Attack Z4. If Z4 falls, move 5ft down, attack Raziel, and then move back.
 (1d20+7)[ 10 ]  (1d20+7)[ 13 ]   Damage:   (1d12+6)[ 11 ] 

No advantage on Raziel since he's not squeezing.

 Mashers 
 Bonus Action:  Disengage
 Move:  Down to Z30 or Z31, attack, then back again.
 Action:  Attack Z4 (advantage due to squeezing). If Z4 falls, move attack to Raziel.
Threefoot Two:  (1d20+4)[ 21 ]  (1d20+4)[ 18 ]   Damage:   (1d6+2)[ 6 ]   If Sling damage:  4 (from discord)
Bad Festival:   (1d20+4)[ 10 ]  (1d20+4)[ 19 ]   Damage:   (1d6+2)[ 5 ]   If Sling damage:  3 (from discord)
Pondmuck:   (1d20+4)[ 14 ]  (1d20+4)[ 23 ]   Damage:   (1d6+2)[ 7 ]   If Sling damage:  3 (from discord)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 22/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle screams the loudest bloodcurdling scream you've ever heard from a goblin.

  "Aaaah!"  

He summons Fire behind the ghost, burning it. Fire backs out of the tunnel, and then throws a fiery ball at the ghost before moving further north.

Hearing their leader attacked, the Mudbugs move north to the end of Boomfizzle's tunnel. Seeing the ghost, they all shoot it.
 
 
  
 
 Spoiler 
 Action:  Summon Fire to AG27  (2d6)[ 2 ]  fire damage
Ghost save  (1d20)[ 9 ] 
 Bonus Action:  Command Fire

  Fire!   advantage from ghost squeezing

Fire seed at ghost  (1d20+5)[ 8 ] ,  (1d20+5)[ 20 ] 
Damage  (1d6+2)[ 8 ] 
  Mudbugs   Move to AH27, shoot ghost, advantage from squeezing

 Action:  Snotgobbler:  (1d20+4)[ 17 ] ,  (1d20+4)[ 7 ] , damage  (1d8+2)[ 10 ] 
Dungplop:  (1d20+4)[ 16 ] ,  (1d20+4)[ 8 ] , damage  (1d8+2)[ 8 ] 
Bonk:  (1d20+4)[ 17 ] ,  (1d20+4)[ 5 ] , damage  (1d8+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 15 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Boomfizzle's Fire Spirit attacks the ghost, and the Mudbugs place three well-aimed crossbow bolts through it, causing it to discorporate.

Not A Pet slashes at the zombie in front of her twice, and the Mashers pelt it with rocks
Undead Fortitude  (1d20+3)[ 12 ]  vs DC 8
But it doesn't stop moving.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 2/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Big Head was frustrated - an undead piece of flesh was effectively blocking his attacks. The sparks couldn't move fast enough. So he gave them a movement boost as well. At least now they could move out of the way to let the bird attack


 
 Spoiler 

Everyone uses disengage as a bonus action - Bird uses flyby

Gobblehop

Cast Long Strider on the Sparks

Sparks should be able to move in and out now to let the bird pass

 (1d20+4)[ 20 ] / (1d20+4)[ 22 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 9 ] / (1d20+4)[ 15 ]  damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 19 ] / (1d20+4)[ 12 ]  damage  (1d4+2)[ 3 ] 


Bird
 (1d20+5)[ 21 ] / (1d20+5)[ 17 ]  damage  (1d8+6)[ 11 ] 
 

 
 Spoiler: Big Head's Sparks 


Bubblesnot
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The zombie lashes out as the Sparks approach, but it misses.  They stab it 3 times, then the bird hops through, attacks, and backs up as well.  The zombie finally goes down, its flesh giving out under the barrage of slashes and stabs.

 
 Spoiler 

Readied attack vs. Sparks as enemy moving into range.  Advantage because Sparks are squeezing.
 (1d20+3)[ 7 ] ,  (1d20+3)[ 4 ]  for  (1d6+4)[ 6 ] 
Hits for 6, 5, 3, 11
Undead fortitude saves
 (1d20+3)[ 23 ]  vs DC 5+dmg dealt  pass 
 (1d20+3)[ 20 ]  vs DC 5+dmg dealt  pass 
 (1d20+3)[ 14 ]  vs DC 5+dmg dealt  pass 
 (1d20+3)[ 13 ]  vs DC 5+dmg dealt  fail 
 
J-H
Gothica drinks a healing potion.
 
 Spoiler 

 (2d4+2)[ 9 ] 
 

The skeletons draw their bows.  One hops off the small wall, bends down, and shoots at the Sparks, then steps back up on it while the other skeleton comes down.  The arrow flies true, finding a gap in the armor of one of the Sparks and killing the goblin.
 
 Spoiler 

S1 attacks
Attack  (1d20+4)[ 20 ]  for  (1d6+5)[ 9 ]  piercing  hit vs AC 20 
Sparks are on the pit trap cover and not squeezing, and have partial cover (+2) from tiny entrance.
 

 a goblin has died 

A zombie then moves to partly block the door.  In front of Not A Pet, the zombie tries to grab her and pull her out, but fails.  The other zombie claws the wall in frustration.
 
 Spoiler 

Athletics  (1d20+1)[ 9 ]  vs  (1d20+5)[ 21 ]   (1d20+5)[ 21 ] 
 
J-H
Raziel laughs from in the hall - and suddenly, from behind Not A Pet, as he swings his blade twice - but misses both times.
Also, he smells of skunk spray.
 
 Spoiler 

BA Relentless Hex
Attack  (1d20+7)[ 14 ]  for  (1d8+7)[ 11 ] , crit on 19-20 vs NAP
Attack  (1d20+7)[ 11 ]  for  (1d8+7)[ 11 ] , crit on 19-20 vs NAP
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Not A Pet, Gobblehop 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 22/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 2/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Unwilling to open the door with the skeleton archers on the other side, Boomfizzle, Fire and the Mudbugs retreat to the kitchen.

  "Back to the kitchen!"  
 
 
  
 
 Spoiler 
[B]they all dash
Boomfizzle to AC25
BA hide  (1d20+5)[ 24 ] 
Fire to Z23
Mudbugs to Z20
BA hide behind Fire  (1d20+4)[ 6 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 35/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 
 "HIT THE STINKY!"  Not A Pet calls out to her Mashers as they flank him from front and back. Maybe his fancy sword was fancy, but her nose told her he was a big stinker. The Mashers dart away after their attacks, but Not A Pet herself is surrounded... for now! 
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  None.
 Action:  Attack Raz, Recklessly.
 (1d20+7)[ 16 ]  (1d20+7)[ 26 ]   Damage:   (1d12+6)[ 11 ] 
 Bonus Action:  Frenzy Attack Raz.
 (1d20+7)[ 11 ]  (1d20+7)[ 11 ]   Damage:   (1d12+6)[ 11 ] 
 Mashers 
 Bonus Action:  Disengage
 Action:  Attack Raz (shortswords)
Threefoot Two:  (1d20+4)[ 11 ]   Damage:   (1d6+2)[ 6 ] 
Bad Festival:   (1d20+4)[ 6 ]   Damage:   (1d6+2)[ 8 ] 
Pondmuck:   (1d20+4)[ 16 ]   Damage:   (1d6+2)[ 7 ] 
 Move:  Up 15ft.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE][/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 2/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Gobblehop cursed as one of his Sparks went down. So much for speed. "Just use your slings and pull back. Bird, go the long way round and help Not A Pet"

It was time to make the rats earn their keep. With gestures and keening sounds, Gobblehop motivated the rats to attack the zombie.


 
 Spoiler 

Gobblehop

Handle Animals check:  (1d20+5)[ 22 ] 
If sucessful, three Giant Rats attack the zombie:

 (1d20+4)[ 21 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 5 ] , damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 10 ] , damage  (1d4+2)[ 4 ] 

Advantage due to Packtactics removes squeezing disadvantage

Bird flies to AA29 with dash



Sparks throw stones and pull out into the rat room.

 (1d20+5)[ 10 ] / (1d20+5)[ 25 ] , damage  (1d6+3)[ 6 ] 
 (1d20+5)[ 12 ] / (1d20+5)[ 10 ] , damage  (1d6+3)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 

 Bubblesnot 
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Not A Pet hits Raziel once, although her axe doesn't bite as deep as she expected (temporary HP removed).  Raziel's eyes glow for a moment as Not A Pet hits him, and fire washes over her.  (2d10)[ 7 ] 

The Mashers slash at him with their blades, but fail to do get past his shield and spiky black armor.

The rats and the Sparks attack the zombie in front of them, although it claws at the rats as they appear.  The skeleton behind the zombie also shoots at them.  The undead kill two of the rats.
 
 Spoiler 

Zombie attack  (1d20+3)[ 20 ]  for  (1d6+4)[ 9 ] 
Rats hit for 3 &amp; 4
Sparks hit for 6 &amp; 4.  I don't see a source of advantage for them.
Skeleton attack  (1d20+4)[ 15 ]  for  (1d6+5)[ 10 ] 
The readied attacks should potentially go off before the rat damage happens, but I'm just calling it simultaneous this one (lazy DM?)
 
J-H
Hearing some of the retreat, Gothica cautiously moves forward, screened by her skeletons.  She casts a spell, and a few moments later, a glowing skeleton moves around the corner near room 1.  Sighting Boomfizzle, it points at him, and fires a black beam of energy that crackles over his head.

Three skeletons move up with Gothica, while the Zombie in front of Not A Pet tries to bite her, but misses.  One of the skeletons shoots the remaining rat.

 
 Spoiler 

Summoned skeleton
Grave Bolt  (1d20+7)[ 8 ]  for  (2d4+6)[ 9 ]  necrotic damage.

vs NAP
Z4  (1d20+3)[ 12 ]  or  (1d20+3)[ 9 ]  for  (1d6+4)[ 8 ] 

vs Rats
S1  (1d20+4)[ 15 ]  for  (1d6+5)[ 7 ]  rat is hit for 7 and dies. 
 S2  (1d20+4)[ 8 ]  for  (1d6+5)[ 6 ] 
Z2  (1d20+3)[ 5 ]  for  (1d6+4)[ 9 ]   
 
J-H
"You'll die soon, little axe-bearer." Raziel hisses.  The weight of his curse bears on Not A Pet.  She takes  4  psychic damage, as does the summoned owl.  Raziel casts a spell, and his armor is coated in a thick layer of spiked ice.

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Not A Pet, Gobblehop 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 22/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 4/4, 2nd: 1/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle dodges the necrotic bolt. He looks at the skeleton and decides to fight summons with summons. A wolf appears next to the skeleton and tries to bite it. Boomfizzle commands both the wolf and Fire at the same time.

  "Kill the skeleton!"  

The Mudbugs retreat into the darkness and shoot three bolts at the warlock.
 
 
  
 
 Spoiler 
  Boomfizzle  
Casts Summon Beast to conjure a wolf to AG 24.

 Bonus Action:  Command Fire
 Free Action:  Command wolf

Move to Y20

 Wolf:  Attack Skeleton, stay at AG 24
 (1d20+5)[ 15 ] , damage  (1d8+6)[ 7 ] 
  Fire!  

Fire seed at skeleton  (1d20+5)[ 23 ] 
Damage  (1d6+2)[ 8 ] 

Move to AD25

  Mudbugs   Move back to to Z16, shoot Ra
Advantage from darkness

 Action:  Snotgobbler:  (1d20+4)[ 23 ] ,  (1d20+4)[ 6 ] , damage  (1d8+2)[ 8 ] 
Dungplop:  (1d20+4)[ 19 ] ,  (1d20+4)[ 23 ] , damage  (1d8+2)[ 10 ] 
Bonk:  (1d20+4)[ 24 ] ,  (1d20+4)[ 24 ] , damage  (1d8+2)[ 10 ] 
 Bonus Action:  Hide  (1d20+4)[ 9 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 24/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Fire! Brain pain! And then ice? For a moment Not A Pet is concerned by the icy shield but just as quickly the Mudbug's crossbows pierce through and shatter it. Not A Pet doesn't think! She just hits! Screaming with superiority, she swings wildly, the Mashers jumping back in to assist.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  None.
 Action:  Attack Raz, Recklessly.
 (1d20+7)[ 21 ]  (1d20+7)[ 18 ]   Damage:   (1d12+6)[ 11 ] 
 Bonus Action:  Frenzy Attack Raz.
 (1d20+7)[ 25 ]  (1d20+7)[ 13 ]   Damage:   (1d12+6)[ 14 ] 
 Mashers 
 Bonus Action:  Disengage
 Move:  Down to Raz, attack, then back 15ft. If he falls over, they'll stay in place at Raz's side.
 Action:  Attack Raz (shortswords)
Threefoot Two:  (1d20+4)[ 18 ]   Damage:   (1d6+2)[ 5 ] 
Bad Festival:  (1d20+4)[ 14 ]   Damage:  (1d6+2)[ 5 ] 
Pondmuck:  (1d20+4)[ 12 ]  Damage:   (1d6+2)[ 7 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
+1 Bullets: 2/10
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE][/QUOTE][/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 2/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  
 "It's no good, we need to take the other exit."  Gobblehop called to the remaining Sparks as he heard the rats being slaughtered.

Both ran towards the middle corridor, while the bird went about scratching the armored man's eye's out.


 
 Spoiler 

Gobblehop and Sparks dash towards Y and X 26
Bonus action Shilleagh

Bird attacks Raziel, moves to AD 25

 (1d20+5)[ 7 ]  damage  (1d8+6)[ 11 ] 
 

 
 Spoiler: Big Head's Sparks 

 Bubblesnot 
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Fire and the summoned wolf both hit the skeleton.

The mudbugs shatter the armor (38 total damage!)

Not A Pet recklessly attacks Raziel, knocking him unconscious.  The Mashers move up and stab him repeatedly through gaps in his armor.  He's dead.

Gothica's summoned skeleton fires another Grave Bolt at Boomfizzle, ignoring the wolf in front of it, but misses as the wolf jostles its bony arm.
Gothica casts a spell, and her 3 skeletons move up and fire arrows at Not A Pet.  Not A Pet shrugs it off, and the arrows miss, although the zombie in front of Not A Pet does chomp on her arm.
 
 Spoiler 

Grave Bolt  (1d20+7)[ 16 ]   (1d20+7)[ 11 ]   disadvantage due to being ranged while in melee for  (2d4+6)[ 10 ]  necrotic  miss 

Gothica casts Hold Person on Not A Pet Wis DC 15 or paralyzed
NAP Wis save  (1d20)[ 20 ]   saved 

Skeletons fire at NAP.
S3  (1d20+4)[ 16 ]  for  (1d6+5)[ 10 ] 
Adv if applies  (1d20+4)[ 8 ] 

S4  (1d20+4)[ 10 ]  for  (1d6+5)[ 9 ] 
Adv if applies  (1d20+4)[ 24 ] 

S5  (1d20+4)[ 8 ]  for  (1d6+5)[ 7 ] 
Adv if applies  (1d20+4)[ 7 ] 

Z4  (1d20+3)[ 23 ]  for  (1d6+4)[ 10 ]   disadvantage from squeezing, so not a crit... 10 damage before resistance 
Adv if applies  (1d20+3)[ 22 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 19/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

The Mashers fling their rocks, while their leader...

 "WITNESS ME MIGHTY ONE!"  Not A Pet screams as she stands atop the defeated stinky, only to be clawed in the back by another stinkier zombie. She spins, swinging her axe to taste human bone and flesh. Even if they were zombies, they were still humans, and humans needed to die and die again.
 
 
  
 
 Spoiler: Actions 

 Mashers 
 Bonus Action:  Disengage
 Action:  Attack Z4 with slings (if still up). If downed before/during turn, switch to S4, then S3.
Threefoot Two:  (1d20+5)[ 10 ]  (+1 bullet)  Damage:   (1d4+3)[ 7 ] 
Bad Festival:  (1d20+5)[ 12 ]  (+1 bullet)  Damage:   (1d4+3)[ 7 ] 
Pondmuck:  (1d20+4)[ 21 ]  (normal bullet, magic ones expended)  Damage:   (1d4+2)[ 5 ] 
 Move:  5ft east, 5ft south


 Not A Pet:- 
 Move:  As necessary.
 Action:  Attack Z4. If it goes down during or before her turn, she'll move south 5ft, west 10ft, then south 5ft (at half speed) to X32 and switch targets to Gothica.
 (1d20+7)[ 17 ]  Squeezing Advantage:  (1d20+7)[ 13 ]   Damage:   (1d12+6)[ 13 ] 
 Bonus Action:  Frenzy Attack Z4 or Gothica.
 (1d20+7)[ 23 ]  Squeezing Advantage:  (1d20+7)[ 10 ]   Damage:   (1d12+6)[ 16 ] 

If she does get to hit Gothica, she'll activate Reckless attack to keep advantage.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 22/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle yells to Fire and the wolf.

  "Kill the skeleton! Then go towards the front to get the skeletons."  

He then goes back around the corner, barely reaching Not a Pet and healing her before she charges into the hallway.

The Mudbugs shoot three bolts at the first zombie and then move up behind the door frame.
 
 
  
 
 Spoiler 

  Boomfizzle  
 Bonus Action:  Command Fire
Free: Command wolf
Move to AA29
Cast Cure Wounds on NAP  (1d8+3)[ 6 ] 

Wolf: Attack Skeleton
 (1d20+5)[ 22 ] , damage  (1d8+6)[ 8 ] 
 If skeleton falls, move south to AF29 
If skeleton is still up, move to AG24

  Fire!  
 If skeleton is down, dash to AC32 
If skeleton is still up, move to AG25
Teleport to AH27, leaving wolf at AH26
Fiery Teleport Damage  (1d6+2)[ 7 ] 
DC13 Dex save  (1d20)[ 13 ] 
  Mudbugs   Shoot zombie 4, move to AA19
Advantage from darkness

 Action:  Snotgobbler:  (1d20+4)[ 18 ] ,  (1d20+4)[ 19 ] , damage  (1d8+2)[ 3 ] 
Dungplop:  (1d20+4)[ 14 ] ,  (1d20+4)[ 14 ] , damage  (1d8+2)[ 7 ] 
Bonk:  (1d20+4)[ 10 ] ,  (1d20+4)[ 14 ] , damage  (1d8+2)[ 8 ] 
 Bonus Action:  Hide  (1d20+4)[ 9 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 2/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  
 "Get the human." 
Gobblehop commanded the bird, while he and the remaining sparks targeted the skeleton visible through the door, before going back into cover.

 
 Spoiler 

Gobblehop and Sparks come out of cover to use slings vs. Skeleton
Bonus action magic stones for sparks

 (1d20+5)[ 16 ]  damage  (1d6+3)[ 6 ] 
 (1d20+5)[ 24 ]  damage  (1d6+3)[ 8 ] 
 (1d20+5)[ 7 ]  damage  (1d6+3)[ 4 ] 

Bird moves to X32, attacks Gothica

 (1d20+5)[ 22 ]  damage  (1d8+6)[ 13 ] 
 

 
 Spoiler: Big Head's Sparks 

 Bubblesnot 
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Wolf bites the skeleton, and the Mudbugs shoot the zombie.  It absorbs an improbable number of crossbow bolts, but finally goes down.
 
 Spoiler 

Con saves to stay up
 (1d20+3)[ 8 ]   DC 8
 (1d20+3)[ 16 ]   DC 12
 (1d20+3)[ 7 ]   DC 13
 
J-H
The mashers launch sling stones at the armored skeletons, scoring 1 hit (5-&gt;10 damage). Not A Pet comes roaring out, has two skeletons down the hall shoot at her, and hits Gothica once after her first attack is blocked by  Shield 
The summoned bird follows up, bringing Gothica down.
Sling stones cause one of the skeletons to collapse, and damage another.
 
 Spoiler 

S1 Attack  (1d20+4)[ 18 ]  for  (1d6+5)[ 9 ] 
S2 Attack  (1d20+4)[ 9 ]  for  (1d6+5)[ 9 ] 
No advantage as Reckless hasn't started yet.
Shield, 1 hit on Gothica for 16.
Bird hits for 13.  Gothica is at 0.

S4 is down, last hit redirects to S3.

Gothica death save  (1d20)[ 13 ] 
 
J-H
The zombie reverses directions, heading towards Not A Pet.  Three skeletons fire arrows at her, while the last draws a shortsword and attacks.
 
 Spoiler 

Zombie dash.
arrows
S1  (1d20+4)[ 12 ]  for  (1d6+5)[ 10 ] 
S2  (1d20+4)[ 11 ]  for  (1d6+5)[ 8 ] 
S3  (1d20+4)[ 10 ]  for  (1d6+5)[ 7 ] 
shortsword
S5  (1d20+4)[ 11 ]  for  (1d6+5)[ 6 ] 
 rolled advantage in Discord, first two hit, 10 &amp; 8 damage, 5 &amp; 3 after resists 
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 19/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

In the thick of things! Exactly where she belonged! Not A Pet remembers keenly had she'd executed the dumb punchman from their last fight and looks to do the same to the smelly witch, though not before smashing a potion over her head. The Mashers aid their Champion with a volley of stones at the skeletons surrounding her.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To Z33
 Action:  Potion herself:  (2d4+2)[ 7 ]  (12-&gt; 19 )
 Bonus Action:  Frenzy Attack Gothica.
 (1d20+7)[ 26 ]  Unconscious:  (1d20+7)[ 22 ]   Damage:   (1d12+6)[ 11 ] 
 Mashers 
 Bonus Action:  Disengage
 Move:  Down to Z30, attack, then back again.
 Action:  Attack S3 with slings. If dead, move to S5. If  also  dead, move to Gothica. If somehow all three dead, they'll move down to Z31 to shoot at Z5.
Threefoot Two:  (1d20+4)[ 23 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:   (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 5 ] 
Pondmuck:   (1d20+4)[ 22 ]   Damage:   (1d4+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 22/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle moves slightly west, sees NAP surrounded and decides to help. Fire is too far away, so he summons her agin, placing her in the hallway to catch some of the skeletons in her initial burst.

  "Get Not a Pet out of there!"  

Fire flies over and teleports away with Not a Pet.

Wolf dashes through the tunnel, busts open the door and continues towards the enemy, ending up right next to the fallen wizard.

The Mudbugs shoot three bolts at the first skeleton while they move south.
 
 
  
 
 Spoiler 
  Boomfizzle   Concentrates on Summon Beast.
Moves to Z29, summons Fire to AA32. (previous one disappears)
 (2d6)[ 7 ]  fire damage to S5,S3, and G
DC13 Dex saves S5  (1d20)[ 2 ] , S3  (1d20)[ 14 ] 
 Bonus Action:  Command Fire
Move back to AA29

  Fire!  
Move to Y32
Teleport to AC31, taking NAP to AB31
Fiery Teleport Damage  (1d6+2)[ 8 ] 
DC13 Dex save Z5  (1d20)[ 13 ] , S5  (1d20)[ 10 ] 

Wolf: Through tunnel, bust open door, along alcove then to Z32

  Mudbugs   Move to Z20, Shoot S3, then S5, then G
Finish move to AB24
Advantage from darkness vs. S3, not S5 (they'll be within 60' by the time they can see S5)

 Action:  Snotgobbler:  (1d20+4)[ 19 ] ,  (1d20+4)[ 11 ] , damage  (1d8+2)[ 3 ] 
Dungplop:  (1d20+4)[ 16 ] ,  (1d20+4)[ 19 ] , damage  (1d8+2)[ 10 ] 
Bonk:  (1d20+4)[ 22 ] ,  (1d20+4)[ 24 ] , damage  (1d8+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 23 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Not A Pet finishes off Gothica, while the Mashers kill the last skeleton nearby.

S1, S2, Z2, Z5 remain.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 2/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

The bird continues to attack the remaining zombie as the only other human nearby.
Gobblehop deemed it time to go cavebear again. He stormed out through the narrow passage, transformed and slashed at the remaining Zombie

The sparks only peeked out through the door, threw some stones at the remaining skeleton and went back into cover

 
 Spoiler 

Gobblehop moves to Y32 and attack Z5 as a brown bear

 (1d20+6)[ 23 ]  damage  (1d8+4)[ 9 ] 
 (1d20+6)[ 21 ]  damage  (2d6+4)[ 11 ] 

Bird attacks Z5 and ends up at AA27
 (1d20+5)[ 9 ]  damage  (1d8+6)[ 11 ] 


Sparks have 40ft movement
end up back at AA31 after attacking S1

 (1d20+4)[ 7 ]  damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 19 ]  damage  (1d4+2)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 

 Bubblesnot 
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The zombie just won't die.

The Sparks score one hit (4x2=8) on the skeleton.

The zombie steps out of the alcove and attacks Gobblehop.
 (1d20+3)[ 8 ]  for  (1d6+4)[ 7 ] 

The two skeletons fire at him also.
 (1d20+4)[ 23 ]  for  (1d6+5)[ 6 ] 
 (1d20+4)[ 10 ]  for  (1d6+5)[ 9 ] 
 =&gt; Players 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 19/41 
 PP: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Their victory was a foregone conclusion! Probably. But Not A Pet and the Mashers needed to make sure of it, so they don't let up their assault.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  NW 5ft (10 expended) to attack Z5. If Z5 is down before or gets downed during her turn, then onwards to V31.
 Action:  Reckless attack Z5.
 (1d20+7)[ 12 ]   (1d20+7)[ 20 ]   Damage:  (1d12+6)[ 14 ] 
 Bonus Action:  Frenzy Attack Z5.
 (1d20+7)[ 20 ]   (1d20+7)[ 22 ]   Damage:  (1d12+6)[ 17 ] 

In the event that Z5 is down before her turn, she'll keep the movement as above and instead switch to throwing a javelin at S1. In which case, can't reckless or bonus action attack, and attack bonus drops to +5. Jav damage:  (1d6+3)[ 8 ] 
 Mashers 
 Bonus Action:  Disengage
 Move:  Down to Z31, attack Z5 (if alive). If dead, move to W31 and attack S1 or S2.
 Action:  Attack with slings, as above.
Threefoot Two:  (1d20+4)[ 18 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:  (1d20+4)[ 5 ]   Damage:   (1d4+2)[ 6 ] 
Pondmuck:  (1d20+4)[ 12 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 22/31 | PP: 14 PIv: 11 PIs: 12
Spell slots, 1st: 3/4, 2nd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 25/25
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Sensing victory close by, Boomfizzle, Fire, and the Mudbugs all pile into the hallway to try to take out the remaining undead at the end of the hall.

Wolf attacks the nearest zombie if it's still up, otherwise dashing to get to the remaining enemy.
 
 
  
 
 Spoiler 
[B]  Boomfizzle   Concentrates on Summon Beast.
Moves to Z31, uses circlet of blasting on S1, S2, Z2
 (1d20+5)[ 14 ] ,  (2d6)[ 6 ]  fire damage
 (1d20+5)[ 22 ] ,  (2d6)[ 10 ]  fire damage
 (1d20+5)[ 16 ] ,  (2d6)[ 6 ]  fire damage

 Bonus Action:  Command Fire

  Fire!  
Move to W33, attack S1, S2, Z2
Fire Seed  (1d20+5)[ 9 ] ,  (1d6+2)[ 6 ] 

Wolf: If Z5 is still up attack it
 (1d20+5)[ 22 ] , pack tactics  (1d20+5)[ 24 ] ,  (1d8+6)[ 10 ] 
If Z5 is down, dash to R32

  Mudbugs   Move to Z30, attack S1,S2, Z2

 Action:  Snotgobbler:  (1d20+4)[ 17 ] , damage  (1d8+2)[ 6 ] 
Dungplop:  (1d20+4)[ 5 ] , damage  (1d8+2)[ 5 ] 
Bonk:  (1d20+4)[ 17 ] , damage  (1d8+2)[ 6 ] 
 Bonus Action:  Hide  (1d20+4)[ 11 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/31 | PP: 14 PIv: 10 PIs: 12
Spell slots, 1st: 2/4, 2nd: 1/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Now there wasn't much left to do but charge forward and kill things before they could return the favor. And so Gobblehop and the Sparks did - with the help of bird.

 
 Spoiler 

Assumung Z5 is finally dead, the Sparks pop out to hit one of the remaining Skeletons (the one nearer final death)

 (1d20+4)[ 8 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 14 ] , damage  (1d4+2)[ 6 ] 

Gobblebear charges forward, uses climb speed to get past caltrops and difficult terrain before moving on the ground to the remaining enemies, target priority to Skeletons

 (1d20+6)[ 21 ] , damage  (1d8+4)[ 8 ] 
 (1d20+6)[ 11 ] , damage  (2d6+4)[ 11 ] 

Bird follows and attacks remaining foes, same priority
 (1d20+5)[ 14 ] , damage  (1d8+6)[ 9 ] 
 

 
 Spoiler: Big Head's Sparks 

 Bubblesnot 
Rotrustler
Fiercetooth

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Circlet of Blasting brings down a skeleton, and the wolf finally bears the nearby zombie to the ground.

Not A Pet and the Mashers each hit the skeleton once.

Gobblebear destroys the last skeleton.  As he moves up, the zombie attacks him.
 (1d20+3)[ 12 ]  for  (1d6+4)[ 8 ] 

The summoned owl then finishes off the last zombie.

The area falls silent except for the hard breathing of tired goblins.  You did it!

 Level up to 5! 
 Loot 
 Raziel, Hexblade  
Magic armor, smells like skunk
Shield
Magic cloak, smells like skunk
Bedroll
Tent
Rations x 5
Wineskin
Black hair dye
Book of badly written, angsty poetry

 Gothica, Necromancer 
Gold-gilded skull worth 300gp
Magic dagger
Magic rock
Magic needle
Scale Mail Armor x 5 (skeletons)
Shortsword x 5 (skeletons)
Shortbow x 5 (skeletons)
Arrows x 100 (skeletons)
Backup spellbook containing: Animate Dead, Blight, Ray of Sickness.  Inks for copying 6 levels  of spells.
Hammock
Rations x 2
Disguise kit
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Feeling stronger than ever, Not A Pet roars with victory. She orders the zombie piles to be dragged out and move into the sarcophagus tunnel. Surely putting a bunch of skeletons near the spooky coffin wouldn't cause problems? All she wanted as for one set of adventurers to open up the box and get themselves killed on it. That's all! Not too much for a goblin to ask for really.

With Big Head gone they were forced to identify the shinies one at a time, but once that was done she went right back to trying to toughen up her Mashers.
 
 
  
 
 Spoiler: Day Actions 

 Day 37:  Retrain Sparks
 Day 38:  Identify
 Day 39:  Identify if any items left to do so. Else, toughen Mashers (1/3)
 Day 40:  Identify if any items left to do so. Else, toughen Mashers (2/3)
 Day 41:  Identify if any items left to do so. Else, toughen Mashers (3/3)
 Day 42:  Identify if any items left to do so. Else, toughen Sparks (1/3)

Once magic items are identified and people claim any they want, I'll put loot in the updated list.

Also, move cantrips to R32/33 and S32/33.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE]
J-H
A forager named Pebbles finds some sweet fruit.  It can serve as components for brewing 2 healing potions at once, or she can bake it to make a dessert for the tribe.  Which option do you choose?
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle and the Mudbugs get to work identifying the magic items. Working together, it takes an entire day for each item, mostly because Snotgobbler keeps getting distracted and making them start all over. He's been shooting well with the crossbow though, so Boomfizzle lets it slide.

Once the items are identified, he offers to Gobblehop to make any changes to the tunnel at the west end of the entrance. Then he starts making potions.

When Pebbles finds the fruit, he offers her a choice,   "Would you rather we make healing potions to keep Not a Pet alive to protect you, or would you rather bake a cake for everyone?"  

If she has no preference, he suggests the cake to help with morale, but he defers to Not a Pet and Gobblehop.
 
 
  
 
 Spoiler 
1. Identify magic items until we have them all.

2. Construction on western tunnel, maybe taking the secret door from Q20 if that gives us a better DC.

3. Brew healing potions
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

Gobblehop didn't have to think long:  "Brew potions. We need to keep the berserker going." 

After that, he showed Boomfizzle the problem with the secret tunnel - he wanted to keep the entrance tiny, but the rest of the tunnel into the now empty rat chamber should be just small for everyone to move through more quickly.

The new Spark recruit was one of the wanding goblins, a pretty small and introverted one, with the habit of keeping himself in a coating of mud and slime at all times. It didn't take long until his new nickname "Pitchfoot" was official.

After that, Gobblehop renewed his efforts to scout and keep the cave save.


 
 Spoiler 


1. Identify
2. Brew Potion
3. Scout - Find replacement guard animals
4. Scout - Recruiting wandering goblins
5. Scout - Find guard animals
6. Scout - Search for herbs
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

They already had herbs for potions, and besides she was super tough. She didn't need the help. Probably. And cake? When did they get cake? They never got cake.  "Cake,"  She concludes,  "will help me fight harder." 
 
 
  
 
 Spoiler: Day Actions 

 Day 37:  Retrain Sparks
 Day 38:  Identify
 Day 39:  Identify if any items left to do so. Else, toughen Mashers (1/3)
 Day 40:  Identify if any items left to do so. Else, toughen Mashers (2/3)
 Day 41:  Identify if any items left to do so. Else, toughen Mashers (3/3)
 Day 42:  Identify if any items left to do so. Else, toughen Sparks (1/3)

Once magic items are identified and people claim any they want, I'll put loot in the updated list.

Also, move cantrips to R32/33 and S32/33.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 16 (hide armour, shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate of Acid Resistance
Breastplate
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
J-H
 Day 1 
Boomfizzle identifies the cloak as a Mantle of Spell Resistance
Gobblehop identifies the stone as an Ioun Stone of Sustenance
Not A Pet trains the new Spark.

 Day 2 
Boomfizzle identifies the stone as Smoldering Spiked Armor
Gobblehop brews a healing potion.
Not A Pet identifies the armor as a Barrier Tattoo (AC 12).

The dessert ends up being a sweet jam-like sauce that goes well on meat, bread, and mushrooms.  It tastes delicious, and there’s enough to last for several meals.  The goodberries don’t benefit as much from it, but nobody is hungry and it’s still yummy.

 Day 3 
Boomfizzle identifies the dagger as a Dagger +1.
Gobblehop goes looking for friendly animals (d20 rolled: 4. No success).
Not A Pet starts teaching the Mashers to be tougher.

 Day 4 
Boomfizzle brews a healing potion.
Gobblehop goes recruiting and finds another wandering goblin warrior.
Not A Pet continues teaching the Mashers to be tougher.

The night of day 4…

Skunk check: 9.
Everyone is bunked down for the night with doors closed.  Nobody smells the oil on the hinges of the front door.
No guard rotation has been set up, so the first sign any of you have of anything going wrong is when a pair of goblins who left the sleeping area to use the bathroom (out past the kitchen) come back yelling.  The two doors to Room 4 – the crafting storage – are open, and they don’t think they should be.  They went to peek in and someone threw an axe at them!
There must be intruders!

 
 Spoiler: initiative 

Not A Pet &amp; Mashers  (1d20+3)[ 13 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 7 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 16 ] 
Selina  (1d20+4)[ 15 ] 
Kent Allard  (1d20+3)[ 7 ] 
Sir Percy  (1d20+4)[ 7 ] 
Clayton  (1d20+2)[ 12 ] 
 

 
 Spoiler: Map 

   
Enemy is actively using stealth skills so you don't know where anyone is.
 

 edit: We'll go round by round with initiative time kicking over when contact is actually made 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions: Long Strider Concentration: Summon Beast     
 
  
 "We have to search systematically. I'll take the south and call up another owl." 

Moving quickly through the enlarged tunnel, he did just that calling up another, slightly larger bird The creature was fast and stealthy, covering a lot of ground


 
 Spoiler 

Gobblehop moves to Q31
Bonus action, magic stones handed to the sparks that are following behind and try to be silent
 (1d20+4)[ 24 ] 

C onjuring just beyond the caltrops 8 CR 1/4 Panthers
Panther
 
 Spoiler: Panther 
MM p333
Medium Beast, Unaligned
Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR	DEX	CON	INT	WIS	CHA
14 (+2)	15 (+2)	10 (+0)	3 (-4)	14 (+2)	7 (-2)
Skills Perception +4, Stealth +6
Senses passive Perception 14
Languages —
Challenge 1/4 (50 XP) 	Proficiency Bonus +2
Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
 


Appear at T to W 32 to 31 - sneak along the walls across the difficult terrain, making perception checks
Move to AA to AD following the large tunnel.

Sneak:  (1d20+6)[ 26 ] 
Sneak:  (1d20+6)[ 12 ] 
Sneak:  (1d20+6)[ 11 ] 
Sneak:  (1d20+6)[ 25 ] 
Sneak:  (1d20+6)[ 14 ] 
Sneak:  (1d20+6)[ 7 ] 
Sneak:  (1d20+6)[ 16 ] 
Sneak:  (1d20+6)[ 26 ] 

Perception w/advantage  (1d20+4)[ 16 ] / (1d20+4)[ 21 ] 
Perception w/advantage  (1d20+4)[ 22 ] / (1d20+4)[ 15 ] 
Perception w/advantage  (1d20+4)[ 23 ] / (1d20+4)[ 24 ] 
Perception w/advantage  (1d20+4)[ 8 ] / (1d20+4)[ 20 ] 
Perception w/advantage  (1d20+4)[ 8 ] / (1d20+4)[ 22 ] 
Perception w/advantage  (1d20+4)[ 5 ] / (1d20+4)[ 14 ] 
Perception w/advantage  (1d20+4)[ 14 ] / (1d20+4)[ 21 ] 
Perception w/advantage  (1d20+4)[ 24 ] / (1d20+4)[ 22 ] 
 
 
 
 
 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump 
 Concentrating: -- 

Not A Pet grabs up her longbow. It was going to be a long and glorious night... "Get back! We'll handle this."  She commands, striding forward while she points her Mashers to flank around one of the tunnels.
 
 
  
 
 Spoiler: Day Actions 

 Not A Pet:- 
 No Action:  Direct NCs to hide in rooms A/D.
 Bonus Action:  Ring of Jump.
 Action:  Dodge, to negate squeezing she's doing.
 Move:  To X25. I think that takes a total of 35ft movement. If possible, peak around the corner to see what's going on in room 4.



 Mashers:- 
 Move:  To S21.
 Action:  Don shields
 Bonus Action:  Hide  (1d20+4)[ 23 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle motions for the Mudbugs to go with him. They move north through the secret tunnel, moving quietly and trying to hear the intruders.
 
 
  
 
 Spoiler 
Move north through the secret tunnel.

Boomfizzle Perception  (1d20+6)[ 10 ]  or passive of 16

BA hide:  (1d20+6)[ 25 ] 

Mudbugs Perception  (1d20+2)[ 22 ] 

BA hide:  (1d20+4)[ 14 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The Mashers pull on their shields.  Gobblehop's summoned creature (sabre tooth tiger?) sniffs and follows the trail towards Hall 2.

You don't see or hear anything.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle and the Mudbugs continue north.
 
 
  
 
 Spoiler 
Move north through the secret tunnel.

Boomfizzle Perception  (1d20+6)[ 17 ]  or passive of 16

BA hide:  (1d20+6)[ 13 ] 

Mudbugs Perception  (1d20+2)[ 8 ] 

BA hide:  (1d20+4)[ 17 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

Truly she was blessed to be the first one to see an enemy. Probably. Furious with rage power, she pulls two heavy arrow shots back on her bow and looses them at the halfling before running into cover and pulling out her greataxe. The Mashers move into position opposite, readying their slings for any who'd run out to strike at their champion.

 "Small one in our storage!"  Not A Pet calls out in goblin.  "Sneakthiefs!" 
 
 
  
 
 Spoiler: Day Actions 

 Not A Pet:- 
 Bonus Action:  Rage-Frenzy.
 Move:  To Y21, attack twice with longbow, move to AA21.
 Action:  Longbow (+1 Arrow)
 (1d20+7)[ 17 ]  Advantage if no darkvision?  (1d20+7)[ 17 ]   Damage:   (1d8+4)[ 5 ] 
 (1d20+7)[ 20 ]  Advantage if no darkvision?  (1d20+7)[ 23 ]   Damage:   (1d8+4)[ 8 ] 
 Free Action:  Drop longbow after movement.
 Object Interaction:  Draw Greataxe



 Mashers:- 
 Move:  To V21.
 Action:  Ready Action: Sling attack any enemy they see. Hide advantage should negate range disadvantage.
Threefoot Two:  (1d20+4)[ 22 ]  Hide advantage?  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:  (1d20+4)[ 10 ]  Hide advantage?  (1d20+4)[ 24 ]   Damage:   (1d4+2)[ 3 ] 
Pondmuck:  (1d20+4)[ 11 ]  Hide advantage?  (1d20+4)[ 20 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE][/QUOTE]
J-H
One of Not A Pet's arrows hits the small armored person, but the other misses.

The goblin hears footsteps coming towards her, but can't see anyone moving - even as icy steel strikes at her three times, and the footsteps move away.
 
 Spoiler 

3 attacks on the first round of combat, one does  (1d8)[ 6 ]  bonus damage.
BA Hunter's Mark
Advantage due to being unseen.
Attack  (1d20+6)[ 26 ]  or  (1d20+6)[ 7 ]  for  (1d8+4)[ 6 ]  +  (1d6)[ 5 ]  slashing and  (1d6)[ 6 ]  cold  crit for 22 slashing and 12 cold 
Attack  (1d20+6)[ 22 ]  or  (1d20+6)[ 9 ]  for  (1d8+4)[ 10 ]  +  (1d6)[ 1 ]  slashing and  (1d6)[ 3 ]  cold
Attack  (1d20+6)[ 10 ]  or  (1d20+6)[ 20 ]  for  (1d8+4)[ 6 ]  +  (1d6)[ 1 ]  slashing and  (1d6)[ 4 ]  cold
No OAs against unseen targets, though you're pretty sure you can tell where he went by the sound of movement.
 Looks like a total of 46 slashing and 19 cold damage before resistances , after resist 23+19 = 42
 


The short armored figure moves forward, shield up and shortsword out.

 
 Spoiler: Map 

   
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 1/3 3rd: 2/2
Conditions: Long Strider Concentration: Summon Beast     
 
  

The owl, that had been an owl the whole time, immediately homed in toward the fighting noises, trying to find the intruders

Gobblehop meanwhile gave both himself and the Sparks a speed boost, so that they could reach the secred door.


 
 Spoiler 


Owl double moves its full 24 squares to Z21

Gobblehop casts longstrider with a lvl 2 slot on himself and the Sparks, moves to V31
Sparks double move to Y31
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Not A Pet hears arrows whiz by, targeted at the owl, which collapses to the ground with a thud, then vanishes.
 
 Spoiler 

The owl can see its attacker due to darkvision, but I don't think it can communicate to anyone what it sees.
Attack  (1d20+6)[ 18 ]  for  (1d6+3)[ 9 ] 
Attack  (1d20+6)[ 26 ]  for  (1d6+3)[ 9 ]   Crit for 18 
 

 
 Spoiler: Map 

I'm assuming Boomfizzle will open the door, so I'm including the creatures he'll see:
Kent Allard is a cloaked figure clad in black, his face covered by a mask and a brimmed hat, carrying a spear.
Selina is another small person, wearing grey clothes, with armor dyed a deep purple.

   
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 1/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle opens the door. He sees the two enemies nearest him and decides the small one in the robes is the biggest threat. He summons 8 giant bats that fill the cavern, and then retreats to the secret passage.

  "Kill that one first, then the rest. Don't let them get to me."  

The Mudbugs move forward, shoot, close the door, and then retreat.

The owls swarm around the small one, flying in and out as they bite and trying to keep both S and K from moving.
 
 
  
 
 Spoiler 
Boomfizzle - open door, cast spell, command bats, retreat to Q12


  Mudbugs   attack small robed one (Hide was 17 last round), close door, move to Q11.

 Action:  Snotgobbler:  (1d20+4)[ 9 ] ,  (1d20+4)[ 10 ] , damage  (1d8+2)[ 8 ] 
Dungplop:  (1d20+4)[ 15 ] ,  (1d20+4)[ 7 ] , damage  (1d8+2)[ 5 ] 
Bonk:  (1d20+4)[ 11 ] ,  (1d20+4)[ 21 ] , damage  (1d8+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 18 ] 

Giant Owls:

#1 AC13 HP 22/22, Bite  (1d20+4)[ 21 ] ,  (1d6+2)[ 8 ] 
#2 AC13 HP 22/22, Bite  (1d20+4)[ 15 ] ,  (1d6+2)[ 5 ] 
#3 AC13 HP 22/22, Bite  (1d20+4)[ 21 ] ,  (1d6+2)[ 6 ] 
#4 AC13 HP 22/22, Bite  (1d20+4)[ 5 ] ,  (1d6+2)[ 3 ] 
#5 AC13 HP 22/22, Bite  (1d20+4)[ 12 ] ,  (1d6+2)[ 8 ] 
#6 AC13 HP 22/22, Bite  (1d20+4)[ 20 ] ,  (1d6+2)[ 4 ] 
#7 AC13 HP 22/22, Bite  (1d20+4)[ 15 ] ,  (1d6+2)[ 7 ] 
#8 AC13 HP 22/22, Bite  (1d20+4)[ 5 ] ,  (1d6+2)[ 7 ] 

I think both S and K should get AOO as the bats fly in and out. Then they end up surrounding K and S.


 
 Spoiler: Giant Bat 
Giant Bat
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
STR
15 (+2)  DEX
16 (+3)  CON
11 (+0)  INT
2 (-4)  WIS
12 (+1)  CHA
6 (-2)
Senses Blindsight 60 Ft., passive Perception 11
Challenge 1/4 (50 XP)
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
 

 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The mudbugs fling sling stones, one of which hits Selina (hit for 5).  Summoned giant bats flood the room, biting at Selina.  Kent and Selina shout in surprise, but can't seem to hit the bats.   "Summoner! Get it!" 
 
 Spoiler 

That is a lot of space.

Selina OA B1  (1d20+7)[ 9 ]  for  (1d6+4)[ 6 ]  plus  (3d6)[ 12 ]  sneak attack, doing one that gets beween her and Kent.
Kent OA B2  (1d20+6)[ 7 ]  for  (1d6+3)[ 4 ]  bludgeoning damage (unarmed)

Rock hits Selina for 5
Bats hit for 8, 6, 4
Reduce the first bat bite with Uncanny dodge to 4.  5+4+6+4 = 19 damage
 
J-H
Selina runs past Kent, then ducks and slides under the bats, shouldering the door to the shrine open as she pulls out her short sword.
 
 Spoiler 

They are 2 sizes larger, so she can move through their space as difficult terrain.
Dash, BA dash
OAs from B1, B5, B2, B3, B4
 (1d20+4)[ 17 ]  for  (1d6+2)[ 7 ]  Reduce to 3
 (1d20+4)[ 23 ]  for  (1d6+2)[ 7 ]  Hit for 7
 (1d20+4)[ 15 ]  for  (1d6+2)[ 4 ]  miss
 (1d20+4)[ 21 ]  for  (1d6+2)[ 7 ]  Hit for 7
 (1d20+4)[ 19 ]  for  (1d6+2)[ 3 ]  Hit for 3
Uncanny Dodge on the first attack that hits her.
20 damage
 

 
 Spoiler: Map 

   
 

 =&gt;Not a Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 17/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 
 " LIGHT. "  Not a Pet yells in a fury at the Mashers, who hop to immediately lighting a torch and dropping it for her. She smashes a potion over her head and goes to grab it, moving away while she catches her breath.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Move:  Out to X21, light torch, drop it, then move back to original position.
 Action:  Light a Torch, drop it in X21
 Bonus Action:  Hide:  (1d20+4)[ 8 ] 
 Not A Pet:- 
 Bonus Action:  Disengage? I guess.
 Action:  Potion.  (2d4+2)[ 9 ]  HP: 8-&gt; 17 
 Move:  To X21, grab torch, move to AA26.
 Object Interaction:  Grab torch
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
J-H
Not A Pet moves back, her torch lit and held in a hand.

The gloomstalker moves north, slashing at the summoned bats.
 
 Spoiler 

Blindsight so no advantage.
 (1d20+6)[ 25 ]  for  (1d8+4)[ 11 ]  plus  (1d6)[ 2 ] 
 (1d20+6)[ 26 ]  for  (1d8+4)[ 6 ]  plus  (1d6)[ 5 ] 
 Bat 3 is dead 
 


The short one armored figure casts a spell, and a beam of dim light appears around Not A Pet before he swings one of the doors shut.
 
 Spoiler 

Moonbeam:
Anyone who starts their turn or enters the space for the first time on a turn takes  (2d10)[ 10 ]  radiant damage, Con DC 13 half.
 

 
 Spoiler: Map 

   
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/2
Conditions: Long Strider Concentration: flaming sphere     
 
  

Gobblehop opened the door and planted a flaming sphere in the middle of the wide hall. By the shine of the miniature sun, the opponent at the edge of the bat swarm was easy to make out.

With a flick of his wrist he let the ball careen into them. Then he stepped aside to let the sparks throw their magic stones before they closed the door again.


 
 Spoiler 

Open door conjure flaming sphere to Z15, reveal Clayton through its light, bonus action move sphere next to him at Z12

 (2d6)[ 8 ]  fire damage
Dex save vs 14
 (1d20)[ 8 ]  + mods

Step aside to Z31

Sparks step up, throw magic stones at C
 (1d20+5)[ 7 ]  damage  (1d6+3)[ 5 ] 
 (1d20+5)[ 22 ]  damage  (1d6+3)[ 5 ] 
 (1d20+5)[ 8 ]  damage  (1d6+3)[ 8 ] 

Sparks close door, step aside. X31
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Flaming Sphere bumps against Clayton, but doesn't seem to do as much damage as you'd hope (resistance, 4), and one sling stone hits him for 5 damage.

The figure with the brimmed hat and cloak pulls out his spear and vanishes, appearing near the Mudbugs.  He lashes out with his spear, killing one and bonking the other two on the heads, disorienting them, then stabbing them again.
 
 Spoiler 

BA Shadow Step
Attack Mudbugs w/ advantage with spear
 (1d20+7)[ 12 ]  or  (1d20+7)[ 14 ]   for  (1d8+3)[ 10 ] , if hits, attempt Stun,  (1d20)[ 4 ]  vs DC 14 or stun  hit for 10, stun 
then attack Boomfizzle
If no stun, they get OAs on him.
 (1d20+7)[ 18 ]  for  (1d8+3)[ 5 ] , if hits, attempt Stun,  (1d20)[ 9 ]  vs DC 14 or stun  hit, stun, summons go away 
Conc check  (1d20)[ 18 ]  vs if hit anyway
1 ki points expended
 

 a goblin has died 
 =&gt; Boomfizzle 
Kent is in Q10
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 1/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 30/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 24/24 

Boomfizzle summons Fire! and yells for the owls.

  "Help! Get this one with the spear away from me. Then kill it."  

The Mudbugs stand dazed.

Fire teleports in to the hallway.

The owls swarm around K, trying to grab him at first, and then trying to bite him, while they carry him out of the room.

Boomfizzle calls out to the noncombatants behind him,   "Escape. Save yourselves."  
 
 
  
 
 Spoiler 
  Boomfizzle   Concentrates on Summon Beast.
Action: Summon Fire to Q8
 (2d6)[ 5 ]  fire damage
DC14 Dex saves S  (1d20)[ 16 ] , K  (1d20)[ 15 ] 
 Bonus Action:  Command Fire
Move back to Q17

  Fire!  
Move to Q9, Teleport to Q12
Fiery Seed  (1d6+3)[ 7 ] 
DC14 Dex saves S  (1d20)[ 9 ] , K  (1d20)[ 19 ] 
  Mudbugs   stunned

 Giant Bats 

Fly to K, try to grapple and pull away as far as possible. If unsuccessful, get out of way of next one. If successful, pull as far east as they can. Once grappled, the rest attack.

Roll #1 = grapple attempt or attack (add two for grapple, 4 for attack)
Roll #2 = K’s grapple defense or advantage on attack once grappled
Damage only needed for attacks, of course

#1 AC13 HP 22/22,  (1d20)[ 13 ] ,  (1d20)[ 19 ] 
#2 AC13 HP 22/22,  (1d20)[ 13 ] ,  (1d20)[ 14 ] ,  (1d6+2)[ 7 ] 
#3 AC13 HP Dead
#4 AC13 HP 22/22,  (1d20)[ 9 ] ,  (1d20)[ 16 ] ,  (1d6+2)[ 7 ] 
#5 AC13 HP 22/22,  (1d20)[ 11 ] ,  (1d20)[ 5 ] ,  (1d6+2)[ 6 ] 
#6 AC13 HP 22/22,  (1d20)[ 1 ] ,  (1d20)[ 15 ] ,  (1d6+2)[ 8 ] 
#7 AC13 HP 22/22,  (1d20)[ 3 ] ,  (1d20)[ 11 ] ,  (1d6+2)[ 7 ] 
#8 AC13 HP 22/22,  (1d20)[ 16 ] ,  (1d20)[ 18 ] ,  (1d6+2)[ 4 ] 
 
 Spoiler: Giant Bat 
Giant Bat
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
STR
15 (+2)  DEX
16 (+3)  CON
11 (+0)  INT
2 (-4)  WIS
12 (+1)  CHA
6 (-2)
Senses Blindsight 60 Ft., passive Perception 11
Challenge 1/4 (50 XP)
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
 

 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Kent and Selina duck and dodge the fiery explosions.  The bats flood into the room, but fail to grab Kent and pull him away.

 
 Spoiler 

All Dex saves passed.

Kent OA vs Bat 1
Attack  (1d20+7)[ 10 ]  for  (1d8+4)[ 5 ] 

Clayton OA vs Bat 2
Attack  (1d20+6)[ 11 ]  for  (1d8+3)[ 6 ]  slashing and  (1d6)[ 2 ]  cold
Bat 1, 2, 4 miss grapple. 3 is dead. 5 can't reach, 6 doesn't grapple.
 


Selina drinks a potion and repositions stealthily.
 
 Spoiler 

 (2d4+2)[ 4 ]  that's one of your potions
Stealth  (1d20+10)[ 13 ] 
The bats can see her.
 

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 7/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

Why were these ones so annoying? She approached, they hurt. She moved away, they hurt. May as well hurt them back. She rushes in, calling up her Mashers from behind to do the same, and tries to chop up the beam-person, tossing her torch down to give her a better swing.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  Up to Y19, drop torch, Attack P, down to Y20.
 Action:  May as well go reckless.
 (1d20+8)[ 9 ]  (1d20+8)[ 9 ]   Damage:  (1d12+6)[ 16 ] 
 (1d20+8)[ 28 ]  (1d20+8)[ 18 ]   Damage:  (1d12+6)[ 14 ] 
 Bonus Action:  Frenzy:
 (1d20+8)[ 11 ]  (1d20+8)[ 10 ]   Damage:  (1d12+6)[ 13 ] 
 Not A Pet:- 
 Bonus Action:  Hide:  (1d20+4)[ 17 ] 
 Move:  To Z21.
 Action:  Sling Attack P.
Threefoot Two:  (1d20+4)[ 5 ]  Hide Advantage?  (1d20+4)[ 24 ]   Damage:   (1d4+2)[ 6 ] 
Bad Festival: (1d20+4)[ 10 ]  Hide Advantage?  (1d20+4)[ 6 ]   Damage:   (1d4+2)[ 3 ] 
Pondmuck:  (1d20+4)[ 20 ]  Hide Advantage?  (1d20+4)[ 10 ]   Damage:   (1d4+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Threefoot Two, Bad Festival, Pondmuck
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE]
J-H
The monbeam burns Not A Pet, but she rushes forwards, slamming the door open and chopping deep into the shoulder of the armored halfling in front of her.
The Mashers follow, with their sling stones knocking Sir Percy to the ground and then hitting him once more (1 failed death save).

Clayton rushes forwards, calling for help, not realizing that the others probably can't hear him, and lays a had on Sir Percy.
 
 Spoiler 

Cure Wounds  (1d8+1)[ 9 ] 
 


Sir Percy stands up and staggers out.  Planting his feet, he yells something about hats or helms, then swings his blade at Not A Pet.  It hits with a boom of thunder that sends her to the ground.  He steps forwards and slashes at the Mashers, his blade flashing golden as it hits and kills two of them.
 
 Spoiler 

BA Thunderous Smite
Attack  (1d20+7)[ 17 ]  or  (1d20+7)[ 24 ]  for  (1d6+4)[ 9 ]  plus  (2d6)[ 6 ]  thunder damage and STR save DC 13  (1d20)[ 16 ]  or 10' knockback and prone
If he missed, he'll attack a second time.  If he hit, NAP is likely down and he'll use his remaining 5' to attack the Mashers with a 1st level smite if he hits
 (1d20+7)[ 24 ]  for  (1d6+4)[ 6 ]  plus  (2d8)[ 13 ]  radiant
 

 two goblins have died 
 
 Spoiler: Map 

   
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/2
Conditions: Long Strider Concentration: flaming sphere     
 
  

Gobblehop decided that giving the Sparks ammunition was most important right now - so he did and moved to open the door again. Then he pulled the sphere back towards the northern most visible opponent. The Sparks threw their stones and closed the door again.

 
 Spoiler 

Move to Sparks, Bonus Action Magic Stone for them.
Move to door, open, turn action into a bonus action and move sphere to Y17

 (2d6)[ 10 ] 

Save  (1d20)[ 13 ] +mods

End Movement at AA31

Sparks hide as Bonus Action

 (1d20+4)[ 15 ] 

Attack P with magic stones (without sling)

 (1d20+5)[ 15 ]  damage  (1d6+3)[ 5 ]  Advantage should hide be successful:  (1d20+5)[ 18 ] 
 (1d20+5)[ 23 ]  damage  (1d6+3)[ 5 ]  Advantage should hide be successful:  (1d20+5)[ 12 ] 
 (1d20+5)[ 20 ]  damage  (1d6+3)[ 6 ]  Advantage should hide be successful:  (1d20+5)[ 7 ] 

Sparks step aside and close door, End movement at Y31
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
Clayton takes only a small amount of damage, as his sword weakens the flames.  Glowing stones fly past Not A Pet.  One strikes Sir Percy while another barely misses one of the Mashers, who are in the way.

Kent appears in the shadows behind Boomfizzle, stabbing twice with his spear.   "I know what evil lurks in the hearts of goblins," 
 
 Spoiler 
 he comments, as he stabs Boomfizzle in the back.  The summoned bats vanish.
Shadow step
1st attack with advantage.
Will use Stunning strike on first hit, Con DC 14; Boom Con  (1d20)[ 4 ]   stunned 
Spear  (1d20+7)[ 27 ]  or  (1d20+7)[ 24 ]  for  (1d8+4)[ 11 ]   crit for 22 
Spear  (1d20+7)[ 23 ]  or for  (1d8+4)[ 11 ]   hit for 11 
 

 =&gt; Mudbugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 5/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 1/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 14/24 

Boomfizzle is stunned. The owls disappear.

Fire moves next to the Boomfizzle and teleports south shutting the secret door between herself and Boomfizzle.

The Mudbugs move out shoot S and then return to guarding the exit. 
 
  
 
 Spoiler 
Fire moves to Q16, teleports to Q19, which puts Boomfizzle at Q20. She then shuts the door at Q19-20.

Mudbugs move 15' north, shoot S, and then move back to where they are now.

Action:[/b] Snotgobbler:  (1d20+4)[ 11 ] , damage  (1d8+2)[ 7 ] 
Dungplop:  (1d20+4)[ 9 ] , damage  (1d8+2)[ 9 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Fire slams the door on Boomfizzle, rendering him safe, for now.  Kent must pass through the flame to reach the druid.

The Mudbugs duck out of the tunnel to shoot at Selina, but she dodges easily and chugs another healing potion as she moves out of the room.  Once the Mudbugs can't see her, they lose track of her position.
 
 Spoiler 

 (2d4+2)[ 8 ] 
Stealth  (1d20+10)[ 29 ] 
 

 =&gt; Not A Pet / Mashers 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 0/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Unconscious, Superjump 
 Concentrating: -- 

With their battle champion down and out of potions, there's little that Bad Festival - the last surviving Masher - can do other than swing at the stupid person in front of them and run away.  So that's what they do.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
Unconscious.

 Not A Pet:- 
 Bonus Action:  Disengage
 Action:  ShortswordAttack P.
 Threefoot Two:   Dead
Bad Festival:  (1d20+4)[ 14 ]   Damage:   (1d6+2)[ 7 ] 
 Pondmuck:  Dead
 Move:  To V21.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x140
Bolts x90
Dagger x21
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x5
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x10
Bell
Blanket x7
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
 
[/QUOTE][/QUOTE]
J-H
Bad Festival misses and runs away.

There's a bit of yelling back and forth. Clayton has a very deep voice.  He stomps out Not A Pet's torch as he passes, moving into Hall 2 and out of sight...and out of the light.

Sir Percy heals himself substantially (25hp), again chanting something about hats.  Civilized people are weird.

 
 Spoiler: Map 

   
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 3/4, 2nd: 0/3 3rd: 2/2
Conditions: Long Strider Concentration: flaming sphere     
 
  

Once again, Gobblehop has no time to move the sphere around - giving ammunition to the Sparks and calling Not A Pet to get up take his full attention. The Sparks once again fire at the only visible enemy and close the door again

 
 Spoiler 

Same procedure:

Bonus Action enchant stones, turn action into bonus action to cast healing word on NAP

Sparks hide  (1d20+4)[ 15 ] 

Sparks move until they see P, fire and retreat, closing the door behind them.

 (1d20+5)[ 14 ] / (1d20+5)[ 15 ]  damage  (1d6+3)[ 6 ] 
 (1d20+5)[ 10 ] / (1d20+5)[ 9 ]  damage  (1d6+3)[ 7 ] 
 (1d20+5)[ 11 ] / (1d20+5)[ 9 ]  damage  (1d6+3)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.
 
J-H
The Sparks move up until they can partly see Sir Percy, but the corner and his armor keep them from landing any hits.
Not A Pet wakes up.

Kent stabs at the Fire Spirit blocking his way, striking it twice, but not doing that much harm.
 
 Spoiler 

Spear  (1d20+7)[ 24 ]  for  (1d8+3)[ 4 ] 
Spear  (1d20+7)[ 12 ]  for  (1d8+3)[ 9 ] 
Unarmed strike  (1d20+6)[ 20 ]  for  (1d6+3)[ 5 ] 
If he kills it, he'll open the door and move through.
 hit twice for 9 
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 5/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 1/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 14/24   
 
  
Boomfizzle runs further south, yelling again at the goblins.   "I said run away. Why are you still here? Close all the doors too. They can teleport."  

As he looks out into the hallway, he sees P trying to escape. He calls on his magic and 8 boars appear, 5 by the tunnel to the kitchen and 3 along the doors in the living area. He calls out to the ones by the tunnel,   "Kill the intruders."  

To the three in the kitchen, he yells,   "Block these doors. Only goblins can pass."  

The Mudbugs move forward, squat behind the the dirt, and pop up long enough to shoot at K.

Fire dodges.

The boars by the tunnel charge and attack the paladin.

 
 Spoiler 
  Boomfizzle   Move to P26
Action: Cast Conjure Animals

Object Interaction: Shuts door to B

 Bonus Action:  none

  Fire!  
Dodges

  Mudbugs   Move to Q13, squat down to hide behind the dirt, pop up and shoot K

 Bonus Action:  Hide  (1d20+4)[ 14 ] 
 Action:  Snotgobbler:  (1d20+4)[ 6 ] ,  (1d20+4)[ 13 ] , damage  (1d8+2)[ 6 ] 
Dungplop:  (1d20+4)[ 16 ] ,  (1d20+4)[ 19 ] , damage  (1d8+2)[ 5 ] 
 Boars  with ending locations

AB25 #1 AC11 HP 11/11, Tusk  (1d20+3)[ 17 ] ,  (2d6+1)[ 10 ] 
AB24 #2 AC11 HP 11/11, Tusk  (1d20+3)[ 23 ] ,  (2d6+1)[ 4 ] 
AA24 #3 AC11 HP 11/11, Tusk  (1d20+3)[ 20 ] ,  (2d6+1)[ 4 ] 
Z24 #4 AC11 HP 11/11, Tusk  (1d20+3)[ 22 ] ,  (2d6+1)[ 8 ] 
Z25 #5 AC11 HP 11/11, Tusk  (1d20+3)[ 19 ] ,  (2d6+1)[ 4 ] 
M23 #6 AC11 HP 11/11
Q23 #7 AC11 HP 11/11
S23 #8 AC11 HP 11/11

If any hit, he'll need to make a DC11 STR save or prone. Very optimistically, I'll roll all 6.  (6d20)[ 7 ][ 9 ][ 5 ][ 14 ][ 3 ][ 13 ](51) 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The Mud Bugs almost hit Kent with a crossbow bolt, but he knocks it out of the sky.
The boars rush at Sir Percy, knocking him to the ground and goring him with the weight of their charge.

Selina reveals her presence, firing an arrow into one of the boars.  Shot in the heart, it collapses to the ground and vanishes.

 
 Spoiler 

B1 miss
B2 hit, fail prone save, 4 dmg
B3 hit, 4 dmg, adv vs prone 22
B4 hit, 8 dmg, adv vs prone 14
B5 miss, adv vs prone 7, still miss
Total prone and 16 damage

Attack B3 because it has no cover
Attack  (1d20+8)[ 23 ]  for  (4d6+4)[ 19 ]  including sneak attack.
 

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet 
(prone, 1 level of exhaustion)
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 7/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage, Superjump, Exhaustion (1) 
 Concentrating: -- 

She wanted to go back to bed and these stupid invaders were getting in her way. She considers, for more than a moment, simply staying laid on the ground and letting Boomfizzle and Gobblehop mop them up. Why not? They could handle it. She sighs when the arrow flies over her head. No rest for the wicked. With a herculean effort she lurches to her feet, grabs her axe, and gets back to work, running over to the downed stupid small person and trying to behead them.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Rage
 Move:  Stand (20ft), Move to AA24 (20ft)
 Action:  Attack P.
 (1d20+8)[ 25 ]  Adv prone:  (1d20+8)[ 19 ]   Damage:   (1d12+6)[ 14 ] 
 (1d20+8)[ 10 ]  Adv prone:  (1d20+8)[ 28 ]   Damage:   (1d12+6)[ 9 ] 
 Not A Pet:- 
 Move:  To S20.
 Bonus Action:  Hide:  (1d20+4)[ 6 ] 
 Action:  Ready Action: An enemy enters their field of vision (including if they are invisible and not Hidden)
 Threefoot Two:   Dead
Bad Festival:  (1d20+8)[ 25 ]   (1d20+4)[ 15 ]  Hide advantage?  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 5 ] 
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
J-H
Not A Pet knocks Sir Percy down, then hits him again, hard.

Clayton doubles back to stand over Sir Percy, his frosty blade striking out and sending Not A Pet to the ground before slashing at one of the boars.
 
 Spoiler 

Hit Not A Pet until down then switch to the boars.  When Not A Pet goes down, switch Hunter's Mark to Boomfizzle, who's at the edge of Clayton's viewing range.
NAP was Reckless
Attack  (1d20+6)[ 23 ]  for  (1d8+4)[ 6 ]  plus  (1d6)[ 6 ]  (HM) slash plus  (1d6)[ 3 ]  cold  hit, she's down 
Adv  (1d20+6)[ 22 ] 

2nd attack
Attack  (1d20+6)[ 14 ]  for  (1d8+4)[ 7 ]  plus slash plus  (1d6)[ 1 ]  cold  hit but not enough to kill B2 
Adv  (1d20+6)[ 13 ]  if needed
HM  (1d6)[ 3 ]  if needed

Sir Percy death save  (1d20)[ 14 ] 
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 3/4, 2nd: 0/3 3rd: 2/2
Conditions: Long Strider Concentration: flaming sphere     
 
  

Gobblehop opened the door to a drastically changed situation. He moved the flaming sphere just enough south to illuminate the slippery enemy to illuminate them properly. Then he moved forward with the Sparks to cover both of them with an old fashioned barrage, the Sparks moving behind him to try and make their attack another surprise
 
 Spoiler 


Gobblehop opens door, moves flaming sphere with bonus action to Z22
Moves to Y25
Attacks C with sling

 (1d20+6)[ 19 ]  damage  (1d4+3)[ 5 ] 

Sparks hide  (1d20+4)[ 17 ] 

Sparks Move to Z26, attack (w/ advantage) C
and move back to Z29

 (1d20+4)[ 12 ] ( (1d20+4)[ 10 ] ) damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 14 ] ( (1d20+4)[ 11 ] ) damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 15 ] ( (1d20+4)[ 15 ] ) damage  (1d4+2)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Gobblehop's sling stone hits (5 damage).

Kent steps, and shadows wrap around him.  He emerges behind the MudBugs, stabbing them with his spear and killing them, before moving on to the storage area.
 
 Spoiler 

BA Shadow step
Spear  (1d20+7)[ 15 ]  for  (1d8+4)[ 5 ] 
Adv on first attack  (1d20+7)[ 21 ] 
Spear  (1d20+7)[ 21 ]  for  (1d8+4)[ 6 ] 
If they go down, he will use the rest of his movement to go out to Room 4
 

 two goblins have died 
 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 10/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 3/3, 3rd: 0/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 21/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 14/24   
 
  
Boomfizzle runs east to where he can see Not a Pet through the tunnel. He calls on his nature spirits to raise the Battle Champion as he drinks one of his healing potions.

He tells the three boars in the living area to join the fight.

When the monk kills the Mudbugs and flees north, Fire opens the door, moves south and opens the door to the main living area.

The boars in the kitchen attack C. The boars in the living area charge out, two heading north to attack the invaders up there.

 
 Spoiler 
  Boomfizzle   Move to U25
Bonus Action: Cast healing word on Not a Pet.  (1d4+3)[ 6 ] 
Action: Drink healing potion  (2d4+2)[ 5 ] 
Move to U24

  Fire!  
Open and close door at Q20
Action: open and close door at P22
Move to R25

  Mudbugs   dead


 Boars  with ending locations

AA25 #1 AC11 HP 11/11, Tusk  (1d20+3)[ 17 ] ,  (1d6+2)[ 3 ] 
AC25 #2 AC11 HP 3/11, Tusk  (1d20+3)[ 13 ] ,  (1d6+2)[ 6 ] 
dead #3 AC11 HP dead
AC24 #4 AC11 HP 11/11, Tusk  (1d20+3)[ 4 ] ,  (1d6+2)[ 7 ] 
AB24 #5 AC11 HP 11/11, Tusk  (1d20+3)[ 12 ] ,  (1d6+2)[ 6 ] 
Y20 #6 AC11 HP 11/11
Z20 #7 AC11 HP 11/11
Y25 #8 AC11 HP 11/11
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The boars toss their heads and push at Clayton, but fail to make an impact on the big grey person.

Selina fires an arrow at Gobblehop, causing a minor injury, then ducks off to the side.
 
 Spoiler 

Attack  (1d20+8)[ 23 ]  for  (1d6+4)[ 5 ]   hit for minimum damage 

BA Stealth  (1d20+10)[ 30 ] 
 

 =&gt; Not A Pet 
(2 levels of exhaustion)
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 6/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage, Superjump, Exhaustion (2) 
 Concentrating: -- 

Why wasn't she in bed? Again she stands. Again she takes up her greataxe. Again she swings. They had to fall over at some point. Stupid invaders. Stupid humans. Stupid pain.

Bad Festival slips around the edges and throws a stone.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Rage (3/3 exp)
 Move:  Stand (10ft), Move to AC24 (20ft)
 Action:  Attack C, recklessly.
 (1d20+8)[ 11 ]  (1d20+8)[ 16 ]   Damage:   (1d12+6)[ 18 ] 
 (1d20+8)[ 16 ]  (1d20+8)[ 18 ]   Damage:   (1d12+6)[ 14 ] 
 Mashers:- 
 Move:  They should be in S20. Move south down to S25, attack C, move up 5ft, end in S24.
 Bonus Action:  Hide:  (1d20+4)[ 14 ] 
 Action:  Attack
 Threefoot Two:   Dead
Bad Festival:  (1d20+4)[ 17 ]  Hide advantage?  (1d20+4)[ 7 ]   Damage:   (1d4+2)[ 5 ] 
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
[/QUOTE]
J-H
Not A Pet gets up, swings twice at Clayton, and misses.
In the dark, he's impossible to see, but you do see the light of a healing spell as he gets Sir Percy up, again.
 (1d8+1)[ 8 ] 
Percy heals himself a bit more (5hp).
 Percy, unable to stand, looks up the stairs at Boomfizzle.  With a raspy voice, he shouts   "By the will of Helm, Deconcentrate!" 

Boomfizzle Wis save  (1d20)[ 7 ]  + mods, takes place on Boomfizzle's turn using his action. 
 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 33/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 3/4, 2nd: 0/3 3rd: 1/2
Conditions: Long Strider Concentration: -    
 
  

Dissatisfied with the current success of his operation, Gobblehob closed the distance to the two opponents and unleashed the strongest thunderwave he could manage, taking out one of the boars as well, but thought it justified.

But not before leaving the Sparks another round of magic stones to fire.

The sparks lighted a torch and tossed it at the armored human, before skulking back to hide in the dark and pick up the new ammunition.



 
 Spoiler 

Gobblehop moves next to Sparks, bonus action Magic stone on their ammo.
moves north to AA26
3rd lvl Thunderwave into tunnel B2 gets caught in the blast

 (4d8)[ 16 ]  Thunder damage

Con save DC 14 for
P  (1d20)[ 4 ] +mod
C  (1d20)[ 3 ] +mod
B  (1d20)[ 20 ] +mod

Sparks light torch and toss it at where ever P ended up

Sparks move back down to Z31
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
The Thunderwave hits, killing a boar and injuring the two intruders.
Sir Percy passes out again.  A torch is thrown near him.

Kent vanishes from sight, then appears again, running up to the two boars blocking the door and slaying them both with deft stabs from his spear before running into the room.
 
 Spoiler 

BA shadow step to get advantage
Attack  (1d20+7)[ 12 ]  for  (1d8+4)[ 11 ] 
Adv   (1d20+7)[ 26 ] 
Attack  (1d20+7)[ 21 ]  for  (1d8+4)[ 12 ] 

B6 then B7
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 10/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 0/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 21/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 14/24   
 
  
Boomfizzle moves south, healing Not a Pet again as he goes. He then uses his cantrip to collapse the tunnel between the kitchen and the living area. He shuts the door to F as he goes.

Fire follows his master, shutting the door to E as he goes.

The boars attack P and K.

 
 Spoiler 
  Boomfizzle   BA: 2nd level Healing word on NAP  (2d4+3)[ 9 ] 
Action: mold earth to collapse tunnel at W25
Object interaction: close door at S26
Move to T29

 Fire:  move to P29
shut door at S26
dodge

  Mudbugs   dead

 Boars  with ending locations

dead #1 AC11 dead
AC25 #2 AC11 HP 3/11, Tusk  (1d20+3)[ 7 ] ,  (1d20+3)[ 19 ] ,  (1d6+2)[ 4 ] 
dead #3 AC11 HP dead
AC24 #4 AC11 HP 11/11, Tusk  (1d20+3)[ 4 ] ,  (1d20+3)[ 21 ] ,  (1d6+2)[ 3 ] 
AB24 #5 AC11 HP 11/11, Tusk  (1d20+3)[ 21 ] ,  (1d20+3)[ 8 ] ,  (1d6+2)[ 7 ] 
dead #6 AC11 dead
dead #7 AC11 dead
Y24 #8 AC11 HP 11/11 Tusk  (1d20+3)[ 19 ] ,  (1d6+2)[ 8 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The boars rip and tear.  The blood loss is too much, and Percy stops breathing.

One of the other boars moves to engage Kent, managing to bite him in the calf and tear a chunk of flesh off with a triumphant squeal.

Selina moves around a corner, shoots an arrow at Gobblehop, then ducks back out of sight.  Her arrow clatters off the wall behind the goblin.
 
 Spoiler 

Advantage from being hidden.
Attack  (1d20+8)[ 15 ] ,   (1d20+8)[ 13 ]  for  (1d6+4)[ 9 ]  plus  (3d6)[ 12 ]  sneak attack

Stealth  (1d20+10)[ 21 ]  afterwards
 

 =&gt; Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 6/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage, Superjump, Exhaustion (2) 
 Concentrating: -- 

There was nothing for her - and Bad Festival - to do other than keep swinging and to hope that eventually something landed.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Disengage
 Move:  None
 Action:  Attack C, recklessly.
 (1d20+8)[ 10 ]  (1d20+8)[ 24 ]   Damage:   (1d12+6)[ 8 ] 
 (1d20+8)[ 23 ]  (1d20+8)[ 26 ]   Damage:   (1d12+6)[ 16 ] 
 Mashers:- 
 Move:  Move south 5ft to S25, attack C, move up 5ft, end in S24.
 Bonus Action:  Hide:  (1d20+4)[ 13 ] 
 Action:  Attack
 Threefoot Two:   Dead
Bad Festival:  (1d20+4)[ 17 ]  Hide advantage?  (1d20+4)[ 20 ]   Damage:   (1d4+2)[ 3 ] 
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
J-H
Clayton takes the hits stoically, although his tough skin resists the first axe-blow.  He's pretty injured.

He strikes back with his freezing blade, swinging it at Not A Pet, then sidestepping to attack Gobblehop.   "The boar-summoner is behind the wall somewhere over there!"   He calls out to Kent.  He hits Not A Pet, but as he steps away to attack Gobblehop, two of the boars catch him in the legs and knock him to the ground.
 
 Spoiler 

Attack NAP  (1d20+6)[ 22 ]  for  (1d8+4)[ 5 ]  slashing and  (1d6)[ 5 ]  cold damage
Adv  (1d20+6)[ 24 ] 
BA move HM from Boomfizzle to Gobblehop.
Boar OAs
 (1d20+3)[ 20 ]  for  (1d6+1)[ 5 ]  HM conc check  (1d20+3)[ 13 ]   hit 
 (1d20+3)[ 20 ]  for  (1d6+1)[ 4 ]  HM conc check  (1d20+3)[ 14 ]   hit, reduced to 0hp 
 (1d20+3)[ 11 ]  for  (1d6+1)[ 5 ]  HM conc check  (1d20+3)[ 10 ] 
 Attack Gobblehop  (1d20+6)[ 14 ]  for  (1d8+4)[ 10 ]  slashing and  (1d6)[ 4 ]  cold damage and  (1d6)[ 3 ]  HM 
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 33/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 3/4, 2nd: 0/3 3rd: 1/2
Conditions: Long Strider Concentration: -    
 
  

Gobblehop had enough. In one swift motion his form changed from a scrawny goblin to a towering brown bear. With a roar he engaged the attacker.

The Sparks attacked with the magic stones and moved back towards the secret door to get out of sight.



 
 Spoiler 

Gobblehop moves next to K - Bonus Action Wildshape
attack K

 (1d20+6)[ 24 ]  damage [ roll]1d8+4[/roll] 12 damage
 (1d20+6)[ 20 ]  damage [ roll]2d6+4[/roll] 14 damage

Sparks attack with magic stone whoever is still alive first C then K

 (1d20+5)[ 17 ]  damage  (1d4+3)[ 5 ] 
 (1d20+5)[ 20 ]  damage  (1d4+3)[ 6 ] 
 (1d20+5)[ 7 ]  damage  (1d4+3)[ 6 ] 

move to Z31, close door.
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Kent knocks one sling stone out of the way, but the other hits, and then the bear REALLY hits.  He sways, barely upright.

"Bear, bear!"  He yells, as he backflips out of range and moves away, pulling out his bow and firing two arrows back, both of which hit.

 
 Spoiler 

BA ki point disengage
Move 45'
One at NAP Shortbow  (1d20+6)[ 24 ]  for  (1d6+3)[ 6 ] 
Adv reckless  (1d20+6)[ 10 ] 

One at Gobblehop Shortbow  (1d20+6)[ 12 ]  for  (1d6+3)[ 5 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 0/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 21/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 0/24   
 
  
When he hears the monk retreat, Boomfizzle moves back north calling fire with him.

Fire follows his master, standing in front of him in the secret hallway.

The boars attack C and then move north.

 
 Spoiler 
  Boomfizzle   Dash to Q19
BA drink last healing potion  (2d4+2)[ 8 ] 
 Fire:  Dash to Q18

  Mudbugs   dead

 Boars  attack and then move 40' towards K.
Once C dies, the remaining boars will dash to get next to K.

#1 AC11 dead
#2 AC11 HP 3/11, Tusk [roll]1d20+3[roll], [roll]1d20+3[roll],  (1d6+2)[ 5 ]  Hit
#3 AC11 HP dead
#4 AC11 HP 11/11, Tusk [roll]1d20+3[roll], [roll]1d20+3[roll],  (1d6+2)[ 7 ]  Crit
#5 AC11 HP 11/11, Tusk [roll]1d20+3[roll], [roll]1d20+3[roll],  (1d6+2)[ 4 ]  Hit
#6 AC11 dead
#7 AC11 dead
#8 AC11 HP 11/11Tusk [roll]1d20+3[roll], [roll]1d20+3[roll],  (1d6+2)[ 8 ]  Crit
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Clayton is dead.  The boars charge into the darkness.  Selina shoots one, killing it, and retreats into hiding.
 
 Spoiler 

Sneak Attack  (1d20+8)[ 9 ] ,   (1d20+8)[ 12 ]   for  (4d6+4)[ 14 ]  including sneak attack B2 is dead
BA Hide  (1d20+10)[ 21 ] 
 

 =&gt; Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 3/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage, Superjump, Exhaustion (2) 
 Concentrating: -- 

Another one down, two left. How was there still two left? She was so tired. Running on adrenaline and little else, she runs up to scoop up her longbow from where she dropped it, letting the hefty weight of her greataxe slip from her hands. She looses two arrows in quick succession at the stupid person, before slipping behind a door.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  Up to Z21, pickup longbow, drop greataxe, attack twice, move to AA21.
 Object Interaction:  Pickup Longbow
 Free action:  Drop greataxe
 Action:  Attack K with +1 arrows
 (1d20+7)[ 11 ]   Damage:   (1d8+4)[ 11 ] 
 (1d20+7)[ 13 ]   Damage:   (1d8+4)[ 7 ] 
 Bonus Action:  Hide  (1d20+3)[ 17 ] 
 Mashers:- 
 Move:  To V21
 Bonus Action:  Hide:  (1d20+4)[ 7 ] 
 Action:  Dash
 Threefoot Two:   Dead
Bad Festival: Moving
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
[/QUOTE]
J-H
Her arrows miss.
 =&gt;Gobblebear 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 33/38 Bear HP: 28/34| PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 3/4, 2nd: 0/3 3rd: 1/2
Conditions: Long Strider Concentration: -    
 
  

Gobblehop ran after Kent, who had to content with the fact that a bear made pretty long strides and could keep up easily with the monk.

The Sparks, sensing it save to come back in, used their slings to support.


 
 Spoiler 

Gobblehop moves to Z14, engaging K

 (1d20+6)[ 15 ]  damage  (1d8+4)[ 8 ] 
 (1d20+6)[ 9 ]  damage  (2d6+4)[ 13 ] 

Sparks attack with regular slings from their position, using Hide to negate the disadvantage (and stay out of darkvision range)

 (1d20+4)[ 19 ] 
 (1d20+4)[ 5 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 13 ]  damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 12 ]  damage  (1d4+2)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Gobblebear's attacks miss, Kent dodging easily, as do the sling stones launched by the Sparks.

Kent brings his hands together around his spear, then flings them out.   The area around the torch is surrounded by a sphere of impenetrable blackness, which blocks the torchlight from escaping.  Kent appears next to it, then runs into it.
 
 Spoiler 

I'm going with the common-sense ruling that Darkness, which can't be illuminated by non-magical light, does not somehow allow the torch to throw dim light outside the bounds of the magical darkness.
2 ki points to cast  Darkness  at the intersection of AA/AB 25/26
Shadow step to Z23, then move east to AG25
 

 =&gt; Boomfizzle 
(I don't think you can get to line of sight to anything to fight even dashing)
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 0/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 21/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Move 30, Pack tactics
Mudbugs: AC: 14 HP: 0/24   
 
  
Boomfizzle moves up a little and uses his magic to pull dirt from the floor and close off the far end of the tunnel, hoping to trap S and K in the shrine room. He then goes back into room C, waiting to decide where to go next.

Fire flees to the south.

The boars get a little turned around, but can hear K escape and so rush after him, unaware of the rogue right next to them.

 
 Spoiler 
  Boomfizzle   Moves to Q19
Action Mold Earth to move dirt from Q12 to close off tunnel at Q11
Move to T21

 Fire:  Dash south towards Q30.

  Mudbugs   dead

 Boars  Dash to follow K.

#1 AC11 dead
#2 AC11 dead
#3 AC11 dead
#4 AC11 HP 11/11
#5 AC11 HP 11/11
#6 AC11 dead
#7 AC11 dead
#8 AC11 HP 11/11
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
An arrow flies at Gobblebear from the central column.  He can't see where it came from.
 
 Spoiler 

Bear does not have darkvision, so unseen attacker applies.
Attack  (1d20+8)[ 16 ]  or   (1d20+8)[ 9 ]   for   (4d6+4)[ 17 ]  including sneak attack.
Hide after  (1d20+10)[ 29 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet, then Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 3/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage, Superjump, Exhaustion (2) 
 Concentrating: -- 

Without any other options, and unable to reach any of the dumb enemies hiding from her, she moves down and fires another two arrows with Bad Festival lights up another torch.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Object Interaction:  Pickup Greataxe
 Move:  South to AA25
 Free action:  Drop greataxe
 Action:  Attack K with +1 arrows
 (1d20+7)[ 10 ]  No adv/disadv due to firing blind but being unseen.  Damage:   (1d8+4)[ 11 ] 
 (1d20+7)[ 15 ]  No adv/disadv due to firing blind but being unseen.  Damage:   (1d8+4)[ 10 ] 
 Bonus Action:  Hide  (1d20+3)[ 6 ] 
 Mashers:- 
 Move:  To Y24
 Bonus Action: 
 Action: 
 Threefoot Two:   Dead
Bad Festival: Light another torch
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 33/38 Bear HP: 14/34| PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 0/3 3rd: 1/2
Conditions: Long Strider Concentration: -    
 
  

Gobblehop ran around the column to retaliate

The Sparks turned around and ran along the corridor to cut off the fleeing monk

 
 Spoiler 

Gobblehop moves to Z5 or wherever S hides and mauls her
 (1d20+6)[ 14 ]  damage  (1d8+4)[ 10 ] 
 (1d20+6)[ 13 ]  damage  (2d6+4)[ 14 ] 

Bonus action heal with a 1st lvl spell for  (1d8)[ 3 ]  hp

Sparks hide and move with to AF29 Ready sling attack should opponent appear
  (1d20+4)[ 22 ] 
 (1d20+4)[ 20 ]  damage  (1d4+2)[ 6 ]  if advantage   (1d20+4)[ 13 ] 
 (1d20+4)[ 6 ]  damage  (1d4+2)[ 3 ]  if advantage   (1d20+4)[ 15 ] 
 (1d20+4)[ 13 ]  damage  (1d4+2)[ 6 ]  if advantage   (1d20+4)[ 18 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Gobblebear's attacks miss as he catches up to the gnomish rogue.  She ducks away (Scout, move 10').

Kent rounds the corner and slaps the one sling stone that would have hit him to the side, then blinks out of sight for a moment and runs.
 
 Spoiler 

Move 10' to AI26, Shadow Step to AE32, and the rest of the hall is lit, move (35) and dash (45).
Doesn't have enough movement left to make it into the caltrop space, and he came that way before so he knows they're there.
 

 
 Spoiler: Map 

   
Map is incorrect, Selina is in S7.
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 0/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 21/30
Beast: AC 13 HP: 20/20 +5 1d8+6 Fly 40, Flyby
Mudbugs: AC: 14 HP: 0/24   
 
  
Boomfizzle moves to catch up with Fire. When he sees his wildfire spirit, he summons a flying monkey and commands his pets to keep the monk in the compound.

  "Guard the front door. Don't let it escape."  

Fire goes to the main entrance, closing the door and standing in front of it.

The flying monkey flies at K, attacks, and then joins Fire in the hallway.

 
 Spoiler 
  Boomfizzle   Move to P26.
Action Summon Beast to P30
BA: Command Fire
Free Action: Command Beast

 Fire:  Teleport/move to S35.
Object interaction: Close front door

  Mudbugs   dead

 Flying Monkey: Fly to S33, attack, move to S34.
 (1d20+6)[ 7 ] ,  (1d8+6)[ 9 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The summoned creature misses its attack.

Selina runs to the open secret passage door and finds it nearly collapsed. Bear or passage, bear or passage... she climbs up the rubble created by Boomfizzle's spell and squeezes through, dragging her bow behind her.
 
 Spoiler 

Move/Dash/BA Dash with double cost to squeeze and climb on both sides, she reaches Q16 and is  not  stealthy doing so.
 

 
 Spoiler: Map 

   
 

 =&gt;Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 3/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (2) 
 Concentrating: -- 

Not A Pet and Bad Festival both hear the man running, and refuse to let him go, even though she is decidedly a lot slower than she would like to be at this point.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Object Interaction:  Pickup Greataxe
 Move:  Move to Z32.
 Action:  Dash

Rage ends due to not taking damage/attacking.

 Mashers:- 
 Move:  To T31, closing door on the way past to avoid having to go into the difficult terrain.
 Bonus Action: 
 Action: 
 Threefoot Two:   Dead
Bad Festival: Dash
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
[/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 33/38 Bear HP: 14/34| PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 0/3 3rd: 1/2
Conditions: Long Strider Concentration: -    
 
  

The girl had run away and taken the 'secret' tunnel, so Gobblehop ran as fast as his bear feet could carry him to the south and hid in the cloud.

The Sparks likewise ran back to pelt the monk with more stones

 
 Spoiler 

Gobblehop double moves 100ft to AA26

Hide roll  (1d20+3)[ 11 ] 

Sparks hide and move to AE32
  (1d20+4)[ 17 ] 

Attack K

 (1d20+4)[ 9 ]  damage  (1d20+2)[ 4 ] 
 (1d20+4)[ 7 ]  damage  (1d20+2)[ 14 ] 
 (1d20+4)[ 14 ]  damage  (1d20+2)[ 12 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Hearing his pursuers quick on his heels, Kent steps among the caltrops and unleashes a volley of attacks, stabbing the summoned flying monkey twice, finishing it off with a palm-strike, then moving up to the Fire Spirit...but he misses his attack on that one.

 
 Spoiler 

25' of movement to get in front of FB
Stunning strike on first hit on summoned flying monkey.  Once it goes down, stunning first on the fire spirit if there's time as well.
Spear  (1d20+8)[ 21 ]  for  (1d8+4)[ 9 ]   hit for 9 

Spear  (1d20+8)[ 22 ]  for  (1d8+4)[ 10 ]   hit for 10, 1 hp left 
Poss Adv.   (1d20+8)[ 28 ] 

Unarmed strike  (1d20+7)[ 27 ]  for  (1d6+3)[ 6 ]   crit for 12!, FB is down 
Poss Adv.   (1d20+7)[ 8 ] 

Unarmed strike  (1d20+7)[ 10 ]  for  (1d6+3)[ 4 ]   miss 
Poss Adv.   (1d20+7)[ 23 ] 

Stun DC 14
Save 1  (1d20)[ 12 ]   first hit on FB. Saved. 
Save 2  (1d20)[ 4 ]   unused 
2 ki points gone
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 0/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 0/20 +5 1d8+6 Fly 40, Flyby
Mudbugs: AC: 14 HP: 0/24   
 
  
Boomfizzle moves south into the small tunnel, shutting the door behind him as he enters room E. Once in the tunnel, he summons a new Fire! burning the monk.

Fire then teleports back to the door, burning the monk again.

 
 Spoiler 
  Boomfizzle   Move to Q30
Action Summon Wildfire Spirit to R33.
 (2d6)[ 8 ]  fire damage, DC14 Dex  (1d20)[ 19 ] 
BA: Command Fire
Object Interaction: Close door at P26

 New Fire:  Move to S33
Teleport to S35.
 (1d6+3)[ 5 ]  fire damage, DC14 Dex  (1d20)[ 3 ] 
  Mudbugs   dead
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Kent passes out from the burns.

Selina moves somewhere...you think.
Stealth  (1d20+10)[ 20 ] 
 =&gt;Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 3/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (2) 
 Concentrating: -- 

One more down. She'd seen them get up again and again, so she didn't want that to happen. So she shot arrows, and Bad Festival went to stab them, dropping the torch as he goes.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Object Interaction:  Sheathe greataxe.
 Move:  Move to W31.
 Action:  Attack K, normal arrows.
 (1d20+6)[ 10 ]   Damage:   (1d8+3)[ 9 ] 
 (1d20+6)[ 17 ]   Damage:   (1d8+3)[ 7 ] 
 Mashers:- 
 Move:  To S32, got enough move to go half speed to avoid caltrops. Drop torch. Draw shortsword.
 Bonus Action: 
 Action: 
 Threefoot Two:   Dead
Bad Festival:  (1d20+4)[ 5 ]  (1d20+4)[ 16 ]   Damage:   (1d6+2)[ 5 ] 
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
[/QUOTE][/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 33/38 Bear HP: 14/34| PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 0/3 3rd: 1/2
Conditions: Long Strider Concentration: -    
 
  

The dark cloud vanished, and Gobblebear sniffed the air. The girl was close by, carefully, he moved towards the much to low door and went very silent.

Meanwhile, the Sparks moved toward the felled monk, to make sure he didn't get up again.

 
 Spoiler 

Gobblehop moves to Y24
Action Perception:

 (1d20+6)[ 16 ] / (1d20+6)[ 11 ] 

Bonus action hide:  (1d20)[ 2 ] 


Sparks move to W31 and pelt K
 (1d20+4)[ 8 ]  damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 21 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 19 ]  damage  (1d4+2)[ 3 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Kent is dead.  Gobblehop doesn't hear anything.

 =&gt;Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 0/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 0/20 +5 1d8+6 Fly 40, Flyby
Mudbugs: AC: 14 HP: 0/24   
 
  
Boomfizzle steps out into the main hallway, shuts the door, and prepares to bite the rogue if it opens the door to look out.

Fire moves up next to the door and prepares to teleport away.

 
 Spoiler 
  Boomfizzle   Move to R32
Ready Primal Savagery if the door opens
 (1d20+6)[ 17 ] ,  (2d12)[ 19 ]  acid
BA: Command Fire
Object Interaction: Close door at Q32

 New Fire:  Move to Q32
Ready action to teleport away after Boomfizzle attacks.
 (1d6+3)[ 8 ]  fire damage
 (1d20)[ 17 ]  DC14 Dex save

  Mudbugs   dead
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
You don't hear anything.

 =&gt; Everyone goes 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 3/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (2) 
 Concentrating: -- 

Back and forth and back and forth. There was still one thing not dead yet. Not A Pet orders Bad Festival to remain at the door to guard it while she runs back up the hall.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To Z26, using object interaction to open door on the way past.
 Object Interaction:  Open door.
 Action:  Dash
 BA:  Hide  (1d20+3)[ 4 ] 
 Mashers:- 
 Move:  None
 Bonus Action:  Hide:  (1d20+4)[ 15 ] 
 Action:  Ready Sling attack for an enemy.
 Threefoot Two:   Dead
Bad Festival:  (1d20+4)[ 12 ]   Damage:   (1d4+2)[ 6 ] 
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 0/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 0/20 +5 1d8+6 Fly 40, Flyby
Mudbugs: AC: 14 HP: 0/24   
 
  
Boomfizzle and fire continue to guard the door, ready to pounce on the rogue should it arrive.

 
 Spoiler 
  Boomfizzle   Stay at R32
Ready Primal Savagery if the door opens
BA: Command Fire
Object Interaction: none

 New Fire:  Stay Q32
Ready action to teleport away after Boomfizzle attacks.

  Mudbugs   dead
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 33/38 Bear HP: 14/34| PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 0/3 3rd: 1/2
Conditions: Long Strider Concentration: -    
 
  

Gobblehop didn't need to think long about this - the bear wasn't the best form he could take here. He sprinted back north until he reached the entrance to the shrine, where he took cover as best as he could

 
 Spoiler 

Gobblehop moves to U7


Bonus action hide:  (1d20)[ 16 ] 

Sparks stay where they are, hide and ready attacks:

 (1d20+4)[ 21 ] 
 (1d20+4)[ 16 ]  damage  (1d4+2)[ 4 ]  if advantage  (1d20+4)[ 20 ] 
 (1d20+4)[ 7 ]  damage  (1d4+2)[ 5 ]  if advantage  (1d20+4)[ 15 ] 
 (1d20+4)[ 9 ]  damage  (1d4+2)[ 5 ]  if advantage  (1d20+4)[ 21 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Selina quietly creeps out of the small tunnel in the kitchen and fires an arrow at Not A Pet.  The arrow takes the goblin barbarian by surprise, and sends her collapsing to the ground...again.  The gnome runs south to Y26, staying along the west wall and ending up near Not A Pet.
 
 Spoiler 

Attack  (1d20+8)[ 27 ]  for  (4d6+4)[ 18 ]  including sneak attack
BA depends on whether this hits or not
 

 =&gt; Everyone 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 33/38 Bear HP: 14/34| PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 0/3 3rd: 1/2
Conditions: Long Strider Concentration: -    
 
  

Gobblehop heard the commotion and ran the way back he came, ending up next to the thieve

 
 Spoiler 

Gobblehop moves back to Y25

Sparks move to NAP and feed her one goodberry, moving back out of sight to AA31 and hide

 (1d20+4)[ 20 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 16 (18) HP: 1/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (3) 
 Concentrating: -- 

Not a Pet falls unconscious and Bad Festival holds their position with their sling at the ready.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
Is unconscious, again.

 Mashers:- 
 Move:  None
 Bonus Action:  Hide:  (1d20+4)[ 5 ] 
 Action:  Ready Sling attack for an enemy.
 Threefoot Two:   Dead
Bad Festival:  (1d20+4)[ 5 ]   Damage:   (1d4+2)[ 6 ] 
 Pondmuck:  Dead
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Threefoot Two , Bad Festival,  Pondmuck 
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields). TEMP: 14 (shields)
HP 8 x 3 = 5/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x240
Bolts x90
Dagger x21
Dagger +1
Greatsword
Handaxe x7
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x6
Shortsword x5
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Chain mail
Chain Shirt x2
Half-Plate
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x6
Shield x6
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x3
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Barrier Tattoo (AC 12)
Cap of Water Breathing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Ioun Stone of Sustenance
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Spellbook: Animate Dead, Blight, Ray of Sickness
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Gold-gilded skull (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)


 Misc: 
405gp

Acid Flask x2
Antitoxin x2
Backpack x8
Bag of ball bearings x5
Bedroll x11
Bell
Blanket x7
Black Hair Dye
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Book: Terrible, angsty poetry
Bounty Notice (100gp)
Bounty Notice (150gp)
Bronze Adventure Badge x5
Bronze Adventure Badge (Fake)
Bullseye lantern
Candle x10
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Hammock
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x1
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x12
Rope, 50’ x5
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Spell Ink (6 levels)
Small knife
Tent
Tiger-fang Necklace
Tinderbox x10
Torch x76
Waterskin x23
Wineskin
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 4 | AC: 16 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 0/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 30/30 +5 1d8+6 Pack tactics
Mudbugs: AC: 14 HP: 0/24   
 
  
When he hears the commotion in the kitchen, Boomfizzle runs towards the noise. He conjures another wolf in the tunnel to the kitchen, and commands it.

  "Go kill the thief!"  

The wolf runs up and attacks the rogue.

Fire dashes to reach the entrance to the kitchen.

 
 Spoiler 
  Boomfizzle   move to V33
Action Summon Beast (land)
BA: Command Fire
Object Interaction: none

 New Fire:  Dash to Z32

  Mudbugs   dead

Wolf: Move to Z26, attack S
 (1d20+6)[ 16 ] , Pack tactics  (1d20+6)[ 21 ] 
 (1d8+6)[ 14 ] 
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Snotgobbler (CE), Dungplop (LE), Bonk (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
The summoned wolf claws at Selina as the bear charges at her.  Ducking out of the way, she bolts towards the entry hall.  Passing through the door, the gnome starts to turn towards the entrance, and then takes two sling stones to the back of the head.

It doesn't take long to finish her off.

As you go outside and retrieve the noncombatants who fled, some of them grumble about nobody watching the door at all.

 
 Spoiler: Loot 

Kent Allard, Shadow Monk
Shortbow
Arrows x 20
Blanket
Waterskin
Magic Spear
Cloak of Billowing
Silver adventuring badge

Sir Percy, Watcher Paladin
Mithral Half Plate (small)
Shield w/ holy symbol of Helm
Shortsword
Dagger x 6
Magic Goggles
Backpack
Waterskin
50’ Rope
2 daggers
Silver adventuring badge

Selina, Scout Rogue
Arrows +1 x 8
Magic Studded Leather armor
Magic wand
Hooded lantern
Oil flasks x 2
1 bag of ball bearings
10’ of string
Bell
5 candles
tinderbox
waterskin
Silver adventuring badge

Clayton, Gloomstalker Ranger
50’ rope
 Magic longsword 
Shield
Breastplate
Handaxes x 6
Backpack
Waterskin
Torches x 10
Silver adventuring badge
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions:  Concentration: -    
 
  

Gobblehop examined the silver badges after the very short memorial for the fallen goblins. Posting guards would now be a priority, though to be fair, against that shadow monk, they likely would have been killed before they could alert anyone.

He shuddered to think what a team of gold rankers would be capable off.
 
"We need to look into more alarm traps. With sneaky enemies like that, regular guards don't stand a chance. And we really need wolves to help guard the place.

We are getting attacked so much, we aren't getting anything done - and then they even steel the stuff we have made ourselves." 
 
 Spoiler 

Day actions
1. Identify goggles
2. Identify spear
3. Scout for goblins
4. Scout for wolves
5. Scout for goblins
6. Brew health potion
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 16 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Pack tactics
Mudbugs: AC: 14 HP: 0/24   
 
  
Boomfizzle buries his crew. Uncommonly for a goblin, he sheds a tear when he puts Dungplop and snotgobbler in the ground. They had been friends his whole life. But, like most goblins, he recovers quickly. He chooses Ratpopper, Upchuck, and Fartsmell as his new crew, giving them to Not a Pet to train as soon as she is able. He gives Ratpopper the Wind Fan.

  "Can you show them how to use the crossbows? No more leaving healing potions in storage. Not a Pet should carry all of them."  

He realizes we should have set a watch.   "We should have Knife-Ears be in charge of the watch. Two goblins at all times, staggered, with the second hiding and holding the horn of alarm to alert Not a Pet."  

He puts on the rogue's studded leather without identifying it. Knowing it is magic is enough. He fixes the two tunnels that he had collapsed in the last fight. He then tries to identify the wand and the studded leather armor before working on some more healing potions.

 
 Spoiler 
[B]Put watch at P32 and Z31, with Z31 having the horn of silent alarm.
Day 1: Put on new armor, fix tunnels, put secret door at X21 (Survival for DC?  (1d20+6)[ 22 ] ), attach bell above front door so it rings every time it's opened.
Day 2: Identify wand
Day 3: Identify armor
Day 4-6: Brew healing potions
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
(Medicine: d20+3: 19)
Two days later, Boomfizzle notices a couple of the goblins running to the bathroom extra times and coughing.  They seem sick.  Knowing how sicknesses spread, he immediately has them sleep somewhere else apart from the tribe until they are better.
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Exhaustion (??)  
 Concentrating: -- 

Wearily, Not a Pet agrees - once she gets some sleep she takes the shiniest of shiny armour they had (fits her better than the small human anyway) and bringing the new warriors up to speed. When she gets a brief moment, she looks into the cold-sword she also took from the big rocky human.
 
 
  
 
 Spoiler: Day Actions 

 Day 41:  Retrain Mashers back to full strength
 Day 42:  Train Mudbugs in Light Crossbows (1/2)
 Day 43:  Train Mudbugs in Light Crossbows (2/2)
 Day 44:  Identify the Frostbrand
 Day 45:  Train Mudbugs in Medium armour (1/2)
 Day 46:  Train Mudbugs in Medium armour (2/2)

She's also going to scatter a set of ball bearings in the 10ft also occupied by caltrops (6 bags-&gt;5 remaining). Two dex saves to succeed on there now.

Claiming the +1 arrows, the mithral half-plate (so standard half-plate is back in the loot list), and the unidentified frostbrand, loot list updated pending the identification of magic items.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Pack tactics
Mudbugs: AC: 13 HP: 24/24   
 
  
That night, Boomfizzle changes out his spells. The next night, he cures the two sick goblins.

  "You should be better now."  
 
 Spoiler 
[B]Pick up lesser restoration at the next long rest.
That night, just before finishing the next long rest, cast it on the two sick goblins.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 13 (leather armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
Boomfizzle’s quick action prevents the sickness from spreading through the tribe!
	
 Day 1 
Gobblehop identifies the goggles as Goggles of Night
Boomfizzle adds a new secret door and does some work.
Not A Pet trains the new Masher.

 Day 2 
Gobblehop confirms the spear is a Spear +1
Boomfizzle identifies the wand as a Wand of Magic Detection
Not A Pet teaches the Mudbugs how to use light crossbows.

 Day 3 
Gobblehop goes recruiting and finds another goblin, and some food.
Boomfizzle identifies the leather armor as Studded Leather Armor of Fire Resistance
Not A Pet teaches the Mudbugs how to use light crossbows.

 Day 4 
Gobblehop goes scouting for wild animals.  There’s a small group of 3 wild dogs (Mastiffs) that he starts to make friends with, but they aren’t ready to come back yet.
Boomfizzle brews a Potion of Healing
Not A Pet identifies the Frostbrand longsword and attunes to it.

 Day 5 
Boomfizzle starts brewing a Potion of Healing
Not A Pet starts training the Mudbugs in medium armor, but doesn’t make much progress due to the interruption.
Gobblehop is out scouting with the Sparks, and hears a group coming through the woods.  Getting detailed observation will require a stealth check to not get spotted.

 =&gt;Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions:  Concentration: -    
 
  

Gobblehop tried to sneak closer, but managed to trip over a young deer, hiding in the underbrush. Not only did it startle him, it also ran away in just such a fassion, that it took away his cover.


 
 Spoiler 


managed to roll a nat 1 in the chat
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
 
 Spoiler: Init 

Gobblehop  (1d20+3)[ 5 ] 
Wilma  (1d20+4)[ 17 ] 
Twitch  (1d20+4)[ 23 ] 
Bo  (1d20+3)[ 15 ] 
Luna  (1d20)[ 14 ] 
 


Gobblehop sees:
A pointy-eared woman wearing green leather armor and carrying a bow.
A goblin-sized humanoid carrying a shortbow, and looking very at home in the woods.
A goblin-sized person with thick armor made from animal hide, and a pair of gloves, but no obvious weapon.
A lightly dressed gray-skinned big person who seems to have a lot of energy, not wearing much armor or carrying weapons.
J-H
Gobblehop starts about 100' away from the group.

Wilma raises her bow and fires two arrows at him while moving closer.  Twitch does the same, while the other halfling (Bo) moves 30' towards him, and Luna runs fast, closing the gap to about 20'.
 
 Spoiler 

Wilma ignores cover, longbow
Attack  (1d20+9)[ 28 ]  for  (1d8+6)[ 14 ] 
Attack  (1d20+9)[ 22 ]  for  (1d8+6)[ 12 ] 

Twitch does not ignore cover.  Shortbow long distance, disadvantage.
Attack  (1d20+10)[ 26 ]  or Attack  (1d20+10)[ 25 ]  for  (1d6+5)[ 7 ] 
Attack  (1d20+10)[ 28 ]  or Attack  (1d20+10)[ 22 ]  for  (1d6+5)[ 9 ] 
 


Distance from Gobblehop:
Wilma 70
Twitch 75
Bo 70
Luna 20'
 =&gt;Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 0/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions:  Concentration: -    
 
  

Gobblehop went down with four arrows sticking out of his tiny chest.
Two of the Sparks immediately ran off to warn the others, while Pitchfoot did his best to drag Gobblehop into cover.


 
 Spoiler 

Pitchfoot grabs Gobblehop and tries to hide him and himself

 (1d20+4)[ 15 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Luna yells something something back to the others in Common.  In his dazed state as berry juice trickles down his throat, all Gobblehop can make out is something about "chase" and "follow" followed by someone yelling "wait" before an earsplitting roar rings through the forest.

 

With something like this on their tail, all the other two goblins can do is run, as fast as they can.  Somehow, it's always just behind them, but never catches them - even when they slip and fall - until they get to the beach.  Rotrustler, running slightly behind, is scooped up by those fearsome jaws and killed, as Fiercetooth barely makes it through the door, sending the bell clanging loudly.

The goblin staggers inside and basically collapses from exhaustion while seriously rethinking his name.

The allosaur outside is too big to fit in.  It will take 1 minute (10 rounds) for the other party members to catch up with Luna while she impatiently waits outside.

Everyone may take places.  Gobblehop may heal himself and follow but will be 3 rounds behind unless he wants to risk getting spotted again.  The Sparks have one member dead and one member exhausted, so are basically out of the fight as a squad except for Pitchfoot.

 
 Spoiler: Map 

   
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: --  
 Concentrating: -- 

With a barked command Not A Pet orders the guards to retreat with the rest of the non-combatants while she takes up position with her longbow. Once the guard is through, she shuts the door. Whatever was coming their way, she wanted to get the jump on them. Quietly, she could only hope that Gobblehop had somehow survived.
 
 
  
 
 Spoiler: Actions/Movement 

Not A Pet: Z30
Hide if necessary:  (1d20+3)[ 10 ] . No disadvantage anymore, thanks mithral!
Mashers: Z29
Hide if necessary:  (1d20+4)[ 18 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 1/4, 2nd: 1/3 3rd: 2/2
Conditions: Exhaustion I, Longstrider Concentration: Summon Beast    
 
  

Regaining consciousness and not being chased, Gobblehop stopped at a wild black berry bush and began collecting handfulls of berries. Pitchfoot looked incredulous on, but didn't say anything.

 "I'm no help to anyone if I keel over from stubbing my toe. Alright, alright, I'll send them a bird to help them. Meanwhile, help picking berries."
 

With a gesture, he called another large owl and charged it to fight against the intruders.

 
 Spoiler 

Casting Summon Beast - Flyer with a lvl. 2 spell
Casting Longstrider with a lvl. 2 spell to include Pitchfoot
Casting 3x Goodberries and consume them while they make their way back
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 16 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Pack tactics
Mudbugs: AC: 14 HP: 0/24   
 
  
Boomfizzle places the driftglobe in the middle of the kitchen, propped on top of a small pile of wood collected for the cooking fire.

  "Alright, everyone get to your assigned places."  

He then shows the new Mudbugs where to hide and how to open and close the door to keep protected, while he gets into his hiding spot. The current sentries retreat back to the shrine room with the noncombatants.

 
 Spoiler 
Leaves driftglobe at Z24
Boomfizzle behind the door at AE30
Mudbugs behind the door at AH31
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
 
 Spoiler: Init 

Gobblehop  (1d20+3)[ 19 ] 
NAP  (1d20+3)[ 21 ] 
Boomfizzle  (1d20+3)[ 23 ] 
Wilma  (1d20+4)[ 13 ] 
Twitch  (1d20+4)[ 6 ] 
Bo  (1d20+3)[ 6 ] 
Luna  (1d20)[ 3 ] 
 


The Allosaurus arrives, paws at the door, snorts loudly, roars, and generally stamps around until the rest of the group catches up with it.

 
 Spoiler: Timing 

Distance from the encounter site to the lair is generally left ambiguous.  I rolled 3d4+1 and got 9 minutes.
Gobblehop consumed 30 berries, which is 30 actions he wasn't dashing.
The attackers have two halflings, so their speed is only 50'/rd dashing.
There were a max of 30 rounds (3 minutes) where Gobblehop was falling behind by 10'/rd (300 ft), then he catches up at 20'/rd (120ft per minute) after those 3 minutes (30 rounds) are up.

After the first 3 minutes he's 300' behind
Next 6 minutes he gains 120' per minute

Gobblehop can either stay 100'+ away until everyone's in, or he can risk a stealth check at any point on his turn to begin approaching across the beach.

I will assume the bird is going to wait until they've gone in, or may not be cast since he basically catches up before they arrive.
 
J-H
You hear snuffling sounds as something walks in and sniffs around.  After a little while, there are voices, and a booming sound followed by clattering.

 
 Spoiler 

Someone used  Thunderwave  to clear the caltrops and ball bearings.  They're still there, but they are blown into corners and functionally out of use until re-set.
 


Footsteps cautiously move along the entry hall.
 
 Spoiler: Perception DC 18 

You hear the creak of bows being held ready to fire.
 

 
 Spoiler: Map 

   
 

 =&gt; Party 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

It was now or never. Not A Pet kicks open the door and takes a knee, letting the flurry of rocks soar over her head as she knocks two arrows and looses them at the enemy - a big dog. The Mashers dart away, while Not A Pet holds the position, ready to strike back.
 
 
  
 
 Spoiler: Actions/Movement 

 Not A Pet:- 
Object Interaction: Kick open door.
 Bonus Action:  Rage - Frenzy
 Action:  Attack Wolf twice, +1 arrows.
 (1d20+7)[ 13 ]  If Hide Advantage:  (1d20+7)[ 12 ]   Damage:  (1d8+4)[ 7 ] 
 (1d20+7)[ 25 ]  If Hide Advantage:  (1d20+7)[ 12 ]   Damage:  (1d8+4)[ 9 ] 
 Move: None. 
 Mashers:- 
 Action:  Sling attack Wolf.
Bucket:  (1d20+4)[ 9 ]  Hide advantage?  (1d20+4)[ 24 ]   Damage:   (1d4+2)[ 3 ] 
Bad Festival: (1d20+4)[ 11 ]  Hide advantage?  (1d20+4)[ 23 ]   Damage:   (1d4+2)[ 5 ] 
Wriggles:  (1d20+4)[ 8 ]  Hide advantage?  (1d20+4)[ 21 ]   Damage:   (1d4+2)[ 6 ] 
 Move:  To Y26
 Bonus Action:  Hide  (1d20+4)[ 18 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
[/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 1/4, 2nd: 1/3 3rd: 2/2
Conditions: Exhaustion I, Longstrider Concentration: Summon Beast    
 
  

To his surprise, Gobblehop managed to catch up to the group, before they arrived. He decided to keep his distance and wait for them to enter, keeping the bird from attacking them too early

Pitchfoot received three magic stones to be ready for the fight.

 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 25/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Pack tactics
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle peaks out his door to see what is coming. He decides to try to split them up a little at first, so he causes vines and roots to rise up and try to grasp the archers and spell casters in the back. He calls out to the Mudbugs.

  "Now."  

The Mudbugs crack open their door and take turns shooting through the small opening.

 
 Spoiler 
FYI the driftglobe is unlit for now.

 Boomfizzle  opens door to keep 3/4 cover
casts Entangle, from R33 to U31
DC14 STR save T  (1d20)[ 15 ] , Wi  (1d20)[ 2 ] , Bo  (1d20)[ 9 ] 

Closes door
Then moves back 10' from the door

 Mudbugs  open door to keep 3/4 cover
Action: attack goblin-sized creature with hide armor and no weapons
should have advantage from darkness
if they don't, then make sure to attack someone entangled

Ratpopper:  (1d20+4)[ 21 ] ,  (1d20+4)[ 15 ] , damage  (1d8+2)[ 8 ] 
Upchuck:  (1d20+4)[ 9 ] ,  (1d20+4)[ 20 ] , damage  (1d8+2)[ 10 ] 
Fartsmell:  (1d20+4)[ 12 ] ,  (1d20+4)[ 5 ] , damage  (1d8+2)[ 6 ] 

Close door
BA: hide  (1d20+4)[ 10 ] 

Then move back 10' from the door.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
J-H
As Boomfizzle open the doors, the two archers ready to fire see the movement and loose their arrows at him.  The shorter archer misses by just a bit, while the taller one slides the arrow into the gap between door and doorframe, striking Boomfizzle.
He then casts  Entangle , successfully grabbing Bo and Wilma.

The Mudbugs follow up with sling stones, two of which fly true to hit Bo.  He knocks one to the side with a gloved hand.

Not A Pet and the Mashers attack the green wolf.
 
 Spoiler 

Readied attacks means they only get to make 1 each.
Wilma ignores cover
Attack  (1d20+10)[ 20 ]  for  (1d8+7)[ 13 ] 
Twitch vs +5AC from cover
Attack  (1d20+10)[ 14 ]  for  (1d6+5)[ 7 ] 

2 hits on Bo for 8 &amp; 10.  First one has damaged reduced by  (1d10+3)[ 8 ] 

NAP hits for 16.
Mashers hit for crit 6 + 5 + 6 = 16
 
J-H
Wilma attempts to break free, while Twitch moves up after muttering something you can't hear.
 
 Spoiler 

Wilma str check  (1d20+1)[ 10 ]  vs DC 14
 
J-H
Bo's wolf snarles and bites Not A Pet, while the halfling casts a spell that causes the entangling vines to shrivel into nothing.

A glowing image of a bear appears in the tunnel.
 
 Spoiler 

Summon Beast is small, so no squeezing.
Attack NAP [roll]1d20+6  20  for  (1d8+6)[ 9 ]  magic piercing damage

Dispel magic on Entangle

Summon totem
 


Luna moves forward, her shield up and a spell flickering around one hand, ready to go.  She's pretty fast.

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Not A Pet, Gobblehop? 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 25/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Pack tactics
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle peaks out his door again. When he sees his vines have been dispelled, he casts the spell again and causes vines and roots to rise up and try to grasp the archers and spell casters in the back. He calls out to the Mudbugs.

  "There is one closing."  

The Mudbugs crack open their door and take turns shooting through the small opening.

 
 Spoiler 

 Boomfizzle  Moves up 10'
opens door to keep 3/4 cover
casts Entangle, from T33 to W31
DC14 STR save T  (1d20)[ 2 ] , Wi  (1d20)[ 17 ] , Bo  (1d20)[ 10 ] 

Closes door
BA hide  (1d20+6)[ 20 ] 
Then moves back 15' from the door

 Mudbugs  Move up 10'
open door to keep 3/4 cover
Action: attack Bo, then T, then Wilma
Making sure they have advantage from either darkness or entangle

 Action:  Ratpopper:  (1d20+4)[ 18 ] ,  (1d20+4)[ 14 ] , damage  (1d8+2)[ 4 ] 
Upchuck:  (1d20+4)[ 8 ] ,  (1d20+4)[ 14 ] , damage  (1d8+2)[ 10 ] 
Fartsmell:  (1d20+4)[ 21 ] ,  (1d20+4)[ 12 ] , damage  (1d8+2)[ 5 ] 

Close door
BA: hide  (1d20+4)[ 10 ] 
Then move back 10' from the door.
 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 46/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy) 
 Concentrating: -- 

Well they were off to a good start. Sort of. The Mashers fling another volley of rocks at the dog, while Not A Pet throws aside her bow and withdraws her shiny new ice sword of being especially cold. Taking the blade into two hands, she runs forward, aiming to cut a path through the dog towards the nearest person who was stood in their way, before springing back in retreat.
 
 
  
 
 Spoiler: Actions/Movement 

 Mashers:- 
 Move:  To Z26, attack Wolf, then retreat back to Y26.
 Action:  Sling attack Wolf.
Bucket:  (1d20+4)[ 20 ]  Hide advantage  (1d20+4)[ 6 ]   Damage:   (1d4+2)[ 6 ] 
Bad Festival: (1d20+4)[ 9 ]  Hide advantage  (1d20+4)[ 12 ]   Damage:   (1d4+2)[ 6 ] 
Wriggles: (1d20+4)[ 13 ]  Hide advantage  (1d20+4)[ 5 ]   Damage:   (1d4+2)[ 4 ] 
 Bonus Action:  Hide  (1d20+4)[ 20 ] 
 Not A Pet:- 
 Free Action:  Drop bow.
 Object Interaction:  Draw Frostbrand, extinguishes (non-magical) light sources nearby.
 Action:  Attack Wolf if still up. If goes down, moves to AB31, attack Luna. Recklessly. She then retreats back to Z30, risking an OA.
 (1d20+7)[ 21 ]   (1d20+7)[ 20 ]   Damage:  (1d10+6)[ 13 ] + (1d6)[ 4 ]  (cold)
 (1d20+7)[ 9 ]   (1d20+7)[ 27 ]   Damage:  (1d10+6)[ 14 ] + (1d6)[ 6 ]  (cold)
 Move:  As listed above.
 Bonus Action:  Frenzy Attack
 (1d20+7)[ 18 ]   (1d20+7)[ 8 ]   Damage:  (1d10+6)[ 7 ] + (1d6)[ 4 ]  (cold)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
[/QUOTE][/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 31/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 1/4, 2nd: 1/3 3rd: 2/2
Conditions: Exhaustion I, Longstrider Concentration: Summon Beast    
 
  

Gobblehop and his two companions entered the fray.
As soon as Gobblehop was in the large corridor, he turned into a bear and went about mauling the halfling in front of him. The owl likewise concentrated its attack on the smaller target, before flying down the tunnel out of reach. Pitchfoot spent one of his stones, also targeting the halfling, before making a beeline towards the rat chamber.


 
 Spoiler 

Assuming we start our turn in front of the door outside:

Gobblehop moves to T32, bonus action: Transform into Brown Bear
Attack Bo

 (1d20+6)[ 22 ] , damage  (1d8+4)[ 11 ] 
 (1d20+6)[ 14 ] , damage  (2d6+4)[ 11 ] 

Owl: Attacks Bo and ends movement at AA32
 (1d20+6)[ 15 ] , damage  (1d8+7)[ 10 ] 

Pitchfoot
Ends movement at Q32, bonus action disengage, attacks Bo
 (1d20+5)[ 17 ] , damage  (1d6+3)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Boomfizzle moves up and opens the door to cast Entangle.

Luna, very near the door, produces and flings a ball of flame at him, while Twitch, farther back, fires an arrow.  The door catches both, and now has a hole in it.  It's going to need some repair work...
 
 Spoiler 

You triggered both readied actions.
Luna PF  (1d20+5)[ 18 ]  for  (2d8)[ 11 ]  fire damage
Twitch  (1d20+10)[ 18 ]  for  (1d6+5)[ 8 ]  piercing damage.
If it hits, Ensnaring strike, Str save  (1d20)[ 19 ]  vs DC 13; on a fail, restrained and take  (1d6)[ 2 ]  damage at start of turn
 
J-H
Only Twitch is caught in the Entangling vines.

The Mudbugs fire three crossbow bolts.  One goes wide, Bo catches the second in a gloved hand, and the third hits (damaged absorbed by thp, no Concentration check needed).

The Mashers fling stones, hitting the summoned wolf twice.  The extra vitality it got when the bear totem appeared is almost gone (10 damage vs 11thp).  Not A Pet finishes it off, then runs out and attacks Luna with a powerful slash to the half-orc's back before retreating.

Gobblehop surprise-attacks as a bear, and he, the owl, and Pitchfoot all hit Bo.

 
 Spoiler 

Vs. Luna
CRIT for 40, then hit for 11
OA on retreat  (1d20+3)[ 22 ]  for  (1d4)[ 1 ]  piercing damage

Bear 1 hit for 11
Owl hit for 10
Pitchfoot hit for 8
Total 29 damage
 
J-H
Wilma yells in surprise and steps away from the Gobblebear, firing four arrows into it.  The owl vanishes as Gobblehop turns back into a goblin.
 
 Spoiler 

Gobblebear OA  (1d20+6)[ 8 ]  for  (2d6+4)[ 9 ] 
Attack, attack, action surge attack, attack
Attack  (1d20+10)[ 14 ]  for  (1d8+7)[ 9 ]  total 18 with grasping arrow
Attack  (1d20+10)[ 14 ]  for  (1d8+7)[ 12 ] 
Attack  (1d20+10)[ 18 ]  for  (1d8+7)[ 15 ]   knocks bear form to 0hp with 11 points carryover damage 
Attack  (1d20+10)[ 23 ]  for  (1d8+7)[ 14 ]   hit for 14 more damage 
On first hit, Grasping Arrow:  Take  (2d6)[ 9 ]  poison damage, speed reduced by 10', take 2d6 slashing damage the first time on each turn it moves 1’ or more.  Lasts for 1 minute or until used again, or until it is removed with a DC 13 Athletics check as an action.
 Brown Bear is AC 11, 34hp; looks like Gobblehop has 25 damage after turning back into goblin form, and Grasping Arrow 
Rolled 4 concentration checks in Discord, failed 1.
 
J-H
Twitch reaches out to Bo and heals his fellow halfling.  He also drops the arrow he's holding and pulls out one that appears to be enchanted with Continual Flame.
 
 Spoiler 

2nd level CW  (2d8+2)[ 8 ] 
Speed 0.
 


Bo backs under the alcove away from Gobblehop and summons another animal in front of Not A Pet.
 "Luna, get the archers!  I'll hold this one back!"
"No, you get the archers, I'm too biiiig!" *snarl* 
Bo's wolf bites Not A Pet, then moves east, while Luna turns into a big white bear and attacks Not A Pet before backing up, biting her once.
 
 Spoiler 

Attack  (1d20+6)[ 9 ]  w/ advantage  (1d20+6)[ 22 ]  for  (1d8+6)[ 13 ]   hit 
Then it provokes an OA  (1d20+7)[ 10 ]  for  (1d10+6)[ 11 ]  plus  (1d6)[ 6 ]  cold from NAP  miss 
Luna turns into a polar bear, moves, attacks, and then backs out of the alc ove.  Adv reckless, disadvantage squeezing.
Bite  (1d20+7)[ 22 ]  for  (1d8+5)[ 11 ]   hit 
Claws   (1d20+7)[ 16 ]  for  (2d6+5)[ 9 ]   miss 
No OA because NAP just used reaction.
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 34/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy) 
 Concentrating: -- 

Fangs and claws were such big bores, and they would never stop her. With a scream she moves out - and ignores the big ugly bear and choose the much more delicate looking small-human. The Mashers, lacking the angle to hit anything else, go and hit the big bear.
 
 
  
 
 Spoiler: Actions/Movement 

 Mashers:- 
 Move:  To Z26, attack Lunabear, then retreat back to Y26.
 Action:  Sling attack Wolf.
Bucket:  (1d20+4)[ 8 ]  Hide advantage  (1d20+4)[ 17 ]   Damage:   (1d4+2)[ 3 ] 
Bad Festival: (1d20+4)[ 23 ]  Hide advantage  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 4 ] 
Wriggles: (1d20+4)[ 24 ]  Hide advantage  (1d20+4)[ 22 ]   Damage:   (1d4+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 15 ] 
 Not A Pet:- 
 Move:  To X31 (provoke OA before being reckless), attack recklessly, move back to Z30
 Action:  Attack Bo. If Bo falls, keep attacking them for the kill.
 (1d20+7)[ 9 ]  Reckless:  (1d20+7)[ 11 ]   Damage   (1d10+6)[ 9 ] + (1d6)[ 4 ]  (cold)
 (1d20+7)[ 19 ]  Reckless:  (1d20+7)[ 26 ]   Damage   (1d10+6)[ 14 ] + (1d6)[ 2 ]  (cold)
 Bonus Action:  Frenzy Attack
 (1d20+7)[ 9 ]  Reckless:  (1d20+7)[ 17 ]   Damage   (1d10+6)[ 14 ] + (1d6)[ 4 ]  (cold)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 25/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Pack tactics
Mudbugs: AC: 14 HP: 24/24   
 
  
Hearing the wolf outside the door, Boomfizzle is smart enough not to go down there again to open it. He retreats to the hallway and summons Fire to the south.

  Kill the restrained one."  

Fire shoots a fire seed at Twitch, then moves towards Luna and retreats, offering an attack of opportunity to the polar bear.

The Mudbugs crack open their door and take turns shooting through the small opening, this time aiming for Twitch.

 
 Spoiler: OOC 

  Boomfizzle   Move to AI27
Action: Summon Fire to AC33
 (2d6)[ 10 ]  fire damage to Luna and GW
DC14 Dex saves L  (1d20)[ 11 ] , GW  (1d20)[ 8 ] 
 Bonus Action:  Command Fire

  Fire!  
Move to AB33, then back to AE31
Fire seed at Twitch  (1d20+6)[ 11 ] ,  (1d20+6)[ 16 ] 
Move to AE32

  Mudbugs   Move to AH30. Open door
Attack Twitch

 Action:  Ratpopper:  (1d20+4)[ 19 ] ,  (1d20+4)[ 22 ] , damage  (1d8+2)[ 3 ] 
Upchuck:  (1d20+4)[ 23 ] ,  (1d20+4)[ 15 ] , damage  (1d8+2)[ 9 ] 
Fartsmell:  (1d20+4)[ 6 ] ,  (1d20+4)[ 17 ] , damage  (1d8+2)[ 4 ] 

Close door
 Bonus Action:  Hide  (1d20+4)[ 16 ] 
Move back to AI29

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 6/38 Octohop: 52/52 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 1/4, 2nd: 1/3 3rd: 2/2
Conditions: Exhaustion I, Longstrider Concentration:     
 
  

Gobblehop felt the pain of the archers' arrows - again. How could they make these things hurt so much.
He was pretty much rooted to the spot, unable to reach - or was he. With an effort worthy of a mighty goblin warrior, he turned into a giant octopus - and immediately felt himself dry out. But this fight would be over far before that would be an issue. He reached out with his massive arms and tried to grapple the halfling, his earlier target.

Meanwhile, Pitchfoot continued to bombard the halfling too.


 
 Spoiler 

Bonus action: Turn into Giant Octopuss

 (1d20+5)[ 18 ]  damage  (2d6+3)[ 14 ]  at Bo

 
 Spoiler: Giant Octopus 

MM
p326
Large Beast, Unaligned
Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 10 ft., swim 60 ft.
STR	DEX	CON	INT	WIS	CHA
17 (+3)	13 (+1)	13 (+1)	4 (-3)	10 (+0)	4 (-3)
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1 (200 XP) 	Proficiency Bonus +2
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
 


Pitchfoot
 (1d20+5)[ 12 ]  damage  (1d6+3)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Lunabear and the summoned wolf are both burned as Fire arrives.  It moves forwards next to Luna, launches a Fire Seed that misses, and retreats.  Two crossbow bolts hit Twitch as he fights the vines.

The Mashers launch stones, hitting Lunabear repeatedly.  Not A Pet charges out and hits Bo twice.  The halfling collapses, unconscious.
 
 Spoiler 

Fire Seed misses even without accounting for a large polar bear giving +2 ac from cover.

OA vs Fi
Attack  (1d20+7)[ 19 ]  for  (2d6+5)[ 10 ] 

Twitch is hit for 3 &amp; 9 = 12

Mashers hit with 1 crit, 17 damage to Luna

NAP hits Bo twice for 16 &amp; 18, knocked to 0
 
J-H
Gobblehop swells in size to a giant Octopus, lashing out and striking the half-elven archer, wrapping its tentacles around her.

Wilma fires two arrows at the Octohop despite the tentacles wrapped around her.

Twitch yells something about "just kill the druid!" and manages to break free of the restraining vines.

Luna the polar bear turns and dashes towards Boomfizzle, easily catching up to him.
 
 Spoiler 

Restrained, disadvantage
 (1d20+10)[ 19 ]  or  (1d20+10)[ 18 ]   for  (1d8+7)[ 14 ] 
 (1d20+10)[ 27 ]  or  (1d20+10)[ 14 ]   for  (1d8+7)[ 12 ] 

Str  (1d20)[ 19 ] 

Luna has a lot of move speed.
 

 
 Spoiler: Map 

   
 

 =&gt; Party 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 25/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 20/30
Beast: AC 13 HP: 0/30 +5 1d8+6 Pack tactics
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle runs away around the corner. As he goes, he calls out to Fire!

  Help. I'm trapped! If this bear chases after me, I have nowhere to run."  

Fire was already in the middle of throwing a ball of fire at Wilma. But after she does, she moves north to engage the polar bear.

The Mudbugs crack open their door and take turns shooting through the small opening, aiming for Wilma.

 
 Spoiler: OOC 

  Boomfizzle   Move to AI27
Action: Disengage
 Bonus Action:  Command Fire

Move to AD25

  Fire!  
Fire Seed at Wilma  (1d20+6)[ 14 ] ,  (1d20+6)[ 10 ] ,  (1d6+3)[ 7 ] 
Move to AH30

  Mudbugs   Move to AH30. Open door
Attack Wilma, advantage from darkness

 Action:  Ratpopper:  (1d20+4)[ 21 ] ,  (1d20+4)[ 21 ] , damage  (1d8+2)[ 5 ] 
Upchuck:  (1d20+4)[ 16 ] ,  (1d20+4)[ 6 ] , damage  (1d8+2)[ 7 ] 
Fartsmell:  (1d20+4)[ 13 ] ,  (1d20+4)[ 24 ] , damage  (1d8+2)[ 3 ] 

Close door
 Bonus Action:  Hide  (1d20+4)[ 21 ] 
Move back to AI29

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 34/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy) 
 Concentrating: -- 

One was down, and though she wished to finish the fallen off, she knows better while there are still threats.  "Mashers, to me!"  She calls out. Her squad follows her as she exits the tunnel, throwing rocks at Wilma while Not A Pet runs in with her coldsword swinging.
 
 
  
 
 Spoiler: Actions/Movement 

 Mashers:- 
 Move:  To Z31
 Action:  Sling attack Wilma. If she goes down, move attacks to Bo (no advantage).
Bucket:  (1d20+4)[ 8 ]  Restrain Advantage  (1d20+4)[ 24 ]   Damage:   (1d4+2)[ 4 ] 
Bad Festival: (1d20+4)[ 21 ]  Restrain Advantage  (1d20+4)[ 10 ]   Damage:   (1d4+2)[ 3 ] 
Wriggles: (1d20+4)[ 13 ]  Restrain Advantage  (1d20+4)[ 23 ]   Damage:   (1d4+2)[ 4 ] 
 Not A Pet:- 
 Move:  To W32A
 Action:  Attack Wilma. If she falls, move attacks to Bo.
 (1d20+7)[ 12 ]  Restrain (or Unconscious):  (1d20+7)[ 23 ]   Damage   (1d10+6)[ 8 ] + (1d6)[ 2 ] 
 (1d20+7)[ 23 ]  Restrain (or Unconscious):  (1d20+7)[ 11 ]   Damage   (1d10+6)[ 8 ] + (1d6)[ 5 ] 
 Bonus Action:  Frenzy Attack
 (1d20+7)[ 13 ]  Restrain (or Unconscious):  (1d20+7)[ 8 ]   Damage   (1d10+6)[ 11 ] + (1d6)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
J-H
The Fire Seed misses, but the Mudbugs hit Wilma, as do all 3 of the Mashers.  Not A Pet then knocks her unconscious with two hits.
J-H
Octohop frees itself and slurps forward, pulling Wilma under its body.

Twitch fires his bow twice at Not A Pet, then jumps and ducks past Octohop.  One arrow hits, and the goblin easily shakes off the entangling vines.
 
 Spoiler 

Disadvantage due to point blank.
Attack  (1d20+10)[ 11 ]  or Attack  (1d20+10)[ 13 ]  for  (1d6+5)[ 11 ] 
Attack  (1d20+10)[ 26 ]  or Attack  (1d20+10)[ 24 ]  for  (1d6+5)[ 10 ] 
On hit, discharge Ensnaring Strike
1 Ensnaring Strike. (BA, C, next target hit must make a STR save or be restrained until spell ends, taking 1d6 piercing damage at the beginning of its turn.  STR save as an action, or STR save by adjacent creature, can end the spell)
NAP Str save  (1d20)[ 7 ]   (1d20)[ 20 ] 
 

 =&gt; Not A Pet OA 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 6/38 Octohop: 52/52 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 1/4, 2nd: 1/3 3rd: 2/2
Conditions: Exhaustion I, Longstrider Concentration:     
 
  

Gobblehop saw the archer go limp. He strained to break the arrows restraining effect, so he could move himself over the two unconscious enemies.

Pitchfoot fired his remaining stone at Twitch

 
 Spoiler 

Strength check
 (1d20+3)[ 22 ] 

If free, I move over Bo and Wilma, if not, I only tug Wilma out of sight and reach beneath me

 
 Spoiler: Giant Octopus 

MM
p326
Large Beast, Unaligned
Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 10 ft., swim 60 ft.
STR	DEX	CON	INT	WIS	CHA
17 (+3)	13 (+1)	13 (+1)	4 (-3)	10 (+0)	4 (-3)
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1 (200 XP) 	Proficiency Bonus +2
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
 


Pitchfoot attacks Twitch
 (1d20+5)[ 24 ]  damage  (1d6+3)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
(Twitch took 8 damage)

Luna moves away from the Fire Spirit, turns the corner, and sees Boomfizzle taunting her from the far side of a small tunnel.  She snarls, shifts back into a half-orc, and invokes a mighty torrent of wind that rushes back and forth from Boomfizzle to the end of the tunnel behind her.

 
 Spoiler: Wind Wall 

Boomfizzle takes  (3d8)[ 11 ]  damage, Str half  (1d20)[ 15 ]   saved for half 
Entangle Conc check  (1d20)[ 11 ]   pass 
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
 

 
 Spoiler: Map 

   
 

 =&gt; Party 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 29/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy) 
 Concentrating: -- 

She swipes at the little one, but they're too nimble by far, even as they're loosing arrows in melee. She gives chase, doing an appropriately named set of hops over Gobblehop's tentacles. She was confident in her speed. Even if the twitchy small-human ran, she'd catch up.

Meanwhile the Mashers move in to finish off Bo. They can hear Boomfizzle still fighting further back in the den - once the man was definitely dead, they'd be going back to help.
 
 
  
 
 Spoiler: Actions/Movement 

 Mashers:- 
 Move:  To X31, attack. If he dies, move to Z29. Otherwise stay at X31.
 Action:  Sword attack Bo.
Bucket:  (1d20+4)[ 12 ]  Unconscious Advantage: (1d20+4)[ 9 ]   Damage:   (1d6+2)[ 3 ] 
Bad Festival: (1d20+4)[ 11 ]  Unconscious Advantage: (1d20+4)[ 12 ]   Damage:   (1d6+2)[ 3 ] 
Wriggles: (1d20+4)[ 9 ]  Unconscious Advantage: (1d20+4)[ 24 ]   Damage:   (1d6+2)[ 3 ] 
 Not A Pet:- 
 Move:  To S32. 40ft movement should get me there through all the difficult terrain.
 Action:   Attack Twitch, recklessly.
 (1d20+7)[ 10 ]   (1d20+7)[ 25 ]   Damage:   (1d10+6)[ 7 ] + (1d6)[ 3 ] 
 (1d20+7)[ 10 ]   (1d20+7)[ 23 ]   Damage:   (1d10+6)[ 11 ] + (1d6)[ 4 ] 
 Bonus Action:  Frenzy Attack
 (1d20+7)[ 15 ]   (1d20+7)[ 9 ]   Damage:   (1d10+6)[ 11 ] + (1d6)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 20/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 2/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 20/30
Beast: AC 13 HP: 30/30 +6 1d8+6 Pack tactics
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle summons a wolf in the old storage room. He then yells to Fire and the wolf before moving north.

  "Kill the orc!"  

Fire flies up, teleports to the left, and then returns to a spot adjacent to the orc. The wolf moves in and attacks.

The Mudbugs crack open their door and take turns shooting through the small opening at Bo's limp body.

 
 Spoiler: OOC 

  Boomfizzle   Move to AI27
Action: 2nd level Summon Beast to AJ24

 Bonus Action:  Command Fire

Move to AD24

  Fire!   Move to AH25,
Teleport to AF25, Fire  (1d6+3)[ 4 ] 
Lu save  (1d20)[ 17 ] 
Move to AG25

 Wolf:  Move to AH24
Attack with Pack tactics  (1d20+6)[ 9 ] ,  (1d20+6)[ 22 ] ,  (1d8+6)[ 9 ]  damage

  Mudbugs   Move to AH30. Open door
Attack Bo, advantage from darkness, disadvantage prone

 Action:  Ratpopper:  (1d20+4)[ 20 ] , damage  (1d8+2)[ 9 ] 
Upchuck:  (1d20+4)[ 15 ] , damage  (1d8+2)[ 8 ] 
Fartsmell:  (1d20+4)[ 14 ] , damage  (1d8+2)[ 5 ] 

Close door
 Bonus Action:  Hide  (1d20+4)[ 14 ] 
Move back to AI29

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 6/38 Octohop: 52/52 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 1/4, 2nd: 1/3 3rd: 2/2
Conditions: Exhaustion I, Longstrider Concentration:     
 
  

Gobblehop rested his full weight on the fighter, freeing his tentacles to attack Twitch.

Pitchfoot threw a last stone and then went to hide through the tunnel into the rat chamber

 
 Spoiler 

Tentacling Twitch
 (1d20+5)[ 24 ]  damage  (2d6+3)[ 9 ] 
 
 Spoiler: Giant Octopus 

MM
p326
Large Beast, Unaligned
Armor Class 11
Hit Points 52 (8d10 + 8)
Speed 10 ft., swim 60 ft.
STR	DEX	CON	INT	WIS	CHA
17 (+3)	13 (+1)	13 (+1)	4 (-3)	10 (+0)	4 (-3)
Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 1 (200 XP) 	Proficiency Bonus +2
Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
Water Breathing. The octopus can breathe only underwater.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
 


Pitchfoot attacks Twitch

 (1d20+4)[ 8 ]  damage  (1d4+2)[ 3 ]  (possibly with advantage  (1d20+4)[ 8 ]  )
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Luna dodges the flames, but not the wolf.  The Mudbugs hit Bo twice, then the Mashers finish him off.

Not A Pet chases after Twitch, hitting the halfling twice.  Gobblehop piles on, grabbing the halfling with a tentacle.

Desperately, the halfling pelts them with arrows, hitting with all 3 shots.
 
 Spoiler 

Horde Breaker, attack Gobblehop twice, Not A Pet once.
Disadvantage from restraint and disadvantage from being point blank.

Gob Attack  (1d20+10)[ 23 ]  or   (1d20+10)[ 19 ]   for  (1d6+5)[ 11 ] 
Gob Attack  (1d20+10)[ 12 ]  or   (1d20+10)[ 21 ]   for  (1d6+5)[ 7 ] 

BA Ensnaring Strike. (BA, C, next target hit must make a STR save or be restrained until spell ends, taking  (1d6)[ 3 ]  piercing damage at the beginning of its turn.  STR save as an action, or STR save by adjacent creature, can end the spell).  May cancel out disadvantage on 2nd shot at NAP.
Nap Attack  (1d20+10)[ 25 ]  or   (1d20+10)[ 27 ]   for  (1d6+5)[ 9 ]   passed save vs Ensnaring Strike 
 
J-H
Luna ducks between the fire and the wolf, then manifests a thunderous shockwave at them both.  It doesn't kill either, so she ducks back into the protection of the wall.
 
 Spoiler 

Move 10' to AI25 where she can hit both with Thunderwave; Fire doesn't have melee OA capability.
 (4d8)[ 20 ]  thunder damage, 10' pushback, Con DC 13 half
Wolf  (1d20)[ 20 ] 
Fire  (1d20)[ 14 ] 
 

 
 Spoiler: Map 

   
 


=&gt; Party
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 25/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy) 
 Concentrating: -- 

With Bo down, the Mashers dash back to help out with the remaining intruder, while Not A Pet sets about finishing off the restrained small-human with some quick swordslashes.
 
 
  
 
 Spoiler: Actions/Movement 

 Mashers:- 
 Move:  Dash to AB24
 Action:  Dash
Bucket:
Bad Festival:
Wriggles:
 Bonus Action:  Hide  (1d20+4)[ 16 ] 
 Not A Pet:- 
 Move:  None
 Action:   Attack Twitch.  Not reckless due to restrain.
 (1d20+7)[ 19 ]  (1d20+7)[ 26 ]   Damage:   (1d10+6)[ 13 ] + (1d6)[ 3 ] 
 (1d20+7)[ 14 ]  (1d20+7)[ 17 ]   Damage:   (1d10+6)[ 12 ] + (1d6)[ 4 ] 
 Bonus Action:  Frenzy Attack
 (1d20+7)[ 27 ]  (1d20+7)[ 8 ]   Damage:   (1d10+6)[ 11 ] + (1d6)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
[/QUOTE][/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 20/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 2/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 10/30
Beast: AC 13 HP: 20/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle peaks around the corner.

  "Let me know when you've killed the orc!"  

Fire teleports to the east with Wolf, and then returns to her spot adjacent to the orc. The wolf moves in and attacks.

The Mudbugs look west and north, but see no one to shoot.

 
 Spoiler: OOC 


[B]  Boomfizzle   Stays where he is.
Action: none

 Bonus Action:  Command Fire

  Fire!  
Teleport to AI25 with Wolf, Fire  (1d6+3)[ 8 ] 
Lu save  (1d20)[ 5 ] 
Move back to AG25

Wolf: Move to AH24
Attack with Pack tactics  (1d20+6)[ 7 ] ,  (1d20+6)[ 9 ] ,  (1d8+6)[ 9 ]  damage

  Mudbugs   Move to AH30. Open door

Close door
 Bonus Action:  Hide  (1d20+4)[ 22 ] 

Move back to AI29

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Bobthewizard
The Mudbugs move up and ready an attack on Luna if she moves out of the wind wall.

 
 Spoiler: OOC 
Move to AI28
Advantage from hiding in last post.

 Action:  Ratpopper:  (1d20+4)[ 20 ] ,  (1d20+4)[ 21 ] , damage  (1d8+2)[ 8 ] 
Upchuck:  (1d20+4)[ 16 ] ,  (1d20+4)[ 16 ] , damage  (1d8+2)[ 6 ] 
Fartsmell:  (1d20+4)[ 15 ] ,  (1d20+4)[ 11 ] , damage  (1d8+2)[ 9 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 6/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 1/4, 2nd: 1/3 3rd: 2/2
Conditions: Exhaustion I, Longstrider Concentration:     
 
  

Gobblehop returned to his normal form, standing over the downed Wilma.
With a cold smile, he bashed her head with his staff


 
 Spoiler 


Gobblehop uses bonus action to cast Shilleagh

Attacks Wilma
 (1d20+6)[ 24 ] / (1d20+6)[ 16 ] 

Pitchfoot attacks her too with sling
 (1d20+4)[ 9 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Fiercetooth
Pitchfoot

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Luna casts a warding spell, reducing the fire damage even as she fails to dodge.  It's almost enough to put her down, but she refuses to die so easily.
(Relentless endurance - 1hp)  The wind wall goes down, though, and that means the Mudbugs have a clear shot to put her down.

You swiftly finish off everyone else.

 
 Spoiler: Loot 

 Wilma Tell, Half-Elf Arcane Archer 
Magic Studded Leather
Arrows +1 x 15
Longbow
1 healing potion
Bedroll
Rations
Waterskin
50’ silk rope
10 candles
Silver adventuring badge

 Twitch, Halfling Ranger 
3 arrows with Continual Flame
Magic shortbow
Magic studded leather
1 healing potion
Bedroll
Rations
Waterskin
50’ silk rope
Silver adventuring badge

 Bo Pep, Shepherd Druid 
Magic hide armor
Magic gloves
Dagger
1 healing potion
Bedroll
Rations
Waterskin
Silver adventuring badge

 Luna, Moon Druid 
Magic needle
Dagger
8 Goodberries
Bedroll
Rations
Waterskin
Silver adventuring badge
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions: Exhaustion I, Longstrider Concentration:     
 
  
 
"Well, I don't know about you, but I need a break. In the morning I'll take a look at the loot."  Gobblehop yawned.
True to his word, the next morning he spend time examining the armor the unlucky druid had left them.


 
 Spoiler 


Day actions

1. Identify magic item: Hide Armor
2. Identify magic item: Gloves
3. Scout: Try to befrend wild mastifs
4. Scout: Recruit wandering Goblin
5. Scout: Find more animals
6. Scout: Find herbs for potions
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
 Fiercetooth 
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
[/QUOTE]
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 25/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy) 
 Concentrating: -- 

From Not A Pet's perspective, that fight went rather well! She got to chop people with her sword, got hit a lot but didn't fall over, and then got to hit people some more.

Once they're back to normal, she sets about training up the replacements for the dead goblins.
 
 
  
 
 Spoiler: Day Actions 

 Day 46:  Retrain Sparks
 Day 47:  Retrain Sparks
 Day 48:  Identify Shortbow
 Day 49:  Identify Needle
 Day 50:  Train Mudbugs with M. Armour (1/2)
 Day 51:  Train Mudbugs with M. Armour (2/2)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 20/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle uses the wand of magic detection to determine what we need to investigate. He then sets about stripping and butchering the bodies for the stew for the night's feast.

  "No Goodberries tonight everyone!"  

The next day, he works on a short wall to block off the alcove from the main tunnel. He makes sure it's easy to get over, even for the shortest goblins.

He then works on identifying items and making potions for Not a Pet.

 
 Spoiler: OOC 
Keep the sentry detail.

Day 1 - short wall from U31/32 to AD31/32
Day 2 - ID gloves
Day 3 - ID studded leather
Day 4 - ID other studded leather
Day 5 - Healing potion
Day 6 - Healing potion

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
J-H
A withered old crone of a goblin, Mypot, steals a spellbook you’ve looted from a wizard, and claims it as hers.

Do you let her keep it?
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 17 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions:  Concentration:     
 
  
 
"That was Big Head's book. You can keep it if you can prove to us that you can actually read it and cast spells. Otherwise keep your grubby fingers from it until the tribe finds someone who can actually use those treasures."  Gobblehop admonished the goblin sternly.


 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
 Fiercetooth 
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
[/QUOTE][/QUOTE]
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 25/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy) 
 Concentrating: -- 

Not A Pet doesn't know anything about spellbooks - so she leaves such things in Gobblehop's hands to deal with. She hits things, not thinks things.
 
 
  
 
 Spoiler: Day Actions 

 Day 46:  Retrain Sparks
 Day 47:  Retrain Sparks
 Day 48:  Identify Shortbow
 Day 49:  Identify Needle
 Day 50:  Train Mudbugs with M. Armour (1/2)
 Day 51:  Train Mudbugs with M. Armour (2/2)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x29
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Mace
Pike x3
Shortbow x7
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x4
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x10
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x15
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x5
Rope, 50’ x7
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x27
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 17 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle shrugs his shoulders. He speaks only to Gobblehop, not trying to undermine him.

  "Mypot has never given us any trouble before. I looked through the book and couldn't make sense of it. Maybe she can figure it out. Maybe the spells will help us again, like when Bighead knew them. Pebbles seems smart. Maybe she can help her."  

But he lets Gobblehop make the final call, since he was closer with Bighead.

 
 Spoiler: OOC 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
J-H
Mypot keeps the book...for now.
In the future, if an enemy enters the Noncombatant room, they will get one casting of Magic Missile (1d4+1 x 3) to the face.  Max once per day, remind the DM.

 Day 1 
Gobblehop identifies the armor as Hide Armor +1
Not A Pet retrains Ashbrain (only 1 Spark replaced)
Boomfizzle identifies the leather armor as Studded Leather +1

 Day 2 
Gobblehop identifies the gloves as Gloves of Missile Snaring
Not A Pet identifies the shortbow as a Shortbow +1.
Boomfizzle identifes the other leather armor as Studded Leather of Poison Resistance

 Day 3 
Gobblehop lures the 3 mastiffs back to the lair.  However, they follow him around instead of sitting and waiting in a lair, and they really don’t like the spot where the giant rats were living.
Not A Pet identifies the needle as a Barrier Tattoo (AC 15, max +2).
Boomfizzle brews a healing potion.  It goes into storage unless someone puts it in their inventory.

 Day 4 
Not A Pet starts training the Mudbugs with medium armor, but is interrupted…
Boomfizzle starts brewing a healing potion, but is interrupted…

Gobblehop goes out scouting with the Sparks and his 3 mastiffs and finds 2 humans, one with a bright purple robe and staff, and the other with heavy armor.
Accompanying them are three REALLY BIG people, three to four times as tall as a goblin.  They have ugly faces and are wearing chain mail and carrying long halberds.

If he wants to find anything more out, he’ll need to approach closer and make a stealth check...
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions:  Concentration:     
 
  

Gobblehop sent the Sparks home directly to warn the others, while he - no matter the last disastrous attempt - tried to get a better look.


 
 Spoiler 


Sneak

 (1d20+3)[ 17 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
 Fiercetooth 
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
The mastiffs whine a bit, but stay behind when Gobblehop tells them to.

He is able to identify the three really big ones with armor and halberds as ogres.  They are each wearing some kind of wooden talisman around their necks, but he can't make out the symbol from a distance.  The ogres seem to be following the commands of the two humans(?) with them.

The one with the purple robe has eyes that shine with a slight golden glow.

The heavily armored one has a shortsword at his side.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions:  Concentration:     
 
  

Gobblehop had seen enough. He went back to the dogs and hurried back to the others to tell them about the situation.

 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Thanks to the Chief Scout's advance warning, you have plenty of time to set up in defensive positions (please specify).

In fact, once they do arrive, they open the door and then nothing seems to happen for a while...
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle moves up to his usual spot as the Mudbugs move down their tunnel.

  "Places, everyone."  

The sentries direct the noncombatants back to the shrine room, closing all the doors behind them.

 
 Spoiler: OOC 
Boomfizzle to AE30
Mudbugs to AI30.

They all hide.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

Gobblehop gave the sparks his trademark stones and made them swift enough to be able to fall back quickly. Then he took up position with them in their customary spot next to the tunnel to the rat chamber and hid. The mastifs with the civilians as a modicum measure of protection. Gobblehop counted on their presence as guardians for the clan in the future and didn't want to sent them against ogres.

 
 Spoiler 


Longstrider from a lvl 2 slot for Sparks and Gobblehop
Placement Gobblehop: Q31 - hide roll  (1d20+3)[ 15 ] 
Sparks Q32- hide roll  (1d20+4)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump 
 Concentrating: -- 

Not A Pet beckons her Mashers to get into position. She also makes sure to twist her ring of jumping for extra luck. And extra jumping.

 
 
  
 
 Spoiler: Positions 

Not A Pet: Z30, behind the Door. Hide roll:  14 
Mashers: Z26, a little further back. Hide roll:  24 

Rolls in discord
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
J-H
You take up positions, and wait.  After a few minutes, Gobblehop and Not A Pet can hear a scraping sound, along with clattering.
 
 Spoiler: Perception DC 15 

Someone is using a tool to push caltrops and ball bearings aside.
 


Boomfizzle hears a thump in the hall behind him (maybe about row 26-27) followed by a smothered grunt of frustration and the flapping of wings.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle and the Mudbugs sneak north to see what the noise is.

 
 Spoiler: OOC 
Boomfizzle and Mudbugs move north towards row 28 until they see something
Boomfizzle hide  (1d20+6)[ 21 ] 
Mudbugs hide  (1d20+4)[ 18 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
J-H
You see nothing.

You do hear a fluttering going north and turning left into the hall, though.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle dashes after the fluttering noise. The Mudbugs wait to see what happens.

 
 Spoiler: OOC 
Boomfizzle dash as far as he can or until he catches whatever is making the noise, BA disengage.

Mudbugs still have an action.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
J-H
You follow it as it heads towards the kitchen (currently around AC24).
J-H
You feel the air move as it flies away from you... you lose track of it for a bit as it seems to get its noise under control, but the door to the sleeping quarters is pushed open, so you are pretty sure it went in there - unless it opened the door and doubled back.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle listens and hears nothing.

  "It's sneaking around"   He moves into the living area, blocking the tunnel and watching all the closed doors.

The Mudbugs move up to block the door to the Crafting room.

 
 Spoiler: OOC 
Boomfizzle to V25
Mudbugs to Y20

Since it's sneaking it's moving at half speed and shouldn't have made it farther than just into the main living quarters.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
J-H
As this happens, the scraping continues.  The other two goblins hear some grunts as a large ogre squeezes through the entry tunnel, followed by another.   Gobblehop can hear the thumps as one of them moves and stands in front of the small door he's behind.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

Gobblehop kept a steadying hand on his crew. Attacking the ogres would give the game away too soon. The brutes could be dealt with flaming spheres in time. But the mage or warlock outside would be a much steeper proposition. Not only was he likely to have more spells and power, he somehow was able to keep ogre's in check. It would take a very calculated measure to take him down...

 
 Spoiler 


Keeping position and hope not to be spotted.
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump 
 Concentrating: -- 

Hearing the ogres at the far end, Not A Pet tires of waiting and cracks open the door, readying herself to jump out and shoot some people with arrows.
 
 
  
 
 Spoiler: Actions 

NAP opens the door with an object interaction. I'm presuming this will kick off initiative from her turn, but I'll need a map to do the rest of it.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 50/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

Not A Pet curves round the door and looses two arrows at the nearest ogre.  "Come and get me dummies! Slow dummies! Big dumb slow dummies!"  She calls out mockingly, before darting back around the bend.

The Mashers hold their position, warily holding their slings at the ready.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
Previous Hide Roll: 14
 Bonus Action:  Rage - Frenzy
 Move:  Down enough to shoot the nearest ogre, then back to Z30.
 Action:  Longbow (+1 Arrows)
 (1d20+7)[ 21 ]  Possible hide advantage:  (1d20+7)[ 17 ]   Damage:   (1d8+6)[ 11 ] 
 (1d20+7)[ 8 ]  Possible hide advantage:  (1d20+7)[ 27 ]   Damage:   (1d8+6)[ 12 ] 
 Mashers:- 
Previous Hide Roll: 24
 Move:  None. Holding Position at Z26.
 Action:  Ready attack for any enemy they detect/see within range.
Bucket:  (1d20+4)[ 6 ]  Possible hide advantage:  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 6 ] 
Bad Festival:  (1d20+4)[ 5 ]  Possible hide advantage:  (1d20+4)[ 19 ]   Damage:   (1d4+2)[ 4 ] 
Wriggles:  (1d20+4)[ 10 ]  Possible hide advantage:  (1d20+4)[ 7 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE]
J-H
Not A Pet pops out and fires two arrows at the large ogre 20' in front of her.  It doesn't seem to be surprised at where she's coming from, but still doesn't react in time, and one arrow hits.

 
 Spoiler 

Not A Pet's location was known, as was the door's, so I'm not sure if hiding applies or not.  Luckily, the first shot hits.
After the first shot, she does not count as hidden any more, so no advantage on the second shot.

Initiative:
Not A Pet &amp; Mashers  (1d20+3)[ 6 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 21 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 20 ] 
Lar  (1d20-1)[ 12 ] 
Moe  (1d20-1)[ 10 ] 
Cur  (1d20-1)[ 17 ] 
Hale  (1d20+2)[ 12 ] 
Bopp  (1d20+1)[ 14 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Gobblehop, Boomfizzle 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

Once again the enemies had blocked his position. Gobblehop sighed, pulled his dagger and walloped the brute in front of the entrance. He then disengaged and moved back into the rat chamber. The Sparks hid and threw their magic stones through the opening, before pulling back as well.

 
 Spoiler 


Since the Q30 square has been enlarged, we now can actually move past each other.

So
Action: Hit Ogre:  (1d20+6)[ 7 ]  damage  (1d4+3)[ 7 ]  (advantage if earlier hide applies:  (1d20+6)[ 24 ] )
Bonus action disengage, move to R29

Sparks hide by moving out of sight and reapply Hide as bonus action  (1d20+4)[ 6 ] 
Attack with magic stone.
 (1d20+5)[ 13 ]  damage  (1d6+3)[ 7 ]  (advantage if hide works  (1d20+5)[ 13 ] )
 (1d20+5)[ 23 ]  damage  (1d6+3)[ 9 ]  (advantage if hide works  (1d20+5)[ 6 ] )
 (1d20+5)[ 13 ]  damage  (1d6+3)[ 4 ]  (advantage if hide works  (1d20+5)[ 22 ] )

move out of sight into Rat chamber Q29
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle decides not to chase the Imp any more. The warriors with the noncombatants can grab and punch it if it gets into the Shrine room. He yells to warn them in goblin and runs back towards his original position.

  "Invisible owl! Bar the doors."   

The Mudbugs dash back too.

 
 Spoiler: OOC 
Boomfizzle to AH25
Mudbugs to AI27

Warriors and noncombatants will place 2 at each door to hold them shut.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
J-H
Gobblehop misses with his dagger attack.  The Sparks have more luck, hitting with two sling stones before retreating.  The ogre, who had been bending down to examine the door, grunts.

The third ogre pushes his way through the door and pulls out a javelin.  The two normal-sized big people come in.  Lar sticks the tip of his halberd into the tunnel.  They're pretty quiet in terms of talking.  One of the doors to Room 4 opens partway.

Moe, the ogre that Not A Pet shot, picks his way over the uneven floor and stabs at the goblin twice with his big halberd.
 
 Spoiler 

He has reach, so he doesn't need to squeeze into the alcove.
Attack  (1d20+6)[ 16 ]  for  (2d10+4)[ 18 ] 
Attack  (1d20+6)[ 23 ]  for  (2d10+4)[ 12 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Party 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 1/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24
Heat Metal round 1/10   
 
  
Boomfizzle moves down his hallway, opens the door, and casts a spell on the armored humanoid, causing their armor to turn red hot. He then shuts the door.

The Mudbugs move down their hallway, hide, open the door, and shoot the ogre in front. They shut the door and retreat.

 
 Spoiler: OOC 
Boomfizzle to AE31
Open door
3rd level heat metal on the armored person.
BA cause damage  (3d6)[ 10 ] 
Close door

Mudbugs to AH31

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 Action:  Ratpopper:  (1d20+4)[ 6 ] ,  (1d20+4)[ 13 ] , damage  (1d8+2)[ 6 ] 
Upchuck:  (1d20+4)[ 18 ] ,  (1d20+4)[ 16 ] , damage  (1d8+2)[ 5 ] 
Fartsmell:  (1d20+4)[ 6 ] ,  (1d20+4)[ 24 ] , damage  (1d8+2)[ 3 ] 

Close door
Move back to AI30

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 44/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

Battle was joined. With a scream of encouragement to her Mashers she dives into the fray, swinging her gleaming ice-cold blade at the polearm wielding ogre while the Mashers, sneaky as they are, jump in from behind with a set of rocks.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Object Interaction:  Draw Frostbrand
 Move:  10ft south.
 Free Action:  Drop longbow.
 Action:  Attack M, recklessly.
 (1d20+7)[ 14 ]  (1d20+7)[ 18 ]   Damage :  (1d10+3)[ 12 ] + (1d6)[ 4 ]  (cold)
 (1d20+7)[ 17 ]  (1d20+7)[ 18 ]   Damage :  (1d10+3)[ 4 ] + (1d6)[ 4 ]  (cold)
 Bonus Action: 
 (1d20+7)[ 9 ]  (1d20+7)[ 19 ]   Damage :  (1d10+3)[ 9 ] + (1d6)[ 5 ]  (cold)

 Mashers:- 
Previous Hide Roll: 24
 Move:  South to Z30
 Action:  Attack M.
Bucket:  (1d20+4)[ 12 ]  Hid advantage:  (1d20+4)[ 14 ]   Damage:   (1d4+2)[ 4 ] 
Bad Festival:  (1d20+4)[ 7 ]  Hid advantage:  (1d20+4)[ 21 ]   Damage:   (1d4+2)[ 4 ] 
Wriggles:  (1d20+4)[ 15 ]  Hid advantage:  (1d20+4)[ 24 ]   Damage:   (1d4+2)[ 6 ] 
 Object Interaction:  Close door.
 Bonus Action:  Hide  (1d20+4)[ 17 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

Gobblehop found back to the usual routine: Provide the Sparks with stones and call up another bird.
The bird went first to attack the brute and trigger a potential retaliation. then came the Sparks with their stones.

 
 Spoiler 

Bonus action: Magic stones for Sparks
Action: Summon Beast - Flying

Bird flies to L, attacks, flyby attack back into the chamber.
 (1d20+6)[ 12 ]  damage  (1d20+6)[ 9 ] 

Sparks hide  (1d20+4)[ 11 ] 
 (1d20+5)[ 19 ]  damage  (1d6+3)[ 5 ]  (w/disadvantage if squeezing and no advantage - rolled in discord 11)
 (1d20+5)[ 9 ]  damage  (1d6+3)[ 5 ]  (w/disadvantage if squeezing and no advantage) - rolled in discord 7)
 (1d20+5)[ 25 ]  damage  (1d6+3)[ 4 ]  (w/disadvantage if squeezing and no advantage) - rolled in discord 15)
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
As Not A Pet rushes into the corridor, a javelin and 3 purple glowing missiles fly out at her.  The javelin scrapes against her armor, but does no damage.  She hits the ogre 3 times as he roars in pain and anger.  The Mashers follow up with stones, including one that bonks him on the head.
 
 Spoiler 

Readied javelin, Cur, disadvantage due to range
 (1d20+6)[ 17 ] ,  (1d20+6)[ 22 ]  for  (2d6+4)[ 11 ] 
Readied magic missile, Bopp,  (1d4+1)[ 4 ]  x 3 =  12 force damage 

Hit Moe for 16, 8, 14 = 38 damage.  He's below half.  Then the Mashers miss, hit for 4, crit for 12, for 16 more damage.
 


Gobblehop summons a bird, which flies at Larry, who tries to stab it.  The bird misses with its claws, but the Sparks hit with two stones.
 
 Spoiler 

Good news, he attacks right away instead of when it's squeezing in the Tiny space.
 (1d20+6)[ 23 ]  for  (2d10+4)[ 12 ]   bird hit for 12 

Sparks hit for 2 and 8.
 


Boomfizzle casts his spell, but nothing seems to happen to the man's armor.  It seems like the spell just doesn't affect it.  The Mashers have better luck, as their stones knock Moe out, and he collapses to the ground with a thud.
J-H
Cur takes his halberd back in hand and charges for Not A Pet, striking out with it.  Her guard down due to her reckless attack, the halberd punches right through her defenses.
 
 Spoiler 

Adv from reckless
 (1d20+6)[ 21 ]  or  (1d20+6)[ 26 ]   for  (2d10+4)[ 19 ]  slashing damage  crit for 38 
 


Bopp moves up and casts a spell at the end of the hall.  There's a brief hissing sound, and Boomfizzle and the Mudbugs both find their vision obscured by a choking cloud of yellowish fog that smells disgusting.
 
 Spoiler 

Stinking Cloud, Con DC 14 or you use your action choking, coughing, being sick, etc.
The area is heavily obscured.
Con saves
Boom  (1d20)[ 5 ] 
MB  (1d20)[ 14 ] 
 


The Mashers hear something flying up behind them.

Hale mutters something.  Only Not A Pet can hear it.  She starts to move away, but collapses to the ground, bleeding from her ears.
 
 Spoiler 

Dissonant Whispers
 (5d6)[ 18 ]  psychic damage
Wis save  (1d20)[ 4 ]   fail 
 
J-H
Larry stabs at the Sparks with his halberd, but misses.
 
 Spoiler 

attack  (1d20+6)[ 10 ]  for  (2d10+4)[ 15 ] 
There was no mention of them moving away that I found, and they used their BA to hide, so no disengage option.
 


Moe lies on the ground bleeding.  (1d20)[ 16 ] 
 
 Spoiler: Map 

   
 

 =&gt; Party 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 11/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (1) 
 Concentrating: -- 

She went down, but the Mashers were there to pick her back up. With a quickly administered potion she's dragged to her feet (mostly by her own strength, honestly) and together the goblins beat a temporary retreat through the door and slam it shut on their way past.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Object Interaction:  Opendoor.
 Bonus Action:  Disengage
 Move:  South to Z31, action, then move north to Z27.
 Action:  Feed NAP a potion.  (2d4+2)[ 5 ]  HP0-&gt;5


 Not A Pet:- 
 Bonus Action:  Disengage
 Move:  Stand (20ft), north to Z28, closing door on the way past.
 Action:  Down another potion  (2d4+2)[ 6 ]  HP5-&gt;11
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle vomits and then retreats. Staying in this disgusting swamp would do no one any good.

The Mudbugs are more determined. They keep from retching, move south open the door, and shoot at the only target that can see, the ogre standing over downed ogre. But even they realize they can't stay here and retreat as well. The Mudbugs move back too.

 
 Spoiler: OOC 
Boomfizzle to AH25

 Bonus Action:  Hide  (1d20+6)[ 14 ] 

Mudbugs open door, shoot, close door, retreat to AI27

Advantage from hiding

 Action:  Ratpopper:  (1d20+4)[ 23 ] ,  (1d20+4)[ 20 ] , damage  (1d8+2)[ 6 ] 
Upchuck:  (1d20+4)[ 12 ] ,  (1d20+4)[ 24 ] , damage  (1d8+2)[ 7 ] 
Fartsmell:  (1d20+4)[ 23 ] ,  (1d20+4)[ 13 ] , damage  (1d8+2)[ 4 ] 
 Bonus Action:  Hide  (1d20+4)[ 12 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 bludgeoning damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

Gobblehop continued the slow but save-ish assault.
He produced stones for the Sparks and took the time to enchant his staff

Then Bird moved out to attack and return, followed by a barrage from the Sparks and their retreat

 
 Spoiler 

Bonus action: Magic stones for Sparks
Action: turned into Bonus Action: Shilleagh
Move to Sparks hand stones over and move back to R29

Bird flies to L, attacks, flyby attack back into the chamber.
 (1d20+6)[ 7 ] / (1d20+6)[ 26 ]  damage  (1d8+7)[ 8 ] 
Ends movement at P28

Sparks Attack from Q30 and disengage to P29
 (1d20+5)[ 8 ] / (1d20+5)[ 10 ]  damage  (1d6+3)[ 5 ] 
 (1d20+5)[ 20 ] / (1d20+5)[ 10 ]  damage  (1d6+3)[ 5 ] 
 (1d20+5)[ 15 ] / (1d20+5)[ 23 ]  damage  (1d6+3)[ 9 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
The Mashers retrieve Not A Pet, and they both retreat.

The Sparks land one hit on Lar (5).

The Mudbugs fire blindly at Cur, scoring one minor hit (6).

The ogre stomps up to the edge of the stinking cloud.

From the hall, you hear one of them say  "In the name of our savior the great C'thulu, be healed!  Now block that door."
 
There's a big grunt and then a thump against the secret door next to Not A Pet.  It sounds like someone's put something against it.

If anything else happened, it wasn't something you could hear.

 Map in Discord 
 =&gt; Party 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 20/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (1) 
 Concentrating: -- 

She didn't want to fall over again, so she downs a third potion. The Mashers move up and take position with their slings, keeping an eye out.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Bonus Action:  Hide:  (1d20+4)[ 6 ] 
 Move:  To Z25
 Action:  Ready Action: Sling attack for any detected enemy.
Bucket:  (1d20+4)[ 18 ]  Possible Hide advantage:  (1d20+4)[ 23 ]   Damage:   (1d4+2)[ 4 ] 
Bad Festival:   (1d20+4)[ 18 ]  Possible Hide advantage:  (1d20+4)[ 19 ]   Damage:   (1d4+2)[ 6 ] 
Wriggles:  (1d20+4)[ 15 ]  Possible Hide advantage:  (1d20+4)[ 13 ]   Damage:   (1d4+2)[ 4 ] 
 Not A Pet:- 
 Bonus Action:  Hide  (1d20+4)[ 23 ] 
 Move:  5ft South
 Action:  Down third potion  (2d4+2)[ 9 ]  HP11-&gt;20
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 38/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle moves into the kitchen and listens, trying to locate the invisible intruder.

The Mudbugs, hearing the ogre to their south, shoot at it and then retreat.

 
 Spoiler: OOC 
Boomfizzle to AB24

 Action:  Perception  (1d20+6)[ 18 ] 
 Bonus Action:  Hide  (1d20+6)[ 11 ] 

Mudbugs shoot, hide, then retreat to AG25

Disadvantage from not seeing

 Action:  Ratpopper:  (1d20+4)[ 16 ] ,  (1d20+4)[ 20 ] , damage  (1d8+2)[ 3 ] 
Upchuck:  (1d20+4)[ 11 ] ,  (1d20+4)[ 16 ] , damage  (1d8+2)[ 9 ] 
Fartsmell:  (1d20+4)[ 5 ] ,  (1d20+4)[ 24 ] , damage  (1d8+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 6 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

Gobblehop continued to power up - handing out stones and turning his staff into a snake. The bird started the assault, followed by the Sparks.

 
 Spoiler 

Bonus action: Magic stones for Sparks
Action: turned into Bonus Action: Activate Snake Staff
Move to Sparks hand stones over and move back to R29

Bird flies to L, attacks, flyby attack back into the chamber.
 (1d20+6)[ 17 ]  damage  (1d8+7)[ 12 ] 
Ends movement at P28

Sparks Attack from Q30 and disengage to P29
 (1d20+5)[ 21 ]  damage  (1d6+3)[ 4 ] 
 (1d20+5)[ 19 ]  damage  (1d6+3)[ 4 ] 
 (1d20+5)[ 19 ]  damage  (1d6+3)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
As the bird flies around the corner in the tunnel, Lar stabs at it with his readied polearm and skewers it.  The Sparks follow up with a volley of stones that all hit.
 
 Spoiler 

Attack  (1d20+6)[ 17 ]  for  (2d10+4)[ 9 ]   Bird is dead 
 Bird hits for 12 
Sparks hit for 13
 

 The Mudbugs hear one crossbow bolt hit (3 damage).   As Boomfizzle moves to the kitchen, a tiny imp blinks into visibility as it swings his stinger into his shoulder.
 
 Spoiler 

Egger the imp gets an OA
Attack  (1d20+5)[ 22 ]  or   (1d20+5)[ 18 ]  for  (1d4+3)[ 4 ]  piercing.  Also  (3d6)[ 10 ]  poison damage, Con DC 15 half
Con save vs poison  (1d20)[ 19 ] ,   (1d20)[ 17 ]  I think Boomfizzle has advantage on saves vs. poison
 

Imp is in AG24 5' off the ground.
 =&gt; Boomfizzle may change his action and has only used 10' of movement. 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 29/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle bites at the imp.

When they see the imp attack Boomfizzle, the Mudbugs instead move to the tunnel, and sneak up on the imp, attacking from hiding.

 
 Spoiler: OOC 
Boomfizzle casts primal savagery on the imp
 (1d20+6)[ 23 ] ,  (2d12)[ 7 ]  acid damage.

Mudbugs move to AE or AF25, and attack the imp with advantage instead of the ogre at disadvantage.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
J-H
Everyone hits the imp, who snarls as he starts to bleed black blood.
 
 Spoiler 

Master's reaction cuts the acid damage from 7 to 3.
Mudbugs hit from hiding on all 3 with 3, 9, and crit for 10 damage
resistance to non-magic damage makes that 1, 4, and 5 = 10 damage

Egger's temp HP are gone, and he is injured
 
J-H
You hear movement in the front hall, but nothing else.  Egger turns invisible, and you hear him fly into the cloud and around a corner.  You'll have to enter the stinking cloud to shoot at him.

 
 Spoiler: Map 

   
 

 =&gt; Party 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 20/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (1) 
 Concentrating: -- 

Not A Pet points her Mashers towards the Boomfizzle's crew, which she circles around to Gobblehop.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Bonus Action:  Hide:  (1d20+4)[ 16 ] 
 Move:  To Ad25
 Action:  Ready Action: Sling attack for any detected enemy.
Bucket:  (1d20+4)[ 16 ]  Possible Hide advantage:  (1d20+4)[ 14 ]   Damage:   (1d4+2)[ 3 ] 
Bad Festival:   (1d20+4)[ 5 ]  Possible Hide advantage:  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 6 ] 
Wriggles:   (1d20+4)[ 13 ]  Possible Hide advantage:  (1d20+4)[ 9 ]   Damage:   (1d4+2)[ 6 ] 
 Not A Pet:- 
 Bonus Action:  Hide  (1d20+3)[ 19 ] 
 Action:  Dash
 Move:  To P27, 80ft total movement should get me there if I counted right.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE]
Bobthewizard
[QUOTE=Bobthewizard;25730573]      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 29/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 20/20 (+6 1d8+6 Flyby)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle summons a wolf, then moves through the tunnel

The Mudbugs hold their breath, move into the cloud, shoot the imp, hide, and return.

The owl then flies in while holding its breath, claws at the imp and returns.

 
 Spoiler: OOC 
Boomfizzle casts Summon Beast to AI27

BA hide  (1d20+6)[ 11 ] 

Moves to AD25.

Mudbugs move to AG27, shoot the imp, hide, and then move to AG26

 Action:  Ratpopper:  (1d20+4)[ 17 ] ,  (1d20+4)[ 12 ] , damage  (1d8+2)[ 5 ] 
Upchuck:  (1d20+4)[ 9 ] ,  (1d20+4)[ 5 ] , damage  (1d8+2)[ 10 ] 
Fartsmell:  (1d20+4)[ 23 ] ,  (1d20+4)[ 17 ] , damage  (1d8+2)[ 3 ] 
 Bonus Action:  Hide  (1d20+4)[ 10 ] 

Owl moves to AG28, claws, and then retreats to AG24

 (1d20+6)[ 23 ] ,  (1d20+6)[ 19 ] ,  (1d8+6)[ 8 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

Gobblehop called another bird and let it attack the brute. It was tedious, but far better than losing another goblin.

 
 Spoiler 

Bonus action: Magic stones for Sparks

Action: Summon Beast (Bird) and send it to attack the ogre


Bird flies to L, attacks, flyby attack back into the chamber.
 (1d20+6)[ 9 ]  damage  (1d8+7)[ 9 ] 
Ends movement at P28

Sparks Attack from Q30 and disengage to P29
 (1d20+5)[ 12 ]  damage  (1d4+3)[ 5 ] 
 (1d20+5)[ 22 ]  damage  (1d4+3)[ 7 ] 
 (1d20+5)[ 24 ]  damage  (1d4+3)[ 7 ] 
 

 
 Spoiler: Big Head's Sparks 


Rotrustler
Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Not A Pet and the Mashers redeploy.

Gobblehop summons another bird.  This time, Lar holds his halberd and waits until the Sparks appear to jab it at them.  The thrust catches one of the Sparks full-on, killing the goblin instantly.
 
 Spoiler 

Attack  (1d20+6)[ 20 ]  for  (2d10+4)[ 11 ] 
Sparks miss once, then hit twice for 7 and 7
Rolled, 3rd goblin died, so one hit for 7 only.
 

 a goblin has died 

One Mudbug and the summoned owl both hit, although not for much damage (1 &amp; 4 after resistance to non-magic BPS).
J-H
The cloud of smell gas vanishes as the caster stops sustaining it with his magic.  Cur, the ogre, advances into the formerly smelly area.

Bopp casts a spell. There's chanting and an ominous noise.  Suddenly, out of the darkness, a shadowy form turns the corner and grabs at the Mudbugs with a clawed, chill hand.  One of them withers to the ground, instantly killed by its touch.  The Mashers strike back, hitting it twice.
 
 Spoiler 

BA Stealth  (1d20+3)[ 18 ] 
Attack  (1d20+6)[ 20 ]  for  (1d12+6)[ 15 ]  cold damage
Advantage if hiding beats the Mudbugs PP  (1d20+6)[ 23 ] 

Mashers hit twice for 9 damage.

Also Egger hides  (1d20+6)[ 12 ]  as he moves  fail 
 

 a goblin has died 

Hale reverses direction, apparently after giving Lar an instruction, as the ogre slams the tiny door shut with a thud.
 
 Spoiler: Map 

   
 


=&gt; Party
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 20/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (1), Rage 
 Concentrating: -- 

Not A Pet takes to the battlefield once more, swinging away with her sword at the nearest ogre, darting back into hiding. The Mashers, under the current purview of Boomfizzle, maintain their barrage at a distance. Having seen a Mudbug fall, they're not terribly eager to have it happen to them!
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Action:  Attack SS
Bucket:  (1d20+4)[ 24 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:  (1d20+4)[ 7 ]   Damage:   (1d4+2)[ 6 ] 
Wriggles:   (1d20+4)[ 16 ]   Damage:   (1d4+2)[ 3 ] 
 Move:  To AB23
 Bonus Action:  Hide:  (1d20+4)[ 14 ] 
 Not A Pet:- 
 Bonus Action:  Rage
Move: Down to Q31, attack, then back to Q29. 40ft should get me there.
 Action:  Attack L. Reckless to negate squeezing disadvantage.
 (1d20+7)[ 13 ]   Damage:   (1d10+3)[ 12 ] + (1d6)[ 6 ] 
 (1d20+7)[ 12 ]   Damage:   (1d10+3)[ 13 ] + (1d6)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE][/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 29/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 20/20 (+6 1d8+6 Flyby)
Mudbugs: AC: 14 HP: 9/24   
 
  
The Mudbugs disengage and move towards the ogre, shooting at it before retreating. Boomfizzle follows, summoning fire between the ogre and the spellcaster catching them and the imp in a burst of fire. He calls out in goblin,

  “Kill the spellcaster!”  

Fire moves to the spellcaster then teleports to the other side of it, again bathing him in flame. The owl flies away from the specter in front of it, past the ogre, and attacks the spellcaster too.


 
 Spoiler: OOC 
  Mudbugs   BA disengage
Move to AI26, shoot C, Move to AE25

 Action:  Ratpopper:  (1d20+4)[ 13 ] ,   (1d20+4)[ 14 ] ,  damage  (1d8+2)[ 7 ] 
Upchuck:  (1d20+4)[ 6 ] ,   (1d20+4)[ 24 ] ,  damage  (1d8+2)[ 4 ] 
  Bonus Action:  Hide  (1d20+4)[ 19 ]   oops, they already disengaged


  Boomfizzle   Moves to AH25, summons fire at AG31, returns to AG25

Action: Summon Fire  (2d6)[ 8 ]  fire damage 10’
Saves: B  (1d20)[ 19 ] , C  (1d20)[ 14 ] 
B concentration save if needed  (1d20)[ 3 ] 
 Bonus Action:  Command Fire

Fire: Moves to AF 31, teleports to AD33
 (1d6+3)[ 4 ]  fire damage
Save: B  (1d20)[ 7 ] 
B concentration save if needed  (1d20)[ 19 ] 

Owl: Move with flyby to AF31 Attack B  17  from next post,  (1d8+6)[ 12 ]  damage
B concentration save if needed  (1d20)[ 16 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Bobthewizard
Owl attack  (1d20+6)[ 17 ] 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/2
Conditions: Longstrider Concentration: Bird    
 
  

Not A Pet's intervention was both timely and welcome. The door was open again, and he sent Bird out with the command to attack the brute and then fly out to find other humans to harass.

As usual, he handed out stones to the Sparks and then went to attack the brute with the snake staff, risking retaliation when he pulled back and let the Sparks finish up with a bombardment

 
 Spoiler 

Bonus action: Magic stones for Sparks

Move to Q31 to attack
 (1d20+6)[ 23 ] / (1d20+6)[ 7 ] , damage  (1d8+3)[ 6 ] , Con DC 15  (1d20+3)[ 13 ]  or  (3d6)[ 10 ]  poison damage
Move back to P29

Bird moves past L using flyby to get out,

attack  (1d20+6)[ 15 ] , damage  (1d8+6)[ 11 ] 

moves on to V33

Sparks, attack from Q30
 (1d20+5)[ 13 ]  damage  (1d6+3)[ 6 ] 
 (1d20+5)[ 14 ]  damage  (1d6+3)[ 8 ] 

Move back to Q29
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Not A Pet shoves the door open with a screech as Lar's halberd is pushed off to the side despite the ogre's best efforts.  Unfortunately, her follow-up stab misses, and Lar recovers and stabs at her as she retreats, catching her with his blade.  The Mashers launch stones at the shadow creature (hit and crit, 13 damage).

 
 Spoiler 

Lar OA
Attack  (1d20+6)[ 24 ]  for  (2d10+4)[ 14 ]   hit 
 


Gobblehop and the Sparks miss with their attacks.

The Mudbugs move away from the undead spirit to fire two crossbow bolts at Cur.  With his halberd ready to attack anyone that comes in range, he stabs at them, but misses.  Rattled, their crossbow bolts miss, bouncing off his armor.
 
 Spoiler 

Disengage doesn't protect against readied attacks.
Attack  (1d20+6)[ 10 ]  for  (2d10+4)[ 19 ] 
 


Boomfizzle moves up next to the shadowspawn, summoning his fire spirit.  Cur and Egger both fail to dodge; the imp collapses to the ground, then vanishes in a puff of sulphurous smoke.  Bopp does take damage from the flaming teleport, though.  Boomfizzle's summoned owl attacks Bopp, but is blocked by a magical  Shield .
J-H
Cur turns and attacks the owl, saying something brave in giantish.  His blade cuts deep.
 
 Spoiler 

Attack  (1d20+6)[ 13 ]  for  (2d10+4)[ 13 ]   looks like a hit 
 
J-H
Bopp targets the summoned owl with a cantrip, while his shadow-spawn seeks to drain the life from Boomfizzle.  The owl resists his magic, but Boomfizzle feels an icy hand sweep through his body

 
 Spoiler 

Toll the dead  (2d12)[ 11 ]  necrotic, DC 14
Wis save  (1d20+2)[ 17 ]   saved 

Shadowspawn attack  (1d20+6)[ 21 ]  for  (1d12+6)[ 13 ]  cold damage.  hit 
 
J-H
Hale opens the small door and crouches, moving through it, his sword lighting the way.   You hear a couple of words of a spell, but it doesn't seem to be finished.   see post below 

Lar steps to the side, away from the door, but swings his halberd to point at it from a safe distance.

Moe moves a bit and stabs at the summoned owl in the hall, slicing it in half with a triumphant roar.
 
 Spoiler 

Attack  (1d20+6)[ 26 ]  for  (2d10+4)[ 20 ]   crit for 40 
 

 
 Spoiler: Map 

   
 

 =&gt; Party 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 13/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (1), Rage 
 Concentrating: -- 

Seeing the glowy light coming up from behind them, the Mashers spring into action and run away. They do, at least, attack on their way.

Not A Pet, seeing that the opportunity to push in has arrived, takes the briefest of moments to conceal herself, and then runs out. And in(to the fight), continuing to swing her blade with reckless abandon in hopes of putting down the big'un.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
They should be in AB23.
 Move:  To Y19, closing door, attacking H while they are within 30ft.
 Action:  Attack SS
Bucket:  (1d20+4)[ 23 ]   Damage:   (1d4+2)[ 3 ] 
Bad Festival:  (1d20+4)[ 16 ]   Damage:   (1d4+2)[ 5 ] 
Wriggles:   (1d20+4)[ 22 ]   Damage:   (1d4+2)[ 6 ] 
 Bonus Action:  Hide:  (1d20+4)[ 13 ] 
 Not A Pet:- 
 Bonus Action:  Hide:  (1d20+3)[ 6 ] 
 Move:  To R33
 Action:  Attack L. Reckless.
 (1d20+7)[ 8 ]  (1d20+7)[ 15 ]   Damage:   (1d10+6)[ 12 ] + (1d6)[ 1 ] 
 (1d20+7)[ 21 ]  (1d20+7)[ 22 ]   Damage:   (1d10+6)[ 10 ] + (1d6)[ 5 ] 
Activating Fury of the Small on a successful hit for an additional 5 damage.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 23/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 7/20 (+6 1d8+6 Flyby)
Mudbugs: AC: 14 HP: 9/24   
 
  
Boomfizzle casts a spell to absorb some of the cold.

Owl attacks Bopp.

 
 Spoiler: OOC 
Boomfizzle casts Absorb elements, reducing the cold damage to 6.

Owl: Attack B  18  from next post,  (1d8+6)[ 8 ]  damage
B concentration save if needed  (1d20)[ 18 ] 

If he loses concentration, that changes the rest of my turn.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Bobthewizard
Attack roll  (1d20+6)[ 18 ] 
J-H
Lar attacks Not A Pet as she charges out, stabbing her again.
 
 Spoiler 

Attack  (1d20+6)[ 18 ]  for  (2d10+4)[ 15 ] 
 


Bopp casts  Shield , blocking the owl's attack again.

 retroactive correction 
Having spotted the Mashers, Hale targets their minds with a spell.
 
 Spoiler 

Enemies Abound, Int DC 15
Int save  (1d20)[ 2 ] 

The Mashers were not placed correctly on the map and were in the kitchen.
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 23/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/30
Beast: AC 13 HP: 7/20 (+6 1d8+6 Flyby)
Mudbugs: AC: 14 HP: 9/24   
 
  
The Mudbugs follow the Mashers towards the kitchen and sneak around the corner to shoot at H before retreating

Boomfizzle keeps his guard up as he retreats. As he does, the tunnel then fills in with dirt.

  "Everyone to the kitchen!"  

Fire and Owl rush into the kitchen.

 
 Spoiler: OOC 
 Mudbugs: 
 Bonus Action:  Hide  (1d20+4)[ 17 ] 

Move to AB25, shoot H, back to AC25

 Action:  Ratpopper:  (1d20+4)[ 9 ] ,  (1d20+4)[ 9 ] , damage  (1d8+2)[ 10 ] 
Upchuck:  (1d20+4)[ 13 ] ,  (1d20+4)[ 15 ] , damage  (1d8+2)[ 4 ] 
 Boomfizzle  BA Disengage. Move to AA23
Action Mold Earth to close off tunnel at AE25

Owl to Z29, Fire to Z30

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38  | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/2
Conditions: Longstrider Concentration: Bird    
 
  

The Sparks had to use unenchanted stones this time, as Gobblehop charged out only to see that the Sparks had finally brought him down.
Gobblehop cursed, created some ammo for himself and threw a determined stone at the next brute.

 
 Spoiler 

Sparks attack from Q32, afterwards move to Q30
Attack L
 (1d20+4)[ 18 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 24 ]  damage  (1d4+2)[ 6 ] 

Gobblehop:
Move to R32
Bonus action: Magic stone
Giving the rest to the remaining sparks
Attack: M
 (1d20+6)[ 24 ]  damage  (1d8+4)[ 11 ]  5 Damge (Discord roll)
  (1d20+6)[ 18 ]  damage  (2d6+4)[ 10 ]  
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Not A Pet hits Lar, and the Mashers let 3 stones fly that hit Hale, despite their confusion.  They run away.

The sling stones from the Sparks bring the ogre down.  Gobblehop launches a stone of his own, hitting Moe.  The ogre staggers, clearly close to falling over.

Boomfizzle fills the tunnel with rocks and debris, completely blocking it behind him as he retreats.

The owl flies past Bopp.  The fire spirit tries to make itself harder to hit.
 
 Spoiler 

BA already used to disengage, so the Fire Spirit can't be commanded.
 


Cur stomps up the hallway and sees that it's blocked, so he turns around and heads back towards Hall 1.
 
 Spoiler 

Dash.
Fire is a small creature, and there's a size difference of 2, so I think he can pass over/through Fire's space.  Regular move wouldn't let him get in range to hit anything.
 


The shadow creature moves around in the hall.  Bopp moves closer, and in a show of disregard, casts a spell that causes a weak shockwave of air to expand out, hitting Lar as well as the goblins.
 
 Spoiler 

 Shadow Spawn tries to Hide using the dim light of the alcove (squeeze) and the bulk of Cur.  Doesn't hide from Fi.
Stealth  (1d20+3)[ 9 ]   everyone knows where it is  

Shatter  (3d8)[ 6 ]  thunder damage, Con DC 14 half
Lar auto fails and takes a failed death save
Sparks  (1d20)[ 4 ]   6 damage 
NAP  (1d20)[ 19 ]   3 damage 
Gob  (1d20)[ 1 ]   6 damage 
 


Hale points at Boomfizzle and whispers something.... something....  Whatever.
 
 Spoiler 

Dissonant whispers  (5d6)[ 10 ]  psychic damage, and use your reaction to move away. save half, negate move away.
Boomfizzle Wis save  (1d20)[ 12 ] ,   (1d20)[ 20 ]   saved 

I would interpret move away as north towards Room 4, as you'd have to go closer to him to move closer.
Enemies Abound is down
 


Moe snarls and moves to attack Not A Pet, jabbing her with his halberd.
 
 Spoiler 

Lar death save  (1d20)[ 2 ] , if 20, he stands attacks.
Attack  (1d20+6)[ 7 ]  for  (2d10+4)[ 10 ] 

Moe's attack
Attack  (1d20+6)[ 19 ]  for  (2d10+4)[ 15 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Party 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 0/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (2) 
 Concentrating: -- 

The repeated stabs from the big 'uns knocks Not A Pet out once more. Unbeknownst to the Mashers, of course. They continue on, flinging their rocks at the person holding a fancy glowstick.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Object Interaction : Open door.

 Action:  Attack H
Bucket:  (1d20+4)[ 20 ]  Range disadvantage negated by being in darkness.   Damage:   (1d4+2)[ 6 ] 
Bad Festival:   (1d20+4)[ 8 ]  Range disadvantage negated by being in darkness.   Damage:   (1d4+2)[ 3 ] 
Wriggles:   (1d20+4)[ 5 ]  Range disadvantage negated by being in darkness.   Damage:   (1d4+2)[ 6 ] 
 Move:  5ft west
 Bonus Action:  Hide:  (1d20+4)[ 19 ] 
 Not A Pet:- 
Down
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 7/20 (+6 1d8+6 Flyby)
Mudbugs: AC: 14 HP: 9/24   
 
  
Boomfizzle calls out to his minions in goblin.   “Kill this one!”   As he runs into the living area, he casts a spell to pull dirt to block the entryway to his south.

The Mudbugs hide, peak around the corner, and shoot at H again. They continue west.

Owl attacks and moves east. Fire moves north and then teleports north with owl.

 
 Spoiler: OOC 
  Boomfizzle   Move to Z25, cast mold earth, command fire, Move to V26

 Action:  Mold Earth to move 5’ of dirt from AA31 to Z31

 Bonus Action:  Command Fire

  Mudbugs   Move to AB25, Hide, shoot H, Move to V25

 Bonus Action:  Hide  (1d20+4)[ 15 ] 
 Action:  Ratpopper:  (1d20+4)[ 15 ] ,  (1d20+4)[ 13 ] , damage  (1d8+2)[ 5 ] 
Upchuck:  (1d20+4)[ 13 ] ,  (1d20+4)[ 8 ] , damage  (1d8+2)[ 4 ] 
 Owl:  Attack H  (1d20+6)[ 17 ] , Damage:  (1d8+6)[ 14 ] 
Move to AA29

 Fire:  Move to Z29, teleports to Z26, which puts owl in AA26
 (1d6+3)[ 5 ]  fire damage
Save:  (1d20)[ 2 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 32/38 Gobblebear  37/37 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

The Sparks immediately pulled Not A Pet into the small tunnel and fed her a goodberry.
Meanwhile, Gobblehop went into bear form to duke it out with Moe.

 
 Spoiler 

Sparks Pull NAT to Q30 and feed her a goodberry

Gobblehop:
Move to S32
Bonus action: transform into bear

 (1d20+6)[ 21 ]  damage  (1d8+4)[ 9 ] 
 (1d20+6)[ 25 ]  damage  (2d6+4)[ 12 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
The Mashers hit Hale with one stone.

Gobblehop turns into a bear and claws at Moe, knocking the ogre down and injuring him further.

Boomfizzle collapses the tunnel behind Hale.  Having pulled from the side, Hale could possibly get out, but he'd have to be very small or do some digging first.  Ratpopper shoots Hale (5).  Hale surrounds himself with a brief, hazy distortion, but his Entropic Ward fails to keep the owl from digging its talons in deep (hit for 14).  The burst of flames is too much, and he collapses to the ground.

Cur moves forward, his halberd at the ready.  Bopp casts a spell, but Gobblehop resists and can still see.
 
 Spoiler 

Blindness, Gobblehop.  Con DC 14 or blind 1 minute
Con save  (1d20)[ 17 ] 

Death saves
Hale  (1d20)[ 14 ] 
Lar  (1d20)[ 14 ] 
Moe  (1d20)[ 13 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Party 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 1/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (2) 
 Concentrating: -- 

Not A Pet struggles to her feat again, but they couldn't keep her down. She limps out of the tunnel and, seeing the ogres had been downed in her absence, decides the simplest option is to start throwing her weapons at them. She could always pick them up later.

The Mashers dart out and fling rocks at the only standing enemy they can (barely) see.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
Previous Hide Roll: 19
 Move:  To U25
 Action:  Dash
 Bucket:  (1d20+4)[ 16 ]  Range disadvantage negated by being in darkness/Hide   Damage:   (1d4+2)[ 3 ] 
Bad Festival:   (1d20+4)[ 17 ]  Range disadvantage negated by being in darkness/Hide   Damage:   (1d4+2)[ 6 ] 
Wriggles:   (1d20+4)[ 7 ]  Range disadvantage negated by being in darkness/Hide   Damage:   (1d4+2)[ 3 ] 
 Bonus Action:  None. 
 Not A Pet:- 
 Move:  Stand (10ft), Move 5ft south.
 Action:  Attack. Throw Frostbrand and Greataxe at L.
 (1d20+7)[ 8 ]   Damage:   (1d4+3)[ 6 ] 
 (1d20+8)[ 15 ]   Damage:   (1d4+4)[ 7 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 30/30
Beast: AC 13 HP: 7/20 (+6 1d8+6 Flyby)
Mudbugs: AC: 14 HP: 9/24   
 
  
When Hale falls, Boomfizzle moves back into the kitchen and replaces the dirt, opening the passage to the front hallway.

  “Finish him, then kill the other one.”  

The Mudbugs move forward to Hale, using daggers on him if he is still alive or shooting at Bopp.

Owl flies south, either attacking Hale, or if he is dead, then Bopp.

Fire throws a fire seed at the enemy and then flies south.

 
 Spoiler: OOC 
  Boomfizzle   Move to Y25, cast mold earth, command fire

 Action:  Mold Earth to move 5’ of dirt from Z31 back to AA31.

 Bonus Action:  Command Fire

  Mudbugs   Move to Z27, Attack H then B (no advantage if B, damage rolls are for crossbow since dagger damage won't matter), then to AA27

 Action:  Ratpopper:  (1d20+4)[ 24 ] ,  (1d20+4)[ 17 ] , damage  (1d8+2)[ 7 ] 
Upchuck:  (1d20+4)[ 23 ] ,  (1d20+4)[ 23 ] , damage  (1d8+2)[ 9 ] 
 Bonus Action:  Hide  (1d20+4)[ 5 ] 
 Owl:  Move to Z32
Attack H then B  (1d20+6)[ 23 ] , Damage:  (1d8+6)[ 7 ] 
(advantage if H  (1d20+6)[ 10 ] )

 Fire:  Move to Z29, attack H then B
 (1d20+6)[ 26 ] 
 (1d6+3)[ 7 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Fartsmell (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 32/38 Gobblebear  37/37 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/2
Conditions: Longstrider Concentration:     
 
  

Two brutes down, one to go.
Gobblebear charged the remaining ogre, ignoring the attempt to blind him.
The Sparks meanwhile came out to finish the downed ogres with their knives.

 
 Spoiler 

Sparks move to S33
Attack M and if hit put another attack on L

 (1d20+4)[ 21 ] / (1d20+4)[ 7 ] 
 (1d20+4)[ 23 ] / (1d20+4)[ 9 ] 

Gobblehop:
Move to W32 Attack C

 (1d20+6)[ 14 ]  damage  (1d8+4)[ 10 ] 
 (1d20+6)[ 9 ]  damage  (2d6+4)[ 12 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Not A Pet hurls her weapons, but they miss.

The Sparks finish off Lar and Moe, while Gobblebear charges at Cur but misses after taking a blow to his shoulder.
 
 Spoiler 

Readied attack
 (1d20+6)[ 23 ]  for  (2d10+4)[ 10 ] 
 


Boomfizzle unblocks the entrance.  The Mudbugs finish off Hale.

The owl attacks Bopp, who tries to divert its attention, but fails (hit for 7), and then Fire blasts him (hit for 14).

Cur stabs at Gobblehop again, but has less luck this time.
 
 Spoiler 

If he turns back into a goblin from this, Cur will try to move over his space.
 (1d20+6)[ 7 ]  for  (2d10+4)[ 15 ] 
 
J-H
Bopp chants a spell, and a misshapen creature of shadow pulls itself out of the ground between Boomfizzle and the Mudbugs, anger clear on its fanged visage.  It screeches with a terrible unearthly echo in its voice.
 
 Spoiler 

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
DC 14 Wis saves
Owl  (1d20)[ 11 ]  failed
MB  (1d20)[ 15 ]  pass
Boomfizzle  (1d20)[ 5 ]  not directly a spell, so no advantage; failed
Mashers  (1d20)[ 16 ]  pass
Edit: Fi 18, passed
 

 
 Spoiler: Map 

   
 

 =&gt;Goblins 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 32/38 Gobblebear  37/37 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 1/2
Conditions: Longstrider Concentration:     
 
  

Gobblebear took the hit and tried to return the favor while trying to knit his flesh back together
The Sparks supported him by throwing rocks with their slings at the ogre

 
 Spoiler 

Sparks
hide behind cover Q33 and attack C
Hide:
 (1d20+4)[ 16 ] 

Sling attack
 (1d20+4)[ 6 ] / (1d20+4)[ 19 ]  damage  (1d4+3)[ 5 ] 
 (1d20+4)[ 9 ] / (1d20+4)[ 11 ]  damage  (1d4+3)[ 4 ] 


Gobblehop:
Bonus action spend lvl 3 slot to heal  (3d8)[ 11 ] 

Attack C

 (1d20+6)[ 8 ]  damage  (1d8+4)[ 5 ] 
 (1d20+6)[ 8 ]  damage  (2d6+4)[ 11 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 1/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (2) 
 Concentrating: -- 

No one was in range for her to hit, but she did still have more things to throw. She grabs her throwing sticks and throws them, while the Mashers squeeze back to Boomfizzle to find the source of the screaming and fling more rocks.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
Previous Hide Roll: 19
 Move:  To X25
 Action:  Attack SS
Bucket:  (1d20+4)[ 6 ]  Squeeze disadvantage cancelled by Hide?  Damage:   (1d4+2)[ 4 ] 
Bad Festival:   (1d20+4)[ 16 ]  Squeeze disadvantage cancelled by Hide?  Damage:   (1d4+2)[ 3 ] 
Wriggles:   (1d20+4)[ 7 ]  Squeeze disadvantage cancelled by Hide?  Damage:   (1d4+2)[ 4 ] 
 Bonus Action:  None.


 Not A Pet:- 
 Move:  To T33
 Action:  Throw Javelins at B
 (1d20+6)[ 19 ]   Damage:   (1d6+3)[ 9 ] 
 (1d20+6)[ 19 ]   Damage:   (1d6+3)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE][/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 18/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: ??/30 (I think she got hit but I don't know when)
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 9/24   
 
  
Terrified, Boomfizzle flees north.

  “Kill the spellcaster!”  

He then retreats into the crafting area.

His minions move to attack Bopp. The Mudbugs move south, past Fire and into the hallway, skirting around the ogre, Bopp and Owl to move east along the alcove. From the alcove, they shoot at Bopp. Fire stays where he is and dodges. Owl tries to bite at Bopp.

 
 Spoiler: OOC 
  Boomfizzle   Dashes north

 Action:  Dash 60' north

 Bonus Action:  Disengage

 Move:  move north

 Save vs. Fear:   (1d20+6)[ 8 ] 
  Mudbugs   Disengage, Move to AC31, shoot Bopp

 Action:  Ratpopper:  (1d20+4)[ 18 ] , damage  (1d8+2)[ 8 ] 
Upchuck:  (1d20+4)[ 9 ] , damage  (1d8+2)[ 7 ] 
  Fire:   stay where he is, dodge

  Owl:   Stay at Z32, attack B with pack tactics  Edit: left owl since I needed to dash.
Attack B  (1d20+6)[ 15 ] ,   (1d20+6)[ 11 ]  , Damage:  (1d8+6)[ 7 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE),  Fartsmell (NE) 
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
J-H
The Mashers land a single sling stone on the shadow creature.
Not A Pet hurls two javelins, but Bopp conjures a shield that blocks them.

The Sparks land one sling stone on Cur.  Gobblebear heals himself and attacks twice, but his claws merely scratch the ogre's armor.

The Shield rotates around Bopp  to block the Mudbug's crossbow bolt and the owl's claws with a purple glow.

Cur tries to shove Gobblebear to the side, into the alcove, but fails to move the ursine obstacle.
 
 Spoiler 

Athletics  (1d20+4)[ 9 ]  vs  (1d20+2)[ 13 ] 
 
J-H
The Shadowspawn moves south and attacks Fire, chilling it some.  Bopp points at the owl.  "Begone!"  A spectral ram emerges from his hand, but misses the bird.
 
 Spoiler 

Disadvantage due to dodging... but has a reason to go this way.
Attack  (1d20+6)[ 15 ]  or   (1d20+6)[ 22 ]  for  (1d12+6)[ 7 ]  cold damage  hit for 7 

Attack  (1d20+7)[ 12 ]  for  (4d10)[ 17 ]  force damage and 10' pushback.  On a success, Bopp will move behind it, close the door, and then step back out of the alcove.  I don't think owls have hands to open doors with.  miss :( 
 

 
 Spoiler: Map 

   
 

 =&gt; Goblins 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 24/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: ??/30 (I think she got hit but I don't know when)
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 9/24   
 
  
Terrified, Boomfizzle stays where he is, yelling again at his minions

  “Kill the spellcaster!”  

The Mudbugs move east, open the door and slide in hiding behind it before popping out and shooting at Bopp and retreating up the tunnel.

Owl attacks Bopp and then flies away.

Fire moves south then teleports away from Bopp and the ogre.

 
 Spoiler: OOC 
  Boomfizzle   Heals himself and commands.

 Action:  Cure Wounds  (1d8+3)[ 6 ] 
 Bonus Action:  Command Fire

Save vs. Fear:  (1d20+6)[ 10 ] 
  Mudbugs   Move to AE31, hide behind door, shoot B, move to AF29

 Bonus Action:  Hide  (1d20+4)[ 18 ] 
 Action:  Ratpopper:  (1d20+4)[ 14 ] ,  (1d20+4)[ 12 ] , damage  (1d8+2)[ 3 ] 
Upchuck:  (1d20+4)[ 18 ] ,  (1d20+4)[ 12 ] , damage  (1d8+2)[ 6 ] 
 Owl:  Attack B, move to AD32
Attack B  (1d20+6)[ 25 ] , Damage:  (1d8+6)[ 13 ] 
 Fire:  Move to 32, teleport to AC32
SS gets AOO
 (1d6+3)[ 4 ]  fire damage
DC14 Dex Saves, B:  (1d20)[ 11 ] , C:  (1d20)[ 2 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE),  Fartsmell (NE) 
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 1/50 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Superjump, Exhaustion (2) 
 Concentrating: -- 

Not A Pet didn't feel comfortable rushing into melee with another big ogre when she was barely standing and besides which, Gobblehop seemed to have it well in hand, so instead she decides to be sneaky, ducking around a corner, then popping out and throwing her javelins some more.

The Mashers follow Boomfizzle's order and fling rocks down the hall, past the shadow monster, at the spellcaster.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Bonus Action:  Hide:  (1d20+4)[ 9 ] 
 Move:  To Z25
 Action:  Attack Bopp.
Bucket:  (1d20+4)[ 13 ]  Range disadvantage cancelled by darkness/hide?  Damage:   (1d4+2)[ 4 ] 
Bad Festival:    (1d20+4)[ 10 ]  Range disadvantage cancelled by darkness/hide?  Damage:   (1d4+2)[ 5 ] 
Wriggles:  (1d20+4)[ 10 ]  Range disadvantage cancelled by darkness/hide?  Damage:   (1d4+2)[ 3 ] 
 Not A Pet:- 
 Move:  To S34, hide, then back to T33.
 Bonus Action:  Hide  (1d20+3)[ 23 ] 
 Action:  Throw Javelins at B
 (1d20+6)[ 16 ]  Possible Hide Advantage:  (1d20+6)[ 8 ]   Damage:   (1d6+3)[ 5 ] 
 (1d20+6)[ 25 ]   Damage:   (1d6+3)[ 8 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE][/QUOTE][/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 32/38 Gobblebear  37/37 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 1/2
Conditions: Longstrider Concentration:     
 
  

Gobblebear stood his ground and kept scrabbling at the ogre's armor, confident that sooner or later the rings or his claws would give.
The Sparks continued their assault on the ogre as well

 
 Spoiler 

Sparks
hide behind cover Q33 and attack C
Hide:
 (1d20+4)[ 22 ] 

Sling attack
 (1d20+4)[ 10 ]  damage  (1d4+2)[ 5 ]  if advantage  (1d20+4)[ 23 ] 
 (1d20+4)[ 19 ]  damage  (1d4+2)[ 3 ]  if advantage  (1d20+4)[ 21 ] 

Gobblehop:

Attack C
 (1d20+6)[ 13 ]  damage  (1d8+4)[ 10 ] 
 (1d20+6)[ 19 ]  damage  (2d6+4)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
A Shield blocks Not A Pet's first javelin, but not the second (hit for 8).  The Mashers miss.

Gobblehop and the Sparks hit the ogre twice, drawing blood.

The Mudbugs send more crossbow bolts skipping off the ceiling and walls. The owl scratches at Bopp, causing him to lose concentration on his summoning spell, and then the poof of flame from Fire knocks him out.
Cur picks up Bopp and heads for the door.
 
 Spoiler 

Squeeze past Gobblehop on difficult terrain = 20 movement, then 10/ea for the diff terrain. Can't make it out the door dashing.
Bopp death save  (1d20)[ 15 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Gobblehop OA
=&gt;Party 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 5 | AC: 18 HP: 24/38 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/2 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: ??/30 (I think she got hit but I don't know when)
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 9/24   
 
  
As soon as the specter disappears, Boomfizzle shakes off the fear and rushes south, yelling his command at his minions.

  “Kill them all!”  

Fire moves up to the ogre and Bopp and teleports away. Owl flies in, attacks the ogre  and then retreats. The Mudbugs open the door and shoot from hiding. All of them attacking the ogre until he drops and then moving on to Bopp..

 
 Spoiler: OOC 
  Boomfizzle   Dashes south

 Action:  Dash

 Bonus Action:  Command Fire

 Fire:  Move to Z32, teleport to AC32
 (1d6+3)[ 9 ]  fire damage
DC14 Dex Saves, B: fails, C:  (1d20)[ 16 ] 
 Owl:  Move to Z32, Attack C, move to AD32
Attack B  (1d20+6)[ 21 ] , Damage:  (1d8+6)[ 11 ] 
  Mudbugs   Hide, Move to AE31, shoot C, move to AF29

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 Action:  Ratpopper:  (1d20+4)[ 22 ] ,  (1d20+4)[ 23 ] , damage  (1d8+2)[ 4 ] 
Upchuck:  (1d20+4)[ 17 ] ,  (1d20+4)[ 13 ] , damage  (1d8+2)[ 9 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE),  Fartsmell (NE) 
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 32/38 Gobblebear  37/37 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 1/2
Conditions: Longstrider Concentration:     
 
  

Gobblebear continued his attempts at eviscerating the ogre and the Sparks also laid into him.

 
 Spoiler 

Sparks
hide behind cover Q33 and attack C
Hide:
 (1d20+4)[ 7 ] 

Sling attack
 (1d20+4)[ 16 ]  damage  (1d4+2)[ 4 ]  if advantage  (1d20+4)[ 10 ] 
 (1d20+4)[ 24 ]  damage  (1d4+2)[ 6 ]  if advantage  (1d20+4)[ 19 ] 


Gobblehop:

Attack C
 (1d20+6)[ 8 ]  damage  (1d8+4)[ 5 ] 
 (1d20+6)[ 18 ]  damage  (2d6+4)[ 14 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
The goblins swiftly bring down the ogre, and finish off the dying.
 
 Spoiler 

Bopp, Aasimar Enchanter
Magic Quarterstaff
Magic Ring
Tears inside a crystal vial worth 300gp (material component for Summon Shadowspawn)
Tent
Rations x 3
Waterskin, Backpack, Bedroll
80gp
250gp in counterfeit coinage of moderate quality
Bounty notice for goblin lair:  600gp

Hale, Human Warlock
Moon-touched sword
Magic Studded Leather
Magic Pearl
Rations x 3
Waterskin, Backpack, Bedroll
80gp
250gp in counterfeit coinage of moderate quality

Lar, Cur, Moe
Halberd x3
Chain mail (large) x3
Rations x12
Blanket x3
Javelins x12
Talisman of Faith x3 (crudely carved geometric icon necklace; is not magical and has no function)
Digging tools 2 sets
 

 Level up to 6! 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: ??/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle and the Mudbugs help strip the bodies and prepare them for cooking.

  "The ogres should last us several days. Someone get Pebbles and see what she can do with the meat. And bring Skunkbutt over here. He'll be the new Mudbug."  

Boomfizzle gets to work making a few repairs and then starts identifying some of the magic items. But he puts those repairs off a day to investigate the magic pearl.

 
 Spoiler: OOC 
Day 1 - ID Pearl

Day 2 - Some minor construction
Make sure there are no walls at Row 28
Make sure W25 is small and not tiny
Knock down walls at AG-AH 28, and AD 32-33.
Make everything DT from V32-33 to AG-AH 28.

Day 3 - ID Staff
Day 4 - ID Ring
Day 5 - ID Studded leather
Day 6 - Work on healing potion

If the others want to ID some items, once everything is ID'd, he'll work on healing potions.


 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Skunkbutt (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
[QUOTE=Pyrophilios;25733339]      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider Concentration:     
 
  

Gobblehop surveyed the carnage. The ogres were so fat, that they should be good for two meals. He took his time to identify the items the Warlock had carried. Then he went out again to scout.

 
 Spoiler 


Day 1 Identify Magic Pearl
Day 2 Scout: Find Herbs
Day 3 Scout: Recruit Goblin
Day 4 Brew Potion
Day 5 Scout: Find Herbs
Day 6 Scout: Find helpful animals
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

After recovering all her weapons which she had thrown about the place, Not A Pet takes a well deserved rest, and then sets about training the new recruits.
 
 
  
 
 Spoiler: Day Actions 

 Day 50:  Retrain Sparks
 Day 51:  Retrain Mudbugs
 Day 52:  Train Mudbugs with Medium Armour (1/2)
 Day 53:  Train Mudbugs with Medium Armour (2/2)
 Day 54:  Toughen Mashers (1/3)
 Day 55:  Toughen Mashers (2/3)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
J-H
One of the noncombatants has a difficult birth.  A DC 12 Medicine check causes it to succeed, giving +1 noncombatant; on a failure, the mother dies.  The Help action may only be used by proficient characters.
J-H
 Day 1 
Boomfizzle identifies the Pearl of Power
Gobblehop identifies the Ring of the Ram
Not A Pet trains the new Spark
 
Day 2 
Boomfizzle removes some walls and spreads the rock and dirt out in uneven lumps.
Gobblehop brews a healing potion.(who takes it?)
Not A Pet trains the new Mudbug

 Day 3 
Boomfizzle identifies the Staff of Warning
Gobblehop goes scouting and finds a new goblin warrior.
Not A Pet starts to train the Mudbugs with medium armor

 Day 4 
Boomfizzle identifies the armor that looked like plate armor as Glamoured Studded Leather.
Gobblehop brews a healing potion (who takes it?)
Not A Pet finishes training the Mudbugs with medium armor

 Day 5 
Boomfizzle brews a healing potion (who takes it?)
Gobblehop brews a healing potion (who takes it?)
Not A Pet finishes toughening the Mashers:  Squad hp to 27, goblin hp to 9.

 Day 6 
Total +4 healing potions

Gobblehop goes scouting while the others work back at your lair.  He and the Sparks, accompanied by the dogs, spot a group of four humanoids moving towards the lair.  Three are big (medium) one is goblin-sized, and one is wearing plate while the other has nearly nothing on.  If you want more details, you’ll have to sneak closer...
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: ??/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle helps with the difficult delivery, but can't save the mother or baby. Fortunately, Gobblehop comes in to help and pulls the stuck baby out.

 
 Spoiler: OOC 
Medicine  (1d20+3)[ 8 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Skunkbutt (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 38/38 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider Concentration:     
 
  

Gobblehop sighed, it had been lovely to have almost a week of uninterrupted living.
Again, he sent the Sparks running as well as the dogs, so he could sneak closer, unobserved.

 
 Spoiler 


Animal Handling
 (1d20+5)[ 25 ] 

Sneak
 (1d20+3)[ 23 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Gobblehop sneaks closer and observes...

...a blue-skinned big person whose brown hair seems constantly to blow in the wind.  His hands are empty and his armor is light, and you can barely make out a tattoo of some sort on his forehead.
...a warrior in full plate bearing a sword and shield.  You can’t make out any details under his armor.
...a dark-skinned big person with a shaved head wearing nothing but a kilt.
...a goblin-sized person with grey-brown skin, a very large head, and a nose that's almost proportioned to match his cranium.  He's wearing ornate robes.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:     
 
  

Gobblehop moved away and hastened to follow the others. He had seen enough.
As quickly as he could, he gave a report to the others.

 "We should take out the gnome first. He looks like an arcane caster. The genasi is also high priority, because he looks easy to kill." 

He then brought the dogs back to the non-combatants and took position inside the rat chamber with the other Sparks, handing out stones and enhancing their speed.

 
 Spoiler 

Magic Stones for the Sparks, Longstrider on Sparks and Gobblehop

Hiding at
P30 Gobblehop:  (1d20+3)[ 13 ] 
Q30 Sparks:  (1d20+4)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle and the Mudbugs take up their normal positions. Boomfizzle tries something new and summons Fire! before the enemy arrives, who takes the form of a smoking creature made of coal.

They all hide and prepare to attack the new intruders, watching the lighted corridor from the safety of darkness and their tunnels.

 
 Spoiler: OOC 
 Boomfizzle  is at AE31 with the door closed
Hide  (1d20+6)[ 20 ] 
 Fire!  is at AG29
Hide:  (1d20+2)[ 13 ] 
 Mudbugs  are at AG31 with the door cracked.

Hide:  (1d20+4)[ 17 ] 

Mudbugs ready attacks to shoot the enemy when they arrive.
1. If anyone gets to W or R
2. or once the third enemy enters

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Skunkbutt (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Gnome? Genasi? Sounded like different words for big humans and little humans, but she knows enough.
 
 
  
 
 Spoiler: Actions 

NAP to Z30, door shut. Hide:  (1d20+3)[ 5 ] 
Mashers to Z28.  Hide:  (1d20+4)[ 8 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE]
J-H
Gobblehop returns, and everyone takes positions, with the guards sent back to the noncombatant area.

There's some muttered cursing from outside, followed by a delay.  The door finally opens, and the Mudbugs see the blue person step in, followed by the dark-skinned bald one.  Gobblehop and the Sparks can smell that someone was recently sprayed by a skunk.

As the blue one steps over the short wall to the slightly hidden door there, the Mudbugs attack, firing crossbow bolts at him, all of which hit.
 
 Spoiler 

Column R
3 attacks
 (1d20+4)[ 20 ]  for  (1d8+2)[ 4 ] 
 (1d20+4)[ 21 ]  for  (1d8+2)[ 9 ] 
 (1d20+4)[ 22 ]  for  (1d8+2)[ 3 ] 
 ouch, 3 hits for 16 damage! 
 

 
 Spoiler: initiative 

Not A Pet &amp; Mashers  (1d20+3)[ 22 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 16 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 5 ] 
LeBeau  (1d20+4)[ 19 ] 
Ben  (1d20)[ 17 ] 
Wa  (1d20+3)[ 6 ] 
Mezmer  (1d20+2)[ 11 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Not A Pet hears the whistling of bolts pass her door so it seemed like it was time to fight. She hops out with her bow at the ready. For a moment she aims at the closest invader, but then she sees another further way already injured. Adding injury to injury was even better than adding insult to injury, so she looses her arrows at them. The Mashers, however, couldn't easily reach the blue-skin, so they throw at the next closest one instead.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Object Interaction:  Open door
 Bonus Action:  Rage - Frenzy
 Move:  10ft south, attack LB, move back to original position.
 Action:  Arrows +1
 (1d20+7)[ 22 ]   Damage:   (1d8+4)[ 6 ] 
 (1d20+7)[ 21 ]   Damage:   (1d8+4)[ 10 ] 
 Mashers: 
 Move:  South to Z31, attack W, move back to original position, closing door on the way.
 Action:  Slings
Bucket:  (1d20+4)[ 8 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:   (1d20+4)[ 18 ]   Damage:   (1d4+2)[ 4 ] 
Wiggles:  (1d20+4)[ 16 ]   Damage:   (1d4+2)[ 6 ] 
 Bonus Action : Hide  (1d20+4)[ 19 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
Ring of the Ram (3 charges)
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE][/QUOTE]
J-H
Not A Pet, acting quickly, shoots LeBeau twice.  One sling stone from the Mashers hits Wa (4 damage).

The blue person ducks outside.  Ben steps in, shield up.

 
 Spoiler 

Ben moves to U32 and Dodges.

LeBeau moves outside, drinks a Healing potion  (2d4+2)[ 4 ] 
 

 =&gt;Gobblehop &amp; Sparks 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 1/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:     
 
  

Gobblehop sent the Sparks ahead to shoot some enemies. On their return, he handed them new stones and had a new Bird ready to attack.


 
 Spoiler 

Magic Stones for the Sparks, Longstrider on Sparks and Gobblehop

Hiding at
Sparks: Hiding bonus action  (1d20+4)[ 20 ] 
Pop out to Q32 to attack W
Move back to P29
Sparks attack rolls in Discord:
20 (advantage 12) damage 6
14 (advantage 8) fail
25 (crit) (advantage 22) damage 9x2



Gobblehop: Bonus Action Magic Stone,
Action: Call Bird

Bird appears at P32, flies out to attack W and moves further down the corridor to AC 32
 (1d20+6)[ 15 ] , damage  (1d8+6)[ 10 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Wa knocks one sling stone down, but the other hits him for 18 damage.

The gnome walks through entry, peers over the short wall at the door the Sparks had just attacked through, and gives an off-putting giggle.  He casts a spell, then backs up.  A forest of tentacles spring up in the tunnel, grasping at the goblins.

 
 Spoiler: Common 

"Things from the dark beyond, yes."
 

 
 Spoiler: Black Tentacles 

20’ square; difficult terrain; enter or start turn, Dex save or 3d6 bludgeoning damage and be restrained. On subsequent starts, 3d6 bludge damage. Can use action to make Str or Dex check against spell save to get free.
DC is 14
 


Wa steps behind Ben, ready to Dodge anything that comes at him.
 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Gobblehop, Not A Pet 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle looks out as Mesmer walks back into the entryway. He can see the tentacles spilling into Gobblehop's hallway. He summons a wolf to attack the spell caster.

The Mudbugs use the wind fan to fill the tunnel with a continuous wind.

Fire dashes towards the enemy, letting the wind carry him further.

The wolf attacks Mesmer

 
 Spoiler: OOC 
 Boomfizzle  open door, step forward, cast Summon Beast to S34, step back, close door

 Mudbugs  open door, cast wind fan, close door to 3/4 cover.
Gust of Wind will cover from AH32 to V33

BA Hide:  (1d20+4)[ 6 ] 
 Fire!  dash towards B

 Wolf:  Attack Mezmer  (1d20+6)[ 15 ] ,  (1d8+6)[ 14 ] 
Concentration  (1d20)[ 12 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Skunkbutt (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 1/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:     
 
  
With a casual wave, Gobblehop made the tentacles disappear.
The Sparks headed out to pelt the spellcaster and came back to receive a new load of stones.
The Bird continued his flyby attacks


 
 Spoiler 


Gobblehop: Bonus Action Magic Stone
Action: dispell magic (roll in discord: success)
Sparks: Hiding bonus action  (1d20+4)[ 8 ] 
Pop out to R32 to attack M
Move back to Q30 close door behind them
Sparks attack rolls

 (1d20+5)[ 9 ]  damage  (1d4+3)[ 4 ]  If advantage  (1d20+5)[ 24 ] 
 (1d20+5)[ 11 ]  damage  (1d4+3)[ 7 ]  If advantage  (1d20+5)[ 7 ] 
 (1d20+5)[ 10 ]  damage  (1d4+3)[ 4 ]  If advantage  (1d20+5)[ 9 ] 





Bird flies out to attack W and moves back down the corridor to AC 32

 (1d20+6)[ 25 ]  damage  (1d8+6)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

The invaders were slower this time, harder for her to get close to chop them up, and though she wanted to have them taste her ICY STEEL, she knows better than to run in alone against four enemies. Arrows it is then. She and the Mashers continue their ranged assault, possibly to wear them down before they can get in close.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Object Interaction:  Open door
 Move:  10ft south, attack B, move to Z29
 Action:  Arrows +1
 (1d20+7)[ 8 ]  Dodge Disadv:  (1d20+7)[ 23 ]   Damage:   (1d8+4)[ 9 ] 
 (1d20+7)[ 21 ]  Dodge Disadv:  (1d20+7)[ 26 ]   Damage:   (1d8+4)[ 7 ] 
 Bonus Action:  Hide  (1d20+3)[ 23 ] 
 Mashers: 
Previous Hide Roll: 19
 Move:  South to Z32, attack B, move back to Z30, closing door on the way.
 Action:  Slings
Bucket:  (1d20+4)[ 12 ]  Hide Adv cancels Dodge Disadv  Damage:   (1d4+2)[ 5 ] 
Bad Festival:   (1d20+4)[ 13 ]  Hide Adv cancels Dodge Disadv  Damage:   (1d4+2)[ 4 ] 
Wiggles:  (1d20+4)[ 14 ]  Hide Adv cancels Dodge Disadv  Damage:   (1d4+2)[ 3 ] 
 Bonus Action : Hide  (1d20+4)[ 10 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
Ring of the Ram (3 charges)
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE][/QUOTE][/QUOTE]
J-H
Mezmer Shields himself against the summoned wolf, as a wind howls down the hall.

Gobblehop Dispels the tentacles.  The Sparks pop out, fling sling stones in his general direction, and retreat, closing the door behind themselves.  The summoned bird is blown down the hall by the wind, and attacks Wa, who dodges, ready for its attack.

Not A Pet runs out, fires her bow twice, and retreats. Ben intercepts her arrows with his shield.  The Mashers have even less luck.

LeBeau yells something to the others, then attacks the wolf.  Shards of red materialize in his hands, and he flings them at the wolf.  One misses, but the other flies into the wolf's neck and explodes, doing major damage.
 
 Spoiler 

Psi blade  (1d20+7)[ 14 ]  for  (1d6+4)[ 6 ]  psychic damage  miss due to +2 cover 
Off hand   (1d20+7)[ 21 ]  for  (1d4+4)[ 5 ]  psychic damage  hit for 21 damage 
Sneak attack on first hit  (4d6)[ 16 ] 
 


Ben crouches and leaps, flying unnaturally far against the wind.  Landing, he lashes out twice with his sword.
 
 Spoiler 

Once at Bird, once at Fire
Bird Attack  (1d20+8)[ 20 ]  for  (1d8+5)[ 9 ]  slashing
Fire Attack  (1d20+8)[ 25 ]  for  (1d8+5)[ 12 ]  slashing
If the attack against Bird hits, add  (1d8+3)[ 11 ]  force damage, and knock Bird prone if it fails a DC 14 Str save  (1d20)[ 3 ] 
 
J-H
Mezmer casts a spell, but nothing apparent seems to happen.  He quickly follows it up with another cantrip, which nobody but the wolf can see.

Wa leans into the wind and advance.  His tattoos and eyes glow as he approaches the fire spirit.  He punches it, and two purple arms extend from his shoulders, letting him reach and hit it from far away.  He only hits once.
 
 Spoiler 

Summon Astral Arms, Dex DC 15 or take  (2d6)[ 10 ]  force damage
Fi Dex  (1d20+2)[ 21 ]   save 
Attack  (1d20+7)[ 25 ]  for  (1d6+4)[ 5 ]  at 10' range  hit 
Attack  (1d20+7)[ 12 ]  for  (1d6+4)[ 6 ]  at 10' range  miss 

If Fi goes down, he'll advance to stand next to where it was.
 

 
 Spoiler: Map 

   
 

 =&gt; Goblins 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 23/35
Wolf: AC 13 HP: 9/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle throws a ball of fire at Ben and then closes the door.

  “Kill them”  

Wolf attacks the wizard again and then retreats back into the hallway.

Fire is pushed south on top of Wa. He moves south and then teleports away to block the hallway

The Mudbugs shoot at Ben.


 
 Spoiler: OOC 
  Boomfizzle   Open door, throw fire at B, close door, back up to AF30

 Action:  Produce Flame  (1d20+6)[ 11 ] ,  (2d8)[ 8 ]  fire damage

 Bonus Action:  Command Fire

  Mudbugs   Shoot B (advantage if B doesn’t have darkvision)

 Action:  Ratpopper:  (1d20+4)[ 10 ] ,  (1d20+4)[ 8 ] , damage  (1d8+2)[ 4 ] 
Upchuck:  (1d20+4)[ 19 ] ,  (1d20+4)[ 18 ] , damage  (1d8+2)[ 6 ] 
Skunkbutt  (1d20+4)[ 19 ] ,  (1d20+4)[ 13 ] , damage  (1d8+2)[ 3 ] 
 Bonus Action:  Hide  (1d20+4)[ 9 ] 
 Wolf:  Attack M, move to W31 (M gets AOO if holding a weapon)
 (1d20+6)[ 24 ] , Damage:  (1d8+6)[ 13 ] 
 Fire:  Pushed to W32, Move to W33, teleport to U33
 (1d6+3)[ 7 ]  fire damage
DC14 Dex Save, W:  (1d20)[ 13 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Skunkbutt (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration: Heat Metal    
 
  
Gobblehop stuck his head out for a second - just long enough to put a brand on the armored enemy that made his armor glow cherry red.
The Sparks threw stones at the sorcerer and retreated, the doors closed again.


 
 Spoiler 


Sparks: Hiding bonus action  (1d20+4)[ 9 ] 

Pop out to R32 to attack M
 (1d20+5)[ 21 ]  damage  (1d6+3)[ 6 ] , if advantage  (1d20+5)[ 12 ] 
 (1d20+5)[ 19 ]  damage  (1d6+3)[ 8 ] , if advantage  (1d20+5)[ 8 ] 
 (1d20+5)[ 23 ]  damage  (1d6+3)[ 6 ] , if advantage  (1d20+5)[ 7 ] 

Move to Q30

Gobblehop: Bonus Action Magic Stone, on Sparks ammo


Move out to Q32
cast Heat Metal on Ben's armor
 (2d8)[ 15 ] 
Head back into tunnel, close door, end movement at P30
 

 
 Spoiler: Big Head's Sparks 


Pitchfoot
Ashbrain
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

The Mashers hear the crashing outside, so they're not particularly surprised when they see an enemy in their face. Drawing their blades, they rush out and stab at the armoured man, before running away. Not A Pet follows up on her loyal gobsquad with a trio of her own strikes. Armour was nothing against her. Probably.
 
 
  
 
 Spoiler: Actions 

 Mashers: 
Previous Hide Roll: 10
 Object Interaction:  Open Door
 Bonus Action:  Disengage
 Move:  South 5ft, sword attack, then move up to AA29
 Action:  Attack
Bucket:  (1d20+4)[ 7 ]   Damage:   (1d6+2)[ 8 ] 
Bad Festival:   (1d20+4)[ 20 ]   Damage:   (1d6+2)[ 8 ] 
Wiggles:  (1d20+4)[ 7 ]   Damage:   (1d6+2)[ 8 ] 
 Not A Pet:- 
Previous Hide Roll: 23
 Free Action:  Drop longbow
 Move:  South to Z31, attack thrice, north to Z30. Leave the door open.
 Action:  Frostbrand, Reckless.
 (1d20+7)[ 8 ]   (1d20+7)[ 27 ]   Damage:   (1d10+5)[ 14 ] + (1d6)[ 3 ] 
 (1d20+7)[ 24 ]   (1d20+7)[ 21 ]   Damage:   (1d10+5)[ 12 ] + (1d6)[ 5 ] 
 Bonus Action:  Frenzy Attack
 (1d20+7)[ 10 ]   (1d20+7)[ 18 ]   Damage:   (1d10+5)[ 12 ] + (1d6)[ 6 ] 

Activating Fury of the Small on a successful hit for an additional  6  damage.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
Ring of the Ram (3 charges)
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
J-H
Boomfizzle's flame misses.  The Mudbugs manage to hit Ben several times, but only on the armor, and Wa dodges out of the way of Fire's burst of flame.
The wolf does manage to hit Mezmer, but the damage it can do is lessened by his Blade Ward.

The Sparks pelt Mezmer with sling stones, again with his ward reducing the damage by half.
Gobblehop starts heating up Ben's armor, although the warrior uses his strange mind powers to reduce the damage he takes by  (1d8+3)[ 10 ] 

The Mashers slash and stab at him, but his armor deflects their blows.  Not A Pet does much better, scoring two hits that cut deep rents in his armor (crit for 46, hit for 17), causing him to collapse
J-H
LeBeau darts in silently, opens the small door, and flings a red blade at the surprised Sparks, instantly slicing through two of them, then ducks out of the way.

 
 Spoiler 

BA Hide  (1d20+10)[ 20 ]  if below a 16 add  (1d8)[ 8 ]  psi dice
Attack w/ advantage from stealth,  (1d20+7)[ 20 ]  or  (1d20+7)[ 19 ]  for  (5d6+4)[ 22 ]  psychic damage
 

 two goblins have died 

Ben lies on the floor  (1d20)[ 8 ] 
J-H
Mezmer advances back into the hall and looks towards the end.  He casts another spell, and a huge area is filled with a strange, glowing mist composed of colors that seem... not right.  The yellow isn't yellow, the green isn't green... it's all wrong.  He casts another quickened ward, then retreats back to the entry.
 
 Spoiler 

He's got greater than normal Darkvision range.  Sickening Radiance, 30' radius, placed to just barely not hit Ben.  It spreads around corners.

When a creature enters the area or starts its turn, make DC 14 Con save or take 4d10 radiant damage, gain 1 level exhaustion, and glow so it can’t become invisible. Light and exhaustion end when spell ends.

Blink  (1d20)[ 7 ] 
 


The dark-skinned Wa moves up to stand over Ben, his arms of pure will reaching out to pummel Not A Pet.

 
 Spoiler 

BA Dodge
Wolf OA  (1d20+6)[ 15 ]  for  (1d8+6)[ 7 ]   miss and I forgot the disadvantage 
Attack  (1d20+7)[ 21 ]  or  (1d20+7)[ 16 ]  for  (1d6+4)[ 7 ]  force damage.   hit, stunned 
Attack  (1d20+7)[ 11 ]  or  (1d20+7)[ 26 ]  for  (1d6+4)[ 9 ]  force damage.   hit 
On a hit, Stunning Fist DC 15.
 (1d20)[ 5 ]   fail 
 (1d20)[ 2 ]   not needed 
2 ki points expended
 

 
 Spoiler: Map 

   
 

 =&gt;Goblins 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 43/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Stunned  
 Concentrating: -- 

Stunned momentarily, Not A Pet falls limp, but the Mashers dive in to rescue her, grabbing her from behind and dragging her away.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Bonus Action:  Disengage
 Action:  Grab NAP
 Move:  As far as they can go. If dragging halves their speed then AA26 with NAP in Z27.

 Not A Pet:- 
Stunned, failed save vs. Sickening Radiance and took 21 damage from it.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
Ring of the Ram (3 charges)
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration: Heat Metal    
 
  
With some horror, Gobblehob witnessed his Sparks dying quite casually.

With a gesture, he sent the remaining goblin Doombug back to guard the civilians. It was time he took matters into his own hands - directly and violently.
He left the tunnel, turned to the genasi, smiled - and took the form of an enormous cave bear

 
 Spoiler 


Sparks: Run away into the rat chamber

Gobblehop: Bonus action Wild Shape into Cave Bear


Move out to Q32, attack LB
 (1d20+7)[ 14 ]  damage  (1d8+5)[ 9 ] 
 (1d20+7)[ 9 ]  damage  (2d6+5)[ 10 ] 
 

 
 Spoiler: Big Head's Sparks 

 Pitchfoot
Ashbrain 
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 8/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3, 3rd: 2/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 23/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 5/24   
 
  
Boomfizzle gets burned by the radiant light, losing concentration on Wolf. He tries to dispel the radiant field but cannot.

  “Kill the wizard”   he commands Fire.

Fire moves to Mezmer and then teleports back 5'

Upchuck and Skunkbutt die. Ratpopper shoots at Wa but misses, and then retreats.

 
 Spoiler: OOC 
  Boomfizzle   CON save  (1d20+2)[ 13 ]  or  (4d10)[ 37 ]   Failed = 37 damage. 
Concentration Save:  (1d20+2)[ 11 ]   Failed 

Cast Dispel Magic, DC14 attempt  (1d20+3)[ 11 ] , if disadvantage from exhaustion  (1d20+3)[ 12 ]   Failed 

If sickening radiance is dispelled, he stays where he is. If it's still up, he moves back just out of it.

 Bonus Action:  Command Fire

 Fire:  Move to S34, teleport to S33
 (1d6+3)[ 7 ]  fire damage
DC14 Dex Save, M:  (1d20)[ 14 ]   Saved, no damage 
M's Concentration save  (1d20)[ 18 ] 
  Wolf:  Move to S34, Attack M with pack tactics.
 (1d20+6)[ 14 ] ,  (1d20+6)[ 11 ] , Damage:  (1d8+6)[ 13 ] 
M's Concentration save  (1d20)[ 6 ]    Gone with concentration 
  Mudbugs   CON save  (1d20)[ 13 ]  or  (4d10)[ 19 ]   Failed = 2 dead goblins 

Shoot W (advantage if W doesn’t have darkvision)

 Action:  Ratpopper:  (1d20+4)[ 13 ] ,  (1d20+4)[ 17 ] , damage  (1d8+2)[ 10 ]   Missed 
 Upchuck:  (1d20+4)[ 7 ] ,  (1d20+4)[ 13 ] , damage  (1d8+2)[ 7 ]    Dead 
 Skunkbutt  (1d20+4)[ 15 ] ,  (1d20+4)[ 5 ] , damage  (1d8+2)[ 4 ]    Dead  
 Bonus Action:  Hide  (1d20+4)[ 6 ] 

If sickening radiance is gone, they stay where they are. If it is still up, they retreat.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Skunkbutt (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
The light burns...it burns with an alien fire deep inside Boomfizzle's cells.  He retreats, having failed to overcome it.  Two of the Mudbugs pass out, while the Ratpopper shoots a crossbow bolt at Wa before retreating, but misses, taking the Wind Fan with him.  The burning was too much, though, and the item stopped working.

Gobblehop emerges from the tunnel, changing shape into a really big bear.  He claws at LeBeau, but misses.

The Mashers drag Not A Pet back.

LeBeau manifests another spark of red energy in hand, this time taking a few extra moments to aim before stabbing the energy-blade at Gobblebear.
 
 Spoiler 

BA Careful aim
Attack w/ advantage
 (1d20+7)[ 23 ]  or  (1d20+7)[ 19 ]   for  (5d6+4)[ 21 ]  psychic damage including sneak attack.
 


Ben death save  (1d20)[ 4 ] 
J-H
Mezmer whispers a phrase in some sort of language.  It sounds to Gobblehop like the language involves tearing meat and scraping nails against sloshing, gurgling pools of moving solid...wait, that doesn't make sense.  Gobblebear runs away in the only direction he fits.  LeBeau takes the opportunity to slice him a bit more.
 
 Spoiler 

Dissonant Whispers,  (3d6)[ 7 ]  psychic. Wis DC 14 for half damage; if fail the save, use reaction to move away.
Wis [roll]1d20/roll]  rolled a 4+mod in Discord, failed 
If Gobblebear moves away, LeBeau gets an attack
 (1d20+7)[ 23 ]  for  (1d6+4)[ 5 ]  psychic
 


Wa picks a healing potion off of Ben's body and feeds it to him, then advances through the small door to face off against Not A Pet.  His arms are raised, with glowing purple fists extending out the end, as he takes a defensive stance.
 
 Spoiler 

Healing potion  (2d4+2)[ 10 ] 
BA Dodge, 1 ki point.
 

 
 Spoiler: Map 

   
 

 =&gt; Goblins 
 (Also, Gobblebear needs to make Concentration saves for taking damage 3 times to maintain Heat Metal) 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop fealt the pressure on his brain. Changing shape again alleviated that pressure. And since the dying man was just lying there, Gobblehop felt obligated to sped him along

 
 Spoiler 


Gobblehop: Bonus action Wild Shape into Ice Bear


Move next to Ben and maul him.
 (1d20+7)[ 16 ] / (1d20+7)[ 26 ] 
 (1d20+7)[ 20 ] / (1d20+7)[ 25 ] 
 

 
 Spoiler: Big Head's Sparks 

 Pitchfoot
Ashbrain 
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 43/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

Recovering from her brief loss of self, Not a Pet leaps right back into the fray. Even if they were evasive, Not a Pet was reckless, and the Mashers were with her.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Bonus Action:  Disengage
 Move:  South 10ft, sword attack, then north+east to AB25
 Action:  Swords
Bucket:  (1d20+4)[ 5 ]  Disadv:  (1d20+4)[ 19 ]   Damage:   (1d6+2)[ 5 ] 
Bad Festival:   (1d20+4)[ 8 ]  Disadv:  (1d20+4)[ 21 ]   Damage:   (1d6+2)[ 3 ] 
Wriggles:   (1d20+4)[ 18 ]  Disadv:  (1d20+4)[ 18 ]   Damage:   (1d6+2)[ 4 ] 
 Not A Pet:- 
 Bonus Action:  Rage
 Move:  5ft south
 Action:  Attack, recklessly to counter dodge
 (1d20+7)[ 14 ]   Damage:   (1d10+5)[ 14 ] + (1d6)[ 5 ] 
 (1d20+7)[ 24 ]   Damage:   (1d10+5)[ 13 ] + (1d6)[ 1 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
Ring of the Ram (3 charges)
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 8/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 1/3, 3rd: 2/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 23/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 5/24   
 
  
Boomfizzle moves through the tunnel and summons a new wolf, which moves south and attacks Wa. Boomfizzle yells to Fire,

  “Kill the wizard”  

Fire teleports to the other side of Mezmer.

Ratpopper dashes to the crafting room.

 
 Spoiler: OOC 
  Boomfizzle   Move to AD25, Summon Beast to AA25

 Bonus Action:  Command Fire

 Fire:  Teleport to S34
 (1d6+3)[ 7 ]  fire damage
DC14 Dex Save, M:  (1d20)[ 2 ] 
Concentration save  (1d20)[ 9 ] 
 Wolf:  Move to AA28, attack Wa
 (1d20+6)[ 23 ] ,  (1d20+6)[ 20 ] , Damage:  (1d8+6)[ 14 ] 
  Mudbugs   Dash to Z19, close door

 Bonus Action:  Hide  (1d20+4)[ 11 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE), Upchuck (LE), Skunkbutt (NE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
Boomfizzle's summoned wolf attacks Wa, scoring a substantial hit (hit for 14), and the teleporting flames wash over Mezmer, injuring him (hit for 7).

Gobblehop becomes a slightly different bear and kills Ben.

The Mashers move forward, swinging their blades, but Wa nimbly dodges their attacks.  He doesn't fare quite as well against Not A Pet, who hits him, causing him to collapse (had 13hp, hit for 14).

LeBeau moves behind the Fire Spirit, stabbing it with his psychic blade.  It vanishes, and he flings a smaller red blade from his other hand at Gobblehop
 
 Spoiler 

Attack  (1d20+7)[ 19 ]  for  (1d6+4)[ 9 ]  psychic damage  plus sneak, reduces Fi to 0 
Attack  (1d20+7)[ 27 ]  for  (1d4+4)[ 7 ]  psychic damage  hit Gobblehop 
Sneak attack  (4d6)[ 13 ] 
 
J-H
Mezmer moves up and casts another spell at Gobblebear's brain, which twitches and rattles in his ursine skull.
 
 Spoiler 

 (3d6)[ 7 ]  psychic damage and can only take an Action, Move, or BA next turn.  INT save DC 14 half/negate the debuff.
Gobblebear Int  (1d20)[ 4 ] 

Blink check  (1d20)[ 19 ] 
 

Mezmer vanishes from sight
Wa death save  (1d20)[ 1 ] 
 
 Spoiler: Map 

   
 

 =&gt;Goblins 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop felt the world narrowing down again. He couldn't do much anymore, but he could still try to hurt them.
Picking up the dead man in his plate armor, he flung him with all his strength in his bear arms at the rogue

 
 Spoiler 


Action: throw body as improvised weapon at LB
 (1d20+5)[ 15 ] / (1d20+5)[ 6 ]  damage  (1d4+5)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 

 Pitchfoot
Ashbrain 
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 43/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

Not a Pet leaves the dying body to the Mashers, she could hear (and vaguely see) Gobblebear still fighting, so she darts down into the tunnel, flinging her weapons at the remaining (visible) enemy. Throwing stuff hadn't worked last time she tried it (much) but maybe this time they'd be more surprised by her ingenious battle tactics.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To V31, closing door on the way to avoid difficult terrain.
 Action:  Throw Frostbrand and a Javelin at LB.
 (1d20+6)[ 25 ]   Damage:  (1d4+3)[ 4 ] 
 (1d20+6)[ 16 ]   Damage:   (1d6+3)[ 8 ] 
 Mashers:- 
 Bonus Action:  Disengage
 Move:  To Wa, attack. If he dies, they'll move down to Z31 and re-open the door for cover.
 Action:  Swords
Bucket:  (1d20+4)[ 9 ]  Unconscious Advantage:  (1d20+4)[ 24 ]   Damage:   (1d4+2)[ 4 ] 
Bad Festival:  (1d20+4)[ 11 ]  Unconscious Advantage:  (1d20+4)[ 20 ]   Damage:   (1d4+2)[ 5 ] 
Wriggles:   (1d20+4)[ 21 ]  Unconscious Advantage:  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
Ring of the Ram (3 charges)
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 16/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 2/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
Boomfizzle moves south, healing himself and commanding the wolf.

  “Kill the wizard and the rogue”  

Wolf runs out into the hallway. Seeing only the rogue, she dashes to get behind her.

Ratpopper eats a goodberry and retreats to the shrine room with the noncombatants.

 
 Spoiler: OOC 
  Boomfizzle   Move to AA27

cast Cure Wounds on self  (1d8+3)[ 8 ] 
 Bonus Action:  Hide  (1d20+6)[ 15 ] 
 Fire:  dead

 Wolf:  Dash to R32

  Mudbugs   move to Shrine room. Eat Goodberry.

 Bonus Action:  Hide  (1d20+4)[ 17 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
Gobblebear hurls Ben's body, but falls short.

Not A Pet fares better, bonking LeBeau with the Frostbrand and javelin (hit for 4-reduced to 2 by Uncanny Dodge and 8 = 10).  Wa is killed.

LeBeau reaches down and touches Ben's body, which floats up off the ground.  He then pulls it with him as he exits the lair.
 
 Spoiler 

BA Disengage
Action cast Levitate (racial): Object, Ben's body.
Object interaction take hold of object just touched while casting.

A levitating object has no weight, so strength/weight only matters if you're considering RL physics of inertia.
Research says this could be ruled either way
 https://rpg.stackexchange.com/questi...like-a-balloon 
So in the range between "full speed" and "only 5 ft movement" readings I'm just going to have him go at half speed.
Also the body is giving him half cover (+2 AC)
 


The gnome reappears, backs out the door, and casts a spell that fills the entryway with a deep, eerie darkness.  You hear the door slam, causing the bell to ring.
 
 Spoiler 

Hunger of Hadar (C, 150’, 20’ radius, of magical darkness, everything inside is blind. Difficult terrain. Creatures starting turns in area take 2d6 cold damage.  Creatures ending turn in area make Dex save DC 14or take 2d6 acid damage).
Wolf and Not A Pet take  (2d6)[ 3 ]  cold damage
 

Blink  (1d20)[ 13 ] 
 
 Spoiler: Map 

   
 

 =&gt; Goblins 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 16/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 1/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
Boomfizzle moves south and dispels the Hunger of Hadar.

  “Follow them. Kill them!”  

Wolf waits for someone to open the door.

 
 Spoiler: OOC 
Boomfizzle moves to X31 and casts dispel magic

Wolf waits for someone to open the door.


 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblebear jumped over the difficult terrain, reverted at the narrow corridor and dashed outside next to the genasi, turning his staff into a magic weapon

 
 Spoiler 


Move next to LB to T36
bonus action Shillelagh
Action:  (1d20+6)[ 16 ]  damage  (1d8+3)[ 4 ] 
 

 
 Spoiler: Big Head's Sparks 

 Pitchfoot
Ashbrain 
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 43/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

She keeps up the chase, following behind Gobblehop and throwing yet more javelins, while the Mashers dash in to follow behind. If any got away, they'd just come back again, and she knows that she can outrun a stupid small-human.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To S35 and attack Lb. If they're down, keep moving to R38 and use any remaining attacks on Mezmer.
 Action:  Attack LB.
 (1d20+6)[ 8 ]   Damage:   (1d6+3)[ 5 ] 
 (1d20+6)[ 19 ]   Damage:   (1d6+3)[ 5 ] 
 Mashers:- 
 Bonus Action:  Hide  (1d20+4)[ 5 ] 
 Move:  Dash to T33.
 Action:  Swords
Bucket:
Bad Festival:
Wriggles:
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
Ring of the Ram (3 charges)
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
J-H
The darkness spell vanishes.  Gobblehop follows, opening the door and hitting LeBeau with his staff (hit for 4).  He can't go outside, as the genasi is blocking the door.  Not A Pet follows, throwing two javelins past the goblin (1 hit, 5 reduced to 2 by Uncanny Dodge).

Ben's armored body falls to the ground, suddenly its full weight again.  LeBeau struggles under the weight.  Grunting, he looks back at the gnome as though calling for help, although his mouth doesn't move.  He drags Ben 10' away.

Mezmer grunts, turns around, and touches his fingers to his head.  The smell of ozone fills the air, followed by a crackling Boom as a lightning bolt shoots into the entry tunnel.  The gnome then backs away, warding himself.

 
 Spoiler 

BA Disengage
"Dash" 10' total move.

Mezmer casts Lightning Bolt  (8d6)[ 22 ]  lightning damage, Dex DC 14 half
Gob  (1d20)[ 14 ] 
NAP  (1d20)[ 13 ] 
Wolf  (1d20)[ 3 ] 

BA: Blade Ward

Blink roll  (1d20)[ 12 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Goblins 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 16/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
Boomfizzle moves to the top of the entrance and summons Fire! next to Lebeau before ducking back behind the wall. Both of the enemy are covered in a burst of flame as Fire! appears.

  “Follow them. Kill them!”  

Fire moves next to both of the enemies and teleports west, leaving them in another cloud of flame.

Wolf then dashes past Not a Pet and Gobblehop to get next to the enemy.

 
 Spoiler: OOC 
  Boomfizzle   Moves to S33, Summons Fire to S38, Moves to T33

Summon Fire to S38,  (2d6)[ 6 ]  fire damage
DC14 Dex save M  (1d20)[ 14 ] , LB  (1d20)[ 16 ] 
Save for no damage

 Bonus Action:  Command Fire

 Fire:  Move to R37, teleport to O39, move to L39
 (1d6+3)[ 5 ]  fire damage
DC14 Dex Save, M:  (1d20)[ 8 ] , LB:  (1d20)[ 4 ] 
Save for none

 Wolf:  Dash to Q39

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 36/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 0/3 3rd: 1/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop called up a strong wind to ravage the intruders - well now technically extruders.

 
 Spoiler 


Move to U38

Action: cast Wind Wall

 
 Spoiler: wind wall 
 Wind Wall
PHB
p288
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tiny fan and a feather of exotic origin)
Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
 


Wall starts at R38 to P38
Leads to P39 and from there to V39

Saves DC 14 Strength
LB  (1d20)[ 5 ] +mod
M  (1d20)[ 8 ] +mod

Damage  (3d8)[ 14 ] 
 

 
 Spoiler: Big Head's Sparks 

 Pitchfoot
Ashbrain 
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 32/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage  
 Concentrating: -- 

Not A Pet easily evade taking the full force of a lightning blast. Shocking though it was, she would not be held back. Unsheathing her trusted Greataxe, she charges forward, using her distracting yell as cover for the Mashers to slip in behind her and try to get a sneaky attack in.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To R39
 Action:  Attack Lb, recklessly, with Greataxe. If she's downed, instead Ready the attack to use on M when they reappear.
 (1d20+8)[ 21 ]  (1d20+8)[ 16 ]   Damage:   (1d12+6)[ 10 ] 
 (1d20+8)[ 21 ]  (1d20+8)[ 13 ]   Damage:   (1d12+6)[ 15 ] 
 Mashers:- 
Should be in T33
 Bonus Action:  Hide  (1d20+4)[ 12 ] 
 Move:  To U37
 Action:  Slings on LB, or Ready the attacks for M if Lb falls over
Bucket:  (1d20+4)[ 10 ]  Possible Hide Advantage:  (1d20+4)[ 7 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:   (1d20+4)[ 22 ]  Possible Hide Advantage:  (1d20+4)[ 9 ]   Damage:   (1d4+2)[ 5 ] 
Wriggles:   (1d20+4)[ 23 ]  Possible Hide Advantage:  (1d20+4)[ 7 ]   Damage:   (1d4+2)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 8 x 3 = 24/24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
Ring of the Ram (3 charges)
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE]
J-H
Your flurry of spells and attacks manages to bring down both attackers, and you finish them off quickly.

 
 Spoiler: Loot 

LeBeau, Psychic Rogue
Magic ring
Alchemist’s Fire x2
Studded Leather armor
Charlatan’s die
Backpack
bag of ball bearings
5 candles
10’ of string
bell
crowbar
thieves tools
2 flasks of oil
 2 healing potions  used
50’ rope
waterskin
blanket
224gp

Ben, Psi Warrior
magic shield
magic longsword
Plate armor
Backpack
waterskin
bedroll
1 healing potion
masonry tools
140gp

Wa, Astral Monk
magic brooch
Leather water bottle
Pouch containing 23 gp

Mezmer, Aberrant Mind (deep gnome)
1 healing potion
magic ring
Ornate wizard robes worth 70gp
Backpack
Bedroll
Waterskin
Notebook of strange drawings
39gp
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Not A Pet is quite satisfied with their performance this time around, and sets about retraining the new recruits - she leaves identifying the items to the others.
 
 
  
 
 Spoiler: Day Actions 

 Day 56:  Retrain Sparks
 Day 57:  Retrain Sparks
 Day 58:  Retrain Mudbugs
 Day 59:  Retrain Mudbugs
 Day 60:  Toughen Mashers (1/3)
 Day 61:  Toughen Mashers (2/3)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x4
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x2
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools
Smith's Tools x4
Thieves Tools x5
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
405gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Antitoxin x2
Backpack x10
Bag of ball bearings x5
Bedroll x14
Bell x2
Blanket x8
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x25
Crowbar x2
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Oil Flask x3
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x7
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10')
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x31
 
[/QUOTE]
J-H
Random events:
Head Scout only – a large herd of aurochs are travelling through the region.  You can gain +1 food per day of hunting, but they’re far away and it’s a lot to haul back.  If you commit to a 3-day hunt, you’ll gain 9 food instead of 6, but you won’t benefit from your chance to spot incoming enemies.

While digging, Pyrite finds a shiny gemstone.  He wants to stop work and polish it.  If allowed, it’s an emerald worth 120gp.

Not sure either of these will have much effect given your current strategies.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 19 HP 36/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop flopped exhausted to the ground. The mind magic had been very nasty.
He forwent the option to go on a large hunt. Goodberries were good enough and the time was better spent preparing further.

Polishing the stone was fine by him, though a bit pointless, considering the treasure that by now cluttered their lair.
 
 Spoiler 


Day actions:
1 identify ring
2 identify ring
3 identify shield
4 scout - recruit
5 scout - animals
6 scout - recruit
 

 
 Spoiler: Big Head's Sparks 

 Pitchfoot
Ashbrain 
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 16/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
Boomfizzle spends the first day recruiting. He then knocks down the wall that keeps getting in Gobblehops way. He then makes the entryway small so medium creatures need to squeeze to get in.

Then he works on potions.

 
 Spoiler: OOC 
day 1 recruit
Day 2 construction
Day 3-6 ID magic then make healing potions

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
 Day 1 
Boomfizzle recruits 2 goblins (warrior population 10-&gt;12).
Not A Pet retrains the Sparks
Gobblehop identifies the Ring as a Ring of Free Action

 Day 2 
Boomfizzle does some building.
Not A Pet retrains the Sparks
Gobblehop identifies the Ring as a Ring of X-Ray Vision

 Day 3 
Not A Pet retrains the Mudbugs
Gobblehop identifies the Shield as a Shield +1
Boomfizzle IDs the brooch as a Brooch of Shielding

 Day 4 
Not A Pet retrains the Mudbugs
Boomfizzle IDs the longsword as a Longsword +1
Gobblehop goes scouting and recruits a goblin (warrior pop 12-&gt;13)

 Day 5 Arrival 
Not A Pet is doing training.
Boomfizzle is doing identifying in the workshop.
Gobblehop is out scouting for more guard animals, when he notices that the woods are quiet.  He hears people moving through the woods, quickly.  There aren’t many footsteps…  he'll have to try to sneak closer to learn anything more.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop tried to get closer without getting noticed.


 
 Spoiler 

Stealth
 (1d20+3)[ 13 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Gobblehop gets closer, and almost feels like he gets spotted at one point - but he seems to remain unnoticed.

There are only two of them, with gold badges visible at their belts.  One is a large big person (in the descriptive sense), with shoulders almost as broad as a goblin is tall, and a glowing sword that is definitely longer than goblins are tall slung on his back, while he carries a shortbow.  He’s wearing light, comfortable clothing, aside from a pair of tan boots lined with furs.  The other is goblin-sized, but with the build and width of a dwarf.  A pair of goggles hang at his neck, and he has fingerless gloves on.

Both are moving pretty fast.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop hurried home - he had seen enough
"Gold rankers, one barbarian and the other might be an artificer. Get in position"


 
 Spoiler 

Using two first level slots on Longstrider for Gobblehop and the Sparks, taking position in the rat chamber.
Dogs are with the non combatants.
Handing out magic stones and maintaining shillelagh
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Barbarian? So someone that could hit hard? Not A Pet doubts they can hit harder than her. She can hit very hard. Nevertheless, she takes up a position again in her usual spot.
 
 
  
 
 Spoiler: Actions 

The caltrops+ball bearings should be replaced in their previous squares.

NAP to Z30, behind closed door. Hide:  (1d20+3)[ 8 ] 

Mashers to Z28. Hide:  (1d20+4)[ 24 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
J-H
You hear an exclamation from outside.  When the door opens, the smell of skunk odor wafts inside.

 (unfortunately, the skunk is now dead) 

Unfortunately, if anyone's coming inside, they're too quiet for you to hear (beat everyone's PP).   Do you wait for someone to open a door or do something?
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 16/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
As on as the door opens, Fire looks around the corner to see what is coming in.

 
 Spoiler: OOC 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
Fi sees the previously described short person enter first, followed by the big one.  They move slowly and cautiously over the caltrops and ball bearings.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 16/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
Fire moves forward just enough to throw a ball of hot, smoking coal at the closest enemy then moves back around the corner.

 
 Spoiler: OOC 
  (1d20+6)[ 15 ] ,  (1d6+3)[ 7 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper (CE)
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
The fire seed scorches the big one.

 
 Spoiler: Initiative 

Not A Pet &amp; Mashers  (1d20+3)[ 7 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 22 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 17 ] 
Leroy  (1d20+2)[ 20 ] 
Jenkins  (1d20+3)[ 20 ] 
 

 =&gt; Gobblehop is up 
Their stealth checks beat your passive perception, so you don't know exactly where they are.  Fire has seen them, but has no way to tell Gobblehop
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop heard the bell and smelled the intruders, but couldn't hear them directly. Stealthy opponents made him nervous. That felt too much as if they took the goblins serious. Not wanting to risk his Sparks too early, he went out first himself to take a look, keeping his eyes peeled for another enemy standing next to the small door - as had happened to the unfortunate Big Head.




 
 Spoiler 

Action depending on what I can see, but Gobblehop moves to Q32 unless he spots an opponent beforehand. Weapon of warning should prevent them from getting the drop on me.
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Comming face to face with the smaller one of the intruders, Gobblehop cursed:  "Why do you all turn towards the dead end at the first opportunity."
 

With a wave of his staff, he called up a wolf behind his opponent and activated the staff of the adder. Behind him the Sparks threw their stones and retreated quickly again, while the wolf enjoyed the teamwork to attack.

 
 Spoiler 

Action: Summon Beast: Wolf
Bonus Action: Activate Staff of the Adder (Shilleagh is active)
Sparks move to Q30, throw stones, retreat to Q29
(second roll should there be disadvantage)
 (1d20+5)[ 20 ] / (1d20+5)[ 23 ]  damage  (1d6+3)[ 9 ] 
 (1d20+5)[ 7 ] / (1d20+5)[ 17 ]  damage  (1d6+3)[ 5 ] 
 (1d20+5)[ 18 ] / (1d20+5)[ 24 ]  damage  (1d6+3)[ 8 ] 

Wolf (Pack Tactics - advantage)
 (1d20+6)[ 12 ] / (1d20+6)[ 24 ]  damage  (1d8+6)[ 13 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Gobblehop immediately summons a wolf, and the Sparks pelt Jenkins with stones as the wolf bites the short person (hit for 9, 8, 13).  You note that he now has his goggles pulled up covering his eyes, but that's probably not important compared to him snarling as his teeth seem to sharpen and his hands grow larger, the glove-less fingers spouting bony talons.

Gobblehop's magic tattoo shields him from one blow, and the door takes some scratches.  The one that hits is a hard one, accompanied by a flash of pain in the goblin's head - enough to make him lose his concentration on the wolf spirit.

 
 Spoiler 

BA Rage
Beast claws x 3 vs Gobblehop, Recklessly
Reckless claws  (1d20+8)[ 12 ]  or  (1d20+8)[ 13 ]  for  (1d6+7)[ 9 ]   miss 
Reckless claws  (1d20+8)[ 11 ]  or  (1d20+8)[ 23 ]  for  (1d6+7)[ 13 ]   hit for 13 
Reckless claws  (1d20+8)[ 19 ]  or  (1d20+8)[ 9 ]  for  (1d6+7)[ 11 ]   miss 

If hit: Reduce Gobblehop's speed by 10' until Jenkins' next turn  speed reduced 
If hit, DC 15 Wis save or take  (2d12)[ 13 ]  psychic damage
Wis save  (1d20)[ 6 ]   +5= 11, fail 
 1 hit, total damage 26 

Gobblehop Concentration checks
 (1d20)[ 9 ]   9+2=11 vs DC 13, fail 
  (1d20)[ 9 ] 
 (1d20)[ 6 ] 
 
 
J-H
The other one, Leroy, looks back and apparently decides that the doorway they spotted is too small for him to do anything - and there is something down the hall that dared to shoot fire at him.
Hopping over the last of the caltrops and ball bearings, he dashes down the hall, pulling out his big sword, which lows with a spooky red light, about as bright as a torch.
 
 Spoiler 

BA rage, move 20'.  10' jump from S33 to U33 to clear the remaining ball bearings/caltrops does that, and he has non-difficult terrain to land on.
He then dashes 80' of movement.
 

 
 Spoiler: Map 

Map error: Summoned wolf is gone
   
 

 =&gt;Goblins 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

She hears heavy footsteps, and knows that someone has already passed her. No matter, she will chase them down. With a roar she slams open the door and rushes at the tallfolk, swinging her cold blade this way and that. The Mashers follow up, together unleashing the power of the Ring of the Ram against their foes, before retreating back into cover.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Free Action:  Drop longbow
 Bonus Action:  Rage - Frenzy
 Move:  To AE32. Ring of Free Action means difficult terrain doesn't affect her.
 Action:  Attack, recklessly.
 (1d20+7)[ 17 ]  (1d20+7)[ 25 ]   Damage:   (1d10+5)[ 6 ] + (1d6)[ 2 ] 
 (1d20+7)[ 8 ]  (1d20+7)[ 23 ]   Damage:   (1d10+5)[ 14 ] + (1d6)[ 6 ] 
 Mashers:- 
Previous Hide Roll: 24
 Move:  15ft south, attack Leeroy, 15ft north back to previous position, closing the door on the way.
 Action:  Ring of the Ram (1 charge)
 (1d20+7)[ 11 ]  Hide Advantage:  (1d20+7)[ 27 ]   Damage:   (2d10)[ 20 ]  Force
 Bonus Action:  Hide:  (1d20+4)[ 24 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 16/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 1/3 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 0/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
Boomfizzle and the Mudbugs retreat. As Boomfizzle retreats 3 rays of fire shoot from fire at Leroy. The mudbugs shoot him with their crossbows just as they pop out of their tunnel.

Fire then throws another cinder at the creature before moving up next to it.

 
 Spoiler: OOC 
   Boomfizzle  
 Action:  scorching ray from circlet via Fire
Advantage from previous hiding.

 (1d20+6)[ 25 ] ,  (1d20+6)[ 20 ] ,  Fire damage:  (2d6)[ 7 ] 
 (1d20+6)[ 20 ] ,  (1d20+6)[ 8 ] ,  Fire damage:  (2d6)[ 8 ] 
 (1d20+6)[ 17 ] ,  (1d20+6)[ 8 ] ,  Fire damage:  (2d6)[ 12 ] 
 Bonus Action:  Command Fire

Move: 30’ back

  Fire:   after Mudbugs.

Attack:  (1d20+6)[ 23 ] , Fire damage:  (1d6+3)[ 5 ] 

Move next to Leroy just east of him.

  Mudbugs    before fire goes

 Bonus Action:  Hide  (1d20+4)[ 16 ] 
 Action:  Ratpopper:  (1d20+4)[ 14 ] ,  (1d20+4)[ 10 ] , damage  (1d8+2)[ 5 ] 

Croak:  (1d20+4)[ 15 ] ,  (1d20+4)[ 17 ] , damage  (1d8+2)[ 3 ] 

Drop:  (1d20+4)[ 8 ] ,  (1d20+4)[ 7 ] , damage  (1d8+2)[ 8 ] 

Move 30’ back


 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 21/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration: Windwall    
 
  
 "Wha, that hurt! Get some wind." 
Gobblehop disengaged and called up a wind while the Sparks threw another volley.



 
 Spoiler 

Sparks throw normal stones and retreat back into the room to Q29

 (1d20+4)[ 15 ] , damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 16 ] , damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 10 ] , damage  (1d4+2)[ 3 ] 

Gobblehop uses Bonus Action Disengage, moves two fields north, then he calls up Windwall with an action, laying it like a spiral around Leroy

Starting at Q31 - Q32 - P32 - P33 - Q33 - R33 - R32 - Q32 - Q31
Enclosing Leroy in a kind of bottle shape and making shure he has to cross two windwalls to get anywhere.

Gobblehop moves out of sight into the rat chamber. Ends movement at Q28

Leroy Str Saves vs DC 14  (1d20)[ 12 ] +mod
Damage  (3d8)[ 14 ] 
Save for half
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Boomfizzle  flings open the door and  fires a series of fiery blasts  from Fire that hit Leroy before backing off , deciding it's more important to have his Fire spirit attack than to guard against an attack as he retreats .   This costs him, as the big human hits hard!   The Mudbugs open the door noisily and fire 3 crossbow bolts, two of which miss, before retreating, and Fi contributes a ball of flame.
 
 Spoiler 

 Leroy is adjacent diagonally to Boomfizzle's square, and there's no disengage.  There's a wall but he's kind of edge on to it, and an alcove and maybe the door swinging around, so I'll say +5AC (18+5=23)
Attack  (1d20+9)[ 23 ]  for  (2d6+8)[ 13 ]  slashing damage  hit  

Scorching rays hit for, after resistance, 3, 4, 6 = 13
Mudbugs do not beat his PP with their stealth check, so no advantage. One hit for 3 damage, reduced to 1.
Fire hits for 5 reduced to 2
Total 16
 


Not A Pet charges out, swinging her sword.  The Mashers blast Leroy with the Ring of the Ram, the spectral creature hitting him square in the back.
 
 Spoiler 

Fire is in AE32, so I put NAP in AE33.
2 hits for, after resistance, 4 and 10.
Ring of the ram crits for 40, resist down to 20.
Total 34 damage.
Leroy is pushed 5', but that pushes him into NAP.
Let's say a Str check from NAP to avoid being pushed (negating his movement), DC 13 (8 + the ring's +5 bonus)
 (1d20)[ 13 ] ,  (1d20)[ 12 ] 
 


The Sparks land only two hits on the bestial halfling, and Gobblehop then summons a wind wall.
 
 Spoiler 

2 hits for 2 &amp; 1 after resistances
Wind Wall save for half, 7 damage
 
J-H
The wind blows around Jenkins, but doesn't really hinder him as he comes through the tunnel on all fours and slashes at Gobblehop twice.  He casually tries to backhand the Sparks, but they dodge.  Gobblehop falls to the ground, temporarily knocked out by the fierce blows.
 
 Spoiler 

Wind Wall doesn't really do anything to melee attackers and ground movement.
2 attacks on Gobblehop, 1 on the Sparks.  Reckless, advantage.
Gobblehop has +2 AC from the rat den wall  edit not that the amount of cover would have made a difference 
Beast claws  (1d20+8)[ 27 ]  or  (1d20+8)[ 15 ]  for  (1d6+7)[ 11 ] 
Beast claws  (1d20+8)[ 17 ]  or  (1d20+8)[ 26 ]  for  (1d6+7)[ 12 ] 
If hit, Wis DC 15 or attack the Sparks; also reduce speed by 10' due to Slasher
Wis save  (1d20)[ 19 ]   saved 
 pretty sure Gobblehop is at 0hp 
Conc checks for Wind Wall
 (1d20)[ 9 ] 
 (1d20)[ 9 ] 

Sparks
Beast claws  (1d20+8)[ 11 ]  or  (1d20+8)[ 17 ]  for  (1d6+7)[ 12 ]   miss 
 


Leroy attacks Not A Pet twice, swinging his larger sword at the small goblin.  One swing rips across an artery, and the sword's red light flares with an ominous brightness for a moment as it draws some of her life force out.
 
 Spoiler 

Advantage from NAP being Reckless, doesn't need to be reckless.
Attack  (1d20+9)[ 27 ]  or   (1d20+9)[ 27 ]  for  (2d6+8)[ 15 ]  slashing  hit for 15 -&gt; 7 
Attack  (1d20+9)[ 19 ]  or   (1d20+9)[ 29 ]  for  (2d6+8)[ 16 ]  slashing  CRIT for 32 + 4 (brutal crit, +1d6), +12 necrotic damage (sword of life stealing, gain 12 temp hp); after resists, 30 damage 
 

 
 Spoiler: Map 

   
 

 =&gt; Goblins 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 22/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

Injured? She didn't care, not really, she'd keep hitting him until he fell over. She was the superior hitter around here, and she'd make she everyone knew it. She and the Mashers repeat their performance from last time around, hitting, hitting, and hitting some more.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Action:  Attack, recklessly.
 (1d20+7)[ 10 ]  (1d20+7)[ 22 ]   Damage:   (1d10+5)[ 11 ] + (1d6)[ 5 ] 
 (1d20+7)[ 15 ]  (1d20+7)[ 17 ]   Damage:   (1d10+5)[ 15 ] + (1d6)[ 6 ] 
 Bonus Action:  Attack
 (1d20+7)[ 20 ]  (1d20+7)[ 20 ]   Damage:   (1d10+5)[ 6 ] + (1d6)[ 6 ] 
 Move:  To X33. Ring of Free Action means difficult terrain doesn't affect her.

Fury of the Small on any successful hit for 6 extra damage.

 Mashers:- 
Previous Hide Roll: 24
 Move:  15ft south, attack Leeroy, 15ft north back to previous position, closing the door on the way.
 Action:  Ring of the Ram (1 charge)
 (1d20+7)[ 9 ]  Hide Advantage:  (1d20+7)[ 23 ]   Damage:   (2d10)[ 17 ]  Force
 Bonus Action:  Hide:  (1d20+4)[ 19 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
fire teleports 15’ west taking NAP with her and leaving a fiery wake for Leroy. Boomfizzle and the Mudbugs move southeast, the Mudbugs hiding behind their wall before popping out and shooting. Boomfizzle casts a cure spell through fire to heal NAP

 
 Spoiler: OOC 
   Boomfizzle  

Forgot enhanced bond last round. Add  (1d8)[ 3 ]  to scorching ray

 Action:  Cure wounds on NAP  (2d8+3)[ 9 ] 
 Bonus Action:  Command Fire

  Fire:   Teleport 15’ west with NAP

Teleport:  (1d6+3)[ 6 ]  fire damage
DC14 Dex Save, M:  (1d20)[ 15 ] 
  Mudbugs   move SE to hide behind the end of their wall. Shoot. Then back to current location.

 Bonus Action:  Hide  (1d20+4)[ 10 ] 
 Action:  Ratpopper:  (1d20+4)[ 20 ] ,  (1d20+4)[ 20 ] , damage  (1d8+2)[ 5 ] 

Croak:  (1d20+4)[ 18 ] ,  (1d20+4)[ 21 ] , damage  (1d8+2)[ 8 ] 

Drop:  (1d20+4)[ 19 ] ,  (1d20+4)[ 22 ] , damage  (1d8+2)[ 7 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 21/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
The Sparks fed Gobblehop a Goodberry and evacuated immediately to the next room.
Gobblehop got up, cracked his neck and turned into a massive bear to slug it out with the halfling


 
 Spoiler 

Sparks use Goodberry on Gobblehop, then disengage to V25

Gobblehop gets up, bonus action transform into bear, full attack.

 (1d20+7)[ 15 ] / (1d20+7)[ 12 ]  damage  (1d8+5)[ 6 ] 
 (1d20+7)[ 13 ] / (1d20+7)[ 18 ]  damage  (2d6+5)[ 13 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Leroy dodges the burst of fire, but can't dodge the 3 crossbow bolts from the not-very-hiding Mudbugs.  (5, 8, 7, reduce to 2, 4, 3).  Not A Pet then hits him 3 times before retreating, although he counter-attacks as she does.  The Ring of the Ram is then used to hit him for more injuries.  Leroy is bleeding from numerous wounds.
 
 Spoiler 

NAP hits for 16+6(22), 21, 12, resisted to 11, 10, 6 = 27
No disengage, OA with advantage from Reckless
 (1d20+9)[ 18 ]  or  (1d20+9)[ 22 ]  for  (2d6+8)[ 15 ] 
Ring of the Ram 5' push and 17-&gt;8 damage
 


Gobblehop arises and starts a bear vs. beast grudge match, clawing Jenkins once.
 
 Spoiler 

I'm assuming a 5' move out of the rat den to avoid missing both your attacks due to cover. If you move back in, you'd have some cover but then you would be totally bottled up, so you probably don't want that.
1 miss, 1 hit for 13 -&gt; 6
 
J-H
Jenkins snarls and claws back at Gobblebear, knocking him back into human form and unconscious again.
 I think 
 
 Spoiler 

Reckless
 (1d20+8)[ 12 ]  or  (1d20+8)[ 24 ]  for  (1d6+7)[ 11 ]   hit for 11 
 (1d20+8)[ 28 ]  or  (1d20+8)[ 12 ]  for  (1d6+7)[ 13 ]   crit for 26 
 (1d20+8)[ 21 ]  or  (1d20+8)[ 9 ]  for  (1d6+7)[ 8 ]   hit for 8 
On first hit, Wis DC 15 or take  (2d12)[ 5 ]  psychic damage.  passed 
Also, speed -10 when hit.
 total 45 damage, pretty sure that's 0hp for the bear with some carryover to the 1hp goblin form 
 


Leroy barrels forward towards Boomfizzle and the Mudbugs, shoving his way past them and blocking their retreat.
 
 Spoiler 

Dash.
Overrun, on a success, moves through the Mudbugs space.
Athletics  (1d20+9)[ 25 ]  or   (1d20+9)[ 28 ] 
Mudbugs  (1d20-1)[ 14 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Goblins 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 24/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

The COWARD fled from her - as well he should, for she was the most dangerous barbarian here. She sought to prove it by going to fight the next foe - Boomfizzle and the Mudbugs and the Mashers could handle the COWARD. Not A Pet moves down the hall, easily leaping over her own hazards and darting into the tunnel where she comes face to face with a beast-man standing over gobblehop. Her frenzied rage lets her strike out where others might struggle to bring themselves to bear.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Action:  Dash
 Move:  Move to adjacent to Jenkins, leaping over the ball bearings and caltrops with a jump.
 Bonus Action:  Frenzy-Frostbrand, no reckless required since he was reckless first.
 (1d20+7)[ 25 ]  (1d20+7)[ 20 ]   Damage:   (1d10+5)[ 8 ] + (1d6)[ 4 ] 
 Mashers:- 
Previous Hide Roll: 19
 Move:  To AA25, attack, then to AA26.
 Action:  Ring of the Ram (1 charge)
 (1d20+7)[ 25 ]  (1d20+7)[ 27 ]   Damage:   (2d10)[ 9 ] 
 Bonus Action:  Hide:  (1d20+4)[ 14 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE][/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 6/24   
 
  
The mudbugs disengage and move west to the kitchen shooting Leroy on their way. Boomfizzle follows and collapses the first half of the tunnel.

 
 Spoiler: OOC 
   Boomfizzle  

BA disengage, move west, ready move earth to collapse tunnel once MB through.

  Mudbugs  
 Bonus Action:  disengage

Move 30’ west shooting on the way

  Action:  Ratpopper:  (1d20+4)[ 20 ] ,
 (1d8+2)[ 4 ] 
Croak:   (1d20+4)[ 21 ] ,
 (1d8+2)[ 5 ] 

Drop:   (1d20+4)[ 18 ] ,
 (1d8+2)[ 3 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 21/47 | PP: 16 PIv: 12 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning, Exhaustion II -  Concentration:    
 
  
Hearing their leader going down - again, the Sparks repeat the exercise form before, though this time staying way to close to the barbarian
Gobblehop meanwhile turned into the giant snake again, trying - likely unsuccessfully - to restrain the raging berserker.


 
 Spoiler 

Sparks use Goodberry on Gobblehop

Gobblehop gets up, bonus action transform into Giant Constrictor Snake

Constrict

 (1d20+6)[ 13 ] / (1d20+6)[ 7 ]  damage  (2d8+4)[ 6 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Boomfizzle and the Mudbugs retreat, shooting arrows and collapsing the path behind themselves. (hit for 4, 5, 3, -&gt; 2, 2, 1)
Not A Pet runs up behind Jenkins and stabs him once (8 &amp; 4 resists to 4 &amp; 4).
The Sparks squeeze through the tunnel and revive Gobblehop, who turns into a snake that wraps about the room.  He tries to ensnare Jenkins, but can't manage it.  The halfling snarls and attacks the snake again.
 
 Spoiler 

Reckless Attack  (1d20+8)[ 14 ]  or  (1d20+8)[ 11 ]  for  (1d6+7)[ 10 ]   hit 
Reckless Attack  (1d20+8)[ 28 ]  or  (1d20+8)[ 18 ]  for  (1d6+7)[ 9 ]   crit for 18 
Reckless Attack  (1d20+8)[ 26 ]  or  (1d20+8)[ 20 ]  for  (1d6+7)[ 9 ]   hit 
First hit reduces speed by 10
On hit, Wis DC 15 or attack the Sparks
Wis save  (1d20)[ 17 ]   pass 
 total 37 damage 
 


Leroy roars in frustration, his big lungs powering quite a voice, as he turns and goes the other way, ending up close to Fire (dash; just took damage so rage still up).

 
 Spoiler: Map 

   
 

 =&gt; Goblins 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 24/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

He could hit the snake all he wanted, but Not a Pet would take him down one chunk at a time. Her cold blade continues to chop and whittle, seeking to pull the man's attention to her sturdy body instead. The Mashers, losing their target, instead shift into the centre of the lair and aim their ring in all directions, ready for anything coming into their sight.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  None.
 Action:  Attack, no reckless required since he was reckless first.
 (1d20+7)[ 19 ]  (1d20+7)[ 12 ]   Damage:  (1d10+5)[ 7 ] + (1d6)[ 4 ] 
 (1d20+7)[ 16 ]  (1d20+7)[ 22 ]   Damage:  (1d10+5)[ 12 ] + (1d6)[ 1 ] 
 Bonus Action:  Frenzy-Frostbrand, no reckless required since he was reckless first.
 (1d20+7)[ 25 ]  (1d20+7)[ 17 ]   Damage:  (1d10+5)[ 13 ] + (1d6)[ 3 ] 
 Mashers:- 
Previous Hide Roll: 19.
 Move:  To Z25
 Action:  Ready Action: Ring of the Ram (1 charge) for an enemy coming within line of sight/detection
 (1d20+7)[ 25 ]  Advantage due to lighting:  (1d20+7)[ 26 ]   Damage:   (2d10)[ 19 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 21/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 43/60
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 1/3
Conditions: Longstrider, Weapon of Warning, Exhaustion II -  Concentration:    
 
  
Gobblsnake concentrated on shifting flesh over his wounds and continued to squeeze the halfling. The Sparks used the opportunity of line of sight to throw stones at the halfling, before retreating again.


 
 Spoiler 

Gobblehop heals for 10 w/ 3rd lvl slot w/ bonus action

Constrict

 (1d20+6)[ 23 ] / (1d20+6)[ 12 ]  damage  (2d8+4)[ 8 ] 

Sparks throw stones

 (1d20+4)[ 11 ] / (1d20+4)[ 11 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 18 ] / (1d20+4)[ 21 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 6 ] / (1d20+4)[ 12 ]  damage  (1d4+2)[ 4 ] 

retreat to V25
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle moves west summoning wolf in the main hallway. The mudbugs move west then north and ready attacks to hit Leroy. Fire throws a fiery seed at Leroy then moves up next to him. Wolf runs along the alcove and attacks Leroy from there.

 
 Spoiler: OOC 
   Boomfizzle  

Move to row Y summon wolf to z31.

 Action:  summon beast

 Bonus Action:  Command Fire

  Fire:   fiery seed at Leroy. Move to AC32

Attack:  (1d20+6)[ 26 ] , Fire damage:  (1d6+3)[ 4 ] 
  Wolf:   Move to AC31 attack Leroy with pack tactics

  (1d20+6)[ 14 ] ,  (1d20+6)[ 24 ] , Damage:  (1d8+6)[ 10 ] 
  Mudbugs    move to AA then north. Ready action to shoot Leroy as soon as he enters column z in the main hallway.

 Bonus Action:  Hide  (1d20+4)[ 18 ] 
 Action:  Ratpopper:  (1d20+4)[ 21 ] ,  (1d20+4)[ 24 ] , damage  (1d8+2)[ 9 ] 

Croak:  (1d20+4)[ 22 ] ,  (1d20+4)[ 14 ] , damage  (1d8+2)[ 5 ] 

Drop:  (1d20+4)[ 14 ] ,  (1d20+4)[ 19 ] , damage  (1d8+2)[ 3 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
Fire and the wolf both strike Leroy (crit for 8-&gt; resisted to 4, bite for 10-&gt;5, total 9).

Not A Pet strikes out at Jenkins, hitting the feral halfling 3 times.
 
 Spoiler 

After resists: 3+4, 6+1, 6+3 = 23
 


Gobblehop grabs and squeezes Jenkins.  The Sparks throw sling stones from their position in the tiny tunnel, striking once, then back out.
 
 Spoiler 

squeeze for 8-&gt;4
1 sling stone for 6-&gt;3
adv vs restrained cancels disadvantage for attacking while squeezing
 


Jenkins snarls and tries to claw his way out of the coils, but can't free himself yet.
 
 Spoiler 

Restrained disadvantage, Reckless advantage
 (1d20+8)[ 19 ]  for  (1d6+7)[ 11 ] 
 (1d20+8)[ 17 ]  for  (1d6+7)[ 11 ] 
 (1d20+8)[ 10 ]  for  (1d6+7)[ 13 ] 
If hit, -10' speed
Also if crit, +1 damage dice and target has disadvantage on all attack rolls until start of his next turn...been forgetting that.
 


Leroy attacks the summoned wolf, leaving it near death.
 
 Spoiler 

Reckless
Attack  (1d20+9)[ 26 ]  or  (1d20+9)[ 16 ]  for  (2d6+8)[ 16 ] 
Attack  (1d20+9)[ 23 ]  or  (1d20+9)[ 22 ]  for  (2d6+8)[ 12 ] 
 2 hits for 28 total damage out of 30 
 

 
 Spoiler: Map 

   
 

 =&gt;Goblins 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle bites at Leroy through Fire. Fire then teleports back with Wolf, and both return while wolf bites Leroy again. The mudbugs remain where they are ready to shoot Leroy should he pass.

 
 Spoiler: OOC 
   Boomfizzle  

Should be at row Y.

 Action:  primal savagery.  (1d20)[ 15 ] ,  (2d10)[ 5 ]  acid

 Bonus Action:  Command Fire

  Fire:   Teleport 10’ west with wolf then move back

Teleport:  (1d6+3)[ 8 ]  fire damage
DC14 Dex Save, L:  (1d20)[ 11 ] 
  Wolf:   Move back to current location Attack with pack tactics

  (1d20+6)[ 8 ] ,  (1d20+6)[ 24 ] , Damage:  (1d8+6)[ 14 ] 
  Mudbugs    continue previous readied attack

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 24/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

They were still standing? Or...well, they weren't falling over at least. Yet. She keeps slashing away with her Frostbrand, while the Mashers hold their position holding the ring high and at the ready. They can hear fighting, and they know they don't want to see it face to face.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  None.
 Action:  Attack, no reckless required since he was reckless first. Also restrained.
 (1d20+7)[ 14 ]  (1d20+7)[ 27 ]  Damage:  (1d10+5)[ 13 ] + (1d6)[ 1 ] 
 (1d20+7)[ 21 ]  (1d20+7)[ 12 ]  Damage:  (1d10+5)[ 6 ] + (1d6)[ 4 ] 
 Bonus Action:  Frenzy-Frostbrand, no reckless required since he was reckless first. Also restrained.
 (1d20+7)[ 15 ]  (1d20+7)[ 10 ]  Damage:  (1d10+5)[ 8 ] + (1d6)[ 1 ] 
 Mashers:- 
Previous Hide Roll: 19.
 Move:  None
 Action:  Ready Action: Ring of the Ram (1 charge) for an enemy coming within line of sight/detection
 (1d20+7)[ 24 ]  Advantage due to lighting:  (1d20+7)[ 12 ]  Damage:  (2d10)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 1/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 38/60
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 0/3
Conditions: Longstrider, Weapon of Warning, Exhaustion II -  Concentration:    
 
  
Gobblsnake sacrificed another spell to heal himself and continued to squeeze, while the Sparks continued their barage from relative safety, before retreating again.


 
 Spoiler 

Gobblehop heals for 17 w/ 3rd lvl slot w/ bonus action

Constrict
 (1d20+6)[ 22 ] / (1d20+6)[ 21 ]  damage  (2d8+4)[ 11 ] 

Sparks throw stones

 (1d20+6)[ 20 ] / (1d20+4)[ 13 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 10 ] / (1d20+4)[ 21 ]  damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 14 ] / (1d20+4)[ 20 ]  damage  (1d4+2)[ 5 ] 

retreat to V25
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling Template 
Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 (1d20+4)[ 18 ] 
 

 
J-H
Boomfizzle's acid hits, but only with a sputter (5-&gt;2), then he gets scorched (8-&gt;4), and bitten (14-&gt;7).

Not A Pet hacks and slashes at Jenkins (crit for 26-&gt;13+1 = 14, hit for 6-&gt;3+4=7,  and a miss).

Gobblehop continues to hug Jenkins (11-&gt;5), while the Sparks pelt him with stones (6-&gt;3, 5-&gt;2, 5-&gt;2; total damage 12).

Deciding she's a bigger threat, Jenkins turns and attacks Not A Pet, but only hits her once.
 
 Spoiler 

Reckless to counter restrained
Attack  (1d20+8)[ 21 ]  for  (1d6+7)[ 10 ] 
Attack  (1d20+8)[ 11 ]  for  (1d6+7)[ 9 ] 
Attack  (1d20+8)[ 10 ]  for  (1d6+7)[ 9 ] 
 


Leroy slashes at the wolf, killing it, then slashes once at Fire and runs west.  Arrows and a spectral ram hit him.  He grits his teeth and resists for a moment, then collapses to the ground.
 
 Spoiler 

Assuming he brings down wolf with first hit, anyway... doesn't want OAs.
Reckless
Attack  (1d20+9)[ 25 ]  or   (1d20+9)[ 16 ]  for  (2d6+8)[ 14 ]   wolf dead 
Attack  (1d20+9)[ 21 ]  or   (1d20+9)[ 18 ]  for  (2d6+8)[ 13 ]   fire hit 
Readied attacks hit him:
Ring of the Ram 4 damage -&gt; 2
Mudbugs
Crit 18-&gt; 9 reduced to 0hp. Relentless rage DC 10, reduced to 1hp instead.
5-&gt;2 RR DC 15, fail, 0hp, unconscious
 3-&gt;1  now prone, straight roll, miss.
 


Leroy is in Z33, nobody else has really moved
 =&gt;Goblins 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 21/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 45/60
Spell slots, 1st: 2/4, 2nd: 1/3 3rd: 1/3
Conditions: Longstrider, Weapon of Warning, Exhaustion II -  Concentration:    
 
  
Gobblsnake used the respite to continue to heal himself, not letting up on the squeeze.
The Sparks continued to do their thing.

 
 Spoiler 

Gobblehop heals for 7 w/ 2rd lvl slot w/ bonus action

Constrict


 (1d20+6)[ 7 ] / (1d20+6)[ 13 ]  damage  (2d8+4)[ 12 ] 

Sparks throw stones


 (1d20+4)[ 19 ] / (1d20+4)[ 17 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 23 ] / (1d20+4)[ 13 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 17 ] / (1d20+4)[ 13 ]  damage  (1d4+2)[ 4 ] 
retreat to V25
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 22/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle summons a small fire and throws it at Leroy before heading west to help his friends. Fire moves over a teleports away west burning the downed barbarian. The mudbugs shoot the downed giant before following Boomfizzle

 
 Spoiler: OOC 
   Boomfizzle  
 Action:  Produce flame:  (1d20+6)[ 8 ] , Fire damage:  (2d8)[ 11 ] 
 Bonus Action:  Command Fire

Move to T25

  Fire:   Move to Leroy teleport west move west as far as she can

Teleport:  (1d6+3)[ 4 ]  fire damage
DC14 Dex Save, fails


  Mudbugs  
 Bonus Action:  Hide  (1d20+4)[ 7 ] 
 Action:  Ratpopper:  (1d20+4)[ 7 ] , damage  (1d8+2)[ 6 ] 

Croak:  (1d20+4)[ 18 ] , damage  (1d8+2)[ 9 ] 

Drop:  (1d20+4)[ 20 ] , damage  (1d8+2)[ 7 ] 

 Move towards Y 25

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 19/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy), Superjump 
 Concentrating: -- 

One claw? She would return the pain threefold! The Mashers had lost a target for them to hit, and they were out of ring-power, so they instead move over to the sounds of the fight and try to hide themselves.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  None.
 Action:  Attack, no reckless required since he was reckless first. Also restrained.
 (1d20+7)[ 27 ]  (1d20+7)[ 23 ]   Damage:  (1d10+5)[ 12 ] + (1d6)[ 6 ] 
 (1d20+7)[ 11 ]  (1d20+7)[ 8 ]   Damage:  (1d10+5)[ 6 ] + (1d6)[ 4 ] 
 Bonus Action:  Frenzy-Frostbrand, no reckless required since he was reckless first. Also restrained.
 (1d20+7)[ 15 ]  (1d20+7)[ 9 ]   Damage:  (1d10+5)[ 13 ] + (1d6)[ 1 ] 
 Mashers:- 
Leeroy's down so not much for them to do
 Move:  To R26
 Action:  Dash
 Bonus Action:  Hide  (1d20+4)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
J-H
Fire and the Mudbugs finish off Leroy, killing him.
Not A Pet hits Jenkins hard enough to kill him twice, but the halfling just snarls at her and keeps fighting.  Gobblehop tries to squeeze him, but can't.  The Sparks pelt him with stones, and he resists for a while, but eventually collapses (1 death save failed from 1 hit, after 3 Relentless Rage successes total).

Death save  (1d20)[ 8 ] 
 I'm pretty sure the entire party can cause him to fail his 3rd death save before he gets to go again. 
 
 Spoiler: Loot 

Leroy, Human Totem Barbarian
Magic greatsword, glows
Magic ring
Shortbow, 20 arrows
Rope of Mending
2 healing potions
Bedroll
5 days rations
Map to the goblin lair
Bounty notice: 1000gp
255gp
300gp of crushed diamonds
Gold adventuring badge

Jenkins, Halfling Beast Barbarian
Light source:  60’ Darkvision (goggles)
Magic gloves
Magic goggles
2 healing potions
Bedroll
5 days rations
423 gp
Gold adventuring badge
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Another hard fought victory in which Not A Pet got to chop people up and prove herself the truly dominant barbarian, one cold-slash at a time. She plucks the goggles off the dead claw-one and sets about working on identifying them. The Mashers would be toughened up next.
 
 
  
 
 Spoiler: Day Actions 

 Day 60:  Identify magic goggles (and equip them)
 Day 61:  Identify magic gloves
 Day 62:  Toughen Mashers (1/3)
 Day 63:  Toughen Mashers (2/3)
 Day 64:  Toughen Mashers (3/3)
 Day 65:  Toughen Sparks (1/3)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE]
J-H
A noncombatant named Ironbelly finds some poisonous mushrooms the hard way, and doesn’t survive because he ate most of them in one sitting.  There are enough left that one day of Brewing work can turn them into 3 doses of poison that can be applied to weapons, or an ingested poison sufficient to affect up to 5 people.  Applying poison takes an action.
On hit, the target must make a DC 12 Constitution save or be Poisoned.  The target may save at the end of each turn to end the effect; otherwise, it lasts for one minute.
Alternatively, you can keep the mushrooms and try to use them as food-borne poison.  In that case, anyone who eats a full meal prepared with them must make a DC 12 Constitution save 30 minutes after the meal, or be incapacitated by nausea and vomiting for 1 hour.

 a goblin has died 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop decided a few days rest were in order after getting knocked unconscious two times. That couldn't be good for you.
So he sat and looked at the magic baubles left behind. When he felt strong enough again, he went out to scout. For the mushrooms, he intended to prepare a backpack with valuable adventuring gear and good rations, laced with the poison. With any luck, the next group could be made to find the bag and eat the treat.
He also took time to study the map, trying to make out, where those adventurers were coming from most likely, so laying the trap would be easier

He also took time to bury the brave little skunk.

 
 Spoiler 


Day actions:

1) Identify: Ring
2) Identify: Sword
3) Prepare trap backpack w/ delicious food, Bedroll, Blanket, Waterskin, Tinderbox, and a bag of 100gp
4) Scout: Goblin
5) Scout: Guard Animals
6) Scout: Guard Animals
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle makes more tunnels for Gobblehop including secret doors.

 
 Spoiler: OOC 
 first fix the tunnel he collapsed

Then make secret doors at O32 and P34 with small tunnels connecting to Q31.

If any more time make healing potions.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
 Day 1 
Not A Pet identifies and puts on Goggles of Night
Boomfizzle fixes the collapsed tunnel, and starts digging another tunnel.
Gobblehop identifies the Ring of Water Walking.

 Day 2 
Not A Pet identifies and puts on (?) Gauntlets of Ogre Power
Boomfizzle continues digging.
Gobblehop identifies the Greatsword of Lifestealing.

 Day 3 
Not A Pet trains one of the squads to be more resilient (1/3)
Boomfizzle continues digging and finishes.
Gobblehop prepares a trapped backpack, and spends most of a day placing it someplace that he thinks will be on the way…visible, but maybe not too obviously visible.
(50% chance incoming adventures will find it, Insight vs Deception to see if it seems like a trap)

 Day 4 
Not A Pet trains one of the squads to be more resilient (2/3)
Boomfizzle makes and installs a door.
Gobblehop goes scouting and recruits a goblin warrior.

 Day 5 
Not A Pet trains one of the squads to be more resilient (3/3)
Boomfizzle makes and installs a door.
Gobblehop goes scouting.  He notices some of his gear disappear when he takes his lunch break, and then finds it later, mysteriously reappearing on his head.  A few other minor pranks take place.  Eventually, he spots movement.  Whatever it is, it isn’t hostile.

 Day 6 
Not A Pet trains one of the squads to be more resilient (1/3)
Boomfizzle brews a healing potion.
Returning the next day to the same area, Gobblehop brings some Goodberries, some coins, and a few other things, sets them out, and sits back to watch.  Sure enough, the bait is taken, and conversation follows, his Druidic and Common filling in for lack of Sylvan.
You have recruited 1 Orange Faerie Dragon (you name it).  It requires pay of 50gp per fight in shiny coins or gems, which it takes to a hidden cache nearby; it may lodge a claim to shiny magical items

 Day 7 
Gobblehop goes scouting (inferred based on typical behavior).  Near the area where the pack was, he detects movement… a group of 3 medium creatures coming through the woods.
He’ll have to sneak closer if he wants more details.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop was happy to have the faerie dragon at his side - and at least they now had something to do with all the money.
Seeing the intruders, he snuck closer

 
 Spoiler 


Sneak 21
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Gobblehop sneaks closer.

One is a pointy-eared medium humanoid with a metal skullcap and long red hair that’s ornately braided.  He wields a scimitar in one hand, and wears a dark metal breastplate.

A tan-skinned human has a breastplate and shield.

The last has blue-black skin, pale hair pulled back into a topknot, and a long black trench coat on.

He watches the three find the pack.  One of them seems to use magic to manipulate it at a distance, as though with an invisible hand.  The blue-black one seems to point it out as too suspicious, which causes the tan-skinned human to materials a sword in his hand.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 2/4, 2nd: 3/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration:    
 
  
Gobblehop hurried back to the cave, telling the others about the coming intruders.
A Hexblade, some kind of mage and another armored one

 
 Spoiler 

Taking the usual position and casting Longstrider on Sparks and Gobblehop as well as shillelagh
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

Not a Pet moves to get into position, readying herself alongside her Mashers.
 
 
  
 
 Spoiler: Positions 

NAP: Z30, door closed. Hide:  (1d20+3)[ 12 ] 

Mashers: Z28. Hide:  (1d20+4)[ 22 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Healing Potion (x1)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
 
 Spoiler 
Arrows x180
Bolts x90
Dagger x31
Greatsword
Greatsword of Lifestealing (Glows)
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x8
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)
 

 Armour: 
 
 Spoiler 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance
 

 Tools: 
 
 Spoiler 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools
 

 Misc Magic: 
 
 Spoiler 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking (x2)
Ring of X-Ray Vision
Rope of Mending
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets
 

 Spell Components 
 
 Spoiler 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Crushed Diamonds (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)
 

 Misc: 
 
 Spoiler 
1579gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Adventure Badge (Gold) x2
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x18
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bounty Notice (1000gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x19
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 

 
J-H
The waiting goblins hear two steps of footsteps move through the caltrops and ball bearings cautiously.... they seem to be headed down the hall.

Boomfizzle notices faint blue illumination at the back of his tunnel.
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Fire throws her readied fiery seed at the first advancing intruder.  The mudbugs open their door and shoot too.

Boomfizzle summons Wolf behind him and investigates the light.

Wolf either attacks something behind or charges through the alcove to the intruder, depending on what Boomfizzle sees.

 
 Spoiler: OOC 
   Boomfizzle  
 Previous Action:  Hide  (1d20+4)[ 24 ] 
 Action:  Summon Wolf

 Bonus Action:  Command Fire

  Fire:   Fiery seed

Attack:  (1d20+6)[ 20 ] , Fire damage:  (1d6+3)[ 6 ] 
  Wolf:   Attack whoever Boomfizzle tells him to.

  (1d20+6)[ 8 ] ,  (1d20+6)[ 21 ] , Damage:  (1d8+6)[ 9 ] 
  Mudbugs  
 Previous:  Hide  (1d20+4)[ 19 ] 
 Action:  Ratpopper:  (1d20+4)[ 13 ] ,  (1d20+4)[ 11 ] , damage  (1d8+2)[ 5 ] 

Croak:  (1d20+4)[ 12 ] ,  (1d20+4)[ 9 ] , damage  (1d8+2)[ 3 ] 

Drop:  (1d20+4)[ 11 ] ,  (1d20+4)[ 19 ] , damage  (1d8+2)[ 8 ] 
 Bonus Action:  Hide  (1d20+4)[ 15 ] 

Move 5’ NE.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
Fire sees four bearded men with scimitars in the lead.  It accurately fires a bolt of flame, causing one of them to vanish (Mirror Image).

Boomfizzle moves back and sees that the light is coming from a dim ball of blue, and that there's a chain of them going down the curved hall at a slow pace, illuminating the dark areas.  He sends the wolf forward.  It charges out and attacks the scimitar-wielder, but misses.
The Mudbugs have better luck, popping the other two images surrounding the bearded one (Mirror Image ended).

 
 Spoiler: Init 

Not A Pet &amp; Mashers  (1d20+3)[ 7 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 23 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 19 ] 
Skald  (1d20+3)[ 20 ] 
Taukin  (1d20+2)[ 3 ] 
Con'Lo  (1d20+4)[ 5 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  
Gobblehop opted for the classic opening move, handing out magic stones and calling up a bird to attack the rear of the enemy.

 
 Spoiler 

Magic stones to the sparks
Summon bird

Bird attacks Co, retreats to P34
 (1d20+6)[ 17 ]  damage  (1d8+6)[ 11 ] 

Sparks attack, retreat and close door
 (1d20+5)[ 16 ]  damage  (1d4+3)[ 7 ] 
 (1d20+5)[ 24 ]  damage  (1d4+3)[ 7 ] 
 (1d20+5)[ 18 ]  damage  (1d4+3)[ 7 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Con'Lo's  Mirror Image s take 3 different attacks from the bird and the Sparks.  The last one attack, he dodges, as the bird flies back into a tunnel.  He says something in Elvish.  Despite his images being gone, he's still surrounded by a ring of flames.

The bearded one says something else in Elvish, then vanishes from sight.
 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle, Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

They'd moved in, and now they were surrounded. Fool invaders. With an inspiring battleroar, Not A Pet runs into the fray, her coldblade gleaming darkly as she swishes it too and fro at her foes, before darting back into the tunnel. The Mashers follow suit, flinging their sling bullets out, then closing the door behind them as they go back to hiding.
 
 
  
 
 Spoiler: Positions 

 Not A Pet:- 
 Free action:  Drop longbow
 Bonus Action:  Rage - Frenzy
 Move:  Depends on if Invisibility on Skald is broken by the time her turn arrives. If Yes, she moves to AA32 and attacks him. If No, she moves to X33 and attacks Tau, before returning to Z29.
 Action:   Attack, recklessly.
 (1d20+8)[ 27 ]  (1d20+8)[ 21 ]   Damage:   (1d10+4)[ 12 ] + (1d6)[ 5 ] 
 (1d20+8)[ 19 ]  (1d20+8)[ 19 ]   Damage:   (1d10+4)[ 5 ] + (1d6)[ 2 ] 
 Mashers:- 
Previous Hide Roll: 22
 Move:  To Z30, attack, close door, move back to Z28.
 Action:  Sling on Skald. Invisibility disadvantage cancelled by Hide advantage. Rolling twice regardless in case Boomfizzle breaks invisibility before Masher turn to just give straight advantage.
Bucket:  (1d20+4)[ 24 ]  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:  (1d20+4)[ 15 ]  (1d20+4)[ 24 ]   Damage:   (1d4+2)[ 5 ] 
Wriggles:  (1d20+4)[ 8 ]  (1d20+4)[ 11 ]   Damage:   (1d4+2)[ 3 ] 
 Bonus Action:  Hide  (1d20+4)[ 5 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Healing Potion (x1)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
 
 Spoiler 
Arrows x180
Bolts x90
Dagger x31
Greatsword
Greatsword of Lifestealing (Glows)
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x8
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)
 

 Armour: 
 
 Spoiler 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance
 

 Tools: 
 
 Spoiler 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools
 

 Misc Magic: 
 
 Spoiler 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking (x2)
Ring of X-Ray Vision
Rope of Mending
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets
 

 Spell Components 
 
 Spoiler 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Crushed Diamonds (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)
 

 Misc: 
 
 Spoiler 
1579gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Adventure Badge (Gold) x2
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x18
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bounty Notice (1000gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x19
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 

 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 24/24   
 
  
Fire moves forward, a fan of flames erupting from her hands. She then moves next to Skald, teleports back and then engages again.

The Mudbugs shoot Skald from the doorway, close the door, and return to their current location.

Wolf joins in and attacks the leader too.

 
 Spoiler: OOC 
   Boomfizzle  
 Action:  Burning Hands from Fires position.
 (3d6)[ 7 ]  fire damage.
Dc 14 dex save for half.  (1d20)[ 10 ] 
Concentration save  (1d20)[ 11 ] 
 Bonus Action:  Command Fire

  Fire:   Move to Skald teleport back move back next to Skald

Teleport:  (1d6+3)[ 9 ]  fire damage
DC14 Dex Save:  (1d20)[ 14 ] 
Concentration save  (1d20)[ 10 ] 
  Wolf:   Move to S34, Attack S with pack tactics and invisible. Ignore advantage roll.

  (1d20+6)[ 24 ] ,  (1d20+6)[ 8 ] , Damage:  (1d8+6)[ 13 ]  straight roll
Concentration save  (1d20)[ 18 ] 
  Mudbugs    hidden offsets invisible. Ignore advantage rolls.

  Action:  Ratpopper:  (1d20+4)[ 9 ] ,  (1d20+4)[ 14 ] , damage  (1d8+2)[ 7 ] 
Concentration save  (1d20)[ 8 ] 

Croak:  (1d20+4)[ 22 ] ,  (1d20+4)[ 17 ] , damage  (1d8+2)[ 10 ] 
Concentration save  (1d20)[ 17 ] 

Drop:  (1d20+4)[ 17 ] ,  (1d20+4)[ 8 ] , damage  (1d8+2)[ 6 ] 
Concentration save  (1d20)[ 10 ] 
 Bonus Action:  Hide  (1d20+4)[ 9 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Drop
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
 note: edited some locations vs. post to follow actions described rather than locations listed. 
Skald ducks under the Burning Hands, and out of the way of Fire's teleport, or you assume so anyway (save for half vs BH, save negates teleport; 3 damage).  The wolf charges forwards and lands a solid hit (hit for 13).  The Mudbugs also score one hit as they move up, shoot, and then move back (10).

Not A Pet charges out with a roar, swinging her sword wildly and cutting up Taukin (hit twice for 24 damage).  The Mudbugs manage a hit to Skald's head, but despite the ringing sound of a stone bouncing off his helm, he stays invisible.

Con'Lo grabs Taukin, and the two of them step through a temporary portal, appearing at the end of the hall.  The drow moves forward, coming around the end of the tunnel to spot Boomfizzle.

A golden light suffuses Taukin, who ducks into the door of the small tunnel, stabs at the Mudbugs, slaying one of them outright and injuring another then backs out.
 a goblin has died 
 
 Spoiler 

Heal self  (3d6)[ 14 ] 
Attack twice with disadvantage from squeezing
Attack  (1d20+9)[ 17 ]  or   (1d20+9)[ 26 ]  for  (1d8+5)[ 7 ]  slashing
Attack  (1d20+9)[ 25 ]  or   (1d20+9)[ 29 ]  for  (1d8+5)[ 12 ]  slashing
 2 hits, squad reduced to 5hp.  One squad member instantly killed. 
 

 
 Spoiler: Map 

   
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  
Gobblehop created more bullets and joined the Sparks in throwing them at the invisible opponent, by sneaking up on them as well. The bird also got in on the fun, although without the stealth.

 
 Spoiler 

Magic stones to the sparks
Go out to R32 throw stones at SK, then move into hiding P30

Stealth:  (1d20+3)[ 10 ] 

If fail: Disadvantage
 (1d20+6)[ 19 ] / (1d20+6)[ 11 ]  damage  (1d4+3)[ 6 ] 

Bird
 (1d20+6)[ 23 ] / (1d20+6)[ 25 ]  damage  (1d8+6)[ 8 ] 
Ends at AA33

Sparks move to Q32
Stealth:  (1d20+4)[ 9 ] 
 (1d20+6)[ 14 ] / (1d20+6)[ 8 ]  damage  (1d6+3)[ 6 ] 
 (1d20+6)[ 16 ] / (1d20+6)[ 12 ]  damage  (1d6+3)[ 6 ] 
 (1d20+6)[ 7 ] / (1d20+6)[ 11 ]  damage  (1d6+3)[ 5 ] 
Move back to close door end at Q30
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
Gobblehop and the Sparks all miss.  The bird does draw blood, though.

The invisible man lashes out with his sword, cutting the wolf deeply for 18 damage, before apparently moving further up the hall.
 
 Spoiler 

Attacking wolf
Attack  (1d20+8)[ 9 ]  or   (1d20+8)[ 12 ]   for  (1d6+6)[ 10 ] 
Attack  (1d20+8)[ 20 ]  or   (1d20+8)[ 17 ]   for  (1d6+6)[ 11 ] 
A thing you can't see  (1d8)[ 7 ] 
 hit wolf once for 18 damage 
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

They'd all run past her. So she'd give chase! With another call to her Mashers they bounce forwards and out the door once more, chasing down the invisible man and doing everything they can to make him visible and also dead. An invisible human was still a human, and being human meant they would be dead...eventually.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To AE32, so should be 1 SW of Skald.
 Action:   Attack, recklessly to counter invisibility. Rolling both in case invisibility gets broken.  (1d20+8)[ 18 ]  (1d20+8)[ 11 ]   Damage:   (1d10+4)[ 7 ] + (1d6)[ 6 ]   Ignore this one, copied+pasted the code one too many times.
 (1d20+8)[ 18 ]  (1d20+8)[ 11 ]   Damage:   (1d10+4)[ 7 ] + (1d6)[ 6 ] 
 (1d20+8)[ 24 ]  (1d20+8)[ 24 ]   Damage:   (1d10+4)[ 8 ] + (1d6)[ 5 ] 
 Bonus Action:  Frenzy attack
 (1d20+8)[ 9 ]  (1d20+8)[ 17 ]   Damage:   (1d10+4)[ 14 ] + (1d6)[ 5 ] 
 Mashers:- 
Previous Hide Roll: 5
 Bonus Action:  Hide  (1d20+4)[ 16 ] 
 Move:  Down to Z32
 Action:  Sling on Skald. Invisibility disadvantage  possibly  cancelled by Hide advantage if they roll decently this turn. Rolling twice regardless in case invisibility broken or not.
Bucket:  (1d20+4)[ 21 ]  (1d20+4)[ 20 ]   Damage:   (1d4+2)[ 4 ] 
Bad Festival:  (1d20+4)[ 11 ]  (1d20+4)[ 8 ]   Damage:   (1d4+2)[ 5 ] 
Wriggles:  (1d20+4)[ 5 ]  (1d20+4)[ 20 ]   Damage:   (1d4+2)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Healing Potion (x1)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
 
 Spoiler 
Arrows x180
Bolts x90
Dagger x31
Greatsword
Greatsword of Lifestealing (Glows)
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x8
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)
 

 Armour: 
 
 Spoiler 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance
 

 Tools: 
 
 Spoiler 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools
 

 Misc Magic: 
 
 Spoiler 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking (x2)
Ring of X-Ray Vision
Rope of Mending
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets
 

 Spell Components 
 
 Spoiler 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Crushed Diamonds (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)
 

 Misc: 
 
 Spoiler 
1579gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Adventure Badge (Gold) x2
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x18
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bounty Notice (1000gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x19
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 

 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 45/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 12/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 5/24   
 
  
Boomfizzle and the Mudbugs dash north, avoiding strikes from the intruders and falling back to the kitchen. Fire and Wolf move next to Skald but can't attack.

 
 Spoiler: OOC 
Boomfizzle BA disengage, Dash to AB23

Mudbugs BA disengage, Dash to AA26

Fire move to AG32 (no action since BF disengaged)

Wolf Dash to AF32

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak,  Drop  
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
Boomfizzle and his team reposition, while Not A Pet and the Mashers get aggressive.  She lands a single blow, barely defeating a parry, as his scimitar seems to be everywhere, even helping to deflect a couple of sling stones (hit for 13).  Skald says something in Elvish, but Gobblehop is too far away to hear it.  Con'Lo turns, casts a spell, and seems to blur into movement as he moves to stand near your invisible foe, beheading the summoned wolf with a single blow.
 
 Spoiler 

Attack  (1d20+8)[ 28 ]  for  (1d6+5)[ 11 ]  piercing damage  crit for 22 
 


The other armored figure, Taukin, moves down the hall until he can see the passage Boomfizzle ran into.  He speaks a word, and appears near the druid, stepping over and raining two blows down on him with his longsword, both of which draw blood.
 
 Spoiler 

Attack  (1d20+9)[ 20 ]  for  (1d8+5)[ 12 ] 
Attack  (1d20+9)[ 21 ]  for  (1d8+5)[ 10 ] 
 If an attack misses with a dice roll of 5 or greater, add  (1d8)[ 7 ]  from BI. 
 

 
 Spoiler: Map 

   
 

 =&gt;Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  
Gobblehop was surprised, that his team got pretty much ignored this time around.
There was nothing to do but change position and reinforce the others, while the bird continued it's assault

 
 Spoiler 

Magic stones to the sparks
Move to Y24 w/Dash

Bird follows SK and attacks, moves to AI25

 (1d20+6)[ 12 ]  / (1d20+6)[ 14 ]  damage  (1d8+6)[ 12 ] 

Sparks hide  (1d20+4)[ 6 ] 
Move to S26 to attack Ta

 (1d20+5)[ 17 ]  /  (1d20+5)[ 11 ]   damage  (1d6+3)[ 7 ] 
 (1d20+5)[ 21 ]  /  (1d20+5)[ 11 ]   damage  (1d6+3)[ 7 ] 
 (1d20+5)[ 15 ]  /  (1d20+5)[ 16 ]   damage  (1d6+3)[ 6 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 23/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 5/24   
 
  
Boomfizzle summons anther Wolf who immediately attacks. Boomfizzle then retreats towards the living quarters.

The Mudbugs, hiding around the corner, shoot at T before retreating back to the main hallway.

Fire dodges and moves towards the kitchen to find Boomfizzle, closing the door behind her.

 
 Spoiler: OOC 
  Boomfizzle   summon beast to AB25, wait for Wolf to attack then disengage and move to W25.

 Action:  Summon Beast

 Bonus Action:  Disengage

  Wolf:   Attack T with pack tactics.
 (1d20+6)[ 10 ] ,  (1d20+6)[ 10 ] , Damage:  (1d8+6)[ 9 ] 
  Mudbugs   Hide, shoot, move to Z31.

 Bonus Action:  Hide  (1d20+4)[ 12 ] 

Shoot W (advantage from hiding)

 Action:  Ratpopper:  (1d20+4)[ 21 ] ,  (1d20+4)[ 19 ] , damage  (1d8+2)[ 7 ] 
Croak:  (1d20+4)[ 9 ] ,  (1d20+4)[ 20 ] , damage  (1d8+2)[ 6 ] 
 Fire:  dodge, move to Z30, close door

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak,  Drop  
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
Gobblehop charges in, while the Sparks fling magic stones.  One hits Taukin, and he almost loses his spell... but not quite (used Bardic Inspiration; hit for 7).

The invisible one backs up slightly, still blocking the hall, and casts a spell, while encouraging his drow compatriot.
 
 Spoiler: you can't see what it does 

 (4d8+3)[ 23 ] 
 


Boomfizzle summons another wolf spirit, but it only snaps at the air.

The Mudbugs catch Taukin from an unexpected angle, landing two crossbow bolts into his back (hit for 7 &amp; 6), causing him to curse in common and orcish as a spell on him seems to end.

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 59/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

Given the choice between hitting a fiery shield and slapping around an invisible man some more...Not A Pet chooses to target invisibility. She steps up to the challenge, swinging her frostblade hither and thither at hopefully-not-empty space. The Mashers, evidently tiring of flinging rocks at air, choose the glowy target instead, safe from being stabbed or burned. They retrieve their precious ram-ring, and unleash a blast of magical energy at them.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  To AF31.
 Action:   Attack Skald, recklessly to cancel invisibility disadvantage. Rolling twice in case one of them finally shatters his concentration.
 (1d20+8)[ 16 ]  (1d20+8)[ 21 ]   Damage:   (1d10+4)[ 5 ] + (1d6)[ 2 ] 
 (1d20+8)[ 9 ]  (1d20+8)[ 11 ]   Damage:   (1d10+4)[ 13 ] + (1d6)[ 3 ] 
 Bonus Action:  Frenzy attack
 (1d20+8)[ 12 ]  (1d20+8)[ 28 ]   Damage:   (1d10+4)[ 14 ] + (1d6)[ 3 ] 
 Mashers:- 
 Action:  Ring of the Ram (1 charge) on Con'lo
 (1d20+7)[ 24 ]   Damage:   (2d10)[ 17 ]  Force
 Move:  West 10ft to X32.
 Bonus Action:  Hide  (1d20+4)[ 23 ]  - mostly from T.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Healing Potion (x1)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
 
 Spoiler 
Arrows x180
Bolts x90
Dagger x31
Greatsword
Greatsword of Lifestealing (Glows)
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x8
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)
 

 Armour: 
 
 Spoiler 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance
 

 Tools: 
 
 Spoiler 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools
 

 Misc Magic: 
 
 Spoiler 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking (x2)
Ring of X-Ray Vision
Rope of Mending
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets
 

 Spell Components 
 
 Spoiler 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Crushed Diamonds (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)
 

 Misc: 
 
 Spoiler 
1579gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Adventure Badge (Gold) x2
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x18
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bounty Notice (1000gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x19
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 

 
[/QUOTE]
J-H
Not A Pet scores a single hit with her blade, but it's a minor blow.  The Mashers shoot a spectral ram at Con'Lo, who blocks with a magical  Shield , and back up quietly.  Stabbing rapidly, the drow's blade flicks in and out in a blur, drawing blood twice.
 
 Spoiler 

Attacks with advantage thanks to Reckless.

Attack  (1d20+8)[ 14 ]  or  (1d20+8)[ 9 ]  for  (1d6+5)[ 10 ]  piercing
Attack  (1d20+8)[ 25 ]  or  (1d20+8)[ 16 ]  for  (1d6+5)[ 10 ]  piercing
Attack  (1d20+8)[ 27 ]  or  (1d20+8)[ 27 ]  for  (1d6+5)[ 9 ]  piercing
 


Taukin is surrounded by a brief golden light, and bleeds less.  He looks at Gobblehop and Boomfizzle (stepping to see Boomfizzle if needed, and then points his blade at them both in a sweeping motion.   "Begone, until I call you back!"   Both of them vanish from sight.
 
 Spoiler 

Self heal  (3d6)[ 8 ] 
Banishment, Cha DC 15 or incapacitated/banished.
Gob  (1d20)[ 13 ] 
Boom  (1d20)[ 14 ] 

Wolf &amp; bird poof out of existence due to caster being incapacitated.
 

 
 Spoiler: Map 

   
 

 =&gt; Sparks 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Immediately went into a small panic, ran and hid

 
 Spoiler 


Move/dash to W21
Hide  (1d20+4)[ 8 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

Rolling template:

[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 
J-H
The Sparks run and hide behind the hidden door to the kitchen, thumping into it loudly and revealing its presence.

The invisible scimitar whooshes through the air twice at Not A Pet.
 
 Spoiler 

Advantage from Reckless
 (1d20+8)[ 26 ]  or  (1d20+8)[ 10 ]  for  (1d6+6)[ 9 ] 
 (1d20+8)[ 15 ]  or  (1d20+8)[ 19 ]  for  (1d6+6)[ 9 ] 
If either hit,  (1d8)[ 8 ]  extra damage.
 


no change on map except Spark location
 =&gt; Mudbugs, Fire, Not A Pet, Mashers 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 38/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

Not A Pet stood alone, but while there was still an invisible foe in her face, she couldn't flee, she swings and swings and swings again, seeking to bring the fool down. The Mashers hear the crashing and bashing from the north and, after a quick peek through the door, blast their ring at the person who stood among where Gobblehop and Boomfizzle had previously been stood.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  None
 Action:   Attack Skald, recklessly to cancel invisibility disadvantage. Rolling twice in case one of them finally shatters his concentration.
 (1d20+8)[ 27 ]  (1d20+8)[ 26 ]   Damage:   (1d10+4)[ 6 ] + (1d6)[ 5 ] 
 (1d20+8)[ 13 ]  (1d20+8)[ 12 ]   Damage:   (1d10+4)[ 14 ] + (1d6)[ 2 ] 
 Bonus Action:  Frenzy attack
 (1d20+8)[ 14 ]  (1d20+8)[ 26 ]   Damage:   (1d10+4)[ 6 ] + (1d6)[ 5 ] 
 Mashers:- 
Previous Hide Roll: 23
 Move:  East to Z32 (potentially up to Z31 to open the door if necessary), attack, then east 5ft to AA31.
 Action:  Ring of the Ram (1 charge) on Tau.
 (1d20+7)[ 19 ]  (1d20+7)[ 11 ]  Damage:   (2d10)[ 11 ] 
 Bonus Action:  Hide  (1d20+4)[ 7 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Healing Potion (x1)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
 
 Spoiler 
Arrows x180
Bolts x90
Dagger x31
Greatsword
Greatsword of Lifestealing (Glows)
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x8
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)
 

 Armour: 
 
 Spoiler 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance
 

 Tools: 
 
 Spoiler 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools
 

 Misc Magic: 
 
 Spoiler 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking (x2)
Ring of X-Ray Vision
Rope of Mending
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets
 

 Spell Components 
 
 Spoiler 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Crushed Diamonds (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)
 

 Misc: 
 
 Spoiler 
1579gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Adventure Badge (Gold) x2
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x18
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bounty Notice (1000gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x19
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 

 
[/QUOTE][/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 23/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 5/24   
 
  
Boomfizzle succumbs to the nightmare of his demiplane.

The Mudbugs, hiding behind the door, chug a healing potion, open the door and shoot at T before closing the door and retreating back to the main hallway.

Fire throws a fiery seed at T as she moves north.

 
 Spoiler: OOC 
  Boomfizzle   Incapacitated

 Fire:  Move north to Y25, Fiery seed at T

 (1d20+6)[ 19 ]  Damage:  (1d6+3)[ 7 ] 
Concentration save  (1d20)[ 7 ] 

[B] Mudbugs 
 Bonus Action:   Healing Potion  (2d4+2)[ 4 ]  

Shoot T

 Action:  Ratpopper:  (1d20+4)[ 20 ] , damage  (1d8+2)[ 5 ] 
Concentration save 1  (1d20)[ 13 ] 

Croak:  (1d20+4)[ 19 ] , damage  (1d8+2)[ 5 ] 
Concentration save 2  (1d20)[ 8 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak,  Drop  
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
J-H
As the burst of flame hits Taukin (7), Boomfizzle and Gobblehop re-appear exactly where they had been.  The Mudbugs follow up with two more crossbow bolts that hit (10), leaving the human looking fairly unhealthy as they retreat back into the hall.
 
 Spoiler 

No houserule for potion as a BA
 


Not A Pet swings her sword, and although the half-elf almost knocks it aside, it lands (11), and Skald pops back into visibility.  He blocks her next swing, but the third scores a hit (11).
The Mashers hit Taukin with a spectral ram that knocks him against the wall (11).
J-H
Con'Lo continues to attack Not A Pet, getting a little frustrated as she ignores him.  Unfortunately, she can't understand his drowish imprecations.  Maybe his profane invocations have some power, though, as he manages to hit with three attacks, two of which drive deep into her torso.
 
 Spoiler 

All with advantage
 (1d20+8)[ 17 ]  or  (1d20+8)[ 28 ]  for  (1d6+5)[ 11 ]   crit 
 (1d20+8)[ 20 ]  or  (1d20+8)[ 21 ]  for  (1d6+5)[ 11 ] 
 (1d20+8)[ 28 ]  or  (1d20+8)[ 20 ]  for  (1d6+5)[ 10 ]   crit 
 Maybe he should have gone with Spirit Shroud or Shadow Blade instead of Haste? 
 


Taukin heals himself slightly, moves to attack Gobblehop twice, but misses both times, and sidesteps behind one of the goblin's walls.

 
 Spoiler 

 (3d6)[ 5 ] 
Attack  (1d20+9)[ 13 ]  for  (1d8+5)[ 6 ]  slashing
Attack  (1d20+9)[ 13 ]  for  (1d8+5)[ 11 ]  slashing
 

 
 Spoiler: Map 

Map error: Skald is not invisible.
   
 

 =&gt; Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 3/3
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop shook his head a bit from the strange experience, but didn't hesitate to turn into a huge snake and try to restrain the spellcaster.

The Sparks took that as their prompt to step out of their hiding place and pelt the intruder as well, before retreating and closing the door behind them.

 
 Spoiler 

Gobblehop turns into snake (bonus action) and attacks Taukin

 (1d20+6)[ 18 ]  damage  (2d8+4)[ 16 ] , restrained if successful

Sparks step out, throw stones, retreat to U20 while closing the door behind them
Advantage if target is restrained
 (1d20+4)[ 10 ] / (1d20+4)[ 20 ]  damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 10 ] / (1d20+4)[ 10 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 22 ] / (1d20+4)[ 14 ]  damage  (1d4+2)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll] (1d20+6)[ 17 ] damage [ roll]1d4+3[/roll]
 

 
J-H
Taukin manages to fend off Gobblehop's attempted constriction with his shield.  The Sparks land a single sling stone (hit for 5) before retreating.

Skald casts a spell, then speaks a word and heals himself.
 (3d4+5)[ 9 ] 
 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Not A Pet, and company 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 23/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 3/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 5/24   
 
  
Boomfizzle returns from his nightmare. He sees Fire in front of him.

  "Fly to Not a Pet."  

Fire flies away. When she gets to Not a Pet, she touches the Battlemaster as Boomfizzle casts a spell through her, healing the barbarian.

The Mudbugs, hiding in the alcove, move south just enough to shoot at Con'lo before returning to their current location.

 
 Spoiler: OOC 
  Boomfizzle   Action: 3rd level Cure Wounds on NAP  (3d8+3)[ 17 ]  through Fire once she arrives.

BA: Command Fire

Move to Z28

 Fire:  Dash to AE32

  Mudbugs  
 Bonus Action:  Hide  (1d20+4)[ 15 ] 

Shoot C (advantage from hiding)

 Action:  Ratpopper:  (1d20+4)[ 7 ] ,  (1d20+4)[ 22 ] , damage  (1d8+2)[ 4 ] 
Croak:  (1d20+4)[ 17 ] ,  (1d20+4)[ 20 ] , damage  (1d8+2)[ 9 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak,  Drop  
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 29/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

She could see him now, and even as she was sliced at by both her foes, she would not give in. With a roar she summons the attention of the Mashers, who spin to follow her target. Cold rock and colder steel are brought to bear, seeking to permanently remove him from the battlefield.

 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Move:  None
 Action:   Attack Skald, recklessly. Gotta pummel him into the dirt. In the event he goes down, keep the attacks to finish him off.
 (1d20+8)[ 16 ]  (1d20+8)[ 10 ]   Damage:   (1d10+4)[ 6 ] + (1d6)[ 2 ] 
 (1d20+8)[ 20 ]  (1d20+8)[ 28 ]   Damage:   (1d10+4)[ 8 ] + (1d6)[ 5 ] 
 Bonus Action:  Frenzy attack
 (1d20+8)[ 21 ]  (1d20+8)[ 9 ]   Damage:   (1d10+4)[ 9 ] + (1d6)[ 1 ] 
 Mashers:- 
 Move:  South 5ft, attack, move up to Z30
 Action:  Slings on Skald. If he dies, move them to Co'lon.
Bucket:  (1d20+4)[ 5 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:  (1d20+4)[ 8 ]   Damage:   (1d4+2)[ 6 ] 
Wriggles:  (1d20+4)[ 17 ]   Damage:   (1d4+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 16 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Healing Potion (x1)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
 
 Spoiler 
Arrows x180
Bolts x90
Dagger x31
Greatsword
Greatsword of Lifestealing (Glows)
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x8
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)
 

 Armour: 
 
 Spoiler 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance
 

 Tools: 
 
 Spoiler 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools
 

 Misc Magic: 
 
 Spoiler 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking (x2)
Ring of X-Ray Vision
Rope of Mending
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets
 

 Spell Components 
 
 Spoiler 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Crushed Diamonds (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)
 

 Misc: 
 
 Spoiler 
1579gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Adventure Badge (Gold) x2
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x18
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bounty Notice (1000gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x19
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 

 
[/QUOTE][/QUOTE][/QUOTE]
J-H
Not A Pet is healed.  Con'Lo  Shield s against the incoming crossbow bolts.

Not A Pet attacks Skald relentlessly, his warding spell reducing her damage as she leaves him staggered and barely standing.  A single sling stone causes him to collapse to the ground.
 
 Spoiler 

Hit for 6+2, reduced to 3+2 by Blade Ward.
Crit negated by adamantine breastplate, 8+5 reduced to 4+5=9 by Blade Ward
Hit for 9+1, reduced to 4+1 = 5 by Blade Ward
Precisely 1hp left.

Wriggles scores a hit for 5, reduced to 2, knocks him to 0.
 
J-H
Con'Lo calls out to Taukin for some help and healing, firing some purple bolts of force at Not A Pet and stabbing her.
 
 Spoiler 

2nd level Magic Missile,  (1d4+1)[ 5 ]  x 4  = 20 
1 attack  (1d20+8)[ 24 ]  for  (1d6+5)[ 7 ]   hit 
 


Taukin stares at the goblin-snake for a moment, then disappears.  Air rushes in to fill the void he's left with a mighty thunderclap.  He appears in the hall behind his allies, then moves closer.  A weak golden light rushes over Skald.
 
 Spoiler 

Thunder Step!  (5d10)[ 21 ]  thunder damage, Con DC 15 half.
Gobblehop Con save  (1d20)[ 7 ]   fail I think 

Healing  (1d6)[ 4 ]   weak 
 

 
 Spoiler: Map 

   
 

 =&gt;Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 46/60
Spell slots, 1st: 2/4, 2nd: 2/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop slithered and healed himself, making sure that he at least made an interesting target for both opponents. The Sparks ran south, albeit much more cautiously.

 
 Spoiler 

Gobblehop dashes and bonus action heals with a lvl. 3 slot (7hp), so his snake body is next to Ta, Sk und Co (Difficult Terrain only affects you if all of your body is on it)
Position AH 30 AH 29 AI 28

Sparks dash and hide to Z30
 (1d20+4)[ 22 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll][roll11]damage [ roll]1d4+3[/roll]
 

 
J-H
Skald casts a spell, and his wounds close some, as do Taukin's.  Con'Lo has yet to be injured.  He then nimbly hops over Gobblesnake to get to Taukin.
 
 Spoiler 

Mass cure wounds  (3d8+5)[ 20 ] 
BA Acrobatics check to tumble  (1d20+11)[ 20 ] 
Gob's Acrobatics check  (1d20)[ 8 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; NAP OA
Boomfizzle &amp; co
Not A Pet &amp; co
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 23/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 1/3, 3rd: 1/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 5/24   
 
  
Boomfizzle again heals NAP through Fire.

  "Help Not a Pet."  

Fire moves in next to Con'Lo and teleports north, moving NAP next to Skald.

The Mudbugs, hiding in the alcove, move south just enough to shoot at Con'lo before returning to their current location.

 
 Spoiler: OOC 
  Boomfizzle   Action: 3rd level Cure Wounds on NAP  (3d8+3)[ 22 ]  through Fire once she arrives.

BA: Command Fire

 Fire:  Move to AG30, teleport to AH27, moving NAP to AG28.

 (1d6+3)[ 9 ]  fire damage
DC14 Dex Save, C:  (1d20)[ 3 ] 
  Mudbugs  
 Bonus Action:  Hide  (1d20+4)[ 9 ] 

Shoot C (advantage from hiding)

 Action:  Ratpopper:  (1d20+4)[ 10 ] ,  (1d20+4)[ 13 ] , damage  (1d8+2)[ 8 ] 
Croak:  (1d20+4)[ 11 ] ,  (1d20+4)[ 12 ] , damage  (1d8+2)[ 7 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak,  Drop  
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 28/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

Not A Pet barely has time to shout an order at the Mashers before she's rushed through a healing fire of magic. One moment she's stood facing the pointy-eared "human", the second she's right on top of the other pointy-eared "human". One was as good as another to her, and not having to move makes it all the sweet. She does what she knows: Slashes and slashes.

The Mashers are left behind, partially to fend for themselves, but given their position they choose the only enemy they can properly see - the glowy one, and fling rocks at him, even if he's proven evasive in the past.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
OA, inherits Reckless from previous turn.
 (1d20+8)[ 11 ]  (1d20+8)[ 27 ]   Damage:   (1d10+4)[ 5 ] + (1d6)[ 6 ] 
 Move:  None, after being teleported.
 Action:   Attack Tau, recklessly.
 (1d20+8)[ 25 ]  (1d20+8)[ 13 ]   Damage:   (1d10+4)[ 9 ] + (1d6)[ 2 ] 
 (1d20+8)[ 22 ]  (1d20+8)[ 9 ]   Damage:   (1d10+4)[ 6 ] + (1d6)[ 4 ] 
 Bonus Action:  Frenzy Attack
 (1d20+8)[ 14 ]  (1d20+8)[ 25 ]   Damage:   (1d10+4)[ 7 ] + (1d6)[ 2 ] 
 Mashers:- 
Previous Hide Roll: 16
 Move:  South 10ft, attack, west 5ft. Ending in Z32.
 Action:  Slings on Con'lo
Bucket:  (1d20+4)[ 16 ]  Possible Hide advantage:  (1d20+4)[ 12 ]   Damage:   (1d4+2)[ 5 ] 
Bad Festival:  (1d20+4)[ 13 ]  Possible Hide advantage:  (1d20+4)[ 16 ]  Damage:   (1d4+2)[ 6 ] 
Wriggles:  (1d20+4)[ 23 ]  Possible Hide advantage:  (1d20+4)[ 20 ]  Damage:   (1d4+2)[ 5 ] 
 Bonus Action:  Hide  (1d20+4)[ 21 ] ...mostly from T+S I guess, pretty sure Con'lo can still see them. Also I called him Co'lon before, that wasn't deliberate but it is goblin appropriate.
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Healing Potion (x1)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
 
 Spoiler 
Arrows x180
Bolts x90
Dagger x31
Greatsword
Greatsword of Lifestealing (Glows)
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x8
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)
 

 Armour: 
 
 Spoiler 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance
 

 Tools: 
 
 Spoiler 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools
 

 Misc Magic: 
 
 Spoiler 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking (x2)
Ring of X-Ray Vision
Rope of Mending
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets
 

 Spell Components 
 
 Spoiler 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Crushed Diamonds (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)
 

 Misc: 
 
 Spoiler 
1579gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Adventure Badge (Gold) x2
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x18
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bounty Notice (1000gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x19
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 

 
J-H
Not A Pet misses her attack as Skald jumps away.

Con'Lo flinches as the fire washes over him, but his magical speed lets him duck out of the way in time.  The Mudbugs miss with both crossbow bolts.

Con'Lo blocks the annoying sling stones with a  Shield . Again.

Not A Pet attacks Taukin, who instantly conjures up a thick coating of ice around himself that causes her attack to leave him unharmed.

Ignoring the stupid ice, she steps over the goblinsnake coils and attacks the other one (hit for 10, hit for 9), leaving him looking about ready to die again.
J-H
Con'Lo steps towards the head of the snake and tries to cut it off, his blade briefly glowing with green flames which leap to Not A Pet.

 
 Spoiler 

Attack Gobblesnake.

Green Flame Blade Attack  (1d20+8)[ 19 ]  for  (1d6+5)[ 10 ]  and  (1d8)[ 5 ]  fire damage; NAP takes  (1d8+3)[ 9 ]  fire damage.
Attack  (1d20+8)[ 28 ]  for  (1d6+5)[ 8 ]   crit for 16 
Attack  (1d20+8)[ 21 ]  for  (1d6+5)[ 8 ] 
 


The ice dissipates at the end of Taukin's turn.
 
 Spoiler: Map 

   
 

 =&gt;Gobblesnake &amp; co 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 15/60
Spell slots, 1st: 2/4, 2nd: 1/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop took the punishment and attacked the Skald, wrapping his body around him.

The Sparks attacked the mage with their slings, more to annoy him than anything else, before pulling back again
 
 Spoiler 

Gobblehop heals with 2nd lvl spell for 8

Attack Skald with constrict
 (1d20+6)[ 9 ]  damage  (2d8+4)[ 14 ] 

Sparks move out and attack Co w/advantage from hiding and move back into cover to hide again

 (1d20+4)[ 8 ] / (1d20+4)[ 23 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 24 ] / (1d20+4)[ 20 ]  damage  (1d4+2)[ 5 ] 
 (1d20+4)[ 23 ] / (1d20+4)[ 15 ]  damage  (1d4+2)[ 6 ] 

Stealth:
 (1d20+4)[ 18 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  (1d20+6)[ 14 ]  damage [ roll]1d4+3[/roll]
 

 
J-H
Gobblehop can't manage to get a good grasp on Skald.  The Sparks attack Con'Lo.  He casts  Shield  to block their sling stones, but one gets through anyway.  He slows from his frenetic motion as his  Haste  spell is lost.

"Go, out!" yells Skald in Elvish.  "Con'Lo, you can make it out!" He reaches over to the un-frozen Taukin, grabs him, and casts a spell.  They both vanish into the momentary portal of a  Dimension Door .  You don't know where they've gone, but it seems to be out of your lair.

 =&gt;Boomfizzle, Not A Pet, &amp; Co 
(Con'Lo is the only one remaining)
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 6 | AC: 18 HP: 23/45 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 0/3, 3rd: 1/3 | Wild Shape: 1/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 35/35
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Mudbugs: AC: 14 HP: 5/24   
 
  
Boomfizzle tries to freeze the last invader.

  "Grab him. Gag him. Tie him up."  

If the spell works, Fire moves over to Con'Lo and starts to tie him up with Boomfizzle's rope. If it doesn't, he tries to grapple the elf.

 
 Spoiler: OOC 
  Boomfizzle   Action: Hold Person DC14 WIS save:  (1d20)[ 1 ] 

BA: Command Fire

 Fire:  Move to Con'Lo. If held, tie him up. If not, grapple  (1d20)[ 3 ] 
  Mudbugs  
 Bonus Action:  Hide  (1d20+4)[ 24 ] 

Shoot W (advantage from hiding or paralysis)

 Action:  Ratpopper:  (1d20+4)[ 15 ] ,  (1d20+4)[ 5 ] , damage  (1d8+2)[ 7 ] 
Croak:  (1d20+4)[ 14 ] ,  (1d20+4)[ 22 ] , damage  (1d8+2)[ 6 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak,  Drop  
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 19/59 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage (Frenzy)  
 Concentrating: -- 

Fled. They had  fled.  She was left standing above empty air. Not a Pet kicks the ground in frustration, simultaneously hoping that they carried the scars and wounds as a grim reminder of their failure, while also hoping that they would return and she could kill them properly.

There was still one left though, and she would try to put him down, come hell or high water. When she sees him frozen in place, she rushes forward, grabbing up a handful of dirt from the ground and slamming it into his mouth with one hand while flipping her sword underhand and stabbing it down at his knee.
 
 
  
 
 Spoiler: Actions 

 Mashers:- 
 Action:  Ring of the Ram (1 charge)
 (1d20+7)[ 23 ]  (1d20+7)[ 15 ]   Damage:   (2d10)[ 10 ] 
 Not A Pet:- 
Not got a map so can't get specific positions.
 Move:  Adjacent to C.
 Action:   She'll risk the fire shield damage to use her action to gag him. Shouldn't require a roll since he's paralyzed?
 Bonus Action:  Frenzy Attack. Paralyze advantage.
 (1d20+8)[ 16 ]  (1d20+8)[ 21 ]   Damage:   (1d8+4)[ 8 ] + (1d6)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Healing Potion (x1)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
 
 Spoiler 
Arrows x180
Bolts x90
Dagger x31
Greatsword
Greatsword of Lifestealing (Glows)
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x8
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)
 

 Armour: 
 
 Spoiler 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance
 

 Tools: 
 
 Spoiler 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools
 

 Misc Magic: 
 
 Spoiler 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking (x2)
Ring of X-Ray Vision
Rope of Mending
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets
 

 Spell Components 
 
 Spoiler 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Crushed Diamonds (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)
 

 Misc: 
 
 Spoiler 
1579gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Adventure Badge (Gold) x2
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x18
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bounty Notice (1000gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x19
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 

 
J-H
Frozen, shot, hit, gagged, and stabbed, the drow collapses to the ground.
 
 Spoiler 

Hold Person, Nat 1 so the Bardic Inspiration doesn't help
Grappled by Fire, Fire is immune to Fire damage.
Shot for 6
Ring of the Ram for 10, knocking him out of grapple.
Fire shield damage  (2d8)[ 7 ]  gag
Fire shield damage  (2d8)[ 10 ]  autocrit for 28 damage

reduced to 0
 

 (1d20)[ 11 ]  death save
 (1d20)[ 17 ]  wis save vs Hold Person
 BI  (1d8)[ 4 ]  if the wis save fails 
The goblins swiftly finish him off.

 Level up to 7! 
 
 Spoiler: Loot 

Con’Lo, Drow bladesinger
Magic shortsword
Magic rock
Backpack
Sunglasses
Rations x 4
24gp
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 68/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

They'd killed one, at least. One out of three was bad, but zero out of three was even worse. Having recovered herself, she sets about doing practical things in the way she knows how - rearranging the lair required too much thinking for her. She'd leave that to the others.
 
 
  
 
 Spoiler: Day Actions 

 Day 66:  Retrain new Mudbug
 Day 67:  Identify magic rock
 Day 68:  Identify magic sword
 Day 69:  Toughen Mudbugs (2/3)
 Day 70:  Toughen Mudbugs (3/3)
 Day 71:  Toughen Mashers Version 2 (1/3)
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE][/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 52/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 4th: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle uses whatever goblins he can to work on his new construction projects.

  "With enemies escaping for the first time, the next invaders will know about our traps, so we need new traps."  

After talking to Not a Pet and Gobblehop, he builds a tunnel and arrow slits for the Mashers. He then closes off Hall 1 from Hall 2, and fills in the tunnel in Hall 4. Then, looking at the Mashers' arrow slits, he builds another set for the Mudbugs.

  "We also need more guards to look out. The human witches might teleport into here again."  
 
 Spoiler: OOC 
Day 1: Tunnel from Y29 to X30 with arrow slits
Day 2: Fill in AB31-33 using dirt from above tunnel
Day 3: Fill in tunnel at AE-AF25
Day 4: Small tunnel from W29-V30 with arrow slits
Day 5: Fill in AA31-33 using above dirt
Day 6: Small tunnel U29

Let's post guards at AA31, Q32, X21, and U7 (we can move those. I just wanted to get something in)


 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak,  Drop  
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 15/60
Spell slots, 1st: 2/4, 2nd: 1/3 3rd: 2/3
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop nodded:  "The only save space is where they haven't been yet. I'll have to spend more time on scouting to catch them before they come here. When they do, we should take out their spellcasters first with our summons. I now can call earth elementals that can hide in dirt and travel through it. we should make sure, the place is filled up." 
 
 Spoiler 


Gobblehop spends the entire time scouting.
And this time we pay the little pseudo dragon to support us with confusing breath during our fight.

I'm alternating between recruting Gobos and searching for more helpful animals
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll] [roll12] damage [ roll]1d4+3[/roll]
 

 
J-H
One of the goblin children, Quickfeet, steals a dagger and begins playing with it and practicing.

Do you allow Quickfeet to keep it?
J-H
 Day 1 
Not A Pet trains the new Mudbug.
Boomfizzle does construction.
Gobblehop recruits a new goblin.

 Day 2 
Not A Pet identifies a Short sword +1.
Boomfizzle does construction.
Gobblehop finds a giant badger den (MM pg. 232)

 Day 3 
Not A Pet identifies a Stone of Good Luck.
Boomfizzle does construction.
Gobblehop recruits a new goblin.

 Day 4 
Not A Pet continues training the Mudbugs to be tougher (2/3).
Boomfizzle does construction.
Gobblehop returns to the giant badger den, and starts to make friends with them.

 Day 5 
Gobblehop is out scouting.
Boomfizzle is building in the front hall.
Not A Pet is training in the hall behind the kitchen.

Adventurers approach, but Gobblehop misses them this time.  The bell rings as the front door opens, and the guards sound the alarm.  Whoever is coming is not a goblin.

 
 Spoiler: initiative 

Not A Pet &amp; Mashers  (1d20+3)[ 18 ] 
Gobblehop &amp; Sparks  (1d20+3)[ 13 ] 
Boomfizzle &amp; Mud Bugs  (1d20+3)[ 8 ] 
Hadrianus  (1d20+1)[ 12 ] 
Lea Darkhill  (1d20+3)[ 6 ] 
Olga  (1d20-1)[ 12 ] 
Marcus Maximus  (1d20+3)[ 6 ] 
 

 =&gt; Not A Pet (Mashers are in front hall with Boomfizzle) 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 68/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: -- 
 Concentrating: -- 

At the sound of the alarm, Not a Pet leaps into action, speeding away from the Mudbugs towards the entrance and preparing herself to fight. The Mashers rush past her, dipping into their newly created sling-room as they prepare for a fight.
 
 
  
 
 Spoiler: Actions 

NAP dashes to AA29. Bonus Action Hide:  (1d20+3)[ 19 ] 

Mashers dash to Y29. Bonus Action Hide:  (1d20+4)[ 8 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
J-H
As the guards retreat, Not A Pet moves into position.

A tall human with dark plate armor and a glowing greatsword comes out of the entryway in a crouch, then carefully makes his way through the ball bearings and caltrops on the floor.
 
 Spoiler: Common 

Dash action.
 "Yes, goblins here.  I think there's a wall that wasn't on the map, though." 
 

A shorter one enters behind him, a female human bearing plate armor, a shield, and a mace, with a sun symbol about her neck.

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle, Mudbugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 52/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 4th: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle looks at the intruders and yells at them in common.

  "Leave us alone! Stop coming here and trying to kill us you evil intruders."  

He summons Fire right between the two.

  "Go block the door."  

Fire teleports to the entryway.

The Mudbugs dash south to follow Not A Pet and help. As they do, they yell the universal goblin cry  "Bree-Yark"  to tell the others to hide in the shrine room.

 
 Spoiler: OOC 
  Boomfizzle   Summons Fire, Moves north to Z27

Summon Fire to U32,  (2d6)[ 4 ]  fire damage
DC14 Dex save Ol  (1d20)[ 1 ] , Ha  (1d20)[ 5 ] 
Save for no damage

 Bonus Action:  Command Fire

 Fire:  Teleport to S34
 (1d6+3)[ 9 ]  fire damage
DC14 Dex save Ol  (1d20)[ 2 ] , Ha  (1d20)[ 16 ] 
Save for no damage

  Mudbugs   Dash to AA29

 Bonus Action:  Hide  (1d20+4)[ 18 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
The goblin yells at them to go away, and then burns them both.  They don't look like they're going to listen.

You hear light footsteps as someone ducks past Fire, and the whizz of a blade in the air.
 
 Spoiler 

BA Tumble check: Acrobatics  (1d20+5)[ 21 ]  vs Fi  (1d20+2)[ 19 ]  to pass.
Attack after passing if possible; otherwise, attack from where she's at.
 (1d20+9)[ 14 ]  for  (6d6+5)[ 22 ]   hit, but barely 
 
J-H
There's a sizzle outside as Fire's flames are dampened by some cold, followed by a pop and the sound of feet hitting the floor.
 
 Spoiler 

Frostbite  (2d6)[ 8 ]  cold damage and disadvantage on next attack roll, Con DC 16 half (not negate) and remove the disadvantage.
 rolled 7 
Misty step.
 

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 68/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Not A Pet rushes out to the field, swinging her Frostbrand with all her might. Perhaps choosing the small one would be better than the big one, but the big one was easier to hit. Probably. She swings her icy blade here and there, before darting away again, briefly exposing her back, but also opening up for the Mashers to flank from the sides with a volley of rocks.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Rage (not frenzy)
 Move:  With the 20ft of movement from Instinctive Pounce, NAP has 60ft of movement, this takes her to V32 to attack, and then back to Z30.
 Action:  Attack, recklessly.
 (1d20+8)[ 19 ]  (1d20+8)[ 11 ]   Damage:  (1d10+6)[ 11 ] + (1d6)[ 3 ] 
 (1d20+8)[ 21 ]  (1d20+8)[ 21 ]   Damage:  (1d10+6)[ 11 ] + (1d6)[ 4 ] 

If any hit, activate Fury of the Small for an additional  7  damage.

 Object Interaction:  Close door.


 Mashers:- 
Previous Hide Roll: 8
 Move:  To V28, sling attack Had, move to X28.
 Action:  Slings
Bucket:  (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 3 ] 
Bad Festival: (1d20+4)[ 7 ]   Damage:   (1d4+2)[ 3 ] 
Wriggles: (1d20+4)[ 15 ]   Damage:   (1d4+2)[ 3 ] 
 Bonus Action:  Hide  (1d20+4)[ 9 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members: Bucket, Bad Festival, Wriggles
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE]
J-H
Not A Pet charges in, attacking Hadrianus twice.  As she backs up, he lashes out with an arcing swing of his sword, but misses.
 
 Spoiler 

2 hits for 14 +7 and 15.
Sentinel OA.  Advantage from Reckless, if it hits, speed-&gt;0.
Attack  (1d20+9)[ 16 ]  or (1d20+9)[ 16 ]  for  (2d6+5)[ 12 ] 
 
J-H
Not A Pet also sees Lea, a goblin-sized person clad in dark clothes and carrying a shortsword, and Marcus, a blurry tall person in the back carrying a stick or something.

Hadrianus advances, ready to attack anyone who comes at him.  Olga follows.  Peering into the arrow and sling-stone slits, she calls upon Lathander to send pestilence and plague instead of good fortune upon the goblins.  A pinprick of sunlight flares behind the Mashers, but is quickly obscured by small buzzing forms that spread out and out and out and around corners, biting and devouring the goblins.

 
 Spoiler 

Second wind  (1d10+9)[ 11 ] 

Hadrianus' sword illuminates what would otherwise be dark.
Insect Plague!
C, 20’ sphere around corners, lightly obscured, difficult terrain; on appearance or when entering spell for first time on a turn or ending turn there, 4d10 piercing damage, Con DC16 save for half
 (4d10)[ 30 ]  piercing damage
NAP Con  (1d20)[ 6 ] 
Boom Con  (1d20)[ 11 ] 
Mashers Con  (1d20)[ 2 ] 
Mudbugs Con  (1d20)[ 4 ] 
 

 
 Spoiler: Map 

Insect Plague spreads around corners and through openings, but not through solid walls, so the circular area is truncated in room F and the sleeping area.  The solid walls are filled in for my convenience in figuring out affected squares.
   
 

 =&gt;Boomfizzle, Mudbugs 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 37/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 4th: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 50/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
Mudbugs: AC: 14 HP: 24/24   
 
  
The Mudbugs all die and get eaten by the bugs.

Boomfizzle resists the worse of the bug attack and summons Rock! to attack the intruders. He yells at Fire! before retreating north.

  "Keep attacking!"  

Fire teleports east and moves towards Olga. Rock! attacks Olga.

 
 Spoiler: OOC 
] Boomfizzle [/B] Insect swarm advantage save from mantle in Discord was a 20.

Summon Elemental to Z33

 Bonus Action:  Command Fire

Move 30' north

 Fire:  Teleport to U33, move to W33
 (1d6+3)[ 7 ]  fire damage
DC14 Dex Save, Le:  (1d20)[ 8 ] 
Save for none

 Rock:  Move to Y33

Attack Ol
 (1d20+6)[ 14 ] , Damage:  (1d10+8)[ 10 ] 
 (1d20+6)[ 15 ] , Damage:  (1d10+8)[ 11 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Boomfizzle's elemental glides through the earth, appearing in front of Olga, but misses with its attacks.  Lea is burned by the fiery teleport.

Lea steps forward carefully and engages Fire with her short swords, causing the spirit to discorporate.
 
 Spoiler 

TWFing
Attack  (1d20+8)[ 23 ]  for  (1d6+5)[ 6 ] 
Attack  (1d20+8)[ 28 ]  for  (1d6+5)[ 10 ]   crit 
+ sneak  (5d6)[ 14 ]  if hits.  it's dead 
 


Marcus wedges the secret door next to him shut, muttering something about "not his job."

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet, Gobblehop &amp; Sparks 
J-H
Hadrianus Readied attack vs Earth Elemental
 
 Spoiler 

 almost forgot 
Greatsword  (1d20+9)[ 15 ]  for  (2d6+5)[ 13 ] 
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 58/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: Rage 
 Concentrating: -- 

Not A Pet sees only briefly that her Mashers are torn apart by the insect swarm, their lives snuffed short by invaders who refused to let them be. She wanted to scream, she wanted to yell. But instead she shuts the door on them, leaving their bodies to be food, as they all would be one day. She rushes away, ducking away from the insects and taking cover closer to Boomfizzle. She  swiftly chugs a potion, preparing herself for the next segment of the engagement.

The faerie dragon floats gently on its scaly butterfly wings, disappearing from sight and sound, lazily approaching while maintaining a comfortable distance.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Object Interaction:  Close the door on the "ranged attack" room, cutting off hall 3 from the insect plague.
 Bonus Action:  Hide:  (1d20+3)[ 10 ] 
 Move:  To X23
 Action:   Ready Attack for anyone who opens the door.
 (1d20+8)[ 14 ]  Possible advantage due to squeezing:  Damage:   (1d10+6)[ 12 ] + (1d6)[ 6 ]  
Drink Potion, healing for  5  (rolled in Discord)

 Faerie Dragon:- 
 Bonus Action:  Superior Invisibility.
 Action:  Hide.  (1d20+7)[ 17 ] 
 Move:   To AB25
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 37/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 4th: 2/2 | Wild Shape: 2/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 37/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
Mudbugs: AC: 14 HP: 24/24   
 
  
Rock burrows 10' south into the wall, letting the dirt fill in behind her.

 
 Spoiler: OOC 
I didn't have Rock do this before because it would draw AOO from both H and O. If H used his reaction on a readied attack, though, Rock would move south. O gets an AOO if they have a weapon in their hand.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 15/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 3/3 4th: 1/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop returned to an open door - that meant intruders as his weapon of warning slightly buzzed on his back.
At once he improved his speed and that of his Sparks. He also improved their sling stones, before moving closer
The Sparks moved as silent as possible, taking a peak inside the cave and indicated what they saw.
 
 Spoiler 

2nd lvl Longstrider cast on Sparks and Gobblehop.
Bonus action Magic stone on Sparks
Gobblehop moves to Q38
Sparks dash to S37 move back to O38 and hide
 (1d20+4)[ 16 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  damage [ roll]1d4+3[/roll]
 

 
J-H
Not A Pet retreats.  Gobblehop approaches.  The Sparks briefly run up, and tell him that they can only see one enemy when peeking inside...but they hear a loud and ominous buzzing sound.

Gobblehop faintly hears spellcasting.  Nobody can hear anyone moving over the din of the bugs, but you don't see any action either.
 
 Spoiler 

Hadrianus Healing  (3d8+7)[ 24 ] 
Olga heals 5
 

 =&gt;Boomfizzle 
 if you were to run through the bugs and open the door you'd see Ha and Ol have moved 5' each, no other real changes aside from NAP and the Faerie Dragon relocating 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 37/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 44/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
Mudbugs: AC: 14 HP: 24/24   
 
  
Boomfizzle summons fire again who moves up to the edge of the insect swarm. Boomfizzle then ducks into the secret passage.

Rock burrows out of the wall and tries to grab Olga, dragging them back into the wall with her.

 
 Spoiler: OOC 
Boomfizzle summons Fire then moves to V20.

Fire to Y25.

Rock moves from Y35 to Y34 and tries to Grapple Olga.
Grapple 1  (1d20+4)[ 14 ] , Olga's save DEX or STR  (1d20)[ 10 ] 
Grapple 2  (1d20+4)[ 7 ] , Olga's save DEX or STR  (1d20)[ 15 ] 

If successful, she then burrows to Y35, Z36, AA36 which leaves Olga at Z36 with the tunnel collapsed behind them. If not, Rock moves back to Y35.

Note: Rock is resistant to slashing damage so H's readied attack only did 6 damage.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Boomfizzle's elemental emerges from the ground, grabs Olga, and drags her underground, leaving a small tunnel behind.  Once inside the walls, it slams a rocky fist into her.  Somehow, she maintains her concentration...
 
 Spoiler 

Olga had moved to Y32.
10 movement to reach her.  Grab.
Move at half speed while dragging.

Hadrianus readied attack  (1d20+9)[ 20 ]  for  (2d6+5)[ 12 ]  EB is resistant.
Olga fails her first grapple check.
The elemental makes its second attack when she's underground as it doesn't need a second grapple check.  Advantage due to squeezing.
 (1d20+6)[ 19 ]  or  (1d20+6)[ 25 ]   for  (1d10+8)[ 14 ]  bludgeoning damage  solid hit for 14 
Concentration checks
being grabbed  (1d20)[ 18 ] 
slam if needed  (1d20)[ 20 ] 

Olga is grappled (can't go anywhere) and the tunnel going out is also difficult terrain.
 
J-H
Lea moves quietly...nobody can hear where she is, and nobody is in position to see her.

The door wedged shut, Marcus moves around cautiously.  There's definitely some upset chatter, but you can't hear it over the sound of the buzzing swarm.

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet, Gobblehop &amp; Sparks 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 62/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:  
 Concentrating: -- 

If they wanted to wait then Not A Pet would keep preparing. She downed another potion, while the faerie dragon imagines a particularly wicked trick. From their invisible spot they gesture at a point in the insect swarm and immediately the sounds of a woman's screaming resounds out throughout the hall, as loud as possibly can be.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Hide:  (1d20+3)[ 17 ] 
 Action:  Down another potion.  (2d4+2)[ 4 ]  HP:58-&gt;62
Rage ends.

 Faerie Dragon:- 
 Action:  Minor Illusion: Sound of a human woman screaming, originating from Y26, as loud as possible. DC13 Intelligence (Investigation) as an Action to disbelieve.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 47/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 15/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 3/3 4th: 1/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

The Sparks moved in, opened fire and retreated back into the entrance tunnel.
Gobblehop followed, renewing their ammunition on the way and left another earth elemental to occupy the armored man.

 
 Spoiler 


Sparks move in fire at Max
 (1d20+5)[ 7 ] / (1d20+5)[ 8 ]   damage  (1d4+3)[ 7 ] 
 (1d20+5)[ 19 ] / (1d20+5)[ 12 ]   damage  (1d4+3)[ 6 ] 
 (1d20+5)[ 8 ] / (1d20+5)[ 9 ]  damage  (1d4+3)[ 5 ] 

Retreat to S35

Gobblehop moves S34

Summons earth elemental

Elemental attacks Max
 (1d20+6)[ 9 ]   damage  (1d10+8)[ 10 ] 
 (1d20+6)[ 12 ]   damage  (1d10+8)[ 11 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  damage [ roll]1d4+3[/roll]
 

 
J-H
Not A Pet retreats, drinking a healing potion.  The Faerie Dragon simulates a scream.  The invaders are talking, but it's hard to hear over the constant drone of insect wings.

The Sparks move in, firing at Marcus.  Although surprised, he counters with a blast of cold that he apparently had ready.  None of their sling stones find their mark, as he appears to be in two places at once.  Gobblehop summons an earth elemental, which attacks Marcus and misses.
 
 Spoiler 

Readied Frostbite
 (2d6)[ 3 ]  cold damage, and next attack roll has disadvantage...attacks missed anyway.  Con DC 16 for half damage.
Sp Con  (1d20)[ 12 ] 

No need to roll the disadvantage with those rolls...
 
J-H
In response to some yells, Olga drops her spell, and the bugs fall silent.
Hadrianus opens the door and peers in, his sword illuminating nothing but goblin bodies.  He turns to help Marcus, who appears to be menaced by an elemental.

Olga slips out of the elemental's rocky embrace and the tunnel, magic easing her movement.
 
 Spoiler 

Freedom of Movement.
First time I've ever used it or seen it used!  I thought about imposing a concentration check to cast while grappled in a small tunnel, but when do casters usually want to use it?  It is a 4th level spell, and potentially having it fail during its main intended use case is not something I'd want to do to players.
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 37/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 44/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle and Fire go into the sleeping area to try to find Lea.

  "Help me find the sneaking one"  

Rock moves under the hallway, pops up next to Marcus and tries to drag him underground.

 
 Spoiler: OOC 
  Boomfizzle   moves to Q20

 Bonus Action:  Command Fire

 Fire:  Moves to P23 (teleports 15' then moves)

 Rock:  under the surface, moves to V32, pops up, tries to grab Marcus and then drops 15’ back the way she came.

Grapple 1  (1d20+4)[ 10 ] , Marcus's save DEX or STR  (1d20)[ 11 ] 
Grapple 2  (1d20+4)[ 17 ] , Marcus's save DEX or STR  (1d20)[ 18 ] 

She then burrows down 15'.

If the first grapple was successful, she instead attacks with her second
Attack with advantage  (1d20+6)[ 7 ] ,  (1d20+6)[ 18 ] , Damage  (1d10+8)[ 18 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Boomfizzle and Fi go into the sleeping area, and find no sign of any movement.  The earth elemental tries to grab Marcus, but the wizard manages to slip out of both attacks.  The elemental retreats underground.

Marcus points at Gobblehop, who he can partly see.  Three purple bolts of force fly at the goblin, and Marcus moves 20' east to stand between Hadrianus and Olga.
 
 Spoiler 

Lea stealth  (1d20+7)[ 26 ] 

Magic missile  (1d4+1)[ 2 ]  x 3
Gobblehop Conc x 3
 (1d20)[ 18 ] 
 (1d20)[ 18 ] 
 (1d20)[ 10 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Gobblehop Elemental OA  (triggers Sentinel, allows Hadrianus to OA}
 =&gt;Not A Pet, Gobblehop 
J-H
 EE chooses not to OA 
 
 Spoiler: Hadrianus Sentinel OA 

Occurs after the ele OAs Marcus
Attack  (1d20+9)[ 19 ]  for  (2d6+5)[ 8 ]  resisted
 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 62/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:  
 Concentrating: -- 

The bait from the dragon hadn't worked - though the sound of the woman screaming continued unabated even with the insects gone. Perhaps it would force them to run past at some point. Not A Pet didn't know, but what she did know was that the fighting continued. She runs in, anger coursing through her as she descends on the smaller probably-human. The Faerie Dragon, remaining invisible, follows suit, cheerfully unleashing a puff of air onto the robed one.
 
 
  
 
 Spoiler: Actions 

 Not A Pet:- 
 Bonus Action:  Rage - Frenzy
 Move:  Adjacent to Ol. Action, move back to Z31, hiding behind the door.
Previous Hide Roll: 17
 Action:  Attack Ol. No reckless.
 (1d20+8)[ 12 ]  Possible Hide Advantage:  (1d20+8)[ 21 ]   Damage:   (1d10+6)[ 8 ] + (1d6)[ 5 ] 
 (1d20+8)[ 13 ]   Damage:   (1d10+6)[ 11 ] + (1d6)[ 4 ] 
 Faerie Dragon:- 
 Move:  Adjacent to Ma. Use action, move away to Z32 with remaining movement. No OA due to being Invisible.
 Action:  Euphoria Breath.
 (1d20)[ 16 ] +mods vs DC11
 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE][/QUOTE]
J-H
As Not A Pet rushes through the door, a blade catches her in the side.
 
 Spoiler 

Lea was hiding in AA31 with a readied attack.  Advantage due to hiding.
Attack  (1d20+8)[ 19 ]  or  (1d20+8)[ 14 ]  for  (6d6+5)[ 24 ]  including sneak attack damage
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 41/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/3 4th: 1/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop moved forward, carefully through the spikes and unleashed a powerful thunderwave to push back the attackers.
Then he moved back to give the Sparks some more ammunition.

 
 Spoiler 


Gobblehop moves forward to U32
Casts Thunderwave with 3rd level slot

 (4d8)[ 22 ]  DC 14 Con save

 (1d20)[ 5 ] +mods Ha
 (1d20)[ 7 ] +mods Ma
 (1d20)[ 12 ] +mods Ol


Retreat to S34 - disengage if necessary. Otherwise magic stone for the sparks

Elemental follows Ha
 (1d20+6)[ 16 ]  damage  (1d10+8)[ 14 ] 
 (1d20+6)[ 25 ]  damage  (1d10+8)[ 18 ] 

Sparks hide and attack Ha with or without magic stones (remove 1 from damage and to hit accordingly)

hide
 (1d20+4)[ 9 ] 
 (1d20+5)[ 21 ]  damage  (1d4+2)[ 5 ]  or  (1d6+3)[ 7 ] 
 (1d20+5)[ 19 ]  damage  (1d4+2)[ 3 ]  or  (1d6+3)[ 4 ] 
 (1d20+5)[ 21 ]  damage  (1d4+2)[ 4 ]  or  (1d6+3)[ 9 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  damage [ roll]1d4+3[/roll]
 

 
J-H
Not A Pet turns and attacks Lea twice, but misses.  The invisible Faerie Dragon blows a puff of gas on Marcus, but he shrugs it off.

Gobblehop unleashes a big boom, sending Hadrianus, Marcus, and Olga back (all fail, 22 damage).  His elemental follows, striking a mighty blow against the fighter (hit for 18).  The Sparks follow up with 3 glowing stones (hit for 20).
J-H
With ball bearings and caltrops on the way, Gobblehop is still falling back when Hadrianus catches up to him.
 
 Spoiler 

Earth Ele OA  (1d20+6)[ 13 ]  for  (1d10+8)[ 16 ] 
Fighting Spirit: Advantage on attack rolls, +5 temp HP
Attack  (1d20+9)[ 12 ]  or  (1d20+9)[ 21 ]  for  (2d6+5)[ 8 ] 
Attack  (1d20+9)[ 16 ]  or  (1d20+9)[ 18 ]  for  (2d6+5)[ 11 ] 
Concentration checks
 (1d20)[ 14 ] 
 (1d20)[ 3 ] 
 
J-H
The human hits once with his glowing greatsword, then strikes twice more, rapidly.  The elemental fades out of existence as Gobblehop's magic is disrupted by the repeated attacks.
 
 Spoiler 

He's well below half HP, time for Action Surge
Attack  (1d20+9)[ 27 ]  or  (1d20+9)[ 24 ]  for  (2d6+5)[ 13 ] 
Attack  (1d20+9)[ 27 ]  or  (1d20+9)[ 20 ]  for  (2d6+5)[ 17 ] 
Conc
 (1d20)[ 3 ] 
 (1d20)[ 12 ] 
 
J-H
Olga touches her holy symbol and invokes a prayer to the Morninglord, closing her wounds and those of Hadrianus some.  A glowing golden mace assails Not A Pet, but misses.
 
 Spoiler 

The Faerie Dragon is invisible and above her.
Spiritual Weapon  (1d20+8)[ 14 ]  for  (1d8+4)[ 10 ]  force damage against NAP.

CD: Preserve Life.  45hp of healing up to no more than 1/2 max HP.
There's some overheal, but it's more efficient right now.
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 37/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 3/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 44/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle can tell from Not a Pet's scream that she found the hiding one.

  "We need to get back."  

Boomfizzle and Fire move back to the kitchen. Meanwhile, Rock moves under the alcove, pops up next to Marcus and attacks, before dropping back into the dirt.

 
 Spoiler: OOC 
  Boomfizzle   dash to AB24

 Bonus Action:  Command Fire

 Fire:  Moves to Y25 (moves then teleports through the tunnel)

 Rock:  under the surface, moves to X31, pops up and attacks Ma, before dropping back down underground.

Attack Ma
[roll]1d20+6[/roll ( 16  OOC), Damage:  (1d10+8)[ 17 ] 
[roll]1d20+6[/roll ( 22  OOC), Damage:  (1d10+8)[ 16 ] 

She then burrows down 5'.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
The earth elemental's attacks against Marcus are foiled, as it targets false images instead of the actual wizard.

Lea stabs at Not A Pet twice.   "Hah-ha!  You're surrounded now."  Her jubilation is short-lived, as both of her attacks go wide.
 
 Spoiler 

Attack  (1d20+8)[ 12 ]  for  (1d6+5)[ 6 ]   miss 
Attack  (1d20+8)[ 12 ]  for  (1d6+5)[ 11 ]   miss 
Sneak attack  (5d6)[ 18 ]  on the first hit.
 


Marcus acts to cut Not A Pet off from the goblin he glimpsed running behind her.  A howling gale comes into existence, buffeting the barbarian, even as mist is blown about in the area.  Her hair stands on end as a bolt of lightning moves towards her with a thunderous crack.
 
 Spoiler 

Storm Sphere! Never gotten to use it before
20' sphere
Creatures in the effect when cast take  (2d6)[ 9 ]  bludgeoning damage, Str save negates, DC 16
NAP  (1d20)[ 11 ]  or  (1d20)[ 19 ]   saved 
Fi  (1d20)[ 16 ]   saved 

BA lightning attack vs NAP  (4d8)[ 8 ] 
Advantage because she's in the sphere.
 (1d20+9)[ 26 ]  or  (1d20+9)[ 29 ]   CRIT for 16 

The spell specifically notes that it's very loud and causes disadvantage on perception checks, so people on opposite sides of the storm probably can't hear what's going on unless someone is being extremely loud.
 

 
 Spoiler: Map 

   
 

 =&gt;Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 34/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:  
 Concentrating: -- 

Lightning scorched her back but she didn't have much of a choice but to stand and fight still. She couldn't step back, nor could she avoid the fact she was surrounded. The smelly spellcasting human was her first target, but the Faerie Dragon swoops in ahead of her, hopefully posing sufficient distraction for her to cut him down to size.
 
 
  
 
 Spoiler: Actions 

 Faerie Dragon:- 
 Move:  Y33
 Action:  Attack Ma. Advantage from invisibility, though I expect it's countered by CoD.
 (1d20+7)[ 24 ]  (1d20+7)[ 26 ]   Damage:  1.

 Not A Pet:- 
 Action:  Attack Ma, Reckless
 (1d20+8)[ 28 ]  (1d20+8)[ 19 ]   Damage:   (1d10+6)[ 16 ] + (1d6)[ 6 ] 
 (1d20+8)[ 19 ]  (1d20+8)[ 12 ]   Damage:   (1d10+6)[ 7 ] + (1d6)[ 2 ] 
Bonus Action: Frenzy Attack
 (1d20+8)[ 14 ]  (1d20+8)[ 17 ]   Damage:   (1d10+6)[ 13 ] + (1d6)[ 5 ] 
 Move:  If Storm Sphere is  down , move back 5ft to Z30. Provokes an OA from Ma/Ol.
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
J-H
The Faerie Dragon's bite hits, disrupting the cloak's effect.
Not A Pet slashes Marcus's throat open, then follows up with two strikes that leave his head rolling across the floor before he can do anything at all.
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/3 4th: 1/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop hurt, once again, so he felt compelled to change form and take on the fighter before him. The Sparks had to content with attacking only with regular ammunition.

 
 Spoiler 


Wildshape Giant Snake bonus action,

attack Ha

 (1d20+6)[ 23 ] , damage  (2d8+4)[ 12 ] , grappled and restrained if successful

Sparks hide and attack and retreat (for better chances of attack w advantage

Stealth:  (1d20+4)[ 11 ] 
 (1d20+4)[ 6 ]  damage  (1d4+2)[ 6 ]  advantage from grapple 13
 (1d20+4)[ 16 ]  damage  (1d4+2)[ 5 ]  advantage from grapple 19
 (1d20+4)[ 11 ]  damage  (1d4+2)[ 3 ]  advantage from grapple 21
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  (1d20+6)[ 18 ]  damage [ roll]1d4+3[/roll]
 

 
J-H
Gobblehop ensnares Hadrianus, helping his minions score two hits (12, 5, 3 = 20 total).

 "I shall not fall to such a monster!"   Hadrianus hacks and slashes with his sword at the snake, but can't get past the snake's tough hide as the tattoo flares.
 
 Spoiler 

Fighting Spirit, 5 temp HP, Advantage, counters Restrained.
Attack  (1d20+9)[ 13 ]  for  (2d6+5)[ 17 ]   hit 
Attack  (1d20+9)[ 11 ]  for  (2d6+5)[ 12 ]   miss 
 


The golden mace behind Not A Pet slams her in the head.  Olga's mace glows red as she reaches out to...just touch?...Not A Pet.  Wounds open all over her body, causing her to collapse.
 
 Spoiler 

Attacks have advantage due to Reckless
SW  (1d20+8)[ 20 ]  or  (1d20+8)[ 17 ]  for  (1d8+4)[ 11 ]  force damage

3rd level Inflict Wounds  (1d20+8)[ 17 ]  or  (1d20+8)[ 21 ]  for  (5d10)[ 38 ]  necrotic damage
 

 
 Spoiler: Map 

   
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 37/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 2/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 44/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle yells at Fire,

  "Go get Not a Pet."  

Fire flies down, grabs Not a Pet, and teleports back, burning Lea on the way. Boomfizzle then heals Not A Pet to revive her.

Rock pops up next to Olga and attacks. He remains there this time.

 
 Spoiler: OOC 
  Boomfizzle   moves to AC25

Action: 3rd level Cure Wounds on NAP for  (4d8+3)[ 25 ] 
 Bonus Action:  Command Fire

 Fire:  Moves to Z30, teleports to Z27, taking NAP to Z28.
 (1d6+3)[ 5 ]  fire damage
Lea DC 14 Dex save  (1d20)[ 13 ] 
 Rock:  under the surface, moves to AA32, pops up and attacks Olga

Attack Olga
 (1d20+6)[ 20 ] , Damage:  (1d10+8)[ 13 ] 
 (1d20+6)[ 18 ] , Damage:  (1d10+8)[ 9 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Not A Pet is healed, and Olga is hit once by the elemental, and burned by the fire.  The halfling runs in, stabbing Not A Pet and causing her to pass out again.

 
 Spoiler 

BA Disengage; attack with advantage vs prone;
Attack  (1d20+8)[ 24 ]  or  (1d20+8)[ 15 ]  for  (6d6+5)[ 26 ]  including sneak attack
 

 
 Spoiler: Map 

   
 

 =&gt;Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 4/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:Rage, Exhaustion 2  
 Concentrating: -- 

Perhaps this pain was her just deserts for so swiftly executing the invader? No, not at all. She had justice and rightness and the Mighty on her side. What did they have? Nothing but evil. The Faerie Dragon swoops through the open gap and - still invisible - reaches down and grabs up Not A Pet's final potion, pouring it into the goblin's open mouth. Her eyes snap open and she rises swinging her blade with a fury that belies her exhaustion.
 
 
  
 
 Spoiler: Actions 

 Faerie Dragon:- 
 Move:  AA29
 Action:  Feed NAP her final potion.  (2d4+2)[ 4 ]  0-&gt;4

 Not A Pet:- 
 Move:  Stand (10ft), Move to AA28.
 Bonus Action:  Rage
 Action:  Attack L.
 (1d20+8)[ 11 ]   Damage:   (1d10+4)[ 6 ] + (1d6)[ 6 ] 
 (1d20+8)[ 20 ]   Damage:   (1d10+4)[ 8 ] + (1d6)[ 3 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE]
J-H
Not A Pet's first attack misses.  Her second one hits, but Lea seems to move with the blow, so it does less damage than it ought.
(Uncanny Dodge)
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/3 4th: 1/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop continued to squeeze, the Sparks continued to throw.

 
 Spoiler 


Attack Ha

 (1d20+6)[ 25 ] / (1d20+6)[ 12 ]  damage  (2d8+4)[ 15 ] , grappled and restrained if successful

Sparks hide and attack and retreat (for better chances of attack w advantage


 (1d20+4)[ 6 ] / (1d20+4)[ 12 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 9 ] / (1d20+4)[ 11 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 15 ] / (1d20+4)[ 7 ]  damage  (1d4+2)[ 3 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  (1d20+6)[ 23 ]  damage [ roll]1d4+3[/roll]
 

 
J-H
Gobblehop squeezes Hadrianus (15 damage).

Hadrianus pulls himself out of the snake's coils.  His counterstrike misses, but at least his feet are on solid, if uneven, ground.
 
 Spoiler 

Athletics  (1d20+7)[ 24 ]  vs DC 16
 Athletics  (1d20+7)[ 9 ]  vs DC 16 
If the first one succeeds, move 5' (not far enough to provoke OAs) and
Attack  (1d20+9)[ 12 ]  for [roll]2d6+5[roll]  miss anyway 
 
J-H
Olga calls on the healing powers of Lathander again, healing herself and Hadrianus, and also sends her golden mace smashing into the Elemental next to her.
 
 Spoiler 

SW  (1d20+8)[ 21 ]  for  (1d8+4)[ 7 ]  force
 

 
 Spoiler: Map 
   
 

 =&gt;Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 37/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 3/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 0/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 37/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle cures Not a Pet again. He then moves west, handing a potion to Fire, who breaks it over Not a Pet's head. Rock continues to attack Olga.

  "Heal Not a Pet. Kill the Cleric"  
 
 Spoiler: OOC 
  Boomfizzle   cures NAP, moves to Y26, hands potion to Fire, move to Y25

 Action:  3rd level Cure Wounds on NAP  (4d8+3)[ 29 ] 
 Bonus Action:  Command Fire

 Fire:  Grab Healing Potion from Boomfizzle

Feeds Potion to NAP  (2d4+2)[ 8 ] 
 Rock:  Attack Olga

 (1d20+6)[ 24 ] , Damage:  (1d10+8)[ 16 ] 
 (1d20+6)[ 19 ] , Damage:  (1d10+8)[ 16 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Not a Pet is greatly healed!  The Earth Elemental hits Olga once, causing her to cry out in pain.  Lea pursues Gobblehop, hoping to end this spellcasting threat.  Unfortunately for her, her attack misses.
 
 Spoiler 

BA disengage
Attack  (1d20+8)[ 13 ]  for  (6d6+5)[ 25 ]  including sneak attack.
Boomfizzle Concentration  (1d20)[ 9 ] 
 

 
 Spoiler: Map 

   
 

 =&gt; Not A Pet, Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 60/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/3 4th: 0/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop saw the valliantly struggling human and his heart thawed. Surely this man had earned his life and freedom... The giant snake hissed ammused at such nonsense and began realing the warrior in once more, while the Sparks continued their understated bombardement.

 
 Spoiler 


Attack Ha

 (1d20+6)[ 10 ]  damage  (2d8+4)[ 19 ]  , grappled and restrained if successful

Sparks hide and attack and retreat (for better chances of attack w advantage
 (1d20+4)[ 18 ] 
 (1d20+4)[ 13 ]  / (1d20+4)[ 22 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 14 ]  / (1d20+4)[ 23 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 15 ]  / (1d20+4)[ 24 ]  damage  (1d4+2)[ 6 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  (1d20+6)[ 13 ]  damage [ roll]1d4+3[/roll]
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 41/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:Rage, Exhaustion 2  
 Concentrating: -- 

Boomfizzle's warm fiery healing washes over Not A Pet and so she leaps back into the fray, eager to return the favour to Boomfizzle and against the tiny-human. She swings her blade recklessly, hoping to push the rogue to strike at  her  instead of their spellcaster.

At the same time, the Faerie Dragon floats back into the fight with the elemental and puffs out another poof of rainbow smoke, then pounces away on quietly invisible wings.
 
 
  
 
 Spoiler: Actions 

 Faerie Dragon:- 
 Move:  Z31, breath, then over to Y29. As a tiny creature she can slip through the arrow slits without going needing to open any doors.
 Action:  Euphoria Breath on Olga, unlikely though it may be. DC11 Wis Save  (1d20)[ 12 ] +mods

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.


 Not A Pet:- 
 Move:  Z25
 Action:  Attack L, recklessly.
 (1d20+8)[ 9 ]  (1d20+8)[ 19 ]   Damage:   (1d10+6)[ 8 ] + (1d6)[ 6 ] 
 (1d20+8)[ 19 ]  (1d20+8)[ 12 ]   Damage:   (1d10+6)[ 7 ] + (1d6)[ 6 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE][/QUOTE]
J-H
Olga easily shakes off the reality-distorting breath weapon.

Not A Pet strikes Lea twice, although the rogue again manages to soften one of the blows (hit for 7 &amp; 13).

Gobblesnake misses his attack.  The Sparks hit with all 3 stones (hit for 18 total; crit negated by armor).

Hadrianus braces the blade of his sword with one hand and shoves Gobblehop back, then hurls an axe at him as he moves away, jumping over some of the uneven terrain to land next to Olga.
 
 Spoiler 

Athletics  (1d20+7)[ 27 ]  vs  (1d20+4)[ 18 ] 
 second shove if needed Athletics  (1d20+7)[ 20 ]  vs  (1d20+4)[ 17 ]  
If no second shove, hurl handaxe  (1d20+8)[ 22 ]  for  (1d6+4)[ 7 ] 
If a shove succeeds, move near Olga; 10' move (costs 20') followed by a 15' long jump, Acrobatics DC 10 to not fall prone on landing.
Acro  (1d20+1)[ 10 ] 
 
J-H
Olga chants a spell, and the Earth Elemental next to her vanishes in a puff of white motes as the magic holding it together is Dispelled.  She sends her glowing golden mace after the Faerie Dragon, but it misses.

 
 Spoiler 

4th level Dispel.
SW with disadvantage
 (1d20+8)[ 19 ]  or  (1d20+8)[ 13 ]  for  (1d8+4)[ 8 ]  force damage
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 4/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle summons Wolf beside of Lea, who immediately attacks. Fire moves south next to Olga and Hadrianus before teleporting back to the north end of the tunnel.

 
 Spoiler: OOC 
  Boomfizzle   Summons wolf to Z24
 Action:  Summon Wolf
 Bonus Action:  Command Fire

 Fire:  move AB32 (provokes AOO from Ha?), teleport to Z29
 (1d6+3)[ 7 ]  fire damage
Dc14 Dex saves for none Ol  (1d20)[ 17 ] , Ha  (1d20)[ 15 ] 
 Wolf:  attack Lea with pack tactics

 (1d20+6)[ 23 ] ,  (1d20+6)[ 11 ] , Damage:  (1d8+6)[ 8 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Hadrianus and Olga see Fire coming, and shield themselves from any harm.  The wolf does manage to bite Lea (8).

 "Come on, come on!"  she calls, as she stabs with both short swords.
 
 Spoiler 

Attack  (1d20+8)[ 21 ]  for  (1d6+5)[ 8 ] 

BA Attack  (1d20+8)[ 25 ]  for  (1d6+5)[ 8 ] 
 Plus sneak attack  (5d6)[ 24 ]  on whatever hits first. 

Concentration if needed  passed 
 (1d20)[ 10 ] 
 (1d20)[ 13 ] 
 

 
 Spoiler: Map 

   
 

 =&gt;Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 41/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:Rage, Exhaustion 2  
 Concentrating: -- 
 "Come save your friend if you can!"  Not A Pet taunts down the hall, as she continues to hack away at the small-human, as recklessly as ever.

The Faerie Dragon tries to cough up another euphoria breath, but finds their fancy-sacks empty, so instead goes to poke around the Masher's corpses, locating a fancy ring and a potion. The ring would look extremely fancy on their neck, but for now she grabs both and takes the potion over to the most injured-looking goblin and - still being invisible - shatters the bottle over Boomfizzle's head, showering him in the healing juice and making him extremely soggy in the process.
 
 
  
 
 Spoiler: Actions 

 Faerie Dragon:- 
 Move:  Two west to grab a potion off the Masher's corpses, then up to Z26. Should barely have enough flight for it if I counted right.
 Object Interaction : Grab the potion. The Ring of the Ram grab is just flavour - it needs attunement so no one's using it this fight whatever happens.
 Action:  Feed the potion to Boomfizzle.  5  healing to Boomfizzle, rolled in discord


 Not A Pet:- 
 Move:  None
 Action:  Attack L Recklessly...again!
 (1d20+8)[ 12 ]  (1d20+8)[ 23 ]   Damage:   (1d10+6)[ 11 ] + (1d6)[ 2 ] 
 (1d20+8)[ 17 ]  (1d20+8)[ 23 ]   Damage:   (1d10+6)[ 8 ] + (1d6)[ 2 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE][/QUOTE][/QUOTE]
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 56/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 2/3 4th: 0/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop healed the scratch a bit and followed after his prey.

 
 Spoiler 


Attack Ha

 (1d20+6)[ 12 ]  damage  (2d8+4)[ 17 ]  , grappled and restrained if successful

Sparks hide and attack and retreat (for better chances of attack w advantage
 (1d20+4)[ 17 ] 
 (1d20+4)[ 16 ]  damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 12 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 21 ]  damage  (1d4+2)[ 6 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  (1d20+6)[ 17 ]  damage [ roll]1d4+3[/roll]
 

 
J-H
Not A Pet attacks Lea, who yet again parries one of the blows to reduce its severity (6, 10).
Gobblehop chases and attacks, but misses.
One sling stone looks like it'll fly true towards Hadrianus, but at the last moment, turns and bounces off of Olga's shield instead.

Sidestepping, the fighter attacks Gobblesnake twice more.
 
 Spoiler 

Fighting Spirit
 (1d20+9)[ 25 ]  or  (1d20+9)[ 27 ]  for  (2d6+5)[ 8 ] 
 (1d20+9)[ 23 ]  or  (1d20+9)[ 16 ]  for  (2d6+5)[ 12 ] 
 


Olga steps closer to the door, calls out "We can't get through!" then casts a spell and steps back.  Not A Pet and Boomfizzle both shake it off.
 =&gt;Gobblehop OA? Will provoke a Sentinel OA. 
 
 Spoiler 

Hold Person on NAP and Boomfizzle from Z31, DC 16
NAP  (1d20)[ 13 ]   +3 success 
Boom  (1d20)[ 20 ] 
 
J-H
Olga also sends her glowing golden mace up to attack Not A Pet.
 
 Spoiler 

almost forgot SW
Attack  (1d20+8)[ 20 ]  or  (1d20+8)[ 18 ]  for  (1d8+4)[ 10 ]  force damage
 

 
 Spoiler: Map 

Map correction: Olga stepped back to Z32 so she's not squeezing.
   
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle lays a hand on Not a Pet before disappearing into the tunnel.

  "Help Not a Pet!"  

Wolf attacks again while Fire moves up to help surround NAP from the swashbuckler.

 
 Spoiler: OOC 
  Boomfizzle   Cure wounds, BA disengage, move to W25

Action: 1st level Cure Wounds on NAP  (2d8+3)[ 9 ] 
 Bonus Action:  Disengage

 Fire:  Move to Z26, dodge

 Wolf:  Attack Lea with pack tactics

 (1d20+6)[ 8 ] ,  (1d20+6)[ 21 ] , Damage:  (1d8+6)[ 13 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Gobblehop catches and squeezes Olga as she moves out of range (16 damage), but her  Freedom of Movement  spell prevents him from holding her.  Hadrianus counter-strikes.
 
 Spoiler 

OA
 (1d20+9)[ 22 ]  for  (2d6+5)[ 8 ] 
 


The wolf bites Lea and she collapses.
 =&gt; Not A Pet, Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 40/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 1/3 4th: 0/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop healed and tried to get hold of his original prey

 
 Spoiler 


Bonus action heal 12 hp (roll in discord)
Attack Ha

 (1d20+6)[ 22 ]  damage  (2d8+4)[ 12 ]  , grappled and restrained if successful

Sparks hide and attack and retreat (for better chances of attack w advantage
 (1d20+4)[ 10 ] 
 (1d20+4)[ 19 ] / (1d20+4)[ 23 ]  damage  (1d4+2)[ 6 ] 
 (1d20+4)[ 9 ] / (1d20+4)[ 16 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 18 ] / (1d20+4)[ 16 ]  damage  (1d4+2)[ 3 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  (1d20+6)[ 18 ]  damage [ roll]1d4+3[/roll]
 

 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 3/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
When Lea falls Wolf and Fire move south.

 
 Spoiler: OOC 
Wolf to Z29, Fire to Z28.

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 49/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:Rage, Exhaustion 2  
 Concentrating: -- 

She wanted to stay and finish off the stabby-small-human, like she'd finished off the spelly-tall-human, but she didn't have time. Pushing herself to her limit she rushes back down the hall towards the remaining foes thrusting her blade ahead of her and using its momentum to carry her through the tunnel and directly into their face.

The Faerie Dragon doesn't follow, instead going for a light snack on the fallen foe.
 
 
  
 
 Spoiler: Actions 

 Faerie Dragon:- 
 Move:  Two North.
 Action:  Attack Lea's body.
 (1d20+7)[ 13 ]  (1d20+7)[ 26 ]   Damage:  1


 Not A Pet:- 
 Bonus Action:  Use her final rage for extra movement.
 Move:  Z31, which I believe is one north of Olga?
 Action:  Attack Olga, recklessly.
 (1d20+8)[ 14 ]  (1d20+8)[ 19 ]   Damage:   (1d10+6)[ 13 ] + (1d6)[ 3 ] 
 (1d20+8)[ 16 ]  (1d20+8)[ 19 ]   Damage:   (1d10+6)[ 16 ] + (1d6)[ 2 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
J-H
Not A Pet charges south to avenge the Mashers, but misses with both of her swings.
Lea takes 2 failed death saves.

Gobblehop grabs Hadrianus (12), again, and the Sparks bonk him with another sling stone (6).

Hadrianus pulls himself free.
 
 Spoiler 

Athletics  (1d20+7)[ 24 ]  vs DC 16
 

Olga, bleeding badly and barely staying up, calls down holy fire upon Gobblesnake as she speaks a word of healing.
 
 Spoiler 

Sacred Flame  (2d8)[ 13 ]  on Gobblehop, Dex DC 16 negates
Dex save  (1d20)[ 2 ] 
Mass Healing word for  (1d4+9)[ 12 ]  and she heals herself another 5 from being a life cleric casting a 3rd level spell.
 

 
 Spoiler: Map 

   
 

 =&gt;Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
When Lea revives, Wolf runs back to finish what they had started before, biting at the downed rogue.

Boomfiizzle steps out into the kitchen and offers some encouragement for Not a pet.

  “Stay up, Not a Pet.”   Not a Pet feels healing magic wash over her.

Boomfizzle then bites the downed rogue, before returning to the living area.

Fire moves behind the wall and dodges.

 
 Spoiler: OOC 

  Boomfizzle   After Wolf's turn, Move to Y25, BA Healing word, Primal Savagery, move to W25

 Action:  Primal Savagery  (1d20+6)[ 18 ] , Adv.  (1d20+6)[ 19 ] , Acid damage:  (2d10)[ 10 ] 
 Bonus Action:  1st level Healing Word on NAP  (1d4+3)[ 7 ]  +  (1d8)[ 1 ] 
 Fire:  Move to AA29, dodge

 Wolf:  Move to Z25, Attack Lea

 (1d20+6)[ 24 ] ,  (1d20+6)[ 7 ] , Damage:  (1d8+6)[ 13 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Lea's ability to dodge and roll is overwhelmed by the wolf and Boomfizzle's bite, and she passes out again.

 =&gt;Not A Pet, Gobblehop 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 58/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:Rage, Exhaustion 2  
 Concentrating: -- 

She couldn't do anything but keep slashing, even if they blows were blocked, eventually she had to wear them down. She could outlast anyone...with some help, of course.

The Faerie Dragon, having seen her nibble immediately regenerate, goes in for another bite. Infinite food! What a concept.
 
 
  
 
 Spoiler: Actions 

 Faerie Dragon:- 
 Move:  None
 Action:  Attack Lea's body...again!
 (1d20+7)[ 22 ]  (1d20+7)[ 16 ]   Damage:  1

 
Not A Pet:- 
 Action:  Attack Olga, recklessly.
 (1d20+8)[ 22 ]   (1d20+8)[ 22 ]   Damage:   (1d10+6)[ 13 ] + (1d6)[ 5 ] 
 (1d20+8)[ 18 ]  (1d20+8)[ 24 ]   Damage:   (1d10+6)[ 11 ] + (1d6)[ 1 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 39/60
Spell slots, 1st: 4/4, 2nd: 2/3 3rd: 0/3 4th: 0/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop kept up his steady work, healed and wound around the fighter, while the Sparks continued to hide and fire

 
 Spoiler 


Bonus action heal 12 hp (roll in discord)
Attack Ha

 (1d20+6)[ 18 ]  damage  (2d8+4)[ 20 ]  , grappled and restrained if successful

Sparks hide and attack and retreat (for better chances of attack w advantage
 (1d20+4)[ 19 ] 
 (1d20+4)[ 16 ] / (1d20+4)[ 7 ]  damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 17 ] / (1d20+4)[ 16 ]  damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 19 ] / (1d20+4)[ 6 ]  damage  (1d4+2)[ 3 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  (1d20+6)[ 13 ]  damage [ roll]1d4+3[/roll]
 

 
J-H
Not a Pet cuts Olga down, then hits her again (2 failed death saves).
Hadrianus attacks Not A Pet for doing so.
 
 Spoiler 

Sentinel OA, Adv from Reckless
 (1d20+9)[ 24 ]  or  (1d20+9)[ 19 ]  for  (2d6+5)[ 10 ] 
 


Olga bleeds out rapidly (3rd failed death save).

Gobblehop fails, barely, to ensnare Hadrianus in his coils.  The Sparks score a single hit (3).

Hadrianus tries to kill Not A Pet...maybe he can bring her down with him.

 
 Spoiler 

Adv from Reckless
 (1d20+9)[ 25 ]  or  (1d20+9)[ 28 ]  for  (2d6+5)[ 12 ] 
 (1d20+9)[ 14 ]  or  (1d20+9)[ 20 ]  for  (2d6+5)[ 8 ] 
 

 =&gt; Boomfizzle 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle and wolf both bite Lea. Boomfizzle then looks to fire.

  “Help Not a Pet.”  

Fire throws a ball of fire at Hadrianus and then returns to her current spot.

 
 Spoiler: OOC 

  Boomfizzle   attack Lea.

 Action:  Primal Savagery  (1d20+6)[ 22 ] , Adv.  (1d20+6)[ 8 ] 
 Bonus Action:  Command Fire

 Fire:  Fire Seed Ha  (1d20+6)[ 18 ] , Fire damage:  (1d6+3)[ 8 ] 
 Wolf:  Attack Lea, move to Z29

 (1d20+6)[ 12 ] ,  (1d20+6)[ 17 ] 
 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: Ratpopper, Croak, Orangepoo
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Lea is dead.  The Fire Seed misses.
 =&gt;Not A Pet, Gobblehop 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 47/60
Spell slots, 1st: 4/4, 2nd: 1/3 3rd: 0/3 4th: 0/1
Conditions: Longstrider, Weapon of Warning -  Concentration: summon beast   
 
  

Gobblehop continued what he was doing - heal, attack, contain

 
 Spoiler 


Bonus action heal 8 hp (roll in discord)
Attack Ha

 (1d20+6)[ 24 ]  damage  (2d8+4)[ 15 ] , grappled and restrained if successful

Sparks hide and attack and retreat (for better chances of attack w advantage
 (1d20+4)[ 12 ] 
 (1d20+4)[ 19 ] / (1d20+4)[ 14 ]   damage  (1d4+2)[ 3 ] 
 (1d20+4)[ 13 ] / (1d20+4)[ 16 ]   damage  (1d4+2)[ 4 ] 
 (1d20+4)[ 19 ] / (1d20+4)[ 7 ]   damage  (1d4+2)[ 5 ] 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll]  (1d20+6)[ 19 ]   damage [ roll]1d4+3[/roll]
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 43/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions:Rage, Exhaustion 2  
 Concentrating: -- 

She felt the bite of the blade, but Boomfizzle's healing had kept her healthy, so she pushed through it, her wicked cold blade seeking to end yet another life. She had claimed two today, would this be her third?
 
 
  
 
 Spoiler: Actions 

 Faerie Dragon:- 
 Move:  Fly down to Ha.
 Action:  Attack Ha.
Invisible Advantage:  (1d20+7)[ 12 ]  (1d20+7)[ 16 ]   Damage:  1

 
Not A Pet:- 
 Action:  Attack Ha, recklessly since he's not restrained (yet)
 (1d20+8)[ 16 ]  (1d20+8)[ 11 ]   Damage:   (1d10+6)[ 8 ] + (1d6)[ 1 ] 
 (1d20+8)[ 16 ]  (1d20+8)[ 16 ]   Damage:   (1d10+6)[ 7 ] + (1d6)[ 4 ] 
 

 
 Spoiler: Manyteeth's Mashers 

Members:  Bucket, Bad Festival, Wriggles  HONOURABLE MEMBER: FAERIE DRAGON
Medium mob
AC 18 (breastplate, breastplate of acid resistance, smoldering spiked armor, shields).
HP 9 x 3 = 27/27 (more than 1 member’s HP damage taken in 1 hit = member death)
Ring of the Ram
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +4 to hit, 5’, 1d6+2 piercing damage
Sling x 3: Ranged weapon, +4 to hit, 30’/120’, 1d4+2 bludgeoning damage

Faerie Dragon (Older)
Tiny Dragon, Chaotic Good
Armor Class 15, Hit Points 14 (4d4 + 4), Speed 10 ft., fly 60 ft.
STR3 (-4) DEX20 (+5) CON13 (+1) INT14 (+2) WIS12 (+1)CHA16 (+3)

Skills Arcana +4, Perception +3, Stealth +7
Senses Darkvision 60 ft., Passive Perception 13
Languages Draconic, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

 Superior Invisibility.  As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.

 Limited Telepathy.  Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.

 Magic Resistance.  The dragon has advantage on saving throws against spells and other magical effects.

 Innate Spellcasting.  The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.

Red, 1/day each: dancing lights, mage hand, minor illusion

Orange, 1/day: color spray

 Actions 
 Bite.  Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 Euphoria Breath (Recharge 5–6).  The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
 

 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE]
J-H
Not A Pet misses, but Hadrianus is grabbed by Gobblehop.  A few rocks from the Sparks knock him out, and he's finished off easily after that.

You are safe, again, for now.

 
 Spoiler: Loot 

 Hadrianus the Fighter 
Greatsword +1
Handaxe x 2
Adamantine full plate
Backpack
Woodcarving tools
Crowbar
Tinderbox
10 torches
Waterskin
pouch with 1 pair of goblin ears

 Olga the Cleric 
Holy symbol of Lathander
Plate armor
Arrow-Catching Shield
Mace
Backpack
Bedroll
Block of Incense, Candle, Censer, Tinderbox
Waterskin
300gp powdered diamond

 Lea Darkhill, Swashbuckler 
Shortsword +1 x 2
Slippers of Spider Climbing
Dagger x 4
Studded Leather
2 potions of Invisibility
2 potions of healing
Backpack
Calligrapher’s supplies
Thieves Tools
Bag of ball bearings
Bell
Crowbar
Hammer
Hooded Lantern
1 flask oil
Rope, 50’
String
Tinderbox
Waterskin
206 gp

 Marcus Maximus the Evoker 
Wand of the Warmage +1
Cloak of Displacement
Spellbook containing Magic Missile, Acid Arrow, Fireball, Wall of Fire
Iron Pot
Ink &amp; pen (not suitable for spell copying)
Components to copy 12 levels of spells.
Small knife
Spell component pouch
350gp
 
J-H
Current tribe population:
3 PCs
8 goblin warriors
12 non-combatants

 
 Spoiler: Roll of the Remembered dead 

noncombatant killed by Adrian
noncombatant killed by Adrian
Pustleplop beheaded by Adrian
Threefoot impaled by a javelin thrown by by Walm
Sneezer impaled by a javelin thrown by by Walm
Lava Acid Orb'd by Aldi
Bugsmoosh killed by Guiding Bolt from Taget
Rotrustler bitten by poisonous snake
noncombatant killed by Bertil (Eldritch Cannon)
5 noncombatants killed by Bertil (Thunderwave x 4, EC x 1)
1 noncombatants killed by Bertil (Fire Bolt)
Belcher killed by Troubador (Shatter)
Splat cut in half by Prince Robin’s Battleaxe
Manyteeth killed by Prince Robin.
Big Head fried by critical hit from Vizier Hecrun’s Eldritch Blast
Turtleskull Burned by Lung's fire breath
Smash shot with an arrow by Li
Bubblesnot shot by a skeleton’s arrow
Snotgobbler stabbed by Kent Allard’s spear after a shadow step
Threefoot Two killed by Sir Percy’s Divine Smite
Pondmuck killed by Sir Percy’s Divine Smite
Dungplop stabbed by Kent Allard’s spear after a shadow step
Bonk stabbed by Kent Allard’s spear after a shadow step
Rotrustler eaten by Allosaurus
Ashbrain Stabbed by an ogre
Fartsmell Chilled to death by a shadowspawn
Pitchfoot sliced by mind blade
Mudgrubber sliced by mind blade
Upchuck burned by Sickening Radiance
Skunkbutt fried by Sickening Radiance
Drop Stabbed by Taukin's thirsting blade.
Ratpopper eaten by Insect Swarm
Croak eaten by Insect Swarm
Orangepoo eaten by Insect Swarm
Bucket eaten by Insect Swarm
Bad Festival eaten by Insect Swarm
Wriggles eaten by Insect Swarm
 
J-H
Two days later, the front door shakes from a great gust of wind outside, causing the bell to ring.  The door opens, and as you rush to defensive positions, a single goblin walks in.  At least, you think he's a goblin.  He looks like one, except for having scaly-looking green skin, horns on his head, and an improbably deep voice.

 "So, you're the tribe that's been killing the adventurers around here.  Tunnels to restrict movement, obstacles to slow them down, multiple routes of attack... and firing positions for arrows?  Good job, good job, you will do."   He folds his arms.   "Bring your leaders to me.  I have an offer they will not refuse." 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle cracks open the door to the secret tunnel and peaks out at the lone, scaly goblin. He addresses the nonviolent intruder in a loud voice so Not a Pet and Gobblehop can hear from behind their doors.

  “This is different. Usually you just run in and starting trying to kill us. If you don't just want to kill us, what do you want?”  

He waits for a response before approaching the newcomer.

 
 Spoiler: OOC 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: all dead
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 68/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: --  
 Concentrating: -- 

Not a Pet doesn't make any qualms about showing up with her considerable armoury slung across her back. This was a goblin they were talking to, so clearly they were trustworthy. And if they weren't trustworthy, then they'd be in chopping distance.  "Chief Manyteeth was killed by invaders, and no new chief since."  She pokes her chest with her thumb.  "Not A Pet, strongest Cackling Moon." ...but probably not the smartest.

 
 
  
 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 47/60
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3 4th: 1/1
Conditions: Weapon of Warning -  Concentration:   
 
  

Gobblehop came in behind the strange goblin, having been out scouting.
 "We are a peaceful tribe, and we will kill as many intruders as necessary to prove it.
By now we expected that someone would come and try to talk to us." 
 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll] [roll12]  damage [ roll]1d4+3[/roll]
 

 
[/QUOTE]
J-H
 "Yes, I'm sure they try to kill you.  The humanoids tend to do that."   He waves his hand dismissively.   "Your skill at killing them is actually what brought you to my attention.  You've generated a number of magical messages back and forth escalating the bounty and calling for more powerful adventurers, especially given the magic items you've taken from the lesser ones who came for you earlier.  You have a week, perhaps two, before a horde of adventurers will descend on you all at once like flies, to steal all that you have accumulated." 
 "I understand it's a bother when that happens, especially for those who can't simply fly away and then kill them in their sleep." 
 "But I didn't come here to grace you with my wisdom and knowledge, and then leave you to your impending certain doom.  I have recently established myself a day's journey from here in a lair in the Marsh Hills..."  (Those who have traveled outside the tribe recognize this area as being within a couple of days' travel).  "I've cleaned out all the pests that were there before.  It is still rather drafty, though, and the umber hulks that were there left a lot of tunnels behind.  Some need to be closed, and others watched, or turned into a labyrinth of traps for those who would attempt to enrich themselves from my hoard.  Move to my lair to serve me, and you will be farther from the cities, out of sight of those who now wish you dead, and will have my protection when attackers do come." 
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 47/60
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3 4th: 1/1
Conditions: Weapon of Warning -  Concentration:   
 
  
 "A generous offer. But who are you exactly? Not that we aren't interested in getting somewhere more safe, but if it turns out that you are building an army of the undead to conquer all the lands, we might just exchange the fire for the frying pan." 
Gobblehop answered sardonically - or as sardonically as a goblin could manage.


 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll] [roll12]  damage [ roll]1d4+3[/roll]
 

 
Amnestic
      
      Not A Pet     
 Goblin Berserker Barbarian 
 AC: 18 HP: 68/68 
 P4: 13 PIv: 8 PIs: 11  
 Conditions: --  
 Concentrating: -- 

Not A Pet is conflicted. On the one hand, it would mean not having to fight invaders so regularly. On the other hand, it would mean not  getting  to fight invaders so regularly. But if they had a new lair, they could wait, and grow, and eventually invader  their  lands instead. Revenge was a dish best served at the end of her icy blade. She stays quiet though, and lets Gobblehop do the talking.
 
 
  
 
 Spoiler: Unclaimed Loot going to Room 4 

 Weapons: 
Arrows x160
Bolts x90
Dagger x31
Greatsword
Handaxe x13
Light Crossbow
Longsword +1 x2
Longbow
Mace
Pike x3
Shortbow x7
Shortbow +1
Shortsword x1
Sling
Sling Bullets x20
Spear
Walloping Bolts x 4
Warhammer +1 x2
Warhammer (Holy Symbol of Moradin)

 Armour: 
Breastplate
Chain mail
Chain Shirt x2
Half-Plate x2
Hide Armour +1
Plate Armour x5
Plate Armour of Gleaming (Black)
Scale Mail x1
Shield x6
Shield (Helm Symbol) x1
Splint Armor
Splint Armour of Gleaming
Studded Leather armor x3
Studded Leather of Poison Resistance
Studded Leather of Fire Resistance

 Tools: 
Disguise Kit x2
Cobbler's Tools
Forgery Kit x2
Healer's Kit x2
Herbalism Kit x2
Leatherworking tools
Mason's Tools x2
Smith's Tools x4
Thieves Tools x6
Tinker's Tools x2
Woodcarving tools

 Misc Magic: 
Arrow (Continual Flame) x3
Brooch of Shielding
Cap of Water Breathing
Cloak of Billowing
Clockwork Amulet
Driftglobe
Helm of Comprehending Languages
Pipes of the Sewers
Ring of Water Walking
Ring of X-Ray Vision
Scroll: Dragon's Breath
Shield of Expression
Wand of Secrets



 Spell Components 
Augury Sticks
Diamond (50gp)
Diamond (300gp)
Diamond Dust (300gp)
Jade Dust (50gp)
Pearl (100gp)
Powdered Diamond Dust (1000gp)
Powdered Silver (100gp)
Ruby (50gp)

 Misc: 
901gp

Acid Flask x2
Adventure Badge (Bronze) x5
Adventure Badge (Bronze, Fake)
Adventure Badge (Silver) x8
Alchemist's Fire x2
Antitoxin x2
Backpack x12
Bag of ball bearings x6
Bedroll x16
Bell x3
Blanket x9
Block of Incense x2, Candle, Censer, Tinderbox
Book x2
Book: Wayfarer's Guide to the Surface (Dwarven)
Bounty Notice (100gp)
Bounty Notice (150gp)
Bullseye lantern
Candle x30
Charlatan's Die
Crowbar x3
Encoded Journal of Blackmail
Fine Clothes
Fine Bedroll
Hammer x2
Harmonica
Heward’s Handy Spice Pouch
Holy symbol of Lathander
Hooded Lantern x2
Hunting trap
Iron Pot
Lantern
Leather WaterBottle
Lute
Ink Pen x2
Ink (2oz)
Manticore spike x2
Map of Area
Mess kit x4
Notebook of Strange Drawings
Oil Flask x5
Oil Pint x1
Owlbear Beak
Pan Flute
Perfume (1 vial)
Pick x2
Pitons x10
Pouch
Promissory note for 4,000gp from a bank in another kingdom.
Rations x9
Rope, 50’ x8
Rope (Silk), 50' x2
Rope, 100'
Scrap Iron (80lbs)
Shovel
Signet ring x2
Soap
Small knife
String (10') x2
Tiger-fang Necklace
Tinderbox x11
Torch x83
Waterskin x34
 
[/QUOTE]
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle cracks open the door a little more and steps into the alcove. He walks tentatively towards the newcomer. Like his friends, he too is conflicted. On the one hand, a powerful ally would be welcome. On the other, a tyrant would be intolerable. He assumes this creature is powerful since it speaks with great confidence. Even the humans don't dare come here alone.

He has been very happy with the current arrangement of sharing decisions with Gobblehop and Not a Pet. But he will admit, they have had a harder time keeping the warriors alive as their invaders have grown more powerful. A swarm of more powerful humans might be too much even for us.

So he is intrigued, but wants to know more about this scaly goblin.

  “Why do you think you will be a good leader for the Cackling Moons? Maybe we should still be leaders and you should work for us.”  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: all dead
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
The strange goblin-looking creature answers in his improbably deep, resonant voice.
 "I am Thardreximal, who soars the skies above greater than any bird, cuts through the waters below like a knife, and who the trees and the birds obey.  No undead do I seek... rather, your druidic influence is similar to my own innate magic.  I am old, knowledgeable, and wise, and by my word as a dragon, you will be safer with me, as long as you betray me not." 

You notice that his shadow looks substantially larger and more dragon-like than his form would indicate...
Pyrophilios
      
       Gobblehop      ,  Goblin Druid (Moon)| AC: 20 HP 3/47 | PP: 16 PIv: 12 PIs: 13 | Gobblesnake AC 17, HP 47/60
Spell slots, 1st: 4/4, 2nd: 3/3 3rd: 3/3 4th: 1/1
Conditions: Weapon of Warning -  Concentration:   
 
  


Gobblehop gulped: "Well, that... em... is quite a convincing argument. We'll pack our hoard and get ready to move out then."

While he said that, he motioned for his fellow goblin leaders to get in line and not to anger their new boss.


 
 Spoiler 
 

 
 Spoiler: Big Head's Sparks 


Longfinger
Skit
Doombug

Medium mob
AC 18 (scale armor and shields)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death) 8 damage taken
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape Hide or Disengage as a Bonus Action
Actions
Dagger x 3: Melee weapon, +2 to hit, 5’, 1d4+2 piercing damage
Sling x3 +4 to hit.

 
 Spoiler: Rolling template: 


[ roll]1d20+6[/roll] damage [ roll]1d4+3[/roll]
 

 
Bobthewizard
      
       Boomfizzle      ,  Goblin Druid 7 | AC: 18 HP: 26/52 | PP: 16 PIv: 11 PIs: 13
Spell slots, 1st: 2/4, 2nd: 2/3, 3rd: 1/3 4th: 1/2 | Wild Shape: 0/2 | Goodberries: 20/20 spread out
Concentration: none | Conditions: death save 0S / 0F
Fire!: AC: 13 HP: 40/40
Wolf: AC 13 HP: 30/30 (+6 1d8+6 Pack tactics)
Rock: AC 15 HP: 0/50 (+6 1d10+8) (Resist slash, pierce. Immune poison, conditions)
 Mudbugs: AC: 14 HP: 0/24    
 
  
Boomfizzle notices the shadow and thinks this goblin might be more dangerous that it seems. He realizes that their are 3 possibilities here. First, this creature could be a good leader. That would be great and we should go with them. Second, they could be a bad leader, but very powerful. Then we need to obey them or they'll kill us all. Or third, they could be a bad leader and not as powerful as us. Then we should go with them, find their treasure, and then kill them. So no matter what, we should go with them.

  “We will go with you, and we will take everyone with us. Give us a couple hours to gather our treasure and get everyone ready.”  

He goes to the tribe.

  "This crypt is too dangerous. We are going to follow a dragon goblin to a new, safer home."  

Boomfizzle takes a few minutes open the tunnel from the living area to the sarcophagus and has the tribe place any treasure we can't carry into that room.

  "That should surprise any humans that come looking to kill us."  
 
 Spoiler: OOC 

 
 Spoiler: Notes 
 
 Spoiler: Mudbugs 
Goblin Squad Name: Mudbugs
Members: all dead
Medium mob
AC 14 (hide armor)
HP 8 x 3 = 24 (more than 1 member’s HP damage taken in 1 hit = member death)
Speed 30’
Str 8 (-1) Dex 14 (+2) Con 10 (0) Wis 8 (-1) Cha 8 (-1)
Skills Stealth +4
Senses Darkvision 60’, passive perception 9
Nimble Escape: Hide or Disengage as a Bonus Action
Actions
Shortsword x 3: Melee weapon, +2 to hit, 5’, 1d6+2 piercing damage
Crossbow x 3: Ranged weapon, +4 to hit, 80’/320’, 1d8+2 piercing damage
 

 
 Spoiler: Fire! 
Wildfire Spirit
Small elemental
Armor Class: 14 (hide armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR	10 (+0)
DEX	14 (+2)
CON	14 (+2)
INT	13 (+1)
WIS	15 (+2)
CHA	11 (+0)
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Actions
Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.
 
 
 Spoiler: Beast 
Bestial Spirit
TCE
p109
Small Beast, Unaligned
Armor Class 11 + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)
STR	18 (+4)
DEX	11 (+0)
CON	16 (+3)
INT	4 (-3)
WIS	14 (+2)
CHA	5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge —
Spell Level
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level piercing damage.
Summoned By: Summon Beast
Source: TCE, page 109
 

 
 Spoiler: Rock 
Medium elemental
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 50 + 10 for each spell level above 4th
Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)
STR	DEX	CON	INT	WIS	CHA
18 (+4)	15 (+2)	17 (+3)	4 (-3)	10 (+0)	16 (+3)
Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
Damage Immunities: poison; fire (Fire only)
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 10
Languages: Primordial, understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).
 

 

 
J-H
Working together, everyone loads things up, Thardreximal providing a Bag of Holding for your use while he waits outside.  You have time to warn the other goblins, so none of them scream when they walk outside and see a thirty foot long dragon basking in the sun, using the tip of his tail to flip fish from the lake into his mouth.

There's a lot of walking and some mud on your path, but your travels are safe.  After a couple of days, you arrive at a rocky hill surrounded by low-lying marshes among the Marsh Hills.  It as described, shot through with a number of tunnels, including several large rocky chambers suitable for a dragon (although they need some work).  It is substantially roomier, farther from intruders, and has a dragon in it to keep you safe.

You feel very optimistic about the future of your tribe.

    The End    