Underwater Burniong Boat 9-29-2017
THey are back at their house and I'm rolling for a random encounter for when the leave3 to go anywhere.
They have heard about the Temple to Bane (it is 1 blocks due W of Kutos Well). The house is monster free and 3 rooms are fairly cleared away but nothing is sanitary.
They want to spend a couple of days getting it clean at least downstairs. They don't want to clean it up on the outside or in the entry room so they stay on the down low.
They go to Cockburns and get stuff for cleaning 2gp 8sp. Ian Cockburn recommends Taniana the old lady to come and clean their house. She will ask for 8sp for a days work.
The lives 3 houses down from the Court Building. They go back to their house and dump off their purchases then head of to see Taniana.
On the way they meet Gnome illusionist: Eartha Grekmore is a 7th level female gnomish illusionist.
She came into town to sell some highly valuable spell components A Ok pirates burned the ship she was on in the harbor.
The components are such that they couldn’t be destroyed in the fire. It holds her spellbooks.
The chest is disguised as a picnik basket of whicker that is in the starboard cabin in the bow. It is underwater.
A octopus has gotten into the hold and will attack anyone entering the first below deck.
Eartha takes off.
Tau and Alexis is onshore
Anna, Rhogar, Ao, Krull are swimming. Make a nominal swimming role of 10 to swim the distance.
Rhogar ends up thrashing and treading water. A second roll of 11 means he gets to the boat but isn't going underwater.
A char can spend 1 minute plus 1 round per con point without breathing.
Once on the boat they talk about what they will do next.
Krull and Anna go underwater to recinoiter.
1d4 to see how many rounds to find the sail and rigging that covers the bow of the boat that is on the bottom of the water.
Rounds underwater part1 - 3+3+2+2
Part 2 - 3+1
Part 3 - 3+2+1+5+2
Part 4 - 3+2+3+4
Part 5 - 3+3+5+4
Part 6  - 3+1+3
Part 7 - 3+3+4+1
The are cutting the cloth to get underneith to the deck.they get almost to the end of the sterncastle and cut a hole in the sail and get to the surface.
Krull goes back under to get some 30' rope. It takes 4 rounds to get it back up to the air.
Krull and anna go under again and they want to get the sail brough up to the surface to reveal the deck under it.
They get 10' of sail brought up, and then it stops requiring them to go under again.
The fallen mast holding the sail in place under the water.
They want to lift the mast off of the sail. They find the rope holding the mast in place and cut it.
They get another 10' of sail up and it snags. The good thing is the hold entrance is revealed.
They go back up and take a rope with them that gets them near the hatch.
They get to the hatch and pull themselves in.
Init: Octa 6, Anna 13, Krull 18, Rhogar 9, Ao 16, tao 21, Alexa 15

Round 1 They look for firm ground. The octa follows them and attacks with 1 tentical and misses.
Round 2 They are swimming away toward the stern.
It takes 4 rounds to get to the surface. It follows them.
Round 7 - MMissle rhogar, alexis shield Faith on Ao
Round 8 - Rhogar Armor spell
HP 46 +5, 2d6+3
-10 Krull, -7- Ahnna, -9 Rhogar, -7-17 Ao
They kill the octa and wait for the ink it spirted clears.
Krull goes commando with Ahnna and they dive in again.
They find the basket and a nice robe then head back to the surface and then to land.
They are met by a boat full of men from the dock master who asks what happened and talk about the salvabge then put light rocks on thit to prevent collisions.
They go back into the city and head for the court bldg to find the gnome Eartha
They get there and are directed to the Laughing Goblin by the beggars
Eartha gives them the 10gp pluse 1 extra for each
The laughing goblin sells lots of drinks and has a good kitchen. The cook cooks a slice of tenticle that is rubbery and gross tasting.
They stumble back to their house very toasted.

Giant Octopus

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)

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.

Random encounter Night time ambush attack by 4 Gnolls