"Alright, folks follow me," says Orgen softly. Orgen ready with his hammer and shield heads toward the back door again, taking the lead and expecting the rest of the party to follow behind. He will attempt to reach the door where he saw the tracks going towards the last time he was here.
Belle stays towards the middle of the group. her Tressym will be on her shouldre as you enter the house again, having been scouting overhead until then.
Alek kept towards the back of the group, intent to provide support and cover their rear if necessary. The Sorcerer sure hoped that this time around they would make significant progress in uncovering the mysteries of this wretched place.
GRAHL TO THE GROUP: “I’ll go first to scope things out...and I WON’T open any cupboards this time. I saw a staircase going up, but I feel we should clear the lower house of any threats before we go up, lest someone get the drop on us. That check with all of yous?”
Marlo follows the group, not right at the back, but still bringing up the rear. His face pivots from side to side as he looks around excitedly, his eyes flitting from sight to sight. Not having been present for the last time the group went to this place, he makes sure that he will rely on their judgement for this excursion. All the same, he is gleeful at the opportunity to prove his worth to the group.
The group moves through the yard around the house, past the blackened remains of the rosebush, and to the back door. Everything seems as you left it. Moving into the house, you find the kitchen as it was the last time you were there, even the dead centipedes still left where they had been when you retreated from the house the previous day.
Again, one door leads north out of the kitchen, and another leads east. The footprints you saw the first time are still there, leading from the northern door to the eastern one.
The door opens easily enough. Inside you find the following...
This room displays the effects of damp and decay more than most. Mold grows in patches on the floor, walls, and ceiling. A large copper cask, split, discolored and empty, stands under the window, with a small heap of crockery shards on the floor beside it. Stairs lead down into what is presumably a cellar.
The footsteps you followed lead straight to the stairs.
Grahl will tiptoe carefully down each step, cautiously observing every foot placement before putting any weight on it. If he finds any traps, he will alert the others and attempt to disarm it before moving forward:
Everyone who had less than 12 on the save has disadvantage on all ability checks for the next hour, unless you are immune to Fear affects. You can redo the save every 15 minutes to end it.
(Moving this along, as no one seems to have anything else they want to do in the room with the stairs...)
As you move down the stairs, towards where the sound came from you find the following...
Shoulder-height wooden bottle racks line the north and west walls here. There appear to be no intact bottles left in the racks and shattered bottles cover the floor.
Against the east wall, at the foot of the stairs, rest two large metal storage bins that appear to be empty.
In the center of the room lies a human corpse clad in plate mail; a longsword lies by the corpse’s right side, and a large shield covers its legs.
The tracks you followed lead across the room and stop at the southern wall, facing the expanse of the wall itself, no door obvious.
(I actually just remembered that Marlo has advantage on saving throws against being frightened. How does that work again? Does that mean I get to make a second roll, or do I add anything to my roll?)
"Alright, folks follow me," says Orgen softly. Orgen ready with his hammer and shield heads toward the back door again, taking the lead and expecting the rest of the party to follow behind. He will attempt to reach the door where he saw the tracks going towards the last time he was here.
Dormark Calling of Strahd (warforged cleric) 4
Lupin will ready his crossbow and fallow Orgen 5-10f away
Belle stays towards the middle of the group. her Tressym will be on her shouldre as you enter the house again, having been scouting overhead until then.
Alek kept towards the back of the group, intent to provide support and cover their rear if necessary. The Sorcerer sure hoped that this time around they would make significant progress in uncovering the mysteries of this wretched place.
GRAHL TO THE GROUP: “I’ll go first to scope things out...and I WON’T open any cupboards this time. I saw a staircase going up, but I feel we should clear the lower house of any threats before we go up, lest someone get the drop on us. That check with all of yous?”
Passive Perception: 17
Stealth: 19
Marlo follows the group, not right at the back, but still bringing up the rear. His face pivots from side to side as he looks around excitedly, his eyes flitting from sight to sight. Not having been present for the last time the group went to this place, he makes sure that he will rely on their judgement for this excursion. All the same, he is gleeful at the opportunity to prove his worth to the group.
The group moves through the yard around the house, past the blackened remains of the rosebush, and to the back door. Everything seems as you left it. Moving into the house, you find the kitchen as it was the last time you were there, even the dead centipedes still left where they had been when you retreated from the house the previous day.
Again, one door leads north out of the kitchen, and another leads east. The footprints you saw the first time are still there, leading from the northern door to the eastern one.
What do you do now?
Ogren slowly opens the eastern door his shield out in front of him in case someone tries to hit him.
Action: Dodge
Dormark Calling of Strahd (warforged cleric) 4
The door opens easily enough. Inside you find the following...
This room displays the effects of damp and decay more than most. Mold grows in patches on the floor, walls, and ceiling. A large copper cask, split, discolored and empty, stands under the window, with a small heap of crockery shards on the floor beside it. Stairs lead down into what is presumably a cellar.
The footsteps you followed lead straight to the stairs.
Grahl will tiptoe carefully down each step, cautiously observing every foot placement before putting any weight on it. If he finds any traps, he will alert the others and attempt to disarm it before moving forward:
Thieves’ Tools (Disarm Trap): 6
As Grahl steps on the top step hideous screams — as if of a soul in torment — rise from the cellar below.
Everyone give me a wisdom saving throw.
Belle: 18
WIS ST: 13
Wisdom ST: 3
Wisdom Save: 2
Dormark Calling of Strahd (warforged cleric) 4
Wisdom Save: 20
RAIKARIS
My Caard || Join URPG!
Not Lupins best.. 10
Grahl WIS save: 15
Everyone who had less than 12 on the save has disadvantage on all ability checks for the next hour, unless you are immune to Fear affects. You can redo the save every 15 minutes to end it.
What are you doing now?
(Moving this along, as no one seems to have anything else they want to do in the room with the stairs...)
As you move down the stairs, towards where the sound came from you find the following...
Shoulder-height wooden bottle racks line the north and west walls here. There appear to be no intact bottles left in the racks and shattered bottles cover the floor.
Against the east wall, at the foot of the stairs, rest two large metal storage bins that appear to be empty.
In the center of the room lies a human corpse clad in plate mail; a longsword lies by the corpse’s right side, and a large shield covers its legs.
The tracks you followed lead across the room and stop at the southern wall, facing the expanse of the wall itself, no door obvious.
(I actually just remembered that Marlo has advantage on saving throws against being frightened. How does that work again? Does that mean I get to make a second roll, or do I add anything to my roll?)