Gulin and Angus lead Caspia and Zi back to the western living area. A blocked door in the north wall leads onto a small patio, the pavement cracked and overrun with weeds. A pile of refuse lies in the southeast corner, the room appears to be bare. However, Gulin and Angus from their previous search know exactly what to look for. In the northwest corner of the room, the faint outline of the trapdoor is visible present.
"I assume this is the entrance of which you spoke Gulin? Smart to take the least obvious path. Let's take a closer look."
Caspia approaches the trap door. As she nears it, a voice reverberates across the room. "WELCOME, welcome fools! Welcome to your deaths!"
Angus McTavin Wisdom Saving Throw: 18
Caspia Aspergina Wisdom Saving Throw: 5
Gulin Runehammer Wisdom Saving Throw: 17
Zilvi Brinehanded Wisdom Saving Throw: 15
You feel something tug at the back of your mind and anxiety washes over you. It passes within moments before the voice finishes speaking. Zi attempts to shout over the noise, "What the heck is that voice?" Her head swivels around trying to pinpoint where it is coming from to no avail.
This post has potentially manipulated dice roll results.
"Huh."
Gulin pauses, mentally communicating with Avalloc. <"Did you see anything enter the house, my friend?"> He takes control for a brief moment, looking through the bird's eyes.
This post has potentially manipulated dice roll results.
There is still night disadvantage for Avalloc unless you have a source of light for him. Not that it mattered given that the first roll was the higher of the two, so I did treat it as a 16.
Avalloc Acrobatics: 10
The hawk deftly leaves it's perch on Gulin's shoulder and heads down the damp and musty hall towards the entrance way. Gulin observes the mansion become darker as Avalloc flies away from the party's torch and lighted shield. Soon the hawk is traveling through the entrance hall. Avalloc quickly becomes disinterested with the entrance hall, likely pointing you to the conclusion that the hawk can find no sign that anyone, or anything, else has entered the house since you have arrived.
A gust of wind blows the front door open, Avalloc spots his moment of opportunity and dives sideways through the entrance. Moments later Avalloc is circling around the mansion. Avalloc scans the grounds, most likely looking for tracks, but soon his gaze returns to the sides and roof of the mansion. Undoubtabley there was nothing of interest on the ground, or it would have grabbed Avalloc's attention.
The mansion appears to be in roughly the same state it was in earlier. As your mind probe's Avalloc's in an attempt to command him to ascertain where the terrible booming voice originated, Avalloc's eyes begin to flicker between each of the second story's windowsill ledges. The attention does not linger on any particular window longer than another. Perhaps Avalloc is trying to convey that he has nothing more to report from this distance? You could command the hawk to land on one of the windowsills for a closer investigation, however, even from Avalloc's current flight pattern you can see the outlines of broken glass. It might be risky.
This post has potentially manipulated dice roll results.
<"Stay outside. Circle every few minutes, otherwise perch up on the roof. Give a hawkcall if you see anything and be wanting me to take a look... I've get you a chunk o' chicken when we get back to town.">
Gulin's eyes return to hazel from the milky whiteness that covered them, the connection that bound him to his hawk's vision fading and his vision returning to his own. He turns to his companions.
"Seems clear enough. Thinkin' someone be having their fun, perhaps one of those kids."
Gulin strides over to the trapdoor. He sets down the lantern next to the trapdoor and carefully lifts it up, looking for any traps as he does so.
You silently slip your dagger around the corners of the trapdoor. Apart from hinges on one end, the dagger doesn't catch on anything. Slightly moving the trapdoor slightly up and peering underneath you do not see any of the tell-tale signs of a trap such as wires. There is faint flicking light coming from the room below. By your best guess, it appears safe to fully open the trapdoor and explore further.
Caspia frowns at Gulin's and Angus's exchange and shakes her head. Surface dwellers were still more of a mystery to her even after working among them for some time.
"Let us not delay. I will go first if both of you prefer. Angus has little armor and likely should stay behind. Let us face this challenge head-on."
Caspia moved forward and begins descending down the trap door on a ladder.
This post has potentially manipulated dice roll results.
Your climb down the old, yet sturdy, ladder staircase underneath the trapdoor into a torchlit chamber. This chamer was once a large cellar, but it has since been converted into living quarters. Ten crude beds stand along the south wall, each with a wooden locker at its foot.
A long wooden trestle table ringed by rickety stools domiantes the center of the room. Metal cutlery, cups, and dirty plates sit atop the table.
A cookstove is installed near the table, and evidence of a recently cooked meal sits in pots atop it. A large ham hangs from a loop of twine near the stove.
Caspia Aspergina Perception: 19
Your keen senses detect movement at the far end of the room. There appears to be three individuals crouched behind furniture attempting to ambush you. The faint torchlight casts shadows across the room revealing their positions to you. You may likely only have seconds to react.
This post has potentially manipulated dice roll results.
Gulin makes a face that, even through the thick beard, signifies a disgruntled "Harumph" at Angus's comment. He is quick to follow Caspia down the ladder, barely giving her a chance to clear the landing at the bottom before his stocky form drops down.
Three figures stand up from their concealed positions at the other end of the room. Two human males and a female elf. All three are dressed in a ragged loose fitting attire that reminds Caspia of how many of her fellow sailors dressed. Though none of these three appear to be compatriots from the Grinning Merfolk.
Caspia hears a voice cry out from the other end of the room, "Quick, dispatch her! She has seen too much!" The direction of the voices' origination and its high tenor tone suggest that the elf was the one Caspia heard commanding the small group.
Caspia watches as the humans raise small crossbows, and the elf retrieves an arrow from a quiver strapped to her back. From Caspia's current position she is exposed to all three attackers with no cover.
Scout Longbow Attack 1: Attack: 18 Damage: 7
Scout Longbow Attack 2: Attack: Miss
Bandit 1 Light Crossbow Attack 1: Miss
Bandit 2 Light Crossbow Attack 2: Miss
I messed up all of the above rolls, forgot the proficiency bonus to accuracy. I have gone ahead and just summarized results. When I tried to fix the rolls, I broke every roll that was made below also.
Sorry! Caspia takes 7 damage knocking her unconscious (Tiffany you were at 6 health out of 12 due to the earlier centipede).
Caspia feels something thud deep into her side. The room goes dark and Caspia falls to the ground as the remaining arrow and the two crossbow bolts sail wide of their target.
Gulin looks over at Caspia, it appears that an arrow has lodged itself between the sections of her armor. Blood is flowing freely onto the ground and her breathe is shallow. He hears footsteps as the two human males rush forward around the long table. Meanwhile, the elf begins to notch another arrow.
Zi, seeing Caspia wounded and knocked unconscious yells out to Gulin and Angus, "We need to help her now or she is finished!" She jumps down the trapdoor, not wasting time to bother with the ladder.
Zilvi Brinehanded Acrobats: 10
And barely lands on solid footing. While the drop was not far, the short fall could not have been very comfortable within her heavy armor. Zi shouts, "On your feet Caspia!" and casts healing word on Caspia as a bonus action.
Zilvi Brinehanded Healing Word: 6
Caspia's breathing returns to normal and the wound from the arrow miraculously closes. You are back to 6 health Tiffany but still lying prone on the ground.
Zi then lunges forward with her longsword.
Zilvi Brinehanded Longsword Attack: 19 Damage: 6
The sword digs deep into the figure in front of Zi, as he cries out, "aaaagh!" Blood shines off of Zi's sword as she pulls it back.
Seeing an opening against the bandit that Zi just ran through, Gulin quickly follows up with a gout of arcane fire.
Firebolt Attack: 14 Damage: 1
Gulin moves up to the table, hoping that at his height he will have some cover and make a harder target for the elven archer, and slides his warhammer from his back, staring down the other bandit. "Think ya got what it takes, lad?"
Gulin someones forth a firebolt. A small piece of flaming coal the size of a pebble appears in the dwarves hand. It is excellently swung towards one of the bandits, however, it appears to be easily shrugged off upon impact. The dwarf moves with a purpose towards the other bandit which is closing the distance to the party.
Angus quickly descends the ladder. As soon as he is back on solid ground, the monk quickly pulls out the shortsword while jumping onto the table. The monk thrusts towards the bandit next the Caspia, however, the short sword ricochets off of the bandit's armor. The monk swings around and kicks the bandit in the head. This blow does connect, and the bandit crumples to the ground as Angus is already off and moving towards the other bandit, jumping from the table to a chair.
Tiffany, you still need to move before I can start the next turn.
This post has potentially manipulated dice roll results.
Caspia's short sword strikes true, knocking the surprised bandit to the ground, badly bloodied. The bandit raises his weapon to block the next blow, but Caspia's scimitar digs deep into his neck. The bandit's body goes limp on the ground, blood begins to pool underneath him.
The remaining scout grabs another pair of arrows from her quiver, and looses them towards Zi, whose armored form is exposed in the middle of the room.
Scout Longbow Attack 1: 5 Damage: 7
Scout Longbow Attack 2: 20 Damage: 3
The first arrow deflects off of Zi's shield as she raises it into position. Unfortunately, the second arrow finds its mark just above Zi's armor, burrowing deep into the skin above her collarbone. Zi shouts to the group as she charges towards the archer, "Let's hurry this up, this is starting to take a toll and I don't have much healing left for today!"
Zi moves up into cover behind the sink, mere feet away from the remaining elf-scout-bandit. She raises her shield arm in a spell-casting motion and casts Toll the Dead.
Scout Wisdom Saving Throw: 4
... and nothing happens. You can hear Zi mutter, "Usually that works!"
Gulin pushes past Angus, moving to the eastern table as fast as his stubby legs can take him. He raises a hand to summon a firebolt, wisps of heat and energy coursing between his fingertips, but before he releases the spell has a second thought.
"Hey, elf! What happened to the man who didn't pay his exorcist? His house was repossessed!"
As he speaks and finishes his joke, he pulls out a small tart and crumples it up, and waves a feather in the air. A wisp of arcane energy flows towards the scout.
This post has potentially manipulated dice roll results.
Scout Wisdom Saving Throw: 19
Fail!
The scout's bow clatters to the ground. A high pitched, yet magical sounding giggle emits out of the scouts mouth as she falls onto then rolls back and forth on the ground.
After the spell takes effect, Gulin looks to the others. "Surround her. Lets get some answers." He begins to uncoil an length of rope from his bag, looking at the scout.
Someone can take the rope and tie her up. We can also pick up the bow and disarm any blades she has. If she's prone, unarmed, and surrounded, she will probably be likely to give us information.
Gulin and Angus lead Caspia and Zi back to the western living area. A blocked door in the north wall leads onto a small patio, the pavement cracked and overrun with weeds. A pile of refuse lies in the southeast corner, the room appears to be bare. However, Gulin and Angus from their previous search know exactly what to look for. In the northwest corner of the room, the faint outline of the trapdoor is visible present.
"I assume this is the entrance of which you spoke Gulin? Smart to take the least obvious path. Let's take a closer look."
Caspia approaches the trap door. As she nears it, a voice reverberates across the room. "WELCOME, welcome fools! Welcome to your deaths!"
Angus McTavin Wisdom Saving Throw: 18
Caspia Aspergina Wisdom Saving Throw: 5
Gulin Runehammer Wisdom Saving Throw: 17
Zilvi Brinehanded Wisdom Saving Throw: 15
You feel something tug at the back of your mind and anxiety washes over you. It passes within moments before the voice finishes speaking. Zi attempts to shout over the noise, "What the heck is that voice?" Her head swivels around trying to pinpoint where it is coming from to no avail.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Huh."
Gulin pauses, mentally communicating with Avalloc. <"Did you see anything enter the house, my friend?"> He takes control for a brief moment, looking through the bird's eyes.
If nothing at the front, circle the house.
Avalloc Perception: 16
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
There is still night disadvantage for Avalloc unless you have a source of light for him. Not that it mattered given that the first roll was the higher of the two, so I did treat it as a 16.
Avalloc Acrobatics: 10
The hawk deftly leaves it's perch on Gulin's shoulder and heads down the damp and musty hall towards the entrance way. Gulin observes the mansion become darker as Avalloc flies away from the party's torch and lighted shield. Soon the hawk is traveling through the entrance hall. Avalloc quickly becomes disinterested with the entrance hall, likely pointing you to the conclusion that the hawk can find no sign that anyone, or anything, else has entered the house since you have arrived.
A gust of wind blows the front door open, Avalloc spots his moment of opportunity and dives sideways through the entrance. Moments later Avalloc is circling around the mansion. Avalloc scans the grounds, most likely looking for tracks, but soon his gaze returns to the sides and roof of the mansion. Undoubtabley there was nothing of interest on the ground, or it would have grabbed Avalloc's attention.
The mansion appears to be in roughly the same state it was in earlier. As your mind probe's Avalloc's in an attempt to command him to ascertain where the terrible booming voice originated, Avalloc's eyes begin to flicker between each of the second story's windowsill ledges. The attention does not linger on any particular window longer than another. Perhaps Avalloc is trying to convey that he has nothing more to report from this distance? You could command the hawk to land on one of the windowsills for a closer investigation, however, even from Avalloc's current flight pattern you can see the outlines of broken glass. It might be risky.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
<"Stay outside. Circle every few minutes, otherwise perch up on the roof. Give a hawkcall if you see anything and be wanting me to take a look... I've get you a chunk o' chicken when we get back to town.">
Gulin's eyes return to hazel from the milky whiteness that covered them, the connection that bound him to his hawk's vision fading and his vision returning to his own. He turns to his companions.
"Seems clear enough. Thinkin' someone be having their fun, perhaps one of those kids."
Gulin strides over to the trapdoor. He sets down the lantern next to the trapdoor and carefully lifts it up, looking for any traps as he does so.
Investigation: 16
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Runehammer:
You silently slip your dagger around the corners of the trapdoor. Apart from hinges on one end, the dagger doesn't catch on anything. Slightly moving the trapdoor slightly up and peering underneath you do not see any of the tell-tale signs of a trap such as wires. There is faint flicking light coming from the room below. By your best guess, it appears safe to fully open the trapdoor and explore further.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin lifts up the door completely. "Right. Heavily armored ladies first?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Thanks both for keeping this going over the last few days
"Or heavily armed dwarves? I'll hold the trapdoor for you"
Caspia frowns at Gulin's and Angus's exchange and shakes her head. Surface dwellers were still more of a mystery to her even after working among them for some time.
"Let us not delay. I will go first if both of you prefer. Angus has little armor and likely should stay behind. Let us face this challenge head-on."
Caspia moved forward and begins descending down the trap door on a ladder.
Your climb down the old, yet sturdy, ladder staircase underneath the trapdoor into a torchlit chamber. This chamer was once a large cellar, but it has since been converted into living quarters. Ten crude beds stand along the south wall, each with a wooden locker at its foot.
A long wooden trestle table ringed by rickety stools domiantes the center of the room. Metal cutlery, cups, and dirty plates sit atop the table.
A cookstove is installed near the table, and evidence of a recently cooked meal sits in pots atop it. A large ham hangs from a loop of twine near the stove.
Caspia Aspergina Perception: 19
Your keen senses detect movement at the far end of the room. There appears to be three individuals crouched behind furniture attempting to ambush you. The faint torchlight casts shadows across the room revealing their positions to you. You may likely only have seconds to react.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin makes a face that, even through the thick beard, signifies a disgruntled "Harumph" at Angus's comment. He is quick to follow Caspia down the ladder, barely giving her a chance to clear the landing at the bottom before his stocky form drops down.
Perception: 6
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Caspia calls to her companions above.
"Friends! There are people down here!"
She turns to the armed strangers while raising her weapons.
"Stop and reveal yourselves! Are you friends or foes?"
Three figures stand up from their concealed positions at the other end of the room. Two human males and a female elf. All three are dressed in a ragged loose fitting attire that reminds Caspia of how many of her fellow sailors dressed. Though none of these three appear to be compatriots from the Grinning Merfolk.
Caspia hears a voice cry out from the other end of the room, "Quick, dispatch her! She has seen too much!" The direction of the voices' origination and its high tenor tone suggest that the elf was the one Caspia heard commanding the small group.
Caspia watches as the humans raise small crossbows, and the elf retrieves an arrow from a quiver strapped to her back. From Caspia's current position she is exposed to all three attackers with no cover.
Scout Longbow Attack 1: Attack: 18 Damage: 7
Scout Longbow Attack 2: Attack: Miss
Bandit 1 Light Crossbow Attack 1: Miss
Bandit 2 Light Crossbow Attack 2: Miss
I messed up all of the above rolls, forgot the proficiency bonus to accuracy. I have gone ahead and just summarized results. When I tried to fix the rolls, I broke every roll that was made below also.
Sorry! Caspia takes 7 damage knocking her unconscious (Tiffany you were at 6 health out of 12 due to the earlier centipede).
Caspia feels something thud deep into her side. The room goes dark and Caspia falls to the ground as the remaining arrow and the two crossbow bolts sail wide of their target.
Gulin looks over at Caspia, it appears that an arrow has lodged itself between the sections of her armor. Blood is flowing freely onto the ground and her breathe is shallow. He hears footsteps as the two human males rush forward around the long table. Meanwhile, the elf begins to notch another arrow.
Zi, seeing Caspia wounded and knocked unconscious yells out to Gulin and Angus, "We need to help her now or she is finished!" She jumps down the trapdoor, not wasting time to bother with the ladder.
Zilvi Brinehanded Acrobats: 10
And barely lands on solid footing. While the drop was not far, the short fall could not have been very comfortable within her heavy armor. Zi shouts, "On your feet Caspia!" and casts healing word on Caspia as a bonus action.
Zilvi Brinehanded Healing Word: 6
Caspia's breathing returns to normal and the wound from the arrow miraculously closes. You are back to 6 health Tiffany but still lying prone on the ground.
Zi then lunges forward with her longsword.
Zilvi Brinehanded Longsword Attack: 19 Damage: 6
The sword digs deep into the figure in front of Zi, as he cries out, "aaaagh!" Blood shines off of Zi's sword as she pulls it back.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Seeing an opening against the bandit that Zi just ran through, Gulin quickly follows up with a gout of arcane fire.
Firebolt Attack: 14 Damage: 1
Gulin moves up to the table, hoping that at his height he will have some cover and make a harder target for the elven archer, and slides his warhammer from his back, staring down the other bandit. "Think ya got what it takes, lad?"
Edit: STOP IT DND BEYOND
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Angus hearing the fighting, quickly scrambles down the ladder and quickly jumps onto the table and with a roar attacks the nearest bandit.
Short sword attack: Attack: 9 Damage: 7
Unarmed strike attack: Attack: 24 Damage: 5
If enemy is killed, move down 10ft to face off with the next bandit
Gulin someones forth a firebolt. A small piece of flaming coal the size of a pebble appears in the dwarves hand. It is excellently swung towards one of the bandits, however, it appears to be easily shrugged off upon impact. The dwarf moves with a purpose towards the other bandit which is closing the distance to the party.
Angus quickly descends the ladder. As soon as he is back on solid ground, the monk quickly pulls out the shortsword while jumping onto the table. The monk thrusts towards the bandit next the Caspia, however, the short sword ricochets off of the bandit's armor. The monk swings around and kicks the bandit in the head. This blow does connect, and the bandit crumples to the ground as Angus is already off and moving towards the other bandit, jumping from the table to a chair.
Tiffany, you still need to move before I can start the next turn.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia stands ups.
"Thank you, Zi." Caspia moves 15 feet towards the enemy near Gulin and Angus and asks with the short sword and scimitar.
Short Sword: Attack: 20 Damage: 7
Scimitar: Attack: 6 Damage: 5
Caspia's short sword strikes true, knocking the surprised bandit to the ground, badly bloodied. The bandit raises his weapon to block the next blow, but Caspia's scimitar digs deep into his neck. The bandit's body goes limp on the ground, blood begins to pool underneath him.
The remaining scout grabs another pair of arrows from her quiver, and looses them towards Zi, whose armored form is exposed in the middle of the room.
Scout Longbow Attack 1: 5 Damage: 7
Scout Longbow Attack 2: 20 Damage: 3
The first arrow deflects off of Zi's shield as she raises it into position. Unfortunately, the second arrow finds its mark just above Zi's armor, burrowing deep into the skin above her collarbone. Zi shouts to the group as she charges towards the archer, "Let's hurry this up, this is starting to take a toll and I don't have much healing left for today!"
Zi moves up into cover behind the sink, mere feet away from the remaining elf-scout-bandit. She raises her shield arm in a spell-casting motion and casts Toll the Dead.
Scout Wisdom Saving Throw: 4
... and nothing happens. You can hear Zi mutter, "Usually that works!"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin pushes past Angus, moving to the eastern table as fast as his stubby legs can take him. He raises a hand to summon a firebolt, wisps of heat and energy coursing between his fingertips, but before he releases the spell has a second thought.
"Hey, elf! What happened to the man who didn't pay his exorcist? His house was repossessed!"
As he speaks and finishes his joke, he pulls out a small tart and crumples it up, and waves a feather in the air. A wisp of arcane energy flows towards the scout.
Cast: Hideous Laughter - DC 14 Wisdom
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Scout Wisdom Saving Throw: 19
Fail!
The scout's bow clatters to the ground. A high pitched, yet magical sounding giggle emits out of the scouts mouth as she falls onto then rolls back and forth on the ground.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
After the spell takes effect, Gulin looks to the others. "Surround her. Lets get some answers." He begins to uncoil an length of rope from his bag, looking at the scout.
Someone can take the rope and tie her up. We can also pick up the bow and disarm any blades she has. If she's prone, unarmed, and surrounded, she will probably be likely to give us information.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag