Angus seeing the downed scout being dealt with by Caspia and Gulin, dashes across the room to help Zi. I believe my 30 movement gets me to the square just below the sink.
He disarms the confused and laughing scout, kicking his weapons away.
Caspia joins Gulin and grabs the rope to tie up the scout while she laughs uncontrollably. Caspia ties up her hands and feet, so she can lash out or escape.
"Zi, Angus, take her weapons. Gulin, she will not be able to tell us much if she continues laughing. How long will your spell be affected."
Caspia stares down at the scout laughing while bound.
"Gulin, it is perhaps this spell of yours that makes you think your jokes are so funny. Perhaps you'd better find a new audience."
This post has potentially manipulated dice roll results.
Turns out Andrew was confused when he posted and was going to change up his move. I'll hold off updating on my end until then. Also I am terrible at this, this has got to be my like 5th post labeled for manipulated dice results. Accidentally had Angus do an attack of opportunity that he shouldn't have. Feel free to edit your below posts, Caspia, Angus, and Gulin all get a turn before the scout goes again.
Angus Disarm Attack: 25
Scout Acrobatics Contest (Disadvantage): 14
Angus easily kicks the weapons out of the scouts hands, they clatter off behind Angus, Caspia, and Zi. The scout continues to laugh manically as she rolls around on the ground. Caspia takes the rope from Gulin and moves forward to bind the scout, but she isn't quite able to close the distance.
Scout Wisdom Saving Throw: 19
The scout's laughter halts, as she scrambles to her feet and dashes off towards the weapons that were kicked free, however, she isn't quite able to get there. Zi, seeing what her compatriots are attempting to accomplish puts away her long-sword, jumps onto the table, and tries to grab the scout.
Zi Athletics Grapple Check: 19
Scout Acrobatics Grapple Contest: 15
As Zi's hand's swing wide, she says to the group, "Get her before she raises an alarm or something!"
*SORRY ALL. I hadn't realised that was the downed enemy. I thought the one with Caspia and Gulin was the one being tied up. Should have read closely. I've modified my previous one to not attack, but to disarm.
Gulin scrambles over, rushing almost so quickly that his beard forms into more of a cape.
Athletics (Grapple) 21
As he heads towards the scout, he remembers a story his granpappy once told him, of a subspecies of orc, the Luchadorcs, from the outer islands who would set up squared rings of rope and do massive flying wrestling attacks on unsuspecting foes.
Jumping off one of the stools, Gulin takes a flying leap at the scout in order to bring her to a halt.
Part of me wants to rules lawyer her getting to move when she can't make the save until the end of her turn, so she shouldn't be able to do anything. The other part of me really wants to Randy Orton RKO her outta nowhere. You can guess which part won.
This post has potentially manipulated dice roll results.
Scout Grapple Contest (Acrobatics): 21
Gulin sends his small dwarven body into the air off of the stool. The others watch impressed as the dwarf manages to jump, armor and all, almost an entire three feet above the stool. The dwarf crashes down onto the scout, and you hear a crunch. Within an instance Gulin expertly pins the scout to the ground. Caspia quickly comes over with the rope and ties the scout's hands behind her back.
Stepping back, the group can now see a bone protruding from the scout's leg and she attempts to maintain consciousness.
"Right." Gulin says, sitting on the chest of the scout and poking her in the collarbone with one stubby finger. "Now, lets have a bit of a chat, you and us, now that we're acting like civilized folk. What sort of things are you and your ilk doin' down here in a supposedly haunted house that would spring load ya to pincushion my friend on sight?"
With Gulin being acrobat and torturer all in one (Acroturer/Torbat?), Angus retrieves the downed scouts weapons, and spots there is another door at the end of the room.
"Gulin, make sure to find out if there are any more of them hiding in that next room. We don't need anymore lovely surprises trying to make us into pin cushions."
The scout's voice is raspy and full of pain as she pants and continues to attempt to maintain consciousness, "What are we doing here? What are you doing here!?! We are just businessmen of a sorts, if I tell you anything more Sanbalet will feed me to the crabs!"
As the scout talks her voice becomes fainter and her eyes begin to roll back in her head. Blood continues to pool around the scout's broken leg, one of the bones is still protruding, and small bone fragments are scattered throughout the blood as it runs across the stone cellar floor.
With the fight over, Angus quickly surveys the room. There appear to be two doors in the south-eastern corner of the cellar hall. There also appears to be ten wooden footlockers at the end of the crude beds lined along the southern wall.
The locations of the doors are marked with pink circles due to the poor light contrast within this map.
Caspia begins methodically searching the room to check for hidden traps and further enemies. She counts and opens the footlockers to see how many people might be living here and what kind of supplies they have.
15
"If there aren't any other enemies here right now, we should probably prepare for more—there are 10 beds here at my count. It is too bad our new friend here is bleeding out too quickly for questioning."
From talking to Tiffany I know her roll was an investigation, in the future Tiffany you need to state what type of roll it is!
Caspia Aspergina:
As Caspia searches the room she counts ten wooden footlockers, all locked. You know from past experience that wooden objects such as these can either be opened with the right tools, or forced open through brute strength. Implements such as crowbars or similar items may help with the latter approach, but it could also damage the contents.
Venturing into the southeaster corner of the room with the two visible doors, you find the door to your left that is slightly north appears normal, but the one ahead of you to the far east has a wooden bar across it, held in brackets on the frame of the door itself. The word "DANGER" is scraled on that door in the Common tongue using chalk.
Continuing around the room you find some shelves in the southeast corner that catch your attention. This section of the room strangely smells of the deep iodine of the Azure Sea, reminding you of your days sailing upon the Grinning Merfolk. Unfortunately the map doesn't have the shelves clearly identified, but they would be in the bottom left two squares of the picture above.
Similarly, the washbasin in the middle of the North end of the cellar seems to have an abnormal air current surrounding it.
In the back of your mind you think that it may be worth sharing these strange findings.
Gulin taps the side of the elf's cheek with the back of his hand, then pauses a moment. He pulls out his stoppered flask, cracks it open, and wafts it in front of the elf's nose, the strong peaty smell of the dwarven whiskey filling the immediate area, sure as anything to put a pulse in the veins and hair on the chest on any person, male or female, dwarf or elf.
"Stay with me, lass. Tell me this, who else is down here right now? And who is Sanbalet? You help us, and I tell ya what, I'll give you some whiskey to dull your pain and forgive your bow-slingin' transgressions against me and mine. That nice red-haired lady might even deem it within her heart to mend yer leg so you can run the woods again."
The scout's eyes regain focus on Gulin, most likely perked at the promise of healing and booze.
"Sanbalet is our boss-man, he runs our operation here helping supply goods to the nearby towns that might not make is past customs in Saltmarsh. He is a powerful wizard, for your own sake I suggest you do not tarry here too long. There is maybe half a dozen more people working under Sanbalet here. If you are really foolhardy enough to search after Sanbalet, there is a passage to the caverns underneath the house in the southwest corner of this room, just behind the bookcases."
As the scout has been relaying her information, her panting has quickened. You get the feeling that she is not in immediate danger of dying from her wounds, but she may pass out very soon. Zi turns to Gulin and whispers so that the scout will not hear,
"I can use some bandages and try to set her broken leg if you want to keep questioning her, but I think it may be best to keep the magic reserved for ourselves. We are already pretty wounded."
"Ahh. Smugglin'. We might make some favors in town with this."
After Zi whispers in Gulin's ear, he turns to her. "Aye, I agree. Think she's said her piece. I'll give 'er a nip, and maybe just bind and splint her leg with some cloth and such so she doesn't bleed out or lose the leg. As thanks, for bein' so helpful."
He takes one of the cups from a nearby table and pours two shots worth of whiskey. Bending down to the scout, he gives her the booze. Gulin silently hopes the liquor and pain combine into one unconscious scout. He turns to the rest of the group.
"Once Zi's done helpin our new friend here, shall we hunt down the other six and see what this Sanbalet is really up to?"
Zi bends down, takes out her healer's kit, and tries to set the scout's bone back into place. Meanwhile the scout knocks back a shot of whiskey. "Thanks."
Zi Medicine Roll: 18
Success!
"Bite down on this, this may hurt!"as soon as the scout bite's down on the prooffered piece of leather, Zi, with a quick movement of her hands knocks the leg bone back into place then quickly staunches the blood floor.
"Yoooouch," the scout shouts, and goes unconscious from the pain. A few minutes later, the scout comes too, a little more present now that the pain has subsided, and a little nervous likely a result of realizing how much she has blabbed about their ongoing smuggling operation. "Well I think I may be off. Limping into the woods in the night may not have been my first choice, but if Sanbalet ever found out what I told you, I'm dead." And with that the scout attempts to get up. It takes a few attempts, but she manages to get on her feet, walk past the beds and chests lining the southern end of the room, and start climbing the ladder back to the first floor.
"Looks like we have a few options, I believe Angus was showing some interest in the two doors down in the southeast corner. Additionally, there is this path to the caverns that is supposedly in the southwest section of the room. Caspia, have you found anything? Also Caspia, you are a fellow healer correct? I think both of us are in pretty bad shape."
"Gulin, come. We need to clear the rest of this building. The ladies can hopefully put their healing skills to work and fix themselves up whilst we do."
"Ladies, give us a shout if there is any sign of trouble"
Angus keeping his sword up prepared for surprises, opens the door (to the top/North/left as you walk down the corridor).
"My healing abilities will only come into effect when we rest, Gulin. I sense something abnormal about this room. These jars and this washbasin do not seem right to me. There is something going on here and it does not smell right to me. I will join you to venture into the next room. I do not trust this place. The smell reminds me of home, but that should not be the case on the surface world"
Caspia follows Gulin and Angus with weapons drawn through the door. She is uneasy after sensing the abnormal air that reminds her of the Azure sea. It is not a place she thought she would ever be reminded of on the surface world. There are strange things afoot since the shipwreck that brought me to this place.
Tiffany, you can use a your entire lay on hands pool before each long rest. On a long rest the pool will reset and you can use it again.
Lay on Hands Pool
You have a pool of healing power that can restore 5 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
Angus seeing the downed scout being dealt with by Caspia and Gulin, dashes across the room to help Zi. I believe my 30 movement gets me to the square just below the sink.
He disarms the confused and laughing scout, kicking his weapons away.
You'll have attacks with advantage, at least - the scout is prone. She's the only baddy left, though.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Caspia joins Gulin and grabs the rope to tie up the scout while she laughs uncontrollably. Caspia ties up her hands and feet, so she can lash out or escape.
"Zi, Angus, take her weapons. Gulin, she will not be able to tell us much if she continues laughing. How long will your spell be affected."
Caspia stares down at the scout laughing while bound.
"Gulin, it is perhaps this spell of yours that makes you think your jokes are so funny. Perhaps you'd better find a new audience."
Turns out Andrew was confused when he posted and was going to change up his move. I'll hold off updating on my end until then. Also I am terrible at this, this has got to be my like 5th post labeled for manipulated dice results. Accidentally had Angus do an attack of opportunity that he shouldn't have. Feel free to edit your below posts, Caspia, Angus, and Gulin all get a turn before the scout goes again.
Angus Disarm Attack: 25
Scout Acrobatics Contest (Disadvantage): 14
Angus easily kicks the weapons out of the scouts hands, they clatter off behind Angus, Caspia, and Zi. The scout continues to laugh manically as she rolls around on the ground. Caspia takes the rope from Gulin and moves forward to bind the scout, but she isn't quite able to close the distance.
Scout Wisdom Saving Throw: 19
The scout's laughter halts, as she scrambles to her feet and dashes off towards the weapons that were kicked free, however, she isn't quite able to get there. Zi, seeing what her compatriots are attempting to accomplish puts away her long-sword, jumps onto the table, and tries to grab the scout.
Zi Athletics Grapple Check: 19
Scout Acrobatics Grapple Contest: 15
As Zi's hand's swing wide, she says to the group, "Get her before she raises an alarm or something!"
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
*SORRY ALL. I hadn't realised that was the downed enemy. I thought the one with Caspia and Gulin was the one being tied up. Should have read closely. I've modified my previous one to not attack, but to disarm.
Gulin scrambles over, rushing almost so quickly that his beard forms into more of a cape.
Athletics (Grapple) 21
As he heads towards the scout, he remembers a story his granpappy once told him, of a subspecies of orc, the Luchadorcs, from the outer islands who would set up squared rings of rope and do massive flying wrestling attacks on unsuspecting foes.
Jumping off one of the stools, Gulin takes a flying leap at the scout in order to bring her to a halt.
Part of me wants to rules lawyer her getting to move when she can't make the save until the end of her turn, so she shouldn't be able to do anything. The other part of me really wants to Randy Orton RKO her outta nowhere. You can guess which part won.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Scout Grapple Contest (Acrobatics): 21
Gulin sends his small dwarven body into the air off of the stool. The others watch impressed as the dwarf manages to jump, armor and all, almost an entire three feet above the stool. The dwarf crashes down onto the scout, and you hear a crunch. Within an instance Gulin expertly pins the scout to the ground. Caspia quickly comes over with the rope and ties the scout's hands behind her back.
Stepping back, the group can now see a bone protruding from the scout's leg and she attempts to maintain consciousness.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Right." Gulin says, sitting on the chest of the scout and poking her in the collarbone with one stubby finger. "Now, lets have a bit of a chat, you and us, now that we're acting like civilized folk. What sort of things are you and your ilk doin' down here in a supposedly haunted house that would spring load ya to pincushion my friend on sight?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
With Gulin being acrobat and torturer all in one (Acroturer/Torbat?), Angus retrieves the downed scouts weapons, and spots there is another door at the end of the room.
"Gulin, make sure to find out if there are any more of them hiding in that next room. We don't need anymore lovely surprises trying to make us into pin cushions."
The scout's voice is raspy and full of pain as she pants and continues to attempt to maintain consciousness, "What are we doing here? What are you doing here!?! We are just businessmen of a sorts, if I tell you anything more Sanbalet will feed me to the crabs!"
As the scout talks her voice becomes fainter and her eyes begin to roll back in her head. Blood continues to pool around the scout's broken leg, one of the bones is still protruding, and small bone fragments are scattered throughout the blood as it runs across the stone cellar floor.
With the fight over, Angus quickly surveys the room. There appear to be two doors in the south-eastern corner of the cellar hall. There also appears to be ten wooden footlockers at the end of the crude beds lined along the southern wall.
The locations of the doors are marked with pink circles due to the poor light contrast within this map.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Caspia begins methodically searching the room to check for hidden traps and further enemies. She counts and opens the footlockers to see how many people might be living here and what kind of supplies they have.
15
"If there aren't any other enemies here right now, we should probably prepare for more—there are 10 beds here at my count. It is too bad our new friend here is bleeding out too quickly for questioning."
From talking to Tiffany I know her roll was an investigation, in the future Tiffany you need to state what type of roll it is!
Caspia Aspergina:
As Caspia searches the room she counts ten wooden footlockers, all locked. You know from past experience that wooden objects such as these can either be opened with the right tools, or forced open through brute strength. Implements such as crowbars or similar items may help with the latter approach, but it could also damage the contents.
Venturing into the southeaster corner of the room with the two visible doors, you find the door to your left that is slightly north appears normal, but the one ahead of you to the far east has a wooden bar across it, held in brackets on the frame of the door itself. The word "DANGER" is scraled on that door in the Common tongue using chalk.
Continuing around the room you find some shelves in the southeast corner that catch your attention. This section of the room strangely smells of the deep iodine of the Azure Sea, reminding you of your days sailing upon the Grinning Merfolk. Unfortunately the map doesn't have the shelves clearly identified, but they would be in the bottom left two squares of the picture above.
Similarly, the washbasin in the middle of the North end of the cellar seems to have an abnormal air current surrounding it.
In the back of your mind you think that it may be worth sharing these strange findings.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
Gulin taps the side of the elf's cheek with the back of his hand, then pauses a moment. He pulls out his stoppered flask, cracks it open, and wafts it in front of the elf's nose, the strong peaty smell of the dwarven whiskey filling the immediate area, sure as anything to put a pulse in the veins and hair on the chest on any person, male or female, dwarf or elf.
"Stay with me, lass. Tell me this, who else is down here right now? And who is Sanbalet? You help us, and I tell ya what, I'll give you some whiskey to dull your pain and forgive your bow-slingin' transgressions against me and mine. That nice red-haired lady might even deem it within her heart to mend yer leg so you can run the woods again."
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Gulin Persuasion Check: 18
The scout's eyes regain focus on Gulin, most likely perked at the promise of healing and booze.
"Sanbalet is our boss-man, he runs our operation here helping supply goods to the nearby towns that might not make is past customs in Saltmarsh. He is a powerful wizard, for your own sake I suggest you do not tarry here too long. There is maybe half a dozen more people working under Sanbalet here. If you are really foolhardy enough to search after Sanbalet, there is a passage to the caverns underneath the house in the southwest corner of this room, just behind the bookcases."
As the scout has been relaying her information, her panting has quickened. You get the feeling that she is not in immediate danger of dying from her wounds, but she may pass out very soon. Zi turns to Gulin and whispers so that the scout will not hear,
"I can use some bandages and try to set her broken leg if you want to keep questioning her, but I think it may be best to keep the magic reserved for ourselves. We are already pretty wounded."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Ahh. Smugglin'. We might make some favors in town with this."
After Zi whispers in Gulin's ear, he turns to her. "Aye, I agree. Think she's said her piece. I'll give 'er a nip, and maybe just bind and splint her leg with some cloth and such so she doesn't bleed out or lose the leg. As thanks, for bein' so helpful."
He takes one of the cups from a nearby table and pours two shots worth of whiskey. Bending down to the scout, he gives her the booze. Gulin silently hopes the liquor and pain combine into one unconscious scout. He turns to the rest of the group.
"Once Zi's done helpin our new friend here, shall we hunt down the other six and see what this Sanbalet is really up to?"
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Zi bends down, takes out her healer's kit, and tries to set the scout's bone back into place. Meanwhile the scout knocks back a shot of whiskey. "Thanks."
Zi Medicine Roll: 18
Success!
"Bite down on this, this may hurt!" as soon as the scout bite's down on the prooffered piece of leather, Zi, with a quick movement of her hands knocks the leg bone back into place then quickly staunches the blood floor.
"Yoooouch," the scout shouts, and goes unconscious from the pain. A few minutes later, the scout comes too, a little more present now that the pain has subsided, and a little nervous likely a result of realizing how much she has blabbed about their ongoing smuggling operation. "Well I think I may be off. Limping into the woods in the night may not have been my first choice, but if Sanbalet ever found out what I told you, I'm dead." And with that the scout attempts to get up. It takes a few attempts, but she manages to get on her feet, walk past the beds and chests lining the southern end of the room, and start climbing the ladder back to the first floor.
"Looks like we have a few options, I believe Angus was showing some interest in the two doors down in the southeast corner. Additionally, there is this path to the caverns that is supposedly in the southwest section of the room. Caspia, have you found anything? Also Caspia, you are a fellow healer correct? I think both of us are in pretty bad shape."
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Gulin, come. We need to clear the rest of this building. The ladies can hopefully put their healing skills to work and fix themselves up whilst we do."
"Ladies, give us a shout if there is any sign of trouble"
Angus keeping his sword up prepared for surprises, opens the door (to the top/North/left as you walk down the corridor).
"My healing abilities will only come into effect when we rest, Gulin. I sense something abnormal about this room. These jars and this washbasin do not seem right to me. There is something going on here and it does not smell right to me. I will join you to venture into the next room. I do not trust this place. The smell reminds me of home, but that should not be the case on the surface world"
Caspia follows Gulin and Angus with weapons drawn through the door. She is uneasy after sensing the abnormal air that reminds her of the Azure sea. It is not a place she thought she would ever be reminded of on the surface world. There are strange things afoot since the shipwreck that brought me to this place.
Tiffany, you can use a your entire lay on hands pool before each long rest. On a long rest the pool will reset and you can use it again.
You have a pool of healing power that can restore 5 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.
DM for Out of the Abyss | Edvord Reinholdt for Killilli's Waterdeep Dragon Heist | Sergeant Cernan for Viper's Descent
"Aye, lets clear this basement, then investigate this hidden passage."
Gulin follows Angus, hammer at the ready.
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag