Angus says, "I wonder if Chadderlay might do a little library research on the monastic order that built the embassy. We might gain a clue about ways to enter and remain unobserved. Perhaps Sam and I could do a little recon of the neighborhood, the nearby buildings, and observe the various entrances. And I can check in with Morwena via the tailor, and update her on our progress."
It wasn't like that long ago the place was a monastery... You could probably find some of the monks still living in the city... most woukd have died by now, but dwarves and elves can live to a venerable age.
<I wonder where an Ilmateri monks would go?>
To find a monk, make an Investigstion check. It's probably going to take half the day (12 hours).
Or, if you ask the right person... you might save yourself that time with no check needed.
You've been to several places in the city where you could find d one and there are others you might happen upon and one or two you're unlikely to guess.
I highlighted some of the buildings near the embassy. The safe house is in this area, too. Let me know if you'd like to check one out.
This place does have all the shops, they're a little pricey, but you can get almost anything here.
<I've been working with @Inkedbee in PM re: armor for Angus. Trying to introduce crafting to out game and (maybe) because she's an artificer. I think the main issue is with the time it takes to craft something nonmagically possibly needing to be reduced. Given all of this, I'm just letting you know that there will be no ill effects to wearing any given garment. They've always just been something to try and get you to talk to the right people, like the tailor where Morwena was trying to meet Angus, whose name was sewn into the label.>
"I'll use my smith's tools to remove some of those interlocking metal rings. Nah, I will remove all of them."Gravity moves dangerously close to the paladin male and gives his chainmail a slight tug. "It will be reduced to a padded armor, but I'll try to incorporate some of the metal spikes made from discarded metal rings. And finally, it needs to be enchanted by casters so that it transforms into a 'Black Armor'. Hmm, If Chadderlay and Tetrevess help me with the task, it might cost me less time and energy."
"You can easily pass as a local nobleman if you wear the modified armor."
Parsed by DM:
1. Black Armor. AC 12+Dex. Special: while wearing the armor deal an extra +1d4 damage with a finesse weapon you are proficient with.
2. Cathedral Knight Armor. AC 18. Requires min. 16 Str to be considered proficient with the armor. Special: while wearing this armor, gain advantage on attacks made against creatures of Huge size or larger.
3. Outrider Knight Armor. AC 14. While wearing, all Wis (animal handling) checks are made with advantage.
This post has potentially manipulated dice roll results.
Dm check PM
as your talking about this sam look at the work they are doing and is somewhat impressed, but also he would like to get an advantage point where he can see the embassy and try and mouth read the guards to see if they know anything about the weapon or His weapon
The man from the Shado Breeze (Theives' Guild) you met in the warehouse mentioned some good locations to stake things out.
<I actually told you everything you could possibly see in this manner at that time to cut out the middle man and because a lot of it, Chadderly would have already known. I'm not adding more for a 9.>
Enchantment: stinger. Add it to the current armor.
Crafting [Blacksmith, Woodworker] - Artisan
Time: 40 hours (edit: updated)
Value: 5,500 gp
Armor (Any)
Hex of Accuracy
<sounds bad, actually good:
Wondrous item, minor
Hexes are typically gemstones or shards of metal imbued with malignant magic. As a bonus action, you can expend a hex to create a minor effect, destroying the item.
Hex of Accuracy. You can expend this hex to gain a +1 bonus to the next attack roll with a weapon that you make before the end of your turn.>
delicate (failure breaks the component)
Tools: smith’s tools, woodworker’s tools (add proficiency bonus if proficient)
Ability Check: DC 16 Intelligence check
Re: helping. For nonmagical crafting, OK, but requires proficiency with appropriate tools and consumes time. Both make the roll and rhe time is reduced by the hours of success or increased by a percentage of the base time on failure. There is also a chance of succeeding with rushing and that had its own rules.
To reduce by a quarter of the recipe’s listed time, the DC increases by 2. To reduce by half of the recipe’s listed time, the DC increases by 5. If the recipe being rushed is equal to the crafter’s rank, the ability check is made at disadvantage.
Don't worry about ranks unless you're really interested. I'll let you know if it matters.
To recap, the base time is 40 hours, but can be reduced in some ways. You don't have to pay 5,500 gp, but you could sell it for that (+25% in Mulmaster). Failure costs components and time spent, but doesn't hurt the original armor (not considered a component)
This actually is built into the suit of armor if your choice. I don't care what armor it is, it won't change the AC. If you want it to, then it's going to be something other than what's here. This adds +1d4 piercing damage to every hit with a finesse (melee) weapon. I'd be open to lifting the finesse requirement so it could be usable but lifting the requirement would mean it's design is more complicated and increase the time and cost. The major benefit is the action economy and it can be the base for more modification later if you're creative, wo some arcsne divine or natural enchantment could cause it ro deal additional and more significant damage types.
Without rushing, the crafter needs to make DC 16 Int check eith their tools. Bade materials should be described and purchased (guaranteed success in this place, material costs are not high. Looking for some kind of metal, maybe a monster part and maybe something hard like a stone or semiprecious gem, very small, just for the tip because it will make repeated automatic impacts. I think you could purchase all the materials for TBD, will update gp in 2 hours
(@DM, Gravity's plan is to spend rest of the available time to craft resources for the intruding party while Tetrevess, Sam, Angus and Chadderlay involve themselves in making a viable plan for the heist. How much time do we get? Is there any way to postpone the transportation date of the artifact?)
Pricing. Gets interesting. Better mats make for lower DC success. Subcomponentnt bonuses stack.
With no modifier, 4sp (this thing should weigh NO more than 2 or 3 lbs total!)
Base: meteoric iron -2 (1lb = 1000gp), elemental iron -4 (free, with successful acquisition DC25, RP)
Steel (4sp per pound)
Hinge: adamantine -2 (100gp per lb)
Tip: ruby -4 (200gp, 1 carat)
Articulation: monster part. Supply your own. Ex. Crocodile jaw (0 modifier). Prices and harvesting DCs vary.
Reducing crafting DC is a fine thing because it goes up as you reduce crafting time.
<incidentally, this was a bit hard because A. Its armor. B. It does bonus damage. All considered, gave us a chance to kick the tires on this system. >
If all you want to do is swap armor, you can just buy some. I really do like 3rd party content. So anything you bring me, I csn price. Thats like 80% of why crafting
You've got from now through tonight and tomorrow. You could enter in the day or night, basically giving you now, tonight tomorrow or tomorrow night. Not really any means I'm aware of to postpone the thing. Folks in Thay are expecting it. Ambassador is loyal to Tam and preparing to send it.
(Only the Cathedral armor would improve Angus' AC, everything else would be the same or worse. unknown AC for the Northern armor.)
(@rob88scps2, Cathedral Knight Armor base cost is either plate armor or 1500gp + 25% Mulmaster premium)
(Ok then I don't see the point of letting Gravity modify Angus' chainmail into something inferior. I'm sure that plain chainmail is not that unusual in Mulmaster.)
This post has potentially manipulated dice roll results.
Angus, seeing no other volunteers, will go in search of one of the former monks. First, he will visit the nearby Temple of Tymora. If he sees no likely candidates, he will approach one of the acolytes and ask about anyone who might be one of the former monks.
If the temple visit is unfruitful, the paladin will visit the ruins of the Black Altar, and if that fails, he will return to the market district where he bought the frostrose, asking around about the order of monks from Old Mulmaster.
(I don't think Gravity ever answered Angus' question. Is she talking about making them cosmetically appear like local armor?)
By the dawn's early light, the following morning.
Angus says, "I wonder if Chadderlay might do a little library research on the monastic order that built the embassy. We might gain a clue about ways to enter and remain unobserved. Perhaps Sam and I could do a little recon of the neighborhood, the nearby buildings, and observe the various entrances. And I can check in with Morwena via the tailor, and update her on our progress."
It wasn't like that long ago the place was a monastery... You could probably find some of the monks still living in the city... most woukd have died by now, but dwarves and elves can live to a venerable age.
<I wonder where an Ilmateri monks would go?>
To find a monk, make an Investigstion check. It's probably going to take half the day (12 hours).
Or, if you ask the right person... you might save yourself that time with no check needed.
You've been to several places in the city where you could find d one and there are others you might happen upon and one or two you're unlikely to guess.
I highlighted some of the buildings near the embassy. The safe house is in this area, too. Let me know if you'd like to check one out.
This place does have all the shops, they're a little pricey, but you can get almost anything here.
<I've been working with @Inkedbee in PM re: armor for Angus. Trying to introduce crafting to out game and (maybe) because she's an artificer. I think the main issue is with the time it takes to craft something nonmagically possibly needing to be reduced. Given all of this, I'm just letting you know that there will be no ill effects to wearing any given garment. They've always just been something to try and get you to talk to the right people, like the tailor where Morwena was trying to meet Angus, whose name was sewn into the label.>
(@rob88scps2, Gravity replied to Angus in post 700. But, since you want more details, I'll add a separate IC post.)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Cryptic Gravity
"I'll use my smith's tools to remove some of those interlocking metal rings. Nah, I will remove all of them." Gravity moves dangerously close to the paladin male and gives his chainmail a slight tug. "It will be reduced to a padded armor, but I'll try to incorporate some of the metal spikes made from discarded metal rings. And finally, it needs to be enchanted by casters so that it transforms into a 'Black Armor'. Hmm, If Chadderlay and Tetrevess help me with the task, it might cost me less time and energy."
"You can easily pass as a local nobleman if you wear the modified armor."
Parsed by DM:
1. Black Armor. AC 12+Dex. Special: while wearing the armor deal an extra +1d4 damage with a finesse weapon you are proficient with.
2. Cathedral Knight Armor. AC 18. Requires min. 16 Str to be considered proficient with the armor. Special: while wearing this armor, gain advantage on attacks made against creatures of Huge size or larger.
3. Outrider Knight Armor. AC 14. While wearing, all Wis (animal handling) checks are made with advantage.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
One more, (pending @InkedBee's approval):
Northern armor: immaculately and ornately crafted, this set of armour displays the smiting skills of those who dwell in the far north.
Whenever wearing this armor. You have resistance to cold damage
(Thematic, if underwhelming compared to some of the others. But available quickly for a reasonable price.)
(Only the Cathedral armor would improve Angus' AC, everything else would be the same or worse. unknown AC for the Northern armor.)
(@rob88scps2, Cathedral Knight Armor base cost is either plate armor or 1500gp + 25% Mulmaster premium)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Dm check PM
as your talking about this sam look at the work they are doing and is somewhat impressed, but also he would like to get an advantage point where he can see the embassy and try and mouth read the guards to see if they know anything about the weapon or His weapon
persepstion 17
The man from the Shado Breeze (Theives' Guild) you met in the warehouse mentioned some good locations to stake things out.
<I actually told you everything you could possibly see in this manner at that time to cut out the middle man and because a lot of it, Chadderly would have already known. I'm not adding more for a 9.>
Enchantment: stinger. Add it to the current armor.
Crafting [Blacksmith, Woodworker] - Artisan
Time: 40 hours (edit: updated)
Value: 5,500 gp
Armor (Any)
Hex of Accuracy
<sounds bad, actually good:
Wondrous item, minor
Hexes are typically gemstones or shards of metal imbued with malignant magic. As a bonus action, you can expend a hex to create a minor effect, destroying the item.
Hex of Accuracy. You can expend this hex to gain a +1 bonus to the next attack roll with a weapon that you make before the end of your turn.>
delicate (failure breaks the component)
Tools: smith’s tools, woodworker’s tools (add proficiency bonus if proficient)
Ability Check: DC 16 Intelligence check
Re: helping. For nonmagical crafting, OK, but requires proficiency with appropriate tools and consumes time. Both make the roll and rhe time is reduced by the hours of success or increased by a percentage of the base time on failure. There is also a chance of succeeding with rushing and that had its own rules.
To reduce by a quarter of the recipe’s listed time, the DC increases by 2. To reduce by half of the recipe’s listed time, the DC increases by 5. If the recipe being rushed is equal to the crafter’s rank, the ability check is made at disadvantage.
Don't worry about ranks unless you're really interested. I'll let you know if it matters.
To recap, the base time is 40 hours, but can be reduced in some ways. You don't have to pay 5,500 gp, but you could sell it for that (+25% in Mulmaster). Failure costs components and time spent, but doesn't hurt the original armor (not considered a component)
This actually is built into the suit of armor if your choice. I don't care what armor it is, it won't change the AC. If you want it to, then it's going to be something other than what's here. This adds +1d4 piercing damage to every hit with a finesse (melee) weapon. I'd be open to lifting the finesse requirement so it could be usable but lifting the requirement would mean it's design is more complicated and increase the time and cost. The major benefit is the action economy and it can be the base for more modification later if you're creative, wo some arcsne divine or natural enchantment could cause it ro deal additional and more significant damage types.
Without rushing, the crafter needs to make DC 16 Int check eith their tools. Bade materials should be described and purchased (guaranteed success in this place, material costs are not high. Looking for some kind of metal, maybe a monster part and maybe something hard like a stone or semiprecious gem, very small, just for the tip because it will make repeated automatic impacts. I think you could purchase all the materials for TBD, will update gp in 2 hours
Sam asked about making spears and daggers.
A dagger takes 1 hour and 2 gp to craft.
A spear is 1 hour and 1 gp.
(@DM, Gravity's plan is to spend rest of the available time to craft resources for the intruding party while Tetrevess, Sam, Angus and Chadderlay involve themselves in making a viable plan for the heist. How much time do we get? Is there any way to postpone the transportation date of the artifact?)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Pricing. Gets interesting. Better mats make for lower DC success. Subcomponentnt bonuses stack.
With no modifier, 4sp (this thing should weigh NO more than 2 or 3 lbs total!)
Base: meteoric iron -2 (1lb = 1000gp), elemental iron -4 (free, with successful acquisition DC25, RP)
Steel (4sp per pound)
Hinge: adamantine -2 (100gp per lb)
Tip: ruby -4 (200gp, 1 carat)
Articulation: monster part. Supply your own. Ex. Crocodile jaw (0 modifier). Prices and harvesting DCs vary.
Reducing crafting DC is a fine thing because it goes up as you reduce crafting time.
<incidentally, this was a bit hard because A. Its armor. B. It does bonus damage. All considered, gave us a chance to kick the tires on this system. >
If all you want to do is swap armor, you can just buy some. I really do like 3rd party content. So anything you bring me, I csn price. Thats like 80% of why crafting
You've got from now through tonight and tomorrow. You could enter in the day or night, basically giving you now, tonight tomorrow or tomorrow night. Not really any means I'm aware of to postpone the thing. Folks in Thay are expecting it. Ambassador is loyal to Tam and preparing to send it.
(Ok then I don't see the point of letting Gravity modify Angus' chainmail into something inferior. I'm sure that plain chainmail is not that unusual in Mulmaster.)
Angus, seeing no other volunteers, will go in search of one of the former monks. First, he will visit the nearby Temple of Tymora. If he sees no likely candidates, he will approach one of the acolytes and ask about anyone who might be one of the former monks.
If the temple visit is unfruitful, the paladin will visit the ruins of the Black Altar, and if that fails, he will return to the market district where he bought the frostrose, asking around about the order of monks from Old Mulmaster.
Investigation 6 (second roll if anyone helps): 9