Balassar walks up to the table looking at the items that are on it trying to point out to whoever is paying better attention to the items things that maybe important.
OOC: If possible Balassar will help whoever does an investigation of the room.
(Yes, Alton or Wash can make an investigation check with advantage, but please do also specify where you are searching and/or what you are looking for)
Alton will take Balassar's cue and investigate the papers that are on the table looking for plans of some sort. "I wonder if this is where they make the plans for the devices, or maybe even plans for what they want to do to Hupperdook."
The notes are jumbled scrawls, an incoherent mess for the most part. But here and there are things you can make sense of. A sketch of the layout of Hupperdook. Designs for the small explosive seeds the kobolds carried. Plans for carrying sharks over land. Some kind of clockwork-powered armour.
Alton, you are able to assemble enough pieces to get a sense of Stahlmast’s plan - a series of powerful explosives set off around the mountain will trigger a landslide that will bury most of Hupperdook while leaving Stahlmast’s lair intact.
"Nice find Balassar. I'm sure a few of these plans will be helpful to the Watchmaster and to a few others." Alton will pack away the plans that are for causing the landslide onto Hupperdook. He will also pack away the plans for the clockwork-powered armor, carrying sharks over land, and the small explosive seeds in a separate pocket on his backpack.
(OOC: 'cause you never know when you'll need to transport some sharks over land.)
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Wash, you poke and prod at the western wall and... one section of the rock wall gives way slightly at your touch. You push, and a concealed door swings open; you see a tunnel leading north and west, sloping gently downwards.
"Oh boy, a secret passage. That is a great find Wash." Alton will duck into the passage after picking his backpack back up and follows behind Balassar.
You find a wooden cupboard, and push to move it aside. You enter a room that appears to be unoccupied. This smooth-walled chamber is lavishly furnished and decorated compared to the rest of the lair. Its floor is covered in a thick carpet, and it holds a large, luxurious bed, an armoire, a vanity mirror, and a small bookshelf. A flight of steps leads up to the west, and you hear sounds of movement coming from that direction.
Wash moves forward; he can't see too much from the bottom of the stairs, but the light and the air are enough to see that the passage west leads to a much larger chamber than anything you've encountered so far. It doesn't sound as though there are lots of people there, maybe one or two, moving around; they don't seem to be aware of you yet.
Yes, Wash heads up the stairs slowly and trying not to make a noise.
[OOC: Given I am assuming this is the inventor's chambers, I want to say that Wash checks for traps on the stairs, but that is because me as a player has seen too many movies with trapped stairs. I don't think Wash would think of anything like that.]
Balassar walks up to the table looking at the items that are on it trying to point out to whoever is paying better attention to the items things that maybe important.
OOC:
If possible Balassar will help whoever does an investigation of the room.
(Yes, Alton or Wash can make an investigation check with advantage, but please do also specify where you are searching and/or what you are looking for)
Alton will take Balassar's cue and investigate the papers that are on the table looking for plans of some sort. "I wonder if this is where they make the plans for the devices, or maybe even plans for what they want to do to Hupperdook."
Investigation: 19
Be excellent to each other, and roll for initiative dudes!
The notes are jumbled scrawls, an incoherent mess for the most part. But here and there are things you can make sense of. A sketch of the layout of Hupperdook. Designs for the small explosive seeds the kobolds carried. Plans for carrying sharks over land. Some kind of clockwork-powered armour.
Alton, you are able to assemble enough pieces to get a sense of Stahlmast’s plan - a series of powerful explosives set off around the mountain will trigger a landslide that will bury most of Hupperdook while leaving Stahlmast’s lair intact.
"Nice find Balassar. I'm sure a few of these plans will be helpful to the Watchmaster and to a few others." Alton will pack away the plans that are for causing the landslide onto Hupperdook. He will also pack away the plans for the clockwork-powered armor, carrying sharks over land, and the small explosive seeds in a separate pocket on his backpack.
(OOC: 'cause you never know when you'll need to transport some sharks over land.)
Be excellent to each other, and roll for initiative dudes!
Wash will investigate for hidden chests, doorways etc. (starting on the western wall) 22
[Woohoo, nat 20]
Wash, you poke and prod at the western wall and... one section of the rock wall gives way slightly at your touch. You push, and a concealed door swings open; you see a tunnel leading north and west, sloping gently downwards.
Wash looks back at the others "Ah guys, I think I've found something special over here" and starts walking up the passage as stealthily as possible.
Balassar walks over looking at it "Looks like it could be interesting. Shall we." he says just walking through the doorway shield in front of him.
Wash, make a Stealth check.
I assume Balassar is making no stealth attempts?
OOC: Unless someone tells him to...no he is not.
"Oh boy, a secret passage. That is a great find Wash." Alton will duck into the passage after picking his backpack back up and follows behind Balassar.
Be excellent to each other, and roll for initiative dudes!
Wash stealth: 20
You find a wooden cupboard, and push to move it aside. You enter a room that appears to be unoccupied. This smooth-walled chamber is lavishly furnished and decorated compared to the rest of the lair. Its floor is covered in a thick carpet, and it holds a large, luxurious bed, an armoire, a vanity mirror, and a small bookshelf. A flight of steps leads up to the west, and you hear sounds of movement coming from that direction.

Balassar follows the movement "Sounds like someone is moving."
Nub[wrong game, hehe.] Wash holds a finger to his lip in a ‘quiet" motion, mimes tiptoeing, and starts creeping towards the steps.Wash moves forward; he can't see too much from the bottom of the stairs, but the light and the air are enough to see that the passage west leads to a much larger chamber than anything you've encountered so far. It doesn't sound as though there are lots of people there, maybe one or two, moving around; they don't seem to be aware of you yet.
Are you heading up the stairs?
Yes, Wash heads up the stairs slowly and trying not to make a noise.
[OOC: Given I am assuming this is the inventor's chambers, I want to say that Wash checks for traps on the stairs, but that is because me as a player has seen too many movies with trapped stairs. I don't think Wash would think of anything like that.]
As much as Alton would like to search this room for any goodies, he will resist the urge and follow behind Wash; also being stealthy.
Stealth: 12
Be excellent to each other, and roll for initiative dudes!
Balassar notices the motion to the lips and nods as he proceeds up the stairs as quiet as possible.
OOC:
stealth check: 15