Alton follows Wash around the market place distracted by all of the neat and shiny things people have for sale, he especially is distracted by the smell of baking pastries. He will buy two potions of healing along side Wash, and Balassar if he buys some too, and will attempt to haggle the price down for the four to six healing potions.
(if allowed) Persuasion: 11 to negotiate the price of the healing potions
As he makes his way through the market place, keep his eye out for a weapons shop where he can buy bolts (40) for his crossbow and perhaps trade in his light crossbow for a hand crossbow. Alton will tell the shop keeper the story of how his crossbow was the one that brought down the fugitive and Xhorhas spy Sken Zabriss and stopped her from scheming against the Empire.
(If allowed) Persuasion: 23 to see if he can get a better deal for the bolts and hand crossbow
Lastly on his list of things to get, Alton will try to find himself a set of Thieve's tools, some rope, and pitons and try to haggle the total price down as well.
(If allowed) Persuasion: 16 for a lower price on the Thieve's tools, rope, and pitons.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Wash buys Balassar a crowbar (-2 gp) and portable ram (-4 gp, +4 bonus to strength to break down door, advantage if second person assists) and gives them it to Balassar. As Alton is buying the rope and pitons, Wash doesn't, but he buys a hammer (-1 gp).
It appears Wash already had a crowbar, so he gives it to Balassar (advantage on strength checks using it).
For Alton's attempts at haggling: No luck on the healing potions; you pay full price. For the weapons, the shopkeeper is impressed by your story. She still charges the full price for the hand crossbow (75 gold) but she is willing to buy the light crossbow from you for the full price (25 gold) rather than the normal price for goods you sell (half their stated value in the PHB). Typically, Thieves' Tools are not available for sale openly, and you would have to find a buyer. I will say that the high persuasion roll allows you to buy the tools, because the trader is willing to use some of their shadier contacts to help get them.
Quick note on the portable ram: I've always interpreted this to be not much smaller than a regular battering ram. One person can carry it, but it will be very cumbersome - it doesn't just slip into your backpack and forget about it. If you know anywhere in the rules that clarifies this, let me know. And it's fine to buy one if you want, but it will slow you down.
Please adjust your equipment sheets, including gold count, if you haven't already. Shopping takes most of the day - it's about the middle of the afternoon when you meet up again having found everything you wanted. What's next?
Wash suggests that they visit the Watchmaster again and ask which specific factory Stahlmast had been working in and what he had been working on (the latter might not be shared, but it is worth a shot). If the Watchmaster doesn't provide anything useful, Wash will suggest that they visit the Firemarks and tell Sleese, then possibly check to see if Nima is back home.
The Watchmaster won't share anything about Stahlmast's work, other than to warn you to be careful of weird machines and explosives. His mind was agitated. I don't think he had a pattern. Anything I tell you will make you expect the things he was working on years ago. That might be very different to now. I would say, keep your eyes and your minds open.
You find Sleese Firemark in conversation with Nima when you arrive at the Firemarks' Facility. Yes, yes, he says patiently as Nima points to you all, it is clearly the same ones. Thank you, he says to you, for saving Nima. We would be quite lost without her. You talk a little more, and then escort Nima to her house.
If you'd like to ask any specific questions to the Watchmaster, Sleese or Nima, feel free to do so. Otherwise, you can spend the night in the tavern or at Nima's place on the floor, and set off the next day?
Alton is good for questions, he get the feeling that either no one is going to want to talk about Stahlmast or they will give outdated information. If Nima is okay with it, he will spend the night at her place giving her hand with cleaning and just general chatting before going to bed.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
[OOC I can't think of any questions that would help us for the moment apart from the ones previously asked.]
Wash indicates that he would prefer to sleep in his own bed, but will meet Alton and Balassar at dawn to set off on their mission. He then goes home and rests for the night.
Wash, you return home and sleep the night in peace. Balassar and Alton spend the night on Nima's floor; you notice that a guard has been posted at her door, a dwarf woman with a permanent scowl on her face. She nods to you, but doesn't engage in conversation. When you wake in the morning, you see that she has been replaced; it seems Nima is under the town's protection, at least until you can deal with Stahlmast.
In the morning, you awake having completed a long rest. You meet up at Nima's place, and then head back to the cave behind the waterfall where you faced and defeated Sken Zabriss. The cave shows no signs of having been disturbed; everything is as you left it.
You stand before the heavy iron door that leads down into the lair of Stahlmast.
Wash casts Light on one of the ballbearings, then puts it in a sack to block the light.
He then asks the others "How are you both with darkness? I think we should try to be as stealthy as possible, so if you can both see in the dark, maybe I should be led by one of you without light until we are further into the tunnel? Alternatively I have that fairly dim magical light source and a Lantern, Bullseye which will light up everything coming, but will let everything 120 ft down the tunnel or more know someone is coming."
Wash jokes "Damn these defective eyes, right Alton?"
He then suggests "I actually think two of us trying to stumble along in the dark behind our friend here is not going to be much better stealth wise that having a little bit of light and the two of us hanging back a little. I am generally better at fighting from a distance anyway, so Balassar if you are happy to lead and go ahead at the edge of where my light reaches, and Alton if you are happy to either hang back with me or be somewhere between me and Balassar, we might be better off. Balassar, you could then signal if you hear anything ahead and I could cover the light source. What do you all think?"
[OOC visualisation of what I'm suggesting: {Unexplored tunnel<--Balassar<--20ft dim light--<--20ft bright light--Wash}. Alton can be anywhere in there that he thinks makes sense, though the dim light area might mean he can hide while the light is on, whereas Wash will be able to walk quietly but not hide while holding the ballbearing. He could send a mage hand with it, but action economy wise it might not make sense yet.]
Alton jokes back at Wash with a chuckle, "Right. Maybe you can ask that warrior to ask their ancestors if they can give you better eyes."
He thinks for a second, "I'll go head and be between you and Balassar. I'm not as fast as you both so it would make sense for me to be in a spot where I can move to either person." Alton will give Balassar some encouragement, "Keep in mind while you take point. Stalk like a cat and strike like a snake!" He gives Balassar a sage nod. With that, Alton will load up his hand crossbow and mentally prepare to head down the creepy tunnel inside of the cave; after Balassar of course.
(Alton gives Balassar some 1d6 bardic inspiration.)
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
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Alton follows Wash around the market place distracted by all of the neat and shiny things people have for sale, he especially is distracted by the smell of baking pastries. He will buy two potions of healing along side Wash, and Balassar if he buys some too, and will attempt to haggle the price down for the four to six healing potions.
(if allowed)
Persuasion: 11 to negotiate the price of the healing potions
As he makes his way through the market place, keep his eye out for a weapons shop where he can buy bolts (40) for his crossbow and perhaps trade in his light crossbow for a hand crossbow. Alton will tell the shop keeper the story of how his crossbow was the one that brought down the fugitive and Xhorhas spy Sken Zabriss and stopped her from scheming against the Empire.
(If allowed)
Persuasion: 23 to see if he can get a better deal for the bolts and hand crossbow
Lastly on his list of things to get, Alton will try to find himself a set of Thieve's tools, some rope, and pitons and try to haggle the total price down as well.
(If allowed)
Persuasion: 16 for a lower price on the Thieve's tools, rope, and pitons.
Be excellent to each other, and roll for initiative dudes!
Balassar just smiles looking at the watchmen as he mentions the price "Sounds good."
As they get to the store he accepts the offer for the crowbar and the battering ram, choosing to buy two health potions himself.
Wash buys Balassar a
crowbar (-2 gp) andportable ram (-4 gp, +4 bonus to strength to break down door, advantage if second person assists) and givesthemit to Balassar. As Alton is buying the rope and pitons, Wash doesn't, but he buys a hammer (-1 gp).It appears Wash already had a crowbar, so he gives it to Balassar (advantage on strength checks using it).
For Alton's attempts at haggling:
No luck on the healing potions; you pay full price.
For the weapons, the shopkeeper is impressed by your story. She still charges the full price for the hand crossbow (75 gold) but she is willing to buy the light crossbow from you for the full price (25 gold) rather than the normal price for goods you sell (half their stated value in the PHB).
Typically, Thieves' Tools are not available for sale openly, and you would have to find a buyer. I will say that the high persuasion roll allows you to buy the tools, because the trader is willing to use some of their shadier contacts to help get them.
Quick note on the portable ram: I've always interpreted this to be not much smaller than a regular battering ram. One person can carry it, but it will be very cumbersome - it doesn't just slip into your backpack and forget about it. If you know anywhere in the rules that clarifies this, let me know. And it's fine to buy one if you want, but it will slow you down.
Please adjust your equipment sheets, including gold count, if you haven't already. Shopping takes most of the day - it's about the middle of the afternoon when you meet up again having found everything you wanted. What's next?
I didn't know about that, I don't think we should get the portable ram then.
OOC:
I'm good without it.
Okay, so where are you headed next? It's afternoon, so a bit late to head back to the Stahlmast's possible maybe secret lair. What will you do?
Wash suggests that they visit the Watchmaster again and ask which specific factory Stahlmast had been working in and what he had been working on (the latter might not be shared, but it is worth a shot). If the Watchmaster doesn't provide anything useful, Wash will suggest that they visit the Firemarks and tell Sleese, then possibly check to see if Nima is back home.
The Watchmaster won't share anything about Stahlmast's work, other than to warn you to be careful of weird machines and explosives. His mind was agitated. I don't think he had a pattern. Anything I tell you will make you expect the things he was working on years ago. That might be very different to now. I would say, keep your eyes and your minds open.
You find Sleese Firemark in conversation with Nima when you arrive at the Firemarks' Facility. Yes, yes, he says patiently as Nima points to you all, it is clearly the same ones. Thank you, he says to you, for saving Nima. We would be quite lost without her. You talk a little more, and then escort Nima to her house.
If you'd like to ask any specific questions to the Watchmaster, Sleese or Nima, feel free to do so. Otherwise, you can spend the night in the tavern or at Nima's place on the floor, and set off the next day?
Alton is good for questions, he get the feeling that either no one is going to want to talk about Stahlmast or they will give outdated information. If Nima is okay with it, he will spend the night at her place giving her hand with cleaning and just general chatting before going to bed.
Be excellent to each other, and roll for initiative dudes!
[OOC I can't think of any questions that would help us for the moment apart from the ones previously asked.]
Wash indicates that he would prefer to sleep in his own bed, but will meet Alton and Balassar at dawn to set off on their mission. He then goes home and rests for the night.
Wash, you return home and sleep the night in peace. Balassar and Alton spend the night on Nima's floor; you notice that a guard has been posted at her door, a dwarf woman with a permanent scowl on her face. She nods to you, but doesn't engage in conversation. When you wake in the morning, you see that she has been replaced; it seems Nima is under the town's protection, at least until you can deal with Stahlmast.
In the morning, you awake having completed a long rest. You meet up at Nima's place, and then head back to the cave behind the waterfall where you faced and defeated Sken Zabriss. The cave shows no signs of having been disturbed; everything is as you left it.
You stand before the heavy iron door that leads down into the lair of Stahlmast.
What would you like to do?
Alton looks at the door and then to Wash and Balassar, "I don't suppose either of you happen to have a key?"
Be excellent to each other, and roll for initiative dudes!
Wash nods and tries to open the door as quietly as possible with the second key.
The door opens easily, revealing a tunnel that extends into mostly darkness, though with a faint orange glow coming from somewhere in the depths...
Wash casts Light on one of the ballbearings, then puts it in a sack to block the light.
He then asks the others "How are you both with darkness? I think we should try to be as stealthy as possible, so if you can both see in the dark, maybe I should be led by one of you without light until we are further into the tunnel? Alternatively I have that fairly dim magical light source and a Lantern, Bullseye which will light up everything coming, but will let everything 120 ft down the tunnel or more know someone is coming."
Alton looks up at Wash talking quietly, "I'm about as good in the dark as you are." He turns to Balassar, "How about you, can you see in the dark?"
Be excellent to each other, and roll for initiative dudes!
Balassar just looks at him "Usually pretty good to a distance. Guess that means I'll be taking lead?"
Wash jokes "Damn these defective eyes, right Alton?"
He then suggests "I actually think two of us trying to stumble along in the dark behind our friend here is not going to be much better stealth wise that having a little bit of light and the two of us hanging back a little. I am generally better at fighting from a distance anyway, so Balassar if you are happy to lead and go ahead at the edge of where my light reaches, and Alton if you are happy to either hang back with me or be somewhere between me and Balassar, we might be better off. Balassar, you could then signal if you hear anything ahead and I could cover the light source. What do you all think?"
[OOC visualisation of what I'm suggesting: {Unexplored tunnel<--Balassar<--20ft dim light--<--20ft bright light--Wash}. Alton can be anywhere in there that he thinks makes sense, though the dim light area might mean he can hide while the light is on, whereas Wash will be able to walk quietly but not hide while holding the ballbearing. He could send a mage hand with it, but action economy wise it might not make sense yet.]
Alton jokes back at Wash with a chuckle, "Right. Maybe you can ask that warrior to ask their ancestors if they can give you better eyes."
He thinks for a second, "I'll go head and be between you and Balassar. I'm not as fast as you both so it would make sense for me to be in a spot where I can move to either person." Alton will give Balassar some encouragement, "Keep in mind while you take point. Stalk like a cat and strike like a snake!" He gives Balassar a sage nod. With that, Alton will load up his hand crossbow and mentally prepare to head down the creepy tunnel inside of the cave; after Balassar of course.
(Alton gives Balassar some 1d6 bardic inspiration.)
Be excellent to each other, and roll for initiative dudes!