Wash checks again "do you think we have cleared this hideout out? I don't want to leave anything that might walk away with that mechanical armour or continue with the plans that had been in motion, but I also want to get the prisoner back to Hupperdook alive. Should the two of us who are somewhat more stealthy try and see if there are any other more Xhorhasians [gesturing to himself and Alton], whilst strongest and most capable fighter guards the prisoner [gesturing to Balassar]? We'd try to make sure to come and get you before getting into any fights. Alton, I also know you wanted to check out the inventor's bedroom and I moved quickly out of there when I found the passage. If there are no more Xhorhasians did you want to go back there on the way out and have a good look around?"
Balassar just looks around “To be honest, the longer we stay the more chances he gets to escape. Though I also wouldn’t mind exploring a little more. Maybe, we should just take his head. Let a mage help him talk after that.” He just looks to the dark elf “Unless you just want to be a cooperative prison and walk along side us as he we explore.”
Wash responds "I’m totally cool heading straight back to Hupperdook as well, which seems to be what you are both leaning towards?"
Unless anyone objects to that, Wash will start heading towards the entrance by retracing their steps (which should reduce the risk of any ambush if they haven’t cleared the entire place). If there is extra time because of Balassar moving the prisoner, Wash will search each of the rooms as they are going through - so if Balassar is moving half speed and double dashing, Wash will use regular movement and search each turn.
Are you searching carefully, or hurriedly? Is there any room in particular that you want to search? Any unopened doors you want to open?
Wash wasn't going to open any unopened doors, wasn't focussing on any specific room and didn't want to slow the journey to Hupperdook down, so I'm guessing hurriedly. How much slower is Balassar's movement going to be from marching the drow? If it is half speed, he will use his movement to move and his action to search each round. If 3/4 speed he will double dash one round, then use his movement to move and his action to search each second round etc.
[Also, if that isn't going to work, there is no issue. I was just thinking Wash could do something with the extra time required to move the drow out.]
That's a very hurried search; you're unlikely to find anything that you missed from your original searches. I would say you either make a decision to go more slowly, with one of you watching the drow (or you could know him unconscious), or just head on out.
You are planning to retrace your steps, right? I mean, clockwise through the kobold barracks, past the duergar's smithy, into Stahlmast's workshop, through his bedroom, past the prison and then the kobold mess hall, and out through the main door?
[No probs, Wash doesn't need to search, it was only if time allowed without slowing the exit down. And yes, Wash was suggesting retracing steps, but if anyone else would prefer exiting through rooms/paths not yet explored, he is also OK with that.]
Alton will go along with heading back to Hupperdook, secretly happy to be going back after seeing his friends almost die a few times. Who knew that adventuring and finding good stories to tell would be so dangerous. As they go back the way they all came, he will mention if they should bring Huron's body with them too as proof he is dead.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
[OOC: I’m guessing that they won’t be strong enough to drag Huron’s body, but Wash will try until it becomes obvious that it is slowing the exit down.]
Balassar nods as he picks up the drow and hoists him over his should "Back to Hupperdook." as they reach Huron's body he will just bend down and lift it over the other shoulder "Well lead the way."
You leave the cave complex without incident. Though there may still be denizens here, there is little remaining that would threaten you. You hear movement from time to time, but whatever creatures have survived your attack are being careful to stay out of your way. If they are there at all - perhaps it's just the sound of the waterfall, or a few unattended pieces of machinery.
You can carry the body of Huron Stahlmast with you if you wish; he was a scrawny fellow and not a particularly big one. Balassar can carry him and the drow, with Wash and Alton following behind in case one needs to be prodded back into position over his shoulder. You are untroubled on the journey, though it's getting late by the time you reach Hupperdook. At this point, there's a little more trouble - you are carrying a drow, bound and gagged and probably conscious at this time. He's not struggling, but he is staring with unconcealed fury at passers-by as you bring him through the streets of Lower Hupperdook; a few townsfolk scream and run away, and others stop and stare. Everyone seems very impressed that you captured a drow, including the guards at the gate, one of whom insists on escorting you and your prisoner directly to the Watchmaster's office.
Though many children gaped at the drow in trepidation, there was a very different reaction to the small, dragon-like creature perched on Wash's shoulder. Wash, you haven't sensed anything from the creature during the journey down the mountain, except a general sense of contentment, but upon entering the town it seems to become excited, twisting and turning and shifting position again and again as it tries to look at everything there is to be seen.
Less than an hour after passing through the town's gate, you enter a large, imposing building and no fewer than eight guards are waiting for you. They take the drow, not too gently, and shove him towards a door that you assume leads to the cells. Another guard shows you through a different door.
And so you find yourself standing before the aforementioned Watchmaster Bram Gulchswattle who you had met previously. He sits in his office behind a desk, but rises upon seeing you. As you enter, you notice, lounging on a chair in one corner, feet up on a stool, the elf Yinra Emberwind, a tankard of ale in her hand and an approving expression on her face. I'm glad you could finally make it gentlemen, she says. Path back not too taxing, I hope?
Mistress Emberwind has been filling me in on events, but I think I would like to hear your version too, Bram adds, eying the corpse of Stahlmast still being carried by Balassar.
(OOC: You don't need to do full in-character story-telling, but please give me bullet points of the main things you will highlight in your account to the Watchmaster. Also, let me know if you are giving him anything you picked up.)
Alton will put down his backpack and rummage through it to pull out and hand over the plans for destroying Hupperdook. He will highlight the more exciting parts about the venture, mainly the bigger battles and the tunnel that just goes down.
- Briefly go over fighting with more kobolds - Retell the fight with Huron - Tell about the fight with the dwarf (Duergar) - The capture of the drow - The underground tunnel
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
Balassar loses himself in thought as he carries the bodies to the city. He just smiles looking at the children “That’s right kids, we helped to save the town from this lot. Be warry the drow is still alive, but he can’t hurt you while we are around.” With that he just continues walking with the escort being guided.
Collaborates Altons story
Asks for his pay and additional compensation for the live Xhorasian
- They saved Yinra Emberwind, who was locked up without her equipment (and she ran off fairly soon after that and was very little help),
- They found clockwork armour and he describes it (basically what he found out in this post),
- They found Stahlmast’s plan - that he was going to set off "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" [Alton already covered this - oops],
- That there appear to be traps (the crossbow on a pedestal and most likely the room with a metal floor),
- Says that there is a fair amount that is still unexplored, and if the Watchmaster can spare a few troops to help haul the clockwork armour back (and maybe an inventor), they can make sure that the place is cleared for good and try to block up the underground tunnel to the Underdark, to minimise further threat. Wash suggests that they should attempt to go back that same day with reinforcements if possible, to minimise the chances of a) explosives being set off if they have already been set, b) an enemy of Hupperdook taking the clockwork armour, c) reinforcements coming in from the tunnel to/from the Underdark.
Wash checks again "do you think we have cleared this hideout out? I don't want to leave anything that might walk away with that mechanical armour or continue with the plans that had been in motion, but I also want to get the prisoner back to Hupperdook alive. Should the two of us who are somewhat more stealthy try and see if there are any other more Xhorhasians [gesturing to himself and Alton], whilst strongest and most capable fighter guards the prisoner [gesturing to Balassar]? We'd try to make sure to come and get you before getting into any fights. Alton, I also know you wanted to check out the inventor's bedroom and I moved quickly out of there when I found the passage. If there are no more Xhorhasians did you want to go back there on the way out and have a good look around?"
Balassar just looks around “To be honest, the longer we stay the more chances he gets to escape. Though I also wouldn’t mind exploring a little more. Maybe, we should just take his head. Let a mage help him talk after that.” He just looks to the dark elf “Unless you just want to be a cooperative prison and walk along side us as he we explore.”
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
The drow maintains a neutral expression and does not react to your words.
Wash suggests "We could knock him out and I could bring him back to consciousness when we are ready to go?”
Alton shrugs, "Up to you two if you want to stay and check out the rest of this place. We can always come back too."
Be excellent to each other, and roll for initiative dudes!
Wash responds "I’m totally cool heading straight back to Hupperdook as well, which seems to be what you are both leaning towards?"
Unless anyone objects to that, Wash will start heading towards the entrance by retracing their steps (which should reduce the risk of any ambush if they haven’t cleared the entire place). If there is extra time because of Balassar moving the prisoner, Wash will search each of the rooms as they are going through - so if Balassar is moving half speed and double dashing, Wash will use regular movement and search each turn.
Are you searching carefully, or hurriedly? Is there any room in particular that you want to search? Any unopened doors you want to open?
Wash wasn't going to open any unopened doors, wasn't focussing on any specific room and didn't want to slow the journey to Hupperdook down, so I'm guessing hurriedly. How much slower is Balassar's movement going to be from marching the drow? If it is half speed, he will use his movement to move and his action to search each round. If 3/4 speed he will double dash one round, then use his movement to move and his action to search each second round etc.
[Also, if that isn't going to work, there is no issue. I was just thinking Wash could do something with the extra time required to move the drow out.]
That's a very hurried search; you're unlikely to find anything that you missed from your original searches. I would say you either make a decision to go more slowly, with one of you watching the drow (or you could know him unconscious), or just head on out.
You are planning to retrace your steps, right? I mean, clockwise through the kobold barracks, past the duergar's smithy, into Stahlmast's workshop, through his bedroom, past the prison and then the kobold mess hall, and out through the main door?
[No probs, Wash doesn't need to search, it was only if time allowed without slowing the exit down. And yes, Wash was suggesting retracing steps, but if anyone else would prefer exiting through rooms/paths not yet explored, he is also OK with that.]
(OOC: Okay, I'll wait for confirmation from Balassar and Alton for a general withdrawal from the area.)
Alton will go along with heading back to Hupperdook, secretly happy to be going back after seeing his friends almost die a few times. Who knew that adventuring and finding good stories to tell would be so dangerous. As they go back the way they all came, he will mention if they should bring Huron's body with them too as proof he is dead.
Be excellent to each other, and roll for initiative dudes!
Wash offers to help drag Huron’s body.
[OOC: I’m guessing that they won’t be strong enough to drag Huron’s body, but Wash will try until it becomes obvious that it is slowing the exit down.]
Balassar nods as he picks up the drow and hoists him over his should "Back to Hupperdook." as they reach Huron's body he will just bend down and lift it over the other shoulder "Well lead the way."
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
You leave the cave complex without incident. Though there may still be denizens here, there is little remaining that would threaten you. You hear movement from time to time, but whatever creatures have survived your attack are being careful to stay out of your way. If they are there at all - perhaps it's just the sound of the waterfall, or a few unattended pieces of machinery.
You can carry the body of Huron Stahlmast with you if you wish; he was a scrawny fellow and not a particularly big one. Balassar can carry him and the drow, with Wash and Alton following behind in case one needs to be prodded back into position over his shoulder. You are untroubled on the journey, though it's getting late by the time you reach Hupperdook. At this point, there's a little more trouble - you are carrying a drow, bound and gagged and probably conscious at this time. He's not struggling, but he is staring with unconcealed fury at passers-by as you bring him through the streets of Lower Hupperdook; a few townsfolk scream and run away, and others stop and stare. Everyone seems very impressed that you captured a drow, including the guards at the gate, one of whom insists on escorting you and your prisoner directly to the Watchmaster's office.
Though many children gaped at the drow in trepidation, there was a very different reaction to the small, dragon-like creature perched on Wash's shoulder. Wash, you haven't sensed anything from the creature during the journey down the mountain, except a general sense of contentment, but upon entering the town it seems to become excited, twisting and turning and shifting position again and again as it tries to look at everything there is to be seen.
Less than an hour after passing through the town's gate, you enter a large, imposing building and no fewer than eight guards are waiting for you. They take the drow, not too gently, and shove him towards a door that you assume leads to the cells. Another guard shows you through a different door.
And so you find yourself standing before the aforementioned Watchmaster Bram Gulchswattle who you had met previously. He sits in his office behind a desk, but rises upon seeing you. As you enter, you notice, lounging on a chair in one corner, feet up on a stool, the elf Yinra Emberwind, a tankard of ale in her hand and an approving expression on her face. I'm glad you could finally make it gentlemen, she says. Path back not too taxing, I hope?
Mistress Emberwind has been filling me in on events, but I think I would like to hear your version too, Bram adds, eying the corpse of Stahlmast still being carried by Balassar.
(OOC: You don't need to do full in-character story-telling, but please give me bullet points of the main things you will highlight in your account to the Watchmaster. Also, let me know if you are giving him anything you picked up.)
Alton will put down his backpack and rummage through it to pull out and hand over the plans for destroying Hupperdook. He will highlight the more exciting parts about the venture, mainly the bigger battles and the tunnel that just goes down.
- Briefly go over fighting with more kobolds
- Retell the fight with Huron
- Tell about the fight with the dwarf (Duergar)
- The capture of the drow
- The underground tunnel
Be excellent to each other, and roll for initiative dudes!
Balassar loses himself in thought as he carries the bodies to the city. He just smiles looking at the children “That’s right kids, we helped to save the town from this lot. Be warry the drow is still alive, but he can’t hurt you while we are around.” With that he just continues walking with the escort being guided.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Wash adds in:
- They saved Yinra Emberwind, who was locked up without her equipment (and she ran off fairly soon after that and was very little help),
- They found clockwork armour and he describes it (basically what he found out in this post),
- They found Stahlmast’s plan - that he was going to set off "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" [Alton already covered this - oops],
- That there appear to be traps (the crossbow on a pedestal and most likely the room with a metal floor),
- Says that there is a fair amount that is still unexplored, and if the Watchmaster can spare a few troops to help haul the clockwork armour back (and maybe an inventor), they can make sure that the place is cleared for good and try to block up the underground tunnel to the Underdark, to minimise further threat. Wash suggests that they should attempt to go back that same day with reinforcements if possible, to minimise the chances of a) explosives being set off if they have already been set, b) an enemy of Hupperdook taking the clockwork armour, c) reinforcements coming in from the tunnel to/from the Underdark.
(Did you pick up any evidence of Stahlmast's plan that you are going to give to the Watchmaster?)
(OOC: Alton has those plans and already handed them over. Probably should have put that as a bullet point instead of a sentence.)
Be excellent to each other, and roll for initiative dudes!